Magic
Primary Magic: Rune Carving
Secondary Magic: None
Caster or Holder: Caster
Description:
The user carves runes into his body or other surfaces to gain certain effects. These runes are imbued with mana upon being carved, but once this mana runs out, they become useless symbols. The user can however just recast his rune, in the same place, allowing for the rune to be reused without having to carve another rune. This casting requires no motion as the original rune is already present. The user also has the option to simply channel more mana into a functioning rune to give it a boost of power or have it last longer. The power of these runes is determined by their rank, and the amount of mana channelled into it. Regardless of the amount of mana channelled, all runes produce their effects at strength appropriate for their rank. What changes here is the duration of the effect. I.e. a teeny bit of mana would only allow the granted effect to last a few seconds, in comparison to the minutes it could usually last if given appropriate quantities. The user may channel supplementary mana into runes to augment their effects, but this will reduce duration of the active rune.
This particular user uses his magic to strengthen himself in various aspects, or even to strengthen objects. He often carves his runes before going out for missions, to allow for faster access to their abilities. This particular character uses a Runic Dagger to carve his runes, which makes for a better quality rune, and lowers the mana drainage for runes created with it. Even though this is the case, anything can be used to carve a rune, and a user who is skilled enough can carve it from pure magic, with their fingers.
Strengths:
• This magic is good at “buffing” people or objects beyond their normal limits
• This magic can be versatile as there are many different runes with different effects
• This magic may seem frightening to some, as it implies a form of self-harm
• The user can invest more mana into runes to heighten the effect or duration
• Rune alteration: The user may alter runes into other runes he knows, thus changing the effect without having to make a new rune. This still requires a way to carve things.
Weaknesses:
• This magic implies self-harm, and as such is painful to the user, particularly when carving runes.
• If the user is not careful, they may carve too deeply and cause significant damage to themselves
• This magic requires already formed runes, or a way to form them, which may at times be impossible.
• Carving runes takes time; as such improvising in the middle of combat may prove to be difficult.
• The user must invest a set amount of mana in his runes for them to last
• The runes drain the mana channelled automatically, not based upon the caster’s will
Lineage:
Truth
Description: There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability: Negates all magic in a 30 meter radius, but in exchange negates the user's magic as well.
Usage: Duration: 6 posts, cool-down: 6 posts. Can only be used 2 times per thread.
Unique Abilities:
• Remote carving: this skill allows the user to carve on any surface in a 10 meter distance from himself. He accomplishes this by carving in the air the rune he wants to carve. The tip of his blade will disappear and appear where he is carving. This can be used to help teammates at the cost of some bit of pain, or carve runes on hard to reach areas of his body.
• Embrace your pain: The user of this magic has learned to embrace his pain through the use of this magic, and live within it. As such, he can tolerate much more pain than the average mage, though he becomes cold in this state. The key factor is that he still feels the pain, but instead of fighting it, accepts it.
• Fingers of the master: This magic grants heightened dexterity, due to being required to carve runes accurately
Spells:
Name: Rune of Speed
Rank: D
Type: Supportive
Duration:Dependent on percentage of mana channelled, but for the basic 10% it lasts 5 posts
10%= 5 posts
12%= 6 posts
14%= 7 posts
16%= 8 posts
18%= 9 posts
20%= 10 posts
Cooldown: Dependent on duration, but will always last at least as long as the duration. If the rune lasts more than one post then the cooldown will be the duration + 1 post
Description:[/b This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. This rune augments the user’s speed, thus his movement and action time will be shorter. This will allow him to reach inhuman speeds. This rune adds 25% to the user's speed.
Strengths:
• Allows the user to be faster than they usually are
• Can be used in short bursts
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• The user’s body can not necessarily keep up with the acceleration he gains
• This spell may boost speed, but if the user doesn’t have enough stamina it may be harder to utilize
• If the rune is altered it will stop functioning as a Rune of Speed
• The user must carve a rune or have an already pre-carved rune to cast this spell
Name: Rune of Strength
Rank: D
Type: Supportive
Duration: Dependent on percentage of mana channelled, but for the basic 10% it lasts 5 posts
10%= 5 posts
12%= 6 posts
14%= 7 posts
16%= 8 posts
18%= 9 posts
20%= 10 posts
Cooldown:Dependent on duration, but will always last at least as long as the duration. If the rune lasts more than one post then the cooldown will be the duration + 1 post
Description: This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. This rune grants the user more physical strength, this allows the user to lift a relatively normal boulder ( Approx. 1m diameter) with one hand with relative ease, to go against a certain momentum when needed and greater force to counter inertia. This will also add more strength to each action.
This rune adds 25% to the user's strength.
Strengths:
• Grants the user more strength than they usually have
• The user's attacks are more effective due to him generating more force
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• The user’s body may be harmed as it might not necessarily keep up with the strength he gains
• If the rune is altered it will stop functioning as a Rune of Strength
• The user must carve a rune or have an already pre-carved rune to cast this spell
• This may tire out the user as they are using more strength than they usually do
Name: Rune of Stamina
Rank: D
Type: Supportive
Duration: Dependent on percentage of mana channelled, but for the basic 10% it lasts 10 posts
10%= 5 posts
12%= 6 posts
14%= 7 posts
16%= 8 posts
18%= 9 posts
20%= 10 posts
Cooldown: Dependent on duration, but will always last at least as long as the duration. If the rune lasts more than one post then the cooldown will be the duration + 1 post
Description: This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. This allows the user to withstand more effort, damage, and energy loss and keep going. It reduces the energy input required to act, and greatens stamina. This rune adds 25% to the user's stamina.
Strengths:
• Allows the user to fight without getting too tired
• Allows the user to bypass some of the weaknesses generated by the other runes
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• It is the type of spell that must remain active for a long time to be effective
• This isn’t a rune that is very useful on its own, but rather a complementary one
• If the rune is altered it will stop functioning as a Rune of Stamina
• The user must carve a rune or have an already pre-carved rune to cast this spell
Name: Rune of Regeneration
Rank: D
Type: Supportive
Duration: 5 posts
Cooldown: 6 posts
Description: This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. Once the rune is created, or mana has begun to be channeled into it, it will take a “picture” of the user. Any changes that happen to the user after this will be reverted, effectively regenerating. To put it in other words, it isn’t a healing spell so will not heal you up to 100%, but will set your current condition as 100%, and heals what damage occurs.
Currently, it only restores shallow wounds quickly, and takes multiple posts to heal up more severe alterations to the user. (1% regen per post)
Strengths:
• It can restore both psychological and physical damage
• It allows a form of healing if used before damage is inflicted
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• It will not finish restoring if the rune runs out of mana before it is finished
• This is not an actual healing spell, and won’t help for any damage inflicted before
• The user cannot create more runes on the thing this rune is carved upon, since it will restore the body back to normal, without the rune
• The user must carve a rune or have an already pre-carved rune to cast this spell
List of Spell Fusions:None
Primary Magic: Rune Carving
Secondary Magic: None
Caster or Holder: Caster
Description:
The user carves runes into his body or other surfaces to gain certain effects. These runes are imbued with mana upon being carved, but once this mana runs out, they become useless symbols. The user can however just recast his rune, in the same place, allowing for the rune to be reused without having to carve another rune. This casting requires no motion as the original rune is already present. The user also has the option to simply channel more mana into a functioning rune to give it a boost of power or have it last longer. The power of these runes is determined by their rank, and the amount of mana channelled into it. Regardless of the amount of mana channelled, all runes produce their effects at strength appropriate for their rank. What changes here is the duration of the effect. I.e. a teeny bit of mana would only allow the granted effect to last a few seconds, in comparison to the minutes it could usually last if given appropriate quantities. The user may channel supplementary mana into runes to augment their effects, but this will reduce duration of the active rune.
This particular user uses his magic to strengthen himself in various aspects, or even to strengthen objects. He often carves his runes before going out for missions, to allow for faster access to their abilities. This particular character uses a Runic Dagger to carve his runes, which makes for a better quality rune, and lowers the mana drainage for runes created with it. Even though this is the case, anything can be used to carve a rune, and a user who is skilled enough can carve it from pure magic, with their fingers.
Strengths:
• This magic is good at “buffing” people or objects beyond their normal limits
• This magic can be versatile as there are many different runes with different effects
• This magic may seem frightening to some, as it implies a form of self-harm
• The user can invest more mana into runes to heighten the effect or duration
• Rune alteration: The user may alter runes into other runes he knows, thus changing the effect without having to make a new rune. This still requires a way to carve things.
Weaknesses:
• This magic implies self-harm, and as such is painful to the user, particularly when carving runes.
• If the user is not careful, they may carve too deeply and cause significant damage to themselves
• This magic requires already formed runes, or a way to form them, which may at times be impossible.
• Carving runes takes time; as such improvising in the middle of combat may prove to be difficult.
• The user must invest a set amount of mana in his runes for them to last
• The runes drain the mana channelled automatically, not based upon the caster’s will
Lineage:
Truth
Description: There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability: Negates all magic in a 30 meter radius, but in exchange negates the user's magic as well.
Usage: Duration: 6 posts, cool-down: 6 posts. Can only be used 2 times per thread.
Unique Abilities:
• Remote carving: this skill allows the user to carve on any surface in a 10 meter distance from himself. He accomplishes this by carving in the air the rune he wants to carve. The tip of his blade will disappear and appear where he is carving. This can be used to help teammates at the cost of some bit of pain, or carve runes on hard to reach areas of his body.
• Embrace your pain: The user of this magic has learned to embrace his pain through the use of this magic, and live within it. As such, he can tolerate much more pain than the average mage, though he becomes cold in this state. The key factor is that he still feels the pain, but instead of fighting it, accepts it.
• Fingers of the master: This magic grants heightened dexterity, due to being required to carve runes accurately
Spells:
Name: Rune of Speed
Rank: D
Type: Supportive
Duration:Dependent on percentage of mana channelled, but for the basic 10% it lasts 5 posts
10%= 5 posts
12%= 6 posts
14%= 7 posts
16%= 8 posts
18%= 9 posts
20%= 10 posts
Cooldown: Dependent on duration, but will always last at least as long as the duration. If the rune lasts more than one post then the cooldown will be the duration + 1 post
Description:[/b This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. This rune augments the user’s speed, thus his movement and action time will be shorter. This will allow him to reach inhuman speeds. This rune adds 25% to the user's speed.
Strengths:
• Allows the user to be faster than they usually are
• Can be used in short bursts
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• The user’s body can not necessarily keep up with the acceleration he gains
• This spell may boost speed, but if the user doesn’t have enough stamina it may be harder to utilize
• If the rune is altered it will stop functioning as a Rune of Speed
• The user must carve a rune or have an already pre-carved rune to cast this spell
Name: Rune of Strength
Rank: D
Type: Supportive
Duration: Dependent on percentage of mana channelled, but for the basic 10% it lasts 5 posts
10%= 5 posts
12%= 6 posts
14%= 7 posts
16%= 8 posts
18%= 9 posts
20%= 10 posts
Cooldown:Dependent on duration, but will always last at least as long as the duration. If the rune lasts more than one post then the cooldown will be the duration + 1 post
Description: This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. This rune grants the user more physical strength, this allows the user to lift a relatively normal boulder ( Approx. 1m diameter) with one hand with relative ease, to go against a certain momentum when needed and greater force to counter inertia. This will also add more strength to each action.
This rune adds 25% to the user's strength.
Strengths:
• Grants the user more strength than they usually have
• The user's attacks are more effective due to him generating more force
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• The user’s body may be harmed as it might not necessarily keep up with the strength he gains
• If the rune is altered it will stop functioning as a Rune of Strength
• The user must carve a rune or have an already pre-carved rune to cast this spell
• This may tire out the user as they are using more strength than they usually do
Name: Rune of Stamina
Rank: D
Type: Supportive
Duration: Dependent on percentage of mana channelled, but for the basic 10% it lasts 10 posts
10%= 5 posts
12%= 6 posts
14%= 7 posts
16%= 8 posts
18%= 9 posts
20%= 10 posts
Cooldown: Dependent on duration, but will always last at least as long as the duration. If the rune lasts more than one post then the cooldown will be the duration + 1 post
Description: This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. This allows the user to withstand more effort, damage, and energy loss and keep going. It reduces the energy input required to act, and greatens stamina. This rune adds 25% to the user's stamina.
Strengths:
• Allows the user to fight without getting too tired
• Allows the user to bypass some of the weaknesses generated by the other runes
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• It is the type of spell that must remain active for a long time to be effective
• This isn’t a rune that is very useful on its own, but rather a complementary one
• If the rune is altered it will stop functioning as a Rune of Stamina
• The user must carve a rune or have an already pre-carved rune to cast this spell
Name: Rune of Regeneration
Rank: D
Type: Supportive
Duration: 5 posts
Cooldown: 6 posts
Description: This spell requires having a rune carved or carving a rune. The user then channels his mana into the rune for a given effect. Once the rune is created, or mana has begun to be channeled into it, it will take a “picture” of the user. Any changes that happen to the user after this will be reverted, effectively regenerating. To put it in other words, it isn’t a healing spell so will not heal you up to 100%, but will set your current condition as 100%, and heals what damage occurs.
Currently, it only restores shallow wounds quickly, and takes multiple posts to heal up more severe alterations to the user. (1% regen per post)
Strengths:
• It can restore both psychological and physical damage
• It allows a form of healing if used before damage is inflicted
• If there are multiple runes of the same type, their effects will stack
Weaknesses:
• It will not finish restoring if the rune runs out of mana before it is finished
• This is not an actual healing spell, and won’t help for any damage inflicted before
• The user cannot create more runes on the thing this rune is carved upon, since it will restore the body back to normal, without the rune
• The user must carve a rune or have an already pre-carved rune to cast this spell
List of Spell Fusions:None
Last edited by Lef Draedel on 11th January 2015, 6:15 pm; edited 3 times in total