Θεία Θέληση
Arc of Genesis
Arc of Genesis
Primary Magic: Θεία Θέληση - Arc of Genesis.
Secondary Magic: Arc of War | Queen's Heart
Caster or Holder:Caster
Description: Θεία Θέληση or, not a direct translation, Arc of Genesis is the magic of creation bearing a lot of similarity to Arc of Embodiment and made possible by the lineage Genesis Key. It stems from a fragment of the force that sparked the beginning of creation. The exact nature of that force is unknown, but this fragment was missing until it was seen with humanity, taking a symbiotic relationship with a human soul and as such was missing until humanity developed to the point of intelligence. The soul and the fragment alike have continued on since being reborn when eventually slain to new bodies. But in each body access to the fragment allowed the bearer to tap into the power that drove creation on a very minute scale inasmuch as they can handle. Even so, in the many past lives of the Genesis Key her lives have been regarded as anything from a witch, or a demon, to a goddess or holy figure. She has few normal lives under her belt, as from birth each body bears the mark of two hydras that fight and wrestle for control on her body, two animated "tattoos" that tend to inspire fear or uncertainty around those who witnessed the birth or handle the babe. White almost always wins, the black serpent becoming locked away within as the baby slowly starts manifesting their abilities to create things. These are a dangerous few years where the actions and temperament of the parents can mean everything as does how well they can keep her under wraps before the civilization around them decides to label the baby as some devil-child or something more divine, or in some lucky situations where the presence of magic is already well accepted and she's simply another mage with a lot of potential.
The usage of Arc of Genesis is one of variety, having the ability to create almost any aspect of the material world in any shape or form limited by her imagination and understanding of the world. It is one of the most versatile of magics known and unknown in this respect, a cliche for sure, but holds true in the nature of creation. In using it the Genesis Key, the bearer of this magic, can create whole new worlds if given the time to do so. It'd hardly take her six days, that's for sure. More realistically, she'd be capable of bringing all manner of physical effects or unique creations into reality and use them defensively or offensively depending on the form. When she creates her magic manifests in a radiant shimmer of light that almost seems partially liquid around the epicenter of the creation.
Pure creation is limited only by her imagination in what she can make real, such as walls or carts and tools, such creations require a connection to Di̱miourgía, "Creation" which is easy for her to come by as Di̱miourgía lies within herself manifesting as a white multiheaded serpent "tattoo" that moves along her body. Creations intended to cause destruction require connection to Ereípio, "Ruin", the black serpent which is less easy as Ereípio remains distant in her mind as Ereípio represents the darkness within. She can tap into it's side of genesis, but doing so means she needs to bring more power and training to bear for the individual effects.
As such most of the spells using Creation will be more dynamic and have variables built around a core effect allowing her to direct her imagination to bring a variety of forms into reality such as creating a stone castle wall with one use or a wood-paper shojo wall with the other. Using Ruin, however, means that the spell would have to be completely focused on a single outlined effect with little to no variation. To the point: Defensive spells have a lot of variety. Offensive spells require individual outlines/uses.
Strengths:
- - Elemental Diversity. Arc of Genesis is not attached to an element, it's power is purely to bring imagination to life. So long as spells follow their guidelines, a "wall" could be a wall of bone, a wall of ice, or a wall of iron all the same.
- - Gift of life. Arc of Genesis is one of few types of magic capable of creating sentient beings. If a sentient being is made it comes equipped with it's own soul thanks to the divine nature of Claire's powers, and if dismissed or slain resides in Claire's Dreamworld as an afterlife, though they may also earn the right of access to traditional afterlives as well. By nature of this, Arc of Genesis is, for what it's worth, considered strong against darkness magics.
- - Act of Genesis. Arc of Genesis creations are capable of lasting, becoming a part of creation, and not temporary constructs. Similar to how a pyromancer's blackened scar in the forest remains, so too does a wall brought into being by this power. By nature of this, Arc of Genesis is, for what it's worth, considered strong against void or otherwise nihilistic magics.
Weaknesses:
- - Persistent Loss: So long as an effect remains in creation 1/2 of it's initial mana cost is unable to be regenerated over until the creation is destroyed/changed unrecognizable or willed back out of existence. This Persistent Loss lasts beyond the topic it was taken in. Each topic after it's creation the persistent loss is reduced by 1.5%, once the persistent loss for a creation is reduced to 0 it becomes a true creation no longer connected to Claire at all and beyond her control. This means that over use of Arc of Genesis can leave Claire weak for multiple topics to come. Claire can instead opt to use Permanency on a creation through her lineage to negate the persistent loss.
- - Arc of Genesis can't directly replicate energetic magic effects, it can only bring physical substance into being. This means she could create a wall, but not a fireball, lightning bolt, light ray, or so on. What she could make is a torch, a tesla coil, or a spotlight, or a fire-spitting lizard / electric eagle or something.
- - Limits of War. Blatantly offensive effects require their own specific application and not a general imagination based spell like defensive/support effects can have. Example: A spell to create a wall of cannons for a "Broadside" attack would require it's own spell. Meanwhile both the ability to create a stone European styled wall or a wooden oriental/shojo wall along with any other normal feat of wall-architecture that isn't meant to be an attack can be a part of a single general use spell meant to create things.
- - Cross-Genesis. Arc of Genesis cannot alter or change existing creation, beyond Air or Water which are simply displaced. She cannot create a pit for example, or imagine a fissure or imagine the trees bursting into flame. Arc of Genesis's creations have to be separate and not be built upon what is already there. This even includes anchoring her creations to the earth. Should she try to create a building she'd need to dig out the pit for the foundation before hand, for example. Other effects might do things like floating or having claw like hooks or sticky substance to get around this. Certain spells allow Anti-Genesis, but they are limited and take from her HP and reduce her Health Regeneration for the rest of the topic.
- Creation Divine. Arc of Genesis and the bearer herself are considered divine, making the caster directly vulnerable to god-slaying and allows her offensive spells to be universally resisted by resistances to divine powers.
Lineage:
- Lineage:
https://www.fairytail-rp.com/t6448p15-official-vip-shop#100236
Lineage
Genesis Key:
Wielder: Claire Mierre (Claire Mierre)
Description: The Genesis Key is less of a lineage and more of an immortal soul. There is no line of descendants who possess this lineage, but once every 100 years like clockwork after the previous Genesis Key died the soul is reborn in a new body. The new Genesis Key wont directly be aware of their past lives but may gain access to those memories as they become relevant to current events as a form of control to prevent a new body from being overwhelmed with information.
The Genesis Key is supposed to be a fragment of the force that sparked creation itself that was lost during the process, leaving the whole of creation incomplete in ways we cannot know. This fragment's whereabouts was a mystery until the human species started to bloom and among the human souls was found the lost fragment as having been caught up in the process that gave birth to these souls, like a loose bolt of a factory finding its way inside of a toy doll so too did this fragment find itself inside of a human.
Over the many centuries of human intellect the nature of the fragment has been brought up in temples and shrines or courts with each iteration as the key grew and developed powers tied to creation, the ability to bring their imagination to life. But throughout most all the lives of the spark the body has met it's end at the hands of enemies, sometimes within only a couple years of it's birth as the Genesis Key can easily be identified by the presence of a white serpent "tattoo" on their body. Many centuries ago, however, the cycle was ended and a new key was never reborn and the Genesis Key fell out of memory with time.
Ability:
Permanency: The Genesis Key can break an effect's ties to magic and render it a permanent aspect of creation. Meaning a creature given intelligence by a spell or a statue made animated, or a building brought up from the earth can be rendered permanent, in that it is no longer defined by a "Duration". Using this on already natural aspects of creation will make them withstand the test of time to avoid entropy or decay. A fragile arch would stop eroding, a statue would never tarnish. This doesn't do anything to stop someone from breaking them of course, just resist the natural effects of time. Using Permanency costs the same amount as the spell's cost that created the effect or 10% for non-magical/spell creations. Permanency can't be applied to buffs or instantaneous effects.
Of used on a Summon spell, the summon becomes free and of it's own will, usually still in line with or to serve the summoner, but it become a permanent creature and the spell that made it is lost but cannot be replaced until the summon is slain, in which case it dies like a living thing.
Font of Life: The Genesis Key is remarkably difficult to kill as the fragment constantly repairs the body it occupies, giving it a 5% Health regen which can repair damaged organs and recover lost limbs- including brain or heart. However, this can be overcome in some instances and it cannot regenerate if there is an obstruction. Minor obstructions such as bullets or arrows can be pushed out by the regeneration process, but if it cannot be pushed out the body will be effectively dead but the fragment trapped inside incapable of rebirth since the body isn't technically dead-dead yet, waiting for the release of whatever is keeping them incapable of regenerating. The fragment and psyche will still be aware within a "Dreamworld" state, and feel every little bit of pain or sensation of the body.
Soul of Magic: The Genesis Key only starts with and cannot go beyond 50% magic but has a MP regeneration of 5% rather than the normal MP Regen. Anti-magic cannot negate their spells, but anti-magic will directly deal damage to the Genesis Key proportionate to the rank of the effect and reduce her MP by half the anti-magic's cost. Lineage anti-magic effects deal half the user's rank in damage for the duration of their would-be effects. However, no lineage effect can remove or negate Genesis Key from the bearer, as the two are intrinsically connected. If any effect tries to overpower this effect, both parties take damage equal to the level of the antimagic/antilineage in question, or damage equal to the rank of the user if it isn't attached to a spell. The spells would be nullified but the lineage can never be removed (though for plotstuffs could be siphoned or tapped into)
Usage: Passive HP and MP regen. Permanency can be used once per topic.
Unique Abilities:
- Spoiler:
- - Imagine Utility: Claire is capable of easily bringing simple imaginations into reality that can perform simple functions, such as nails, small hammers, screw drivers, papers, pens or things like spoons, forks, small knives, or even plates of simple dishes. Hair ties, hats, shirts, earnings, or more complicated things that aren't actually that complicated that she can immediately see- such as making a copy of a map or other document. This can't create items with more complex internal workings, such as a handgun, a watch, or a book. Essentially any mundane or background item is up for her whim so long as it isn't too complex or too large (Larger than say a beach ball, or heavier than a 6 inch cube of lead).
- - Genesis Body: The power of creation flowing through her reinforce her flesh and blood beyond the normal composition of life. Her body is more efficient, her muscles carrying more power per mass, her tissues have stronger bonds, her bones as steel and her heart produces and pumps it's own oxygen, of which the body requires less of. She also doesn't release an egg every month when it isn't necessary -.- Meanwhile her body burns all waste solid and liquid. She still has a bum though, because who doesn't have a bum? Aliens, that's who. Beyond that minor background stuff, this effects her in combat as she is much stronger and durable than she looks, her nerves capable of precision and immediate responses to action with 3% HP regen as her flesh visibly (though slowly) mends itself.
- - Forgotten Past: Claire's mind doesn't hold the memories of her past lives, but the Genesis Key does. Millennias of life are kept in reserve waiting to be unlocked through relevancy. Claire may be unaware of what she is capable of, but in the moment she needs to make use of it the skill is there for her courtesy of past experiences. Her own body itself has muscle memories from her time before being sealed in a statue for centuries despite it's young appearance, frozen as-is as a result of the death-state it was kept in for so long. What this means is Claire can show remarkable skillsets and can rise to the occasion if she just believes in herself.
- - Multi-mind: Similarly to how Forgotten Past works, Claire has an expanded mind beyond the material limitation of the body and itself has many "headspaces" to work with. Claire can easily "focus" on a lot of things at once in addition to thinking faster than the mind is capable of when limited to an organic brain. She is her own personal think-tank, literally in some cases in which she the Fragment can manifest to her "visions" of her past selves' personalities as though they were separate beings, they all look like she does with their own variations in styles and body language they learned in their own lives. This doesn't mean she is directly more intelligent than anyone, she just thinks things through much faster. As a result, everyone around her feels slower and it can make her irritated at times when carrying on conversations she's learned to deal with it though to the point that she doesn't seem like she's hopped up on caffeine.
- - Map of Creation: Inside Claire's mind she has a three dimensional "headmap" like a sixth sense of her surroundings as she has a perception over creation that manifests as a connectedness to the world around her. She can feel the heartbeat of living things, the currents of air and water, even the movement of the creepy crawlies. This "Headmap" extends 30 meters around her. Coupled with Multi-Mind and Forgotten Past, this gives her very good response time and evasiveness making it very difficult to catch her by surprise or to render blind. Since this headmap also detects soundwaves, she doesn't actually use her ears to hear, though she can still be physically deafened as her ears still work. As a subtler benefit, Claire never feels lost and has an instinctual sense of direction to wherever she needs to go so long as she knows what she's looking for but not who she's looking for.
- - Disconnect: Claire is capable of disconnecting herself or a touched object from the laws of creation to alter her or it's personal physics in ways resembling anti-gravity such as locking herself in relative positions or attaching herself to new planes. To the point- she can sit cross-legged or stand in mid-air, walk over chasms as though there was a floor, or stand on ceilings as though up was down or down was up. She can't lock herself or an object relative to a person directly but she can lock on to their clothes, which means that however they move, Claire will remain in her relative position. This is a tricky proposition as it can very easily be used against her, meanwhile she can't get any closer while locked and it can easily be broken by actual teleportation or portal effects or forcing her to unlock by moving in a way that would force her through solid substance which would hurt a lot as one or the other has to break. This "lock" has a strength equal to Claire's for purposes of resisting forces.
- - Manifest Ereípio: For a limited time per topic Claire can draw the White serpent back within her and bring out the Black serpent Ereípio. Doing this releases all control she might have had over her magic causing a spike in the density of her magic aura, twice that of what it might have been if she released it on her own, manifesting as darkness and clouds about her and a faint "echo" behind her resembling the black hydra When her magic is used now it's no longer bright and radiant, but is like a black and purple cloud of energy. All her spells that create something change to erase an equal amount of matter as the spell would create and deal the spell's rank of damage to people caught in the area, which fills with dark clouds as a forewarning. People hit with this have bits of them erased and those killed with this erasing force have their physical bodies erased leaving no trace in this life. Their soul escapes to the afterlife all the same however. Some spells labeled with Anti-Genesis can only be used with this active. Lasts for a total of six posts within a topic, which can be broken up to six uses of one- Posts in which it is used count as one regardless of how long within the post it is used, three uses of two, two of three, or one of six. Using this causes a flip in personality traits that can tweak motives and goals while it's in use, but as Claire is hardly an extreme in either direction she remains not very extreme when flipped. This means that spells that require Ereípio are limited to use within those windows of time in which this ability is used, giving them a combined limit of at most six posts of use. This is something new, no past Genesis Key has been capable of this. Most her past selves didn't have a connection to Ereípio at all.
- - Imagine Utility: Claire is capable of easily bringing simple imaginations into reality that can perform simple functions, such as nails, small hammers, screw drivers, papers, pens or things like spoons, forks, small knives, or even plates of simple dishes. Hair ties, hats, shirts, earnings, or more complicated things that aren't actually that complicated that she can immediately see- such as making a copy of a map or other document. This can't create items with more complex internal workings, such as a handgun, a watch, or a book. Essentially any mundane or background item is up for her whim so long as it isn't too complex or too large (Larger than say a beach ball, or heavier than a 6 inch cube of lead).
- Template:
- Code:
[blur][size=12][b]Name:[/b][/size][/blur][size=12]-[/size]
- Code:
[font=Times New Roman][blur][size=12][b]Rank:[/b][/size][size=12]H-D[/size][/font]
[font=Times New Roman][size=12][b]Type:[/b][/size][/blur][size=12]( Fire, Water, etc. Offensive, Defensive, Supportive.)[/size][/font]
[font=Times New Roman][blur][b][size=12]Duration:[/size][/b]-[/font]
[font=Times New Roman][size=12][b]Cooldown:[/b][/size][/blur]-[/font]
[font=Times New Roman][blur][size=12][b]Description:[/b] [/size][/blur][size=12]-[/size][/font]
[font=Times New Roman][blur][size=12][b]Strengths:[/b] [/size][/blur][/font]
[font=Times New Roman][size=12]-[/size][/font]
[font=Times New Roman][size=12]-[/size][/font]
[font=Times New Roman][size=12]-[/size][/font]
[font=Times New Roman][blur][size=12][b]Weaknesses:[/b][/size][/blur][/font]
[font=Times New Roman]-[/font]
[font=Times New Roman]-[/font]
[font=Times New Roman]-[/font]
[font=Times New Roman]-
- Signature Spell:
Signature Spell Name: Architect of Walls (And ceilings!)
Rank: User-Ranked (Max S)
Type: Creation | Defensive-Support
Description: This deceptively simple ability allows Claire to create more or less flat planes. Not in the dimensional sense, in the X -Y sense, surfaces. The angle and exact features of these planes is up to the imagination, but they can never bear directly offensive traits- It might have lightbulbs and fancy windows or ornate carvings, but it can never have mounted cannons or gnashing teeth for example.
These planes all amount to these same base traits:
Total no more than 20 meters long, 1 meter wide, 3 meters tall or some variation.
Weigh no more than 5 tons, even if it's composed of heavier substance (Such as a wall of lead)
Resists 1 S-rank effect before the damaged section is ruined/clearly broken through. The exact resistances vary. A gold wall would resist electric far easier, while an ice wall would be crap against a fireball. Likewise, some attacks may be more effective than others at bowling the creation over.
No directly offensive characteristics. The wall may have a weapon display on it as weapon displays are harmless until the weapons are removed, but they can't have spikes on it, or cannons hiding in the windows or so on.
Strengths:
- Elemental Diversity. Metal, Earth, Wood, Ice, the Planes can be composed of any physical and solid substance. Not water, wind, vapor, light, ect. However, the wall could generate them, just not be built up of it. (A wall might have a faucet/fountain, or lightbulbs and torches. But can't be composed of non-solid stuff).
- Flavor Variety. The planes can be very complex and different fitting a wide variety of styles. One cast might generate an oriental chinese or shojo wall, another might generate an eastern stone wall, while the next would create the ceiling and/or floor to another level. This means that Claire alone can given an hour or so, create a whole building.
- Can be Chain-cast for larger creations. Each Chain-cast applies a 5% Mana cost however, meaning she could create a whole building at once but it would be very draining.
Weaknesses:
- Creations will collapse and crumble to dust on the following post unless 2% Mana is spent on it as Persistent Loss (+2% PER Chain-cast out of their 5% costs).
- The walls wont naturally be anchored to anything and could be toppled or fall over on their own if not accounted for, if she wanted to create a lasting building she'd have to dig the space out for a foundation or else have a lot of flat space to work with to create her own foundation above the surface.
- Takes a couple seconds to create more complicated walls. If cast on the spot they would only be basic walls consisting of one primary substance with a few adornments as you might expect of wall decorations in your average house.
- Cannot make enclosed spaces in one casting. It could make a square room in one cast, but it wont have a floor or a ceiling. Doing so takes at least two casts and provides enough time for most serious opponents to escape in most situations. A chain-cast can bypass this, but the chain-cast will make it more complicated which will make the whole creation ethereal at first, and could be passed through in the same time window that double casting would, giving it little to no immediate benefit.
________________________________
Signature Spell Name: Architect of Doors (And windows!)
Rank: Artifact (Armor) | S
Type: Creation | Support
Duration: The portals linger for allies and enemies alike to use for 5 posts.
Description: Claire imagines a portal that can appear somewhere within 5ft for herself or on top of her, this portal leads anywhere she can clearly imagine or on the other side of a surface (Such a a wall) without said clear imagining, but remains for 5 posts after she uses it giving time for enemies to pursue her. The size and shape of the portal is up to her imagination, but it will at most be 3 meters squared and will always be a relatively flat plane. It could appear to be a painting, a mirror, a window, a hole, or so on. Claire tends to create very obvious "Portal" looking portals or doors marked with a seemingly random assortment of letters and numbers. She might dive through a wall with a portal appearing right there to pass through and appear somewhere nearby. This tends to leave a messy mess of swirly voodoodisks or doors everywhere, that anyone can use against her.
One important note of this ability is to create a portal into Claire's dreamworld, as there is no place she can more clearly imagine than her own mindspace.
Strengths:
- Variety in potential portal shapes and sizes allows her to get tricky in how she hides her portals, and the ease of use can turn an area into swiss cheese with portals around a place, providing a whole new interesting layer to combat that anyone can take advantage of.
- Great escape potential, the portal can appear where Claire is for a quicker get away and she can escape almost any prison or location, even pocket dimensions, where she can still use magic.
- Being a signature spell, as you might expect- Claire uses this frequently to get around and do things, she uses it casually as an extension of her will. Small casual portals can close on their own when she is done with them, such as a small portal to grab a drink that's far away or something, ie; small convenient uses that don't have much obvious use in combat don't outstay their welcome.
Weaknesses:
- Making a portal that she WANTS to last beyond 5 posts will take 5% Persistent Loss.
- Her portals can be used by those who pursue her, allowing them to give chase.
- This is PORTAL magic, not TELEPORTATION magic, and as such Claire needs the window of time to enter the portal in the first place, even if she opens it right on top of herself there's the time needed for gravity to drop her through. This time can be critical in the face of incoming threats, some threats can even follow her seamlessly through the portal (such as trying to hide from an explosion). Trying to use a portal to get away from some things can be pointless as they'd seamlessly continue to come for her, such as a flood, a wildfire, an explosion, or so on. She can make the portal something like a door or window, but that would take more time to use and time to close while it might still be burst open.
- Requires their choice to enter. Even if they run into the portal by accident, they'll just collide unless they recognize the portal and carry on anyway. This means that Claire can't just open portals under people or in their direct line of movement.
- The portals aren't intended to be used directly as defensive structures and resist A-rank damage (Rather than S), though they can still be used as though they were A-rank shields. If left anchored in air they have A-rank equivalent strength to resist force or to support an object. Meaning she might make a portal in mid-air but it would only stop an incoming charge as though it were an A-rank force.
________________
- Fusions:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank:(What rank is your spell? H, S, A, B, C, or D)
Type:( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Serapheal on 15th March 2015, 4:41 pm; edited 26 times in total