Magic
Primary Magic: Phantom World
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Short version: The caster has two main abilities, open portals to the Phantom World, control the inhabitants of the Phantom World.
Long version: The first and foremost item to address when understanding Phantom World is that it is not summoning magic. A brief skimming of the magic will indicate it is a summoning magic, watching it in action will indicate it is a summoning magic. However it’s rules, mechanics and functions are radically different. The core of this magic is the accessing of a different layer of reality called the “Phantom World.” The caster of this magic uses portals between this world and the Phantom World to do battle with his foes. This next part is where it can be confused for a summoning magic. In doing this he is able to bring over phantoms from the phantom world to aid him in combat. The caster of this magic is not a phantom summoner, he is a phantom tamer. Part of Phantom World magic is the ability to tame and control the inhabitants of Phantom World. Without a Phantom World mage about these phantoms are completely autonomous, free thinking, individual creatures separate from each other and the caster. As such this magic is much closer in nature to for example “beast taming,” over “beast summoning.”
The Phantom World itself is vast, diverse and weird. For battle purposes The Caster has created his own personal “house,” cut off the from the rest of the Phantom World where he and his phantoms reside and operate from. This enables him to make the most of having access to an alternate dimension, without any of the weirdness seeping in.
This explanation from here will be broken up based on the two core abilities.
First being the portals to the Phantom World. There are many ways to open portals to the Phantom World each with different benefits. Phantom World mages will generally choose the portal type that best compliments the phantoms under their control. This variant uses a portal style called “Mirror of Souls.” The Mirror of Souls is actually 6 mirrors so it would be better called the “Mirrors of Souls,” but without the plural it rolls off the tongue better. The mirrors are oval wall mirrors of average size, most notable of their appearance is their freaky bone frame. Being portals this appearance is mostly aesthetic. The basic abilities of all portals are as simple as “whatever goes through one goes in/out of the phantom world,” naturally depending on what end it enters through. Normal portals only allow phantoms, phantom constructs and Phantom World mages to pass through, to others they are intangible and everything else simply cannot touch them. The Mirror of Souls is unique if three distinct ways, first they are all able to alter their size indefinitely(they could become planet sized if they wanted but there is no real use to that), they can move, and they are all connected. Normally portals are summoned in one place, server their purpose, then disappear when they are done so a Phantom World mage is constantly creating and dispelling portals. The Mirrors of Soul behave more corporeally, once they are summoned they stay summoned and fly around as directed by the caster. The real signature ability of the mirrors is that what goes into a portal can actually appear in a number of different places. Normally is a stone is thrown in Portal A Human World Side it will come out Portal A Phantom World Side, with the Mirror of Souls the stone can go to Portal A, B, C, D, E or F on either side.
Phantom Control is much easier and shorter to explain. While training his magic the caster encountered many phantoms within the phantom world and identified those which he thought best worked with his portal style of choice. Then through some magic and grueling hours of trust building exercises he was able to tame 4 phantoms. The Rider, The Guide, The Clown and The Assassin. Now he is able to will these phantoms to do as he wishes more or less with ease. From there it is a simple matter of sending the phantoms he has tamed out through the mirror of souls to do his dirty work for him. Each phantom has unique abilities, skills and individual health however they all share one magic pool: The Caster. As he refers to them by their “The Names,” his phantoms refer to him as The Caster. Being all phantoms together who share a mana pool they cannot harm each other by accident, note the on accident part.
So end result: The Caster hides inside the Phantom World and sends out his phantoms to do the fighting for him.
Strengths:
-Safe Spotting: The Caster can hide in a private dimension where he is completely untouchable by outside forces while still being able to observe the battle and direct his phantoms. Pretty safe way to fight.
-Strength in Numbers: The Phantoms are capable of all fighting together at once. They are probably better off fighting individually, but hey its an option. More important is that if you want to pick a fight with The Caster, you’ve got 4 big spooky problems to deal with.
-Thinking with Portals: The greatest power of The Caster is that he can manipulate the portals so that he can decide where everything goes when it enters. The Clown, The Guide and The Assassin are all equipped with projectile weapons allowing them to make great use of these portals, throw a weapon in one portal and then have it come out somewhere else, it is a deadly combo. The Rider however does not throw a weapon, he throws himself. More on that later.
Weaknesses:
-I will be your opponent! Just kidding I’m a pansy: The Caster has no power of his own. He is entirely dependant on his Phantoms to do the fighting for him. Once his phantoms are defeated he is powerless.
-Someone’s Gotta Do It: The Caster can see the land of the living throug the eyes of his phantoms allowing him to coordinate them from the Phantom World. However that means he needs a phantom to be out there in order for him to see. So while it is possible to safe spot from the Phantom World, someone has to be out there to take the heat.
-Connected: The Phantoms have been mentioned to have projectile weapons but their weapons cannot enter the land of the living without them being out there too. So for example The Clown, The Guide and The Assassin can’t just sit inside the phantom world throwing projectiles through the portal while The Rider dodges attacks outside. If they to fight, they have to be on the front line.
-Mana Pool: They have 100% MP to split between 4 entities. Sure one could hog it if they wanted but it would screw over the other 3.
-They be dead: For something to be a phantom it must be dead first. So that means something had to kill these guys. That something might just work again.
-A captain goes down with his ship: A spirit link is required with a mage's phantoms to control them. The cost comes in that should all of their contracted spirits be defeated at once The Caster will be rendered unconscious and ejected from the Phantom World.
Lineage:
Unique Abilities:
-Mirror of Souls: The Caster can manifest and control 6 size altering portal mirrors. Most of the details have been described above. But short recap: They can fly about, are immaterial, can only be used by phantoms and related, what goes in one can go out any other one, and give access to a spooky ghost dimension. Just to clarify each mirror has two ends, Human World Side and Phantom World Side, it isn’t like 3 mirrors on one side 3 on the other. 6 on both sides. In battle the mirrors generally set a “dome range,” around their foes and float around the surface of the dome facing inward passively until needed for a specific action. The Clown, The Rider and The Assasin need to stay inside the dome range to make the most of their abilities while The Guide is best fighting from outside of it. There is no limit to the size of the dome range but making it too big makes it useless and too small makes it impractical, it can adjust freely just as the size of the mirrors can. On average the best dome range creates a 30 meter in diameter circle. Foes are not trapped within the dome range, but the mirrors will follow them to maintain the dome around them. So yes you can move freely within it, no it does not trap you to a single spot, yes it is possible to get out, but no that won’t be easy. A quick burst of speed like a sprint or speed boost spell may make it practical to get outside the dome but it shouldn’t take long for it to catch up. Terrain like forests or jungles may complicate the mirror’s formation, it is best suited to clear open areas.
-The Clown:
HP: 20%
-The Rider:
HP: 54%
-The Guide:
HP: 25%
-The Assassin:
Needless to say the strength of each is incredibly low and they are only dangerous in a swarm.
Onto how he actually fights. The Assassin comes equipped with a multitude of throwing knives which they throw with deadly accuracy, they are all identical kunai, each assassin has their own supply of about fifty created when they are cloned. Considering the average lifespan of an assassin they will rarely run out before they die and even if they do they can pick more off their fallen comrades. The Assassin is also highly trained in hand to hand combat but considering their fragility are only good at hit and run. They use the portals with their knives much like The Clown does, but in addition they also throw themselves through the portals like The Rider. They combine these two options to create a storm of projectiles and sneak attacks. Thier numbers, skill and projectiles make them a dangerous opponent. To some Assassin is unbeatable, to others he is a pushover, it all depends on the skill set of the enemy. His spells are centered around enhancing his base abilities.
HP: < 1%
Note On Phantom Slaying: The health of the phantoms are relative to the base HP of another B-Rank individual. All their health values added together equal 100%. But once a phantom is destroyed in the physical world they must return to the Phantom World to recover. This takes them out of commission for the remainder of the thread(except in cases where a timeskip occurs mid-thread assuming it is of ample length for all players to recover completely to 100% hp/mp in that time, the phantoms could also become battle ready again.)
Grader Tip: All the D-Rank spells are the same copy and pasted. The only differences are marked by (*) and are generally towards the bottom of each section.
End of copy-paste land! Yay!
Primary Magic: Phantom World
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Short version: The caster has two main abilities, open portals to the Phantom World, control the inhabitants of the Phantom World.
Long version: The first and foremost item to address when understanding Phantom World is that it is not summoning magic. A brief skimming of the magic will indicate it is a summoning magic, watching it in action will indicate it is a summoning magic. However it’s rules, mechanics and functions are radically different. The core of this magic is the accessing of a different layer of reality called the “Phantom World.” The caster of this magic uses portals between this world and the Phantom World to do battle with his foes. This next part is where it can be confused for a summoning magic. In doing this he is able to bring over phantoms from the phantom world to aid him in combat. The caster of this magic is not a phantom summoner, he is a phantom tamer. Part of Phantom World magic is the ability to tame and control the inhabitants of Phantom World. Without a Phantom World mage about these phantoms are completely autonomous, free thinking, individual creatures separate from each other and the caster. As such this magic is much closer in nature to for example “beast taming,” over “beast summoning.”
The Phantom World itself is vast, diverse and weird. For battle purposes The Caster has created his own personal “house,” cut off the from the rest of the Phantom World where he and his phantoms reside and operate from. This enables him to make the most of having access to an alternate dimension, without any of the weirdness seeping in.
This explanation from here will be broken up based on the two core abilities.
First being the portals to the Phantom World. There are many ways to open portals to the Phantom World each with different benefits. Phantom World mages will generally choose the portal type that best compliments the phantoms under their control. This variant uses a portal style called “Mirror of Souls.” The Mirror of Souls is actually 6 mirrors so it would be better called the “Mirrors of Souls,” but without the plural it rolls off the tongue better. The mirrors are oval wall mirrors of average size, most notable of their appearance is their freaky bone frame. Being portals this appearance is mostly aesthetic. The basic abilities of all portals are as simple as “whatever goes through one goes in/out of the phantom world,” naturally depending on what end it enters through. Normal portals only allow phantoms, phantom constructs and Phantom World mages to pass through, to others they are intangible and everything else simply cannot touch them. The Mirror of Souls is unique if three distinct ways, first they are all able to alter their size indefinitely(they could become planet sized if they wanted but there is no real use to that), they can move, and they are all connected. Normally portals are summoned in one place, server their purpose, then disappear when they are done so a Phantom World mage is constantly creating and dispelling portals. The Mirrors of Soul behave more corporeally, once they are summoned they stay summoned and fly around as directed by the caster. The real signature ability of the mirrors is that what goes into a portal can actually appear in a number of different places. Normally is a stone is thrown in Portal A Human World Side it will come out Portal A Phantom World Side, with the Mirror of Souls the stone can go to Portal A, B, C, D, E or F on either side.
Phantom Control is much easier and shorter to explain. While training his magic the caster encountered many phantoms within the phantom world and identified those which he thought best worked with his portal style of choice. Then through some magic and grueling hours of trust building exercises he was able to tame 4 phantoms. The Rider, The Guide, The Clown and The Assassin. Now he is able to will these phantoms to do as he wishes more or less with ease. From there it is a simple matter of sending the phantoms he has tamed out through the mirror of souls to do his dirty work for him. Each phantom has unique abilities, skills and individual health however they all share one magic pool: The Caster. As he refers to them by their “The Names,” his phantoms refer to him as The Caster. Being all phantoms together who share a mana pool they cannot harm each other by accident, note the on accident part.
So end result: The Caster hides inside the Phantom World and sends out his phantoms to do the fighting for him.
Strengths:
-Safe Spotting: The Caster can hide in a private dimension where he is completely untouchable by outside forces while still being able to observe the battle and direct his phantoms. Pretty safe way to fight.
-Strength in Numbers: The Phantoms are capable of all fighting together at once. They are probably better off fighting individually, but hey its an option. More important is that if you want to pick a fight with The Caster, you’ve got 4 big spooky problems to deal with.
-Thinking with Portals: The greatest power of The Caster is that he can manipulate the portals so that he can decide where everything goes when it enters. The Clown, The Guide and The Assassin are all equipped with projectile weapons allowing them to make great use of these portals, throw a weapon in one portal and then have it come out somewhere else, it is a deadly combo. The Rider however does not throw a weapon, he throws himself. More on that later.
Weaknesses:
-I will be your opponent! Just kidding I’m a pansy: The Caster has no power of his own. He is entirely dependant on his Phantoms to do the fighting for him. Once his phantoms are defeated he is powerless.
-Someone’s Gotta Do It: The Caster can see the land of the living throug the eyes of his phantoms allowing him to coordinate them from the Phantom World. However that means he needs a phantom to be out there in order for him to see. So while it is possible to safe spot from the Phantom World, someone has to be out there to take the heat.
-Connected: The Phantoms have been mentioned to have projectile weapons but their weapons cannot enter the land of the living without them being out there too. So for example The Clown, The Guide and The Assassin can’t just sit inside the phantom world throwing projectiles through the portal while The Rider dodges attacks outside. If they to fight, they have to be on the front line.
-Mana Pool: They have 100% MP to split between 4 entities. Sure one could hog it if they wanted but it would screw over the other 3.
-They be dead: For something to be a phantom it must be dead first. So that means something had to kill these guys. That something might just work again.
-A captain goes down with his ship: A spirit link is required with a mage's phantoms to control them. The cost comes in that should all of their contracted spirits be defeated at once The Caster will be rendered unconscious and ejected from the Phantom World.
Lineage:
Unique Abilities:
-Mirror of Souls: The Caster can manifest and control 6 size altering portal mirrors. Most of the details have been described above. But short recap: They can fly about, are immaterial, can only be used by phantoms and related, what goes in one can go out any other one, and give access to a spooky ghost dimension. Just to clarify each mirror has two ends, Human World Side and Phantom World Side, it isn’t like 3 mirrors on one side 3 on the other. 6 on both sides. In battle the mirrors generally set a “dome range,” around their foes and float around the surface of the dome facing inward passively until needed for a specific action. The Clown, The Rider and The Assasin need to stay inside the dome range to make the most of their abilities while The Guide is best fighting from outside of it. There is no limit to the size of the dome range but making it too big makes it useless and too small makes it impractical, it can adjust freely just as the size of the mirrors can. On average the best dome range creates a 30 meter in diameter circle. Foes are not trapped within the dome range, but the mirrors will follow them to maintain the dome around them. So yes you can move freely within it, no it does not trap you to a single spot, yes it is possible to get out, but no that won’t be easy. A quick burst of speed like a sprint or speed boost spell may make it practical to get outside the dome but it shouldn’t take long for it to catch up. Terrain like forests or jungles may complicate the mirror’s formation, it is best suited to clear open areas.
-The Clown:
- Spoiler:
HP: 20%
-The Rider:
- Spoiler:
HP: 54%
-The Guide:
- Spoiler:
HP: 25%
-The Assassin:
- Spoiler:
Needless to say the strength of each is incredibly low and they are only dangerous in a swarm.
Onto how he actually fights. The Assassin comes equipped with a multitude of throwing knives which they throw with deadly accuracy, they are all identical kunai, each assassin has their own supply of about fifty created when they are cloned. Considering the average lifespan of an assassin they will rarely run out before they die and even if they do they can pick more off their fallen comrades. The Assassin is also highly trained in hand to hand combat but considering their fragility are only good at hit and run. They use the portals with their knives much like The Clown does, but in addition they also throw themselves through the portals like The Rider. They combine these two options to create a storm of projectiles and sneak attacks. Thier numbers, skill and projectiles make them a dangerous opponent. To some Assassin is unbeatable, to others he is a pushover, it all depends on the skill set of the enemy. His spells are centered around enhancing his base abilities.
HP: < 1%
Note On Phantom Slaying: The health of the phantoms are relative to the base HP of another B-Rank individual. All their health values added together equal 100%. But once a phantom is destroyed in the physical world they must return to the Phantom World to recover. This takes them out of commission for the remainder of the thread(except in cases where a timeskip occurs mid-thread assuming it is of ample length for all players to recover completely to 100% hp/mp in that time, the phantoms could also become battle ready again.)
Grader Tip: All the D-Rank spells are the same copy and pasted. The only differences are marked by (*) and are generally towards the bottom of each section.
- ”D-Rank Spells”:
Name: Manifest: The Clown
Rank: D-Rank
Type: Power Up(?)
Duration: 3 posts
Cooldown: 5 posts
Description: This spell allows The Clown to manifest into their living form. This increases their base power and abilities. However it comes at the cost of the powers they gained by being phantoms. The power gain is very high considering the rank of the spell(D-Rank spell giving B-Rank power what?!) but one has to remember a few things. The D-Rank spell does not produce B-Rank power it makes a B-Rank Passive become B-Rank Active, it is the combined power of the B-Rank passive and D-Rank active to create the B-Rank active effect. Also manifesting isn’t necessarily an upgrade when you consider all the ghost perks they give up. *In his living state The Clown goes by “Kefka.” He trades telekinetically throwing his cards to throwing them by hand, however he does retain the power to call them back to him via telekinesis but that is all.
Strengths:
-Active Ability: Everyone knows active effects are more powerful than passives. This spell sets the power of its target from “B-Rank Passive,” to “B-Rank Active.”
-Tough Stuff: When manifested phantoms take twice as much damage to defeat and when they revert any damage done to them in their manifested form is carried over but is halved(so that while a phantom can be defeated while manifested, assuming they survive to the end of the duration reverting to phantom form alone won’t kill them).
*-Greater Force: The power behind The Clown’s cards are far more powerful when thrown over when shot with telekinesis dramatically increasing his attack power. Even his card-retraction is more powerful allowing them to hit enemies on the return trip as well.
Weaknesses:
-I live! Man this sucks.: All phantoms can fly. Now they can’t. It should also be noted they cannot use portals in this state. Additionally they cannot use their active spells at this time. Further more their friendly fire protection is removed.
-Command Seals: When manifested The Caster loses his specific control of the phantoms and they become autonomous. He can set them 3 simple rules or objectives they must abide by, but past that they can do what they want. Unless circumstances call for otherwise the standard rules are 1. Defeat The Enemy 2. Do Not Harm Innocents 3. Do Not Harm Me. They normally get the job done without complication, but should circumstances require another order he will have to give up one of the others.
-Orderly Fashion: Only one phantom can be manifested at a time.
*-The Straight and Narrow: Without his phantom enhanced telekinesis The Clown’s tricks become far more straight forward. Throw card, call card back. No more altering the course mid-flight, no more making fancy card walls and other tricks. Throw, call back, throw, call back, throw, call back.
*-Nasty Personality: Kefka was a bad man in life. If there is a way for him to defy the command seals he will. He hates his master and will resist him in every way possible.
Name: Manifest: The Rider
Rank: D-Rank
Type: Power Up(?)
Duration: 3 posts
Cooldown: 5 posts
Description: This spell allows The Rider to manifest into their living form. This increases their base power and abilities. However it comes at the cost of the powers they gained by being phantoms. The power gain is very high considering the rank of the spell(D-Rank spell giving B-Rank power what?!) but one has to remember a few things. The D-Rank spell does not produce B-Rank power it makes a B-Rank Passive become B-Rank Active, it is the combined power of the B-Rank passive and D-Rank active to create the B-Rank active effect. Also manifesting isn’t necessarily an upgrade when you consider all the ghost perks they give up. *In life The Rider calls himself Dulahan. He gives up his portal jumping tricks to make his force faster, his lance stronger and to amplify his control of lightning. Compared to his phantom state he is now able to call lightning from above and generate it to shoot bolts from his lance without a pre-existing source.
Strengths:
-Active Ability: Everyone knows active effects are more powerful than passives. This spell sets the power of its target from “B-Rank Passive,” to “B-Rank Active.”
-Tough Stuff: When manifested phantoms take twice as much damage to defeat and when they revert any damage done to them in their manifested form is carried over but is halved(so that while a phantom can be defeated while manifested, assuming they survive to the end of the duration reverting to phantom form alone won’t kill them).
*-Off The Grid: The Rider’s most noticeable power gain is that he can now use his lightning powers without an outside source. His lightning power is comparable to that of a B-Rank spell.
Weaknesses:
-I can’t fly!: All phantoms can fly. Now they can’t. It should also be noted they cannot use portals in this state.
-Command Seals: When manifested The Caster loses his specific control of the phantoms and they become autonomous. He can set them 3 simple rules or objectives they must abide by, but past that they can do what they want. Unless circumstances call for otherwise the standard rules are 1. Defeat The Enemy 2. Do Not Harm Innocents 3. Do Not Harm Me. They normally get the job done without complication, but should circumstances require another order he will have to give up one of the others.
-Orderly Fashion: Only one phantom can be manifested at a time.
*-Memories of Death: The Rider thought he had cheated that weakness which killed him with The Mirror of Souls, but now without access to it he can be slain in much the same way he was in life.
*-Dismemberment: As a phantom The Rider’s horse and lance were a part of him, extensions of his body, and as such could not be separated without literally tearing him apart. Now as a living being he can be disarmed and dismounted by force.
Name: Manifest: The Guide
Rank: D-Rank
Type: Power Up(?)
Duration: 3 posts
Cooldown: 5 posts
Description: This spell allows The to manifest into their living form. This increases their base power and abilities. However it comes at the cost of the powers they gained by being phantoms. The power gain is very high considering the rank of the spell(D-Rank spell giving B-Rank power what?!) but one has to remember a few things. The D-Rank spell does not produce B-Rank power it makes a B-Rank Passive become B-Rank Active, it is the combined power of the B-Rank passive and D-Rank active to create the B-Rank active effect. Also manifesting isn’t necessarily an upgrade when you consider all the ghost perks they give up. *In life The Guide simply called himself “The Necromancer.” His poe production capacity is increased to 100kg per post. Yeup that’s it.
Strengths:
-Active Ability: Everyone knows active effects are more powerful than passives. This spell sets the power of its target from “B-Rank Passive,” to “B-Rank Active.”
-Tough Stuff: When manifested phantoms take twice as much damage to defeat and when they revert any damage done to them in their manifested form is carried over but is halved(so that while a phantom can be defeated while manifested, assuming they survive to the end of the duration reverting to phantom form alone won’t kill them).
*-Bigger is Better: Yay more poes.
Weaknesses:
-I can’t fly!: All phantoms can fly. Now they can’t. It should also be noted they cannot use portals in this state.
-Command Seals: When manifested The Caster loses his specific control of the phantoms and they become autonomous. He can set them 3 simple rules or objectives they must abide by, but past that they can do what they want. Unless circumstances call for otherwise the standard rules are 1. Defeat The Enemy 2. Do Not Harm Innocents 3. Do Not Harm Me. They normally get the job done without complication, but should circumstances require another order he will have to give up one of the others.
-Orderly Fashion: Only one phantom can be manifested at a time.
*-Wasted Mana: Compared to his peers The Guide is most dependant on his phantom powers and the power he gains from manifesting isn’t that great. Really it is hard to say it is worth it. Much better phantoms to be manifesting. Most noteably losing his flight cripples him immensely.
Name: Manifest: The Assassin
Rank: D-Rank
Type: Power Up(?)
Duration: 3 posts
Cooldown: 5 posts
Description: This spell allows The to manifest into their living form. This increases their base power and abilities. However it comes at the cost of the powers they gained by being phantoms. The power gain is very high considering the rank of the spell(D-Rank spell giving B-Rank power what?!) but one has to remember a few things. The D-Rank spell does not produce B-Rank power it makes a B-Rank Passive become B-Rank Active, it is the combined power of the B-Rank passive and D-Rank active to create the B-Rank active effect. Also manifesting isn’t necessarily an upgrade when you consider all the ghost perks they give up. *In life The Assassin called himself Ali Babba. The Assassin’s manifestation is arguably the most useful. Simply because he stands to gain the most from the inherit manfiestation boosts that make him substancially less fragile while increasing his attack power.
Strengths:
-Active Ability: Everyone knows active effects are more powerful than passives. This spell sets the power of its target from “B-Rank Passive,” to “B-Rank Active.”
-Tough Stuff: When manifested phantoms take twice as much damage to defeat and when they revert any damage done to them in their manifested form is carried over but is halved(so that while a phantom can be defeated while manifested, assuming they survive to the end of the duration reverting to phantom form alone won’t kill them).
*-Devil’s Accomplace: In life Ali Babba’s cloning ability was actually even more powerful, while manifested he can create two clones per post and generate up to 40 clones. Additionally his pre-existing clone count doubles. That in mind it is possible in life The Assassin was the truth behind the myth of the tale of Ali Babba and the 40 thieves.
Weaknesses:
-I live! This sucks.: All phantoms can fly. Now they can’t. It should also be noted they cannot use portals in this state.
-Command Seals: When manifested The Caster loses his specific control of the phantoms and they become autonomous. He can set them 3 simple rules or objectives they must abide by, but past that they can do what they want. Unless circumstances call for otherwise the standard rules are 1. Defeat The Enemy 2. Do Not Harm Innocents 3. Do Not Harm Me. They normally get the job done without complication, but should circumstances require another order he will have to give up one of the others.
-Orderly Fashion: Only one phantom can be manifested at a time.
*-Life at the cost of death: Reference B-Rank Spell “Even in Death.” All zombie assassins accumulated are destroyed upon manifesting. So the question is: are dead assassins or living assassins more useful? Generally this is case by case.
*-All Things Considered: Sure his durability is doubled but considering how low it was already it doesn’t amount to much.
*-Bad Arithmetic: When his manifestation ends the number of assassins is halved. Intelligent use of this can leave The Assassin with less assassins then when he started, even with his doubled cloning speed.
End of copy-paste land! Yay!
- ”C-Rank Spells”:
Name: Dealer of Death
Rank: C-Rank
Type: Offensive
Duration: Instant
Cooldown: 3 Posts
Description: The Clown gathers all of his cards into a deck in his hands then deals them at a speed akin to machine gun fire. The end result is pain for his target.
Strengths:
-Highspeed Delivery: The entire deck is fired in under ten seconds, that’s ten cards per second!
-Shicardbab: 52 high speed razor sharp projectiles, I will inform your loved ones of your passing.
-Mirror Madness: Combining this spell with the mirror’s portal shenanigans can create a deadly web of death.
Weaknesses:
-United we stand, divided we fall: As with most attacks that fire a large number of projectiles each individual one is weak. Only in mass are they dangerous.
-Piercing Power: An extension of the first thing. Because each one is weak this attack is highly limited against armored opponents. If one on its own cannot pierce the armor, none of them will.
-Quantity Over Quality: By firing en mass the precision of each individual card decreases. I mean when 52 razor projectiles shoot through your torso the precision won’t matter much, but The Clown isn’t hitting anyone “right between the eyes,” with this.
-Accuracy and precision are different I swear: To maintain the rate of fire the force behind each card is reduced a little limiting the range down to 15 meters. (The cards won’t just magically go from 60 to 0 at 15 meters then drop, but rather they will start to slow down for another 10 or so meters before falling to the ground, but after 15 meters they lose most of their bite.)
Name: Detonator Poe
Rank: C-Rank
Type: Offensive
Duration: 2 posts to hit a target before detonating mid-air
Cooldown: 5 posts
Description: The Guide summons a special poe that is orange instead of white. It travels at twice the speed of a normal poe and has no weight. Rather when it hits a target it explodes to deal C-Rank damage, and at the same time detonates all other poes on the target at three times the normal force. This can be disastrous for individuals who allow too many poes to build up.
Strengths:
-Power of simplicity: Point shoot boom, beautiful isn’t it?
-Chain Reaction: Get hit by this while too many poes are built up on you and things will get ugly.
-Autonomous: The detonator poe much like its relative the normal poe is not a projectile, it is a summon. As a sentient flying creature it can chase its target as long its duration will permit.
Weaknesses:
-What if I just...: Detonator Poes are just as easy to destroy as a normal poe, any decent effort will destroy it. Just make sure you aren’t in its blast range first.
-Speaking of blast range: 1 meter diameter explosion, not too hard to manage yeah? (Clarification: If any one of the heavy poes attached to you are within the blast range when the poe is detonated they will all be activated and detonate at the 3x explosive force even if the detonator poe never attached to the target.)
-Bite The Bullet: If you are the kind of macho man who can just tank this sort of thing it might be a convenient way to clear off the heavy poes bringing you down, making this blow up in The Guide’s face.
-Speaking of blowing up in The Guide’s face: The Detonator Poe’s explosion cannot recognize phantom from fleshy like most phantom magic. So if you’re willing to bet you’re made of tougher stuff than The Guide just tackle him right before the poe explodes...
Name: Tornado Throw
Rank: C-Rank
Type: Offensive
Duration: 2 posts
Cooldown: 4 posts
Description: The Assasin’s throwing kunai for the duration of this spell will spin at high speeds becoming mini-tornado daggers to increase damage. Every single kunai, from every single assassin. Naturally more dangerous with more assassins. To dispel any worries not every single tornado kunai deals an entire C-Rank spell of damage, doing so would enable to deal 100 C-Rank spells of damage with one if all the assassins threw all of their kunai. No rather it simply moderately increases the otherwise unimpressive power of the basic kunai throw.
Strengths:
-Metaphorical Storm meet Literal Storm: Adding wind magic onto the kunai’s makes them more effective against magics weak to wind, (here’s hoping other people write in their own elemental weaknesses).
-My Drill Will Pierce The Heavens!: Blades hurt, spinning blades hurt more, they are also rather messy.
-Charity: You get a buff! You get a buff! You all get buffs! This effect extends to all copies of Assassin.
Weaknesses:
-If this doesn’t work...: Nothing will. If even with the tornado enchantment The Assassin’s kunai are too weak to pierce his opponent's armor it doesn’t matter how many he throws, it isn’t going to work.
-Darn pokemon: For whatever reason rock beats wind so earth defenses are more effective against this attack.
-Doing the twirly thing is hard okay: Adding the twist to the kunai makes the throwing process surprisingly more time consuming, reducing The Assassin’s rate of fire just enough to make his attacks easier to read and react to.
-My Drill Will Pier- Ew gross: Taking on the property of a drill the kunai will bury itself in whatever it hits making it more difficult to retrieve later.
Signature Spell!
Name: Marmaragen
Rank: C-Rank
Type: Offensive
Duration: Instant
Cooldown: 6 posts
Description: The Rider points his spear into the air and shoots a lightning bolt into the heavens. Immediately in response every living thing within 30 meters get struck by lightning from above.
Strengths:
-Pew Pew Pew: Fire power from on high at command, it’s convenient
-I’ve got a little something for all of you: Be it 1 foe or 100, if they fit within the range they are getting struck
-Supercharge!: When used on a foe who has Heavy Poes attached to them the poes absorb the electricity to double their weight. Because science.
Weaknesses:
-Wait I’m Living!: The target of Marmaragen is “every living thing,” which includes allies, innocents, manifested phantoms and The Caster. Whoops.
-Lightning Rod: Being lightning it is attracted to metal, should a large supply of metal be present the attack’s aiming will be over rided and hit that.
-The great indoors: Calling down lightning from the sky is a bit impeded by fighting with a roof over your head.
-Gimmik Be Gone!: Marmaragen’s lightning cannot be directed through the Mirror of Souls
- B-Rank Spells:
Signature Spell!
Name: 52 Card Fallout
Rank: B-Rank
Type: Offensive
Duration: Instant
Cooldown: 5 posts
Description: The Clown gathers all of his cards into a deck then throws them into the air. He selects a destination for each one telekinetically and then they all fly to that destination before exploding in a glorious display of fire. The Clown then replaces the deck with a spare he was keeping somewhere in the folds of his outrageous outfit.
Strengths:
-1, 2, 3, Nuke!: The time from firing to impact is almost nonexistant and the time from impact to explosions everywhere IS nonexistant
-You can run but you can’t hide: With incredibly precise targeting The Clown can will his cards to weave around obstacles to hit behind barriers and defenses, but he has to plan out such “weaving around obstacles” from the second he throws the cards in the air.
-Creative demolition: 52 Card Fallout is a very effective anti-structure technique as he can efficiently disperse his destructive power across vital structural pieces.
Weaknesses:
-Can’t hit what you can’t see: Well you can’t. An enemy moving too fast for The Clown to lay eyes on will be difficult/impossible to target effectively with 52 Card Fallout.
-Delayed reaction: There is a very short window of time between when The Clown aims and when the cards are fired and he cannot adjust their aim mid-flight meaning he could be shooting his cards at targets that aren’t even there anymore.
-Excuse me while I throw my only weapon in the air: Activating this spell leaves The Clown vulnerable to counter attack until he retrieves his spare deck.
-Reload: This spell has an abnormally’ long cooldown time considering its instant effect
Name: Puppet Poes
Rank: B-Rank
Type: Support
Duration: 5 posts
Cooldown: 6 posts
Description: The Guide creates a number of golden poes, one for each defeated/dead body within 30 meters. The golden poes then fly to a defeated/dead body and possess it. For the remainder of the duration The Guide can now control those bodies. No additional poes are created if more people are knocked out or killed during the duration. The poes can still control dismembered bodies, at least what is left of them.
Strengths:
-Arise my minions!: The Guide is normally bound to small, weak, only powerful en mass, minions but this spell can enable him some muscle.
-Maximum number of targets?: In a heated battle field The Guide can acquire many minions. His only limit is how many bodies you can stuff inside 30 meters.
-The Power Of Originality: The power of the puppets is equal to their power before being defeated, allowing The Guide to get some powerful friends. Everything from their magic to their fighting style is preserved, assuming they had those things.
Weaknesses:
-Nothing more nothing less: Taking on the original power of the puppets is a two way street, while they are made no weaker, they are no stronger.
-Only sorta dead: Bodies that were knocked out but not killed resist the puppet poe. They maintain their living stats and abilities but their movements are rough, robotic and puppet like. This also generally slows down their movements and reactions.
-Like Hell I’d Server You!: Individuals of incredibly willpower, intelligence, and power in life can end up possessing the poe that is possessing their body. This essentially allows them to come back to life with free will for the duration of the spell. It is hard to measure something like willpower so The Guide will very rarely known before hand if a person is capable of this. The risk of backfire is low, but if it does happen the penalty is high.
-The Power Of Friendship: “I know you’re in there! You can fight this!” Cheesy or not it works sometimes. Possessed individuals might be able to resist their poe masters if they are forced to attack someone they have a strong bond with. However this will mostly only result in a reduction of movement speed of up to 50%
Name: Even in Death
Rank: B-Rank
Type: Gameshark
Duration: Until event “Assassin’s Defeat,” or “Manifest: Assassin” occurs.
Cooldown: 10 posts
Description: Upon activation of this spell for every assassin killed in a battle so far a zombie assassin is summoned. Zombie Assassins cannot be killed, however their bodies can be broken into being unable to move without too much difficulty. It does pose a serious question to the metaphysics as to how one can be the zombie of a phantom but it is what it is. Each dead assassin can become a zombie once and only once, even if Even in Death is used again they do not get a fresh new zombie body. So once an assassin is killed, zombified, and then have their zombie limbs destroyed they are completely down for the count with no extra chances. Additionally Zombie Assassins do not have access to their kunai, arguably their most potent weapon. At this point you are just hoping to solve the problem with sheer numbers. The effect will not end with time but can be ended by force.- Spoiler:
-Hail Hydra: Thought you were done with them? Nope! Every step you took to defeating The Assassin just back fired.
-Limit Breaker: Zombie Assassins don’t count for the maximum assassin count
-Meatshields: Zombie Assassins cannot die, it just doesn’t happen. Probably because they are already dead.
Weaknesses:
-A little rusty: Death can take the edge off a person. The speed, skill, and technique of zombie assassins is much less impressive than the living version
-Dead Pansy Is Still A Pansy: Sure you have to break all of their limbs to put them out properly but this is still Assassin, incapacitating them shouldn’t be too hard.
-Manifest: The Assassin’s Manifestation destroys all existing zombie assassins. No refunds either.
-Fire: Like all zombies they burn really well. A fire mage may find that they don’t have to break all their limbs if they just incinerate them which can be done by even a D-Rank fire spell.
Name: Kingdom Come
Rank: B-Rank
Type: Offensive
Duration: 3 Post Charge
Cooldown: 6 posts, starting after impact
Description: The Rider points into the sky and shoots a bolt of lightning into the heavens. In response clouds gather. Over the next two posts(The post of the caster after the one it was activated in being the first post) more clouds will gather and darken and electricity from all over will gather in the sky. Stactic in the air, nearby electrical sources, any lightning spells cast during this time all will be pulled into the clouds. At the end of the third post a massive black orb 40 meters in diameter will fall from above and explode in a blast of lightning dealing A-Rank damage to everything within its range. End of the third post means the impact must be the very last action detailed, not even the reaction of The Caster and the other phantoms to the spell can be included in the same post. Any “meanwhile,” events must always be written first even if they happen at the same time.
Strengths:
-Economics: A for the cost of B! Wait what’s the catch?
-AOE: The wide range of Kingdom Come is incredibly hard to deal with. But seriously what’s the catch for the A-Rank damage thing?
-Boom: The other phantoms and the mirror of souls are all weakened by enclosed spaces, Kingdom Come makes short work of enclosed spaces. Now get to the catch already!
Weaknesses:
-The Catch: First is the 3 post charge up. It may have the power of 2 B-Rank spells(or 1 A-Rank) but you could cast 3 B-Rank spells in the same time.
-The Catch 2.0 Electric Boogaloo: By drawing in electrical forces other than pure phantom magic, phantoms are no longer immune to the spell meaning The Rider and any other phantoms not hiding in Phantom World like pansies could be hit.
-The Catch 3.0 Live With The Consequences: The Rider cannot enter the Phantom World during the charge up or immediate aftermath of Kingdom Come. Remember the part where he can be hit with his own spell?(Note: He can still travel through the mirror of souls as long as his entry point and destination are the land of the living. Note 2.0: Travel through the mirror is instant so he cannot hide “mid-portal jump,” to escape the blast)
-The Catch 4.0 Sure You Can Run: If The Rider runs out of his own attack range to dodge the attack he will be broadcasting how far away you need to get from the spell to escape safely, while also telling someone there is something seriously bad to run from.
Last edited by Vincent on 18th July 2015, 3:34 pm; edited 4 times in total