Magic
Primary Magic: Stave Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: Stave Magic is not so much a magic used by the caster so much as the item the caster wields. Used by mages who lack the ability to turn their magic into form, stave magic allows the wielder to push a portion of their magical energy into the stave which then amplifies it to the point that it takes the form of the spell they are attempting to cast.
As the name suggests, Stave Magic relies heavily, although not entirely, upon the use of magic staves. The more staves the wielder owns, the more magic they are able to unlock and use - assuming they have enhanced their own magical proficiency enough to cast such spells safely. For each stave the wielder owns they are able to add a 'layer' onto their magic. Layering magic is done simply by layering one magic circle with another to alter or augment the effects of the spell. As mentioned before, Stave Magic does not rely entirely on the use of staves. Once a mage reaches a certain level of magical ability they will be able to use spells of two ranks below or lower than their own rank without the use of any staves, although they will still require them for their stronger spells.
The magic produced by the staves are not in any way 'random'. Staves are tools designed and crafted to link to the natural aether around it, making use of the six natural elements of the world; Fire, Water, Earth, Wind, Lightning and Ice. By combining these six elements in certain ways the wielder is able to produce spells that are unique to them and can assist in nearly any scenario. While the combined elements would normally be dangerous for a single mage to wield safely, the staves are designed to stabilise the elements to prevent a backlash of magical energy.
Strengths:
- By layering magic circles the caster is able to augment their spells or even create entirely new spells and effects that would be impossible if they used single magic circles.
- The more staves the caster owns, the more layers and more power they can utilise - although this also relies on their own magical proficiency.
- Courtesy of the multiple elements used and the ability to layer the magic circles, Stave Magic is an incredibly versatile and unpredictable magic.
Weaknesses:
- The caster will struggle greatly if they are left without a stave to cast with.
- The caster cannot layer their magic unless they own and have linked with sufficient amount of staves to do so, and have sufficient magical proficiency. As such, many stronger spells will be locked to them if they lack either.
- The elements used by Stave Magic are weaker than those used by mages who specialise in one specific element. As such, spell clashes of the same element and rank will result in the wielder's spell being defeated by the opposing spell.
- The elements used by Stave Magic can be consumed by slayers of those respective elements.
Lineage: N/A
Unique Abilities:
Somnus Aura - Vesper shrouds themself in a clear aura that affects everyone of equal and lower rank so long as they are not threatened by Vesper's presence. This aura causes those affect to become drowsy and fall to sleep. NOTE: This effect is purely for friendly NPC and social use and CANNOT be used in combat.
Mind's Eye - Vesper's right eye - the covered eye - allows them to see aether and auras. As such, Vesper is able to see magic as it pools and manifests into spells, and can see when magical beings are friendly or hostile. This does not work on non-magical beings and does not allow Vesper to dodge attacks; the magical energy is all Vesper can see, not how the magic is used.
Spells
List of Spell Fusions: -Locked-
Primary Magic: Stave Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: Stave Magic is not so much a magic used by the caster so much as the item the caster wields. Used by mages who lack the ability to turn their magic into form, stave magic allows the wielder to push a portion of their magical energy into the stave which then amplifies it to the point that it takes the form of the spell they are attempting to cast.
As the name suggests, Stave Magic relies heavily, although not entirely, upon the use of magic staves. The more staves the wielder owns, the more magic they are able to unlock and use - assuming they have enhanced their own magical proficiency enough to cast such spells safely. For each stave the wielder owns they are able to add a 'layer' onto their magic. Layering magic is done simply by layering one magic circle with another to alter or augment the effects of the spell. As mentioned before, Stave Magic does not rely entirely on the use of staves. Once a mage reaches a certain level of magical ability they will be able to use spells of two ranks below or lower than their own rank without the use of any staves, although they will still require them for their stronger spells.
The magic produced by the staves are not in any way 'random'. Staves are tools designed and crafted to link to the natural aether around it, making use of the six natural elements of the world; Fire, Water, Earth, Wind, Lightning and Ice. By combining these six elements in certain ways the wielder is able to produce spells that are unique to them and can assist in nearly any scenario. While the combined elements would normally be dangerous for a single mage to wield safely, the staves are designed to stabilise the elements to prevent a backlash of magical energy.
Strengths:
- By layering magic circles the caster is able to augment their spells or even create entirely new spells and effects that would be impossible if they used single magic circles.
- The more staves the caster owns, the more layers and more power they can utilise - although this also relies on their own magical proficiency.
- Courtesy of the multiple elements used and the ability to layer the magic circles, Stave Magic is an incredibly versatile and unpredictable magic.
Weaknesses:
- The caster will struggle greatly if they are left without a stave to cast with.
- The caster cannot layer their magic unless they own and have linked with sufficient amount of staves to do so, and have sufficient magical proficiency. As such, many stronger spells will be locked to them if they lack either.
- The elements used by Stave Magic are weaker than those used by mages who specialise in one specific element. As such, spell clashes of the same element and rank will result in the wielder's spell being defeated by the opposing spell.
- The elements used by Stave Magic can be consumed by slayers of those respective elements.
Lineage: N/A
Unique Abilities:
Somnus Aura - Vesper shrouds themself in a clear aura that affects everyone of equal and lower rank so long as they are not threatened by Vesper's presence. This aura causes those affect to become drowsy and fall to sleep. NOTE: This effect is purely for friendly NPC and social use and CANNOT be used in combat.
Mind's Eye - Vesper's right eye - the covered eye - allows them to see aether and auras. As such, Vesper is able to see magic as it pools and manifests into spells, and can see when magical beings are friendly or hostile. This does not work on non-magical beings and does not allow Vesper to dodge attacks; the magical energy is all Vesper can see, not how the magic is used.
Spells
- D Ranked Spells - Single Layer Magic Circles:
- Cinder:
Name: Blaze
Rank: D
Type: Fire, Offensive, AoE
Duration: Instant
Cooldown: 3 posts
Description: Vesper thrusts a stave forward towards the target, creating a red magic circle that launches a 1 meter by 1 meter fireball at the target. It travels at 7.5 meters per second for 10 meters and explodes upon impact, dealing D rank damage to the struck target and 1/2 D rank damage to anyone within 1 meter of the target.
Strengths:
- Cinder is Vesper's main attacking spell for dealing with groups of people as it is capable of dealing damage to multiple targets within a small area.
- Fire is naturally effective against ice and thus deals an extra 50% D rank damage to equal ranked ice magic and users. Ice users and magic of C-rank are dealt 25% extra damage. Ice users and magic of B-rank or above are dealt no additional damage.
- If combined with wind magic the range and damage of the spell can be doubled, making it a useful spell when battling alongside an ally.
Weaknesses:
- The fire can be put out by water spells of equal rank, and wind spells of equal rank if used by a dedicated wind mage.
- Earth based magic of equal rank can snuff out or stop the flames in their tracks.
- The range of the explosion can damage allies as much as enemies.
- Water and earth mages have a natural resistance to the flames and thus mages of equal rank who wield those magics take 25% less damage from this spell. Mages of C-rank resist by 50%. Mages of B-rank or above take no damage from this spell.
- Fluid:
Name: Fluid
Rank: D
Type: Water, Offensive, Support
Duration: Instant
Cooldown: 3 posts
Description: Vesper holds a stave and twists their body so that their back is almost facing the target, then thrusts the stave forward. A blue magic circle appears before the stave and releases a powerful jet of water that pushes the target back up to 10 meters away from Vesper and deals D rank damage.
Strengths:
- Deals damage as well as giving Vesper space between them and their opponent.
- This spell can be cast instantly with the jet hitting with such force that the target is left briefly disorientated if they are within a meter of Vesper when they cast the spell, rendering them unable to attack for a single post.
- Fire magic is naturally weak to water magics. Fire mages of equal rank will take an extra 50% D rank damage if struck by Fluid. C-rank mages will take 25% extra damage. B-rank mages will not take any extra damage.
Weaknesses:
- Water mages are immune to the secondary effects of this spell and resist the damage dealt by 50%.
- Lightning magic can be used to shock Vesper if used at the same time as Fluid, dealing 50% extra damage of that rank as a result.
- Fluid only travels in a straight line hitting anyone in that line and knocking them back to the end of its range. Anyone clear of that line will be untouched and thus unaffected.
- Ice magic of equal rank and from a dedicated ice mage can freeze this spell, rendering it useless.
- Stone:
Name: Stone
Rank: D
Type: Earth, Offensive, Defensive
Duration: Instant
Cooldown: 3 posts
Description: Vesper slams the base of their stave down on the ground and creating an orange magic circle. The ground responds by creating a pillar in front of Vesper that is 3 meters high, 1.5 meters wide and 1.5 meters in depth. If struck by the pillar one will be dealt D rank damage. The pillar can take up to 2 D rank spells before it shatters.
Strengths:
- Stone creates a barrier between Vesper and an opponent, giving the former some breathing space in combat.
- This spell can be used offensively to knock an opponent into the air and deal damage to them. It can then still be used to protect Vesper from up to two D rank attacks.
- The pillar naturally resists lightning magic of equal rank by 50% (25% for C-rank spells), making it difficult for lightning magic to break through.
Weaknesses:
- Iron spells of higher rank will easily shatter through the wall. Furthermore, the wall will only block one iron spell of equal rank.
- Certain spells can travel around or over the pillar and strike Vesper.
- Vesper can only cast this spell on solid ground. Attempting to cast this on a boat or airship is futile and rather a dangerous risk.
- The pillar can be used as much by an opponent as it can by Vesper.
- Volt:
Name: Volt
Rank: D
Type: Lightning, DoT
Duration: Instant cast, effects last for 3 posts.
Cooldown: 4 posts
Description: Vesper thrusts their stave forward and creates a purple magic circle which releases a small ball of lightning at a target within 10 meters distance. It travels at a speed of 7.5 meters per second and upon connecting with the target the ball explodes in a violent blast of lightning that creates static energy all around the body. The target will take 0.5 D ranked damage every post for 3 posts.
Strengths:
- If the spell connects it can deal up to 1.5x D rank damage in total.
- Lightning magic is naturally more effective against water based magics. As such, water mages take full D rank damage every post throughout its duration if struck.
- As this spell deals damage over time it allows Vesper to deal considerable damage with every post to wear down their target quicker.
Weaknesses:
- Volt can be redirected by a metal object or spell.
- Earth and Rubber based magics and mages are immune to Volt and its effects.
- This spell travels in a straight line, thus can be dodged if the target can predict its line of movement.
- Volt does not deal any initial damage, thus the impact of the spell - with exception to the static feeling - is unlikely to hinder the target.
List of Spell Fusions: -Locked-
- LOCKED:
Name
Rank:
Type:
Fused Spells
Last edited by Vesper on 9th March 2015, 9:03 am; edited 2 times in total