Magic
Primary Magic: Imperial Regime
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster, Lost Magic
Description:
A magic born from the strength of one’s self, forged within those whom have lost everything and been cracked to the core but yet still holds onto that small glimmer of hope no matter how painful. Imperial Regima is such a lost magic, it is not taught or studied like others. Despite what it may seem it is not even inherited or passed on through blood lines. It is a magic forged within one’s soul when everything seems lost and yet they struggled to hold onto the pain instead of letting it go. It is perhaps for this reason that it is so easy for others to take strength in the presence of one who wields this power, and as to why birds and other animals often appear around them.
In order to master it though requires the cracks to be mended and a unity between body and spirit along with a strong mentality to keep it under control. Constant, almost torturous training is required for both body and mind in order to full bring out the inner power of the Imperial Regime after it first blossoms brightly. The user’s body must be strong and constantly pushed past its limits to allow the magic’s continued growth with no such thing as light training for them as the closer to the threshold they take themselves the greater the training.
Once they have learned how to harness the power of the Imperial Regime the user is capable of finally exploring the possibilities it offers, of discovering the ferocious onslaught of magical potential within. Drawing forth their power and using their physical might to focus it, mages are capable of bringing their bodies and attacks to new peaks to cause devastation in melee and close range. They are able to let the power flow throughout their body, strengthening it and extending it out to their allies in order to enhance them all, leaving no weak link untouched.
When enemies are within their grasp or the reach of their weapons, the mage can instead seek to force their magical might upon their enemies and unleash their raging magic in powerful barrages or to hinder their opponent’s abilities, making it easier to stay within striking distance. Be it chains, the pressure of their presence weighing down on others, flight, their inspiring form boosting moral, or close ranged attacks that are unrelenting the Imperial Mage is not one to be trifled with when in the midst of a large scale battle.
For Dederik he utilizes the benefits of the magic most often in order to enhance his physical body, strikes, and equipment while also allowing it to permanently alter his body into a stronger form while using active spells to make full use of his military background to cause his strikes to create even more devastation. He seeks to use it to enhance his body to the point where he can flutter about the battle field, overwhelming his enemies in close range with the speed to keep up the assault and chase them down. When they do escape he would use bursts of speed to close the distance, or debuff his foes to reduce their chances of escape.
Innate Abilities:
Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)
Strengths:
Weaknesses:
Lineage: Conqueror’s Courage Unique Abilities:
Conqueror's Courage:
Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.
Unique Abilities:
Primary Magic: Imperial Regime
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster, Lost Magic
Description:
A magic born from the strength of one’s self, forged within those whom have lost everything and been cracked to the core but yet still holds onto that small glimmer of hope no matter how painful. Imperial Regima is such a lost magic, it is not taught or studied like others. Despite what it may seem it is not even inherited or passed on through blood lines. It is a magic forged within one’s soul when everything seems lost and yet they struggled to hold onto the pain instead of letting it go. It is perhaps for this reason that it is so easy for others to take strength in the presence of one who wields this power, and as to why birds and other animals often appear around them.
In order to master it though requires the cracks to be mended and a unity between body and spirit along with a strong mentality to keep it under control. Constant, almost torturous training is required for both body and mind in order to full bring out the inner power of the Imperial Regime after it first blossoms brightly. The user’s body must be strong and constantly pushed past its limits to allow the magic’s continued growth with no such thing as light training for them as the closer to the threshold they take themselves the greater the training.
Once they have learned how to harness the power of the Imperial Regime the user is capable of finally exploring the possibilities it offers, of discovering the ferocious onslaught of magical potential within. Drawing forth their power and using their physical might to focus it, mages are capable of bringing their bodies and attacks to new peaks to cause devastation in melee and close range. They are able to let the power flow throughout their body, strengthening it and extending it out to their allies in order to enhance them all, leaving no weak link untouched.
When enemies are within their grasp or the reach of their weapons, the mage can instead seek to force their magical might upon their enemies and unleash their raging magic in powerful barrages or to hinder their opponent’s abilities, making it easier to stay within striking distance. Be it chains, the pressure of their presence weighing down on others, flight, their inspiring form boosting moral, or close ranged attacks that are unrelenting the Imperial Mage is not one to be trifled with when in the midst of a large scale battle.
For Dederik he utilizes the benefits of the magic most often in order to enhance his physical body, strikes, and equipment while also allowing it to permanently alter his body into a stronger form while using active spells to make full use of his military background to cause his strikes to create even more devastation. He seeks to use it to enhance his body to the point where he can flutter about the battle field, overwhelming his enemies in close range with the speed to keep up the assault and chase them down. When they do escape he would use bursts of speed to close the distance, or debuff his foes to reduce their chances of escape.
Innate Abilities:
Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)
Strengths:
- Brutally Offensive: Imperial Regime is a very punishing magic to be on the receiving end of with its specialization on a mixture of speed, devastating strength all packed into a close ranged package with only medium appearing as the mage’s strength increases. By sacrificing entire areas of magic to account for, it is capable of obtaining great offensive feats that surpass other magic. Some of the powerful ranged attacks he can unleash at higher levels are even capable of being influenced by his strength to greater effect.
- Imperial Diversity:While Imperial Regime may seem a purely offensive magic, in truth one of its over looked strengths lay in its supplementary spells that are meant to enhance and rejuvenate the user, their allies, or hinder their enemies. Some of its spells or abilities lays in the size or importance of a battle, with the greater that it is the stronger that the future ruler of nations becomes.
- Flesh Forged Divine: While the power flows and merges ever more into their body the mage starts to become one with it, granting their body powerful enhancements that grow as their magic strengthens. These enhancements most common form is that of passive abilities, seeking to strengthen the mage and possibly their allies in the face of danger or improving their combat ability. With their heavy focus on offense, lack of defensive spells, and severely limited range their own bodies have grown far stronger than normal to make up for their short comings.
Weaknesses:
- The best defense, is an overwhelming offensive: Other magics claim to be a mainly offensive magic, and yet still hold powerful defenses. Imperial Regime is no such magic, it is incapable of forming any defense spells with the majority of them being offensive or supplementary. When he does seek to improve defense, he must utilize his passives or seek to enhance his body through supportive spells.
- Long Range: Mages who specialize in long range are one of the biggest weaknesses of this magic, due to the lack of long ranged attacks available to the mage. This forces the user to either rely on their speed and brute force to fight their way to a most likely slippery foe, or depend on others to take care of long distant threats.
- Distinguished Lineage: Those with Imperial Regime magic do not hold the typical magical and spiritual auras about themselves, instead the auras take a distinguished form that is not likely forgotten once gazed upon. When these auras are viewed black feathers seems to fall down around the mage as massive eagle wings spread out behind them or surround the mage protectively. Within the darkness of the wings tiny stars seem to shine and sparkle like the beautiful night sky, oh so long ago. This causes them to easily be recognized and spotted to those skilled enough to detect the mage’s aura, resulting in them having far more risk when they attempt to go unnoticed.
- Friendly Fire: While many of the magic’s spells and effects might seek to enhance attacks, there is often little regard in distinguishing friends from allies when the user unleashes the raw offensive might against their opponents. Very capable of having the empowered spells harming an ally if there is a lack in teamwork.
- Medium Range: The variety of medium ranged spells is lacking for this magic, due to its intense focus on the physical body and close combat. While there may be some, they will never be things to truly fear when compared to some of the things other magic can accomplish aside from raw offensive output.
Lineage: Conqueror’s Courage Unique Abilities:
Conqueror's Courage:
Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.
Unique Abilities:
- Majestic Senses:5% of a mage’s magic is always in the air surrounding them, anchored to them as it grants them the ability to feel and sense things occurring within the area it occupies even if they weren’t normally able to. At its current rank the mage is able to sense anything within 5m around them in an orb with them at the epicenter. This allows them to sense spells or physical objects coming into the area around them, although it does not improve their reaction time. (This results in the mage having 95% magic power at max, rather than 100%)
Here Comes The King: For every being participating in the overall fight (Including those across plot threads) aside from user the mage gains +10% to their strength and speed with it scaling with the Imperial Mage's rank.Stand Up Be Strong: Themselves and allies in the thread or other plot related threads receive +10% to their speed. This scales according to the mage’s rank.I Was Here: The user's body is altered and grows more resistant to both damaging and debilitating affects with the amount scaling with the user's rank. At its current strength the mage receives 20% less damage from attacks equal to C rank attacks and has the debilitating affects reduced by the same amount. Ex: a 10% debuff becomes a 8% debuff at current rank.
- D Rank Spells:
Spells:
Name: Donning of the Robe and Crown.
Rank: D
Type: Supportive
Description: The might of the divine gift is brought forth to bear as the air around the caster’s body shimmers ever so slightly as the magical power takes route, infusing with not only the user’s body but also extending it outside of it to manifest. While active this spell increases the mage's endurance by50% and stacks with buffs from other spells. It allows the mage to endure half of D rank spells.
Strengths:- Endurance:This spell increases the mage's endurance, making them able to sustain more damage than usual.
- Stacking: Can be used in conjunction with other spells to further improve the mage's capabilities.
- Intimidation:The glamorous affects of spell can give the mage a more intimidating aura about them, potentially provoking opponents into seeking to take them down quickly only to use their spells on someone with more endurance or in an attempt to seem more powerful.
Weaknesses:- Dur/CD:This spell has a duration of three posts and a cool down of four.
- Variety: This spell holds no beneficial affects other than a pure endurance buff, making it a linear spell with no creative ways to apply it.
- Deactivates: Upon losing consciousness the spell effect ends, causing the user to no longer benefit from the increased endurance to heighten their chances of survival.
- Selfish: Only affects the user.
- Visibility: The spell altering the user's appearance serves as a warning device to their enemies, with smarter ones realizing the potential threat and being more caution until it ends.
Name: Empowered Strikes.
Rank: D
Type: Supportive
Description: A shimmering red aura glows around the user and their weapons. While active this spell allows the mage to deal an additional half D rank on their melee strikes.
Strengths:- Strength:This spell increases the mage's strength, making them able to deal more damage than usual.
- Stacking: Can be used in conjunction with other spells to further improve the mage's capabilities.
- Instant:This spell has no casting time and is cast instantly.
Weaknesses:- Dur/CD:This spell has a duration of two posts and a cool down of three.
- Variety: This spell holds no beneficial affects other than a pure strength buff, making it a linear spell with no creative ways to apply it.
- Ice: If an offensive ice spell of equal or greater hits the mage it interferes with the magical power enhancing their muscles, canceling it early.
- Selfish: Only affects the user.
- Visibility: The spell altering the user's appearance serves as a warning device to their enemies, with smarter ones realizing the potential threat and being more caution until it ends.
- Endurance:This spell increases the mage's endurance, making them able to sustain more damage than usual.
- C Rank Spells:
Name: Get Back Here
Rank: C
Type: Offensive
Description: The mage unleashes a burst of magic power that engulfs everything within a 50m radius of the user while penetrating through obstacles. Anything that the user perceives as an enemy within the area that does not escape in time gets a shimmering outline of a chain attaching themselves to one of Dederik’s arms. The chain can only be broken magic spell C rank or above and can be used to drag them towards the user. Those whom have the highest strength are the one that can use the chains to manipulate their opponents positioning. The chains move at 30 m/s and are capable of grappling up to five people at a time.
Strengths:- Multiple Bindings:Is capable of binding multiple people.
- Differentiates: Can tell friend from foe.
- Magic Spell:The chains can only be broken through the use of magic.
Weaknesses:
Duration | Cooldown 3 post duration | 4 post cooldown- Double Edge Sword:Just as the spell binds others to him, Dederik is also bound to his opponents without a way to dismiss it at will.
- Strength: The strongest person strength wise is the one whom is capable of dragging people towards them or into obstacles. However the fact that it targets multiple people makes it a dangerous spell to use due to the threat of the strength of multiple people being able to overpower the user.
- Range:The chains remain to have a max range of 50m even when the opponent is hit closer. The only way to reduce the range on them once they have been formed is to manually drag the chains back and hold them some way to prevent them from getting loose. Often time this causes the user to be unable to wield a weapon in the hand that is attempting to prevent any slack from appearing.
- Initial Area:When the spell is cast it spreads out from the location that the user was in. If the mage moves away from the center than only the enemies that are within the predetermined locations that are in chain range are bound to the user. (For example the user casts the spell and moves 25m north. If there was an enemy mage 26m south of the original casting location before the spell reached them, than chains wouldn’t form between them due to the chain being too short.)
Name: Wave
Rank: C
Type: Offense
Duration: Instant
Cooldown: 2
Description: The mage enhances their weapon with a black aura, causing their next melee attack to create a shockwave that extends 15m beyond the weapon, dealing C rank damage. The shockwave travels at 25m/s
Strengths:- Damage: deals C rank damage
- Cooldown: Low CD
- Stacks: Stacks with other damage enhancement spells.
Weaknesses:- Range: Range depends on melee weapon
- Obvious: obvious aura of magic
- Speed: not as fast as other spells of its rank
- Weapon:requires a weapon
Name: Enhance
Rank: C
Type: Offense
Duration: 3 posts
Cooldown: 6 posts
Description: Engulfs the mage or one weapon they wield in a silver aura, causing any attacks coming from them to deal 75% of C rank damage on every attack and reducing the damage a weapon takes by the same amount, the defense does not apply to the mage’s body.
Strengths:- Damage: Higher damage potential than other spells of its rank.
- Versatile: Can be used on various kinds of weapons or on themselves.
- Shield: When used on a weapon reduces damage taken by its damage increase, due to the magic coating.
Weaknesses:- Weapon: Requires a weapon, or else risks harm in counter attacks/defense spells
- Range: Range depends on what’s enhanced
- Obvious: Is obvious when in use, giving enemies a warning.
- CD: Higher CD than usual.
Name: Adrenaline Rush - Siggie
Rank: C
Type: Supportive
Description: By using his magical power to enhance his body Dederik is capable of increasing his speed by 50%. While it is in effect the user has a shimmering blue aura around them.
Strengths:- Speed:Increases the user’s speed.
- Stacking: Stacks with other buff spells.
- Instant:Is cast instantly.
Weaknesses:
Duration | Cooldown 3 post duration, 5 post cooldown- Selfish:Only affects the user.
- Variety: Only does one beneficial thing.
- Visibility:Is easily visible, allowing enemies to see that some magical effect is potentially enhancing the mage.
- Terrain:Slippery terrain can cause the user to lose control of their mobility easier than normal, due to the more momentum behind their movements.
- Multiple Bindings:Is capable of binding multiple people.
Last edited by Dederik on 12th January 2015, 6:47 pm; edited 8 times in total