Magic
Primary Magic: Lightforge (Requip)
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder/Caster
Description: The Lightforge, as Aliss describes it, is her ability to channel the forces of light through her own lifeforce. By transmitting her own life into a vessel of light in the shape of a halo, she can then use it as a holder item for channeling her magic. The object itself is a living extension of its user, capable of both perceiving and reacting to the will and mind of its user. The more life the user puts into it, the more sentient it is. And it is through that lifeforce, connecting the soul to the elemental light she uses, that she can channel all of her abilities.
Zephyr prides herself in how much control she has over the light. And it shows, as she uses the Lightforge to summon a select number of detailed weapons and defenses, and a few other utility spells. Most center around her knight-like fighting style, with a few spells using raw light to punish her enemies from afar, or even using both in sync. While the majority of her usage comes from her Requip spells, a few come from the Lightforge itself, such as healing allies or increasing her speed temporarily. Despite the theme, she is not an angel.
Strengths:
Weaknesses:
Lineage: None
Spells:
Primary Magic: Lightforge (Requip)
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder/Caster
Description: The Lightforge, as Aliss describes it, is her ability to channel the forces of light through her own lifeforce. By transmitting her own life into a vessel of light in the shape of a halo, she can then use it as a holder item for channeling her magic. The object itself is a living extension of its user, capable of both perceiving and reacting to the will and mind of its user. The more life the user puts into it, the more sentient it is. And it is through that lifeforce, connecting the soul to the elemental light she uses, that she can channel all of her abilities.
Zephyr prides herself in how much control she has over the light. And it shows, as she uses the Lightforge to summon a select number of detailed weapons and defenses, and a few other utility spells. Most center around her knight-like fighting style, with a few spells using raw light to punish her enemies from afar, or even using both in sync. While the majority of her usage comes from her Requip spells, a few come from the Lightforge itself, such as healing allies or increasing her speed temporarily. Despite the theme, she is not an angel.
Strengths:
- Any spell weapons and armor do not cost MP to create, but cost her in lifeforce. This is not true for any spells cast through her weapons or armor (So support and Special spells cost MP still). Also, any active abilities of weapons and armor still cost MP is applicable.
- Because they are reinforced with her own lifeforce, all spell weapons and armor she creates count as the same rank as herself in terms of durability. Meaning her at C rank using a D rank spell weapon will take at least a C rank spell to break.
- The life flowing through her Requip constructs empowers them, meaning all spell weapons do one rank higher in damage. This is for attacks with the weapon itself, not spells cast through them.
Weaknesses:
- Her abilities, even just manifesting the Lightforge, have a physical affect on her. Red hair goes blonde just from creating the Lightforge halo, and gradually pales into silver while her skin tone pales and her magic even pales until her light spells can be seen through at near-zero lifeforce. Think of it like a very visible health bar. Enemies can see her weakening.
- Only the Lightforge, the halo above her head, is a Holder item. Meaning any constructs she makes during battle are vulnerable. This is twice as effective against her, since breaking her weapons makes her lose the life she put into them permanently.
- As stated, she must sacrifice lifeforce to use her weapons and armor. This is not the same resource as health, and cannot be healed while in combat normally, nor regained afterward in the same thread. It is a measure of the strength of her soul, and is represented as a percentage, beginning at 100%, and if emptied she dies no matter if the enemy even struck a blow against her, or even if she has magic power to heal.
- Any dark, weapon-breaking, or light-eating opponents will just wreck her
Lineage: None
- Unique Abilities:
- Fear No Evil -- Because of the nature of her Holder magic, all light magic she she casts can discern friend from foe, ally from enemy, and will not harm anyone the user does not wish it to, only causing damage or effects to her enemies. This includes Spell weapons she creates.
- Judgment -- Any spells cast through spell weapons or armor(Including said weapons and armor's abilities) charge them with light energy, making them shine that much brighter. This effect stacks three times on every weapon or armor in use. Once a spell weapon or armor reaches maximum charge, the user can then spend that charge to summon forth either a projectile or close-range AoE burst of light magic, with force and damage equal to the rank of weapon or armor. The range of either is maximum for the rank of the weapon or armor.
- Light Our Darkest Hour -- A hidden trick inside the halo around the user's head, one that only triggers once the user's life is depleted to zero, and only triggers the FIRST time this happens (Either health or lifeforce). The halo glows an almighty golden hue then becomes pure energy as the life and light stored within wash over the user's body, healing them to just within living status, and healing for 5% afterwards for three posts. During this time, her Transcend spell is also activated, allowing for either a way to escape or finish off a weakened opponent. Afterwards, the halo disappears, leaving the user unable to cast her Primary magic until after the current thread, and some serious meditation.
- Fear No Evil -- Because of the nature of her Holder magic, all light magic she she casts can discern friend from foe, ally from enemy, and will not harm anyone the user does not wish it to, only causing damage or effects to her enemies. This includes Spell weapons she creates.
Spells:
- D Rank:
- Name: Transcend
Rank: D
Type: Special
Duration:Three posts for armor, Instant for weapons
Cooldown:Four posts for armor, three posts for weapons.
Description: This spell is by far the most complicated, and most versatile in Aliss' arsenal. Channeling her magic through the Lightforge, she one of her spell weapons or armors with light, activating the hidden potential in whatever target for the spell the user chose. This hidden power is a gift infused in her lifeforce, made real by the elemental light in her spells. Since it is a case-by-case scenario, the one constant that CAN be noted here is that though it is only D Rank, it actually costs MP of equal rank to the spell it is empowering. This spell does NOTHING by itself, and must be used on another spell.
Strengths:- Extremely versatile
- Synchronizes with her skillset very well.
- Defines her own themes of self-control
Weaknesses:- Useless by itself
- Costs MP equal to rank of spell it boosts, instead of just D Rank cost
- Must be used on spell weapons or armor
- Again, the activation of this telegraphs her own abilities, even if they don't know what she channels the power into at first.
Name: Fleur du Soleil (Flower of The Sun)
Rank: D
Type: Spell Weapon
Duration: Three Posts
Cooldown: Four Posts
Description: Drawing forth the power of her own life and her holder item, light springs from the user's hand, then intensifies into a shape of the user's will This takes the form of a sword, one that knows no corrupt touch and is used only for the fulfillment of it's user's own internal sense of justice. Once formed, the blade is as sharp as.. well.. a blade of light, and requires no sharpening, weighing much less than a steel counterpart of itself and likely being an equal match to any weapon equal to its rank. Additionally, when forming the blade after casting, the user may choose a lighter, weaker shape of sword, or a slower, more powerful version, which take the form of a rapier or cross-hilt broadsword respectively. This is a passive effect usable once per summoning.
Smite: If Transcend is used to empower this weapon in either form, it glows with a golden light, activating this ability for use. By pointing the sword and thrusting, a beam of light will shoot out to maximum distance, piercing anything in its way. The light itself does nothing, but the user can, at any time alone the path of the beam, dash forward at lightspeed. As Light cannot pass through objects, but instead exist around them, the user's form momentarily becomes that of her element, and she arrives at the end of the path whole, ready to attack, counter, defend someone, as they see fit. This is an Active Ability, obviously.
Strengths:- Weapon is physical, and can be used to attack.
- Weapon costs no MP to use, due to costing her a portion of her lifeforce
- Weapon can be dispelled, returning the lifeforce used to her total remaining.
Weaknesses:- Weapon can be broken, causing the life used to make it to dissipate.
- Any light-eating or stronger opposite element can shut it down.
- Active Ability can be telegraphed, like most of her spells.
- As a weapon, the spell is limited to the skill of the user.
Name: Mur du Ciel (Heaven's Wall)
Rank: D
Type: Spell Weapon
Duration:Three Posts
Cooldown:Four Posts
Description: Extending a hand, the user summons a ring, a smaller version of the halo above her head, which rests at the back of her hand. From the halo erupts a construct in the shape of a hardened shield, capable of defending the user from blows and, if skilled, counterattack. The shield is as strong as its steel counterpart, and while it cannot be customized with insignia or whatever, it can be brought into use at a moment's notice with the will of the user, and it's composition means it is quite a bit lighter than its counterpart. Additionally, when forming the shield, the user can adjust the shape, forming either a smaller, quicker forearm buckler or a full size, more defensible shield, depending on necessity. This is a passive effect usable once per summoning.
Phalanx: If Transcend is used to empower this weapon in either form, the user slams the shield-wielding fist on the ground as a cascade of light surrounds the user, hardening into a multitude of circular panel-like shields. It is capable of blocking one attack no more than one rank above the durability rank of this shield. While the total defense value after the initial block doesn't change, it covers a much wider area, and is capable of protecting more than just the user if close enough. This is an active ability, and only lasts one post.
Strengths:- Lighter than a normal shield, meaning more mobility.
- Active ability is capable of defending more than user.
- Shield can be dispelled, returning the lifeforce used to the user.
Weaknesses:- Shield can be broken, making the user lose that part of her lifeforce permanently.
- Not an absolute defense, as even the active ability can be broken by a high enough rank spell.
- Any light-eating or otherwise abilities shut this down.
- Cannot move during active ability
Name: Avant-garde (Vanguard)
Rank: D
Type: Spell Armor
Duration:Three Posts
Cooldown: Four Posts
Description:Clearly meant to be the utmost protective garment of the user. She holds her hand close to her chest, near her guild tattoo, and activates the ability, causing a halo of light to appear around the Lightforge, which descends over the user, causing clothing to burn away in light particles as it is replaced by a layered set of hardened light n the form of plate armor. Made of light, not metal, it does not impede the user while retaining the defensive properties of its rank, and allows them to participate in combat with more protection. A neat little passive trick, thankfully, is that when dispelling the armor, a light halo reappears, but near the user's feet, and as it ascends the armor dissipates into light particles, which then reform the clothing the user was wearing beforehand, but does not provide the armor's bonus. Merely cosmetic.
Heavenly Transfer: A passive.. Active ability? It cannot be used in combat, or to initiate combat, and requires a full post of concentration and standing absolutely still. Activating Transcend on this spell armor, the user holds a hand up to the sky as a halo of light encircles their feet as if dispelling the armor, but instead light forms in slowly gathering amounts around the user, culminating in a huge ascending beam that takes the user off to a well known location without need of walking. A light teleportation essentially. The arrival at a location is the same, except that it's a descending beam of light heralding their arrival.
Strengths:- Armor is.. protective?
- If dispelled, lifeforce used to make armor returns to the user.
- Active ability is an excellent topic-starter.
Weaknesses:- Armor is breakable, and if broken the user loses that portion of their lifeforce.
- Active ability CANNOT be used during or just before combat to initiate
- Active ability's transfer does no harm to anything.
- If broken instead of dispelled, no clothing is returned. ahem..
- Extremely versatile
Last edited by DesZephyr on 8th May 2015, 3:04 pm; edited 4 times in total