Magic
Primary Magic: Force Expulsion: Thrust
Secondary Magic: N/A
Caster or Holder: Caster
Description: Thrust is such a simple sort of magic, that it's questionable whether or not it actually is magic. The base concept is a violent eruption of pure kinetic energy, or force, outward from the source. While it does not have a color to it, the shockwaves have been known to create distortions in the air, and they are often accompanied by a sonic boom. This explosive energy is extremely short lived, and can be expelled from any part of the body. However, the bursts can only originate from the caster itself, and can not be granted to another person or object.
Jack has found a plethora of ways to utilize this power. As might be expected, he mostly uses it in utility. It is a fantastic movement tool, allowing quick, powerful bursts of speed, or giving an extra boost to a leap. The sound alone can even prove useful in combat, as its volume may be enough to startle, or even deafen a sensitive target. However, it does have a bite to go along with its loud bark. From a point blank range, the concussive force of the blast can be powerful enough to break solid walls, and send things flying.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Spontaneous Casting: Thrust requires no incantations, nor physical gestures to use, and can be cast from any part of the body, so long as it is still connected to the user's nervous system. This means that even with broken limbs, or under the effect of paralysis, the caster is still able to use the magic.
Dense Frame: In order to deal with the G-forces, and amount of physical force that this magic can utilize, the user's body, down to the very bone structure, has hardened, and become very dense, making it difficult to break, or even fracture. It also has an added benefit of giving physical blows with elbows, knees, or heels a bit more damaging capability.
Concussive Shape: While the absolute nature of a concussive blast will always be more impacting than anything, a Thrust caster is able to manipulate the form of the blast, to a degree. For example, expelling a burst from a fingertip may cause a narrow column of force, which can be better for punching a hole in something than, say, the sledgehammer that the whole fist would generate.
Spells:
(Notes for those reviewing: I realize that this magic may be a bit unorthodox. Can't really say for certain, since I only looked at a handful of examples. I realize that I only have two listed spells. Quite honestly, these are the only ones I can think of, that wouldn't technically be a higher rank in power. I will give up any remainder D-Rank slots, under the pretenses that I most likely will not fill them.)
Primary Magic: Force Expulsion: Thrust
Secondary Magic: N/A
Caster or Holder: Caster
Description: Thrust is such a simple sort of magic, that it's questionable whether or not it actually is magic. The base concept is a violent eruption of pure kinetic energy, or force, outward from the source. While it does not have a color to it, the shockwaves have been known to create distortions in the air, and they are often accompanied by a sonic boom. This explosive energy is extremely short lived, and can be expelled from any part of the body. However, the bursts can only originate from the caster itself, and can not be granted to another person or object.
Jack has found a plethora of ways to utilize this power. As might be expected, he mostly uses it in utility. It is a fantastic movement tool, allowing quick, powerful bursts of speed, or giving an extra boost to a leap. The sound alone can even prove useful in combat, as its volume may be enough to startle, or even deafen a sensitive target. However, it does have a bite to go along with its loud bark. From a point blank range, the concussive force of the blast can be powerful enough to break solid walls, and send things flying.
Strengths:
- Thrust, and the fighting style that accompanies it, is extremely quick, and offers an incredible amount of maneuverability. The blasts, at base, are near instantaneous, and can come from any angle or surface on the user's body.
- This magic is very versatile. From movement, to attacking, to a well timed defense, the uses are not limitless, but they are many.
- Given the speed of its activation, and lack of obvious tells, this can be used stealthily, so to speak. That is to say, the user can mix uses into standard, hand-to-hand combat, and keep an opponent guessing, or even take them completely by surprise.
Weaknesses:
- There is a definite lack of range, as the bursts can only come from the caster's own body, meaning that an opponent that can attack from a distance, as well as keep that distance, will have a very clear advantage.
- Thrust requires a very surprising amount of foresight, and knowledge of the physical laws of the world, to use properly. When using it to move, the caster is, quite literally, throwing themselves around. Without proper preparation, or calculations, one could collide with obstacles, or even end up tasting a fair share of dirt. There are also considerations when using it offensively, as the blasts do have a recoil to them. A locked elbow, could very well end up a broken elbow.
- The way that this magic works makes it rather difficult to use against an opponent who uses a form of kinetic, or spatial manipulation, such as telekinesis.
- It is most certainly not a magic suited for stealth, since the blasts do generate a boom, or at the very least, a loud pop.
Lineage:
- Spoiler:
- Blizzard Wizard:
Description: In ancient times there was an island made entirely of magical ice crystals. The people who lived there melted the magical ice and drank it daily instead of regular water. They needed the gifts the ice provided to survive during the cold winters. They could withstand the cold temperatures and icy winds. After many years, the gifts became part of their blood and it was passed down over the generations through reproduction. Some mages moved to the mainland to start their families there and so the unique and rare bloodline spread over Fiore. Mages with the bloodline today can call upon these gifts to gain a light blue aura around them that protects them from cold temperatures and the freezing effects of ice and ice magic. The ice can still harm them physically, but it cannot freeze them while they use this power.
Ability: Immune to freezing and chilling effects (low temperatures), cancels freezing effects if used. Gives the user a 25% resistance to any and all ice spells, regardless of rank.
Usage: Duration: 3 posts. Cool-down: 5 posts. Can be used 5 times per thread.
Unique Abilities:
Spontaneous Casting: Thrust requires no incantations, nor physical gestures to use, and can be cast from any part of the body, so long as it is still connected to the user's nervous system. This means that even with broken limbs, or under the effect of paralysis, the caster is still able to use the magic.
Dense Frame: In order to deal with the G-forces, and amount of physical force that this magic can utilize, the user's body, down to the very bone structure, has hardened, and become very dense, making it difficult to break, or even fracture. It also has an added benefit of giving physical blows with elbows, knees, or heels a bit more damaging capability.
Concussive Shape: While the absolute nature of a concussive blast will always be more impacting than anything, a Thrust caster is able to manipulate the form of the blast, to a degree. For example, expelling a burst from a fingertip may cause a narrow column of force, which can be better for punching a hole in something than, say, the sledgehammer that the whole fist would generate.
Spells:
- D-Rank:
Name: Burst
Rank: D
Type: Utility/Offensive
Duration: Instantaneous (Can chain up to 5 uses in one post.)
Cooldown: 2 posts if up to 3 uses are expended. 3 posts, if all 5 are expended.
Description: This is the key component to Thrust magic. Without Burst, there is nothing else. It is an aimed, instantaneous expulsion of force from the user's body. It may come from any part of the body, from a hand, to a foot, to the back of the head. When used, it has a recoil directly proportionate to the amount of surface area generating the blast. A patch the size of the user's palm, or approximately fifteen square inches, will push the source about one foot in the exact opposite direction. If the user expels the force from their entire back, on the other hand, they will be thrown forward roughly twenty feet.
This can be a great tool for movement, but it does also have some offensive capability. Anything unfortunate enough to be caught in the concussive blast will be hit with thirty pounds of force, per square inch of surface area used to generate the blast. However, the drop-off on the burst is immense, and the full effect is only felt while in direct contact with the source. The impact drops by half every inch in distance, to the point that being one foot away will only grant a strong breeze.
(Note: When chaining multiple uses into one post, damage done is divided evenly amongst the uses, until it equals one D-Rank worth of damage. Even if a use is not used offensively, it still receives a portion of the damage.)
Strengths:- Burst is very quick, and grants an immense amount of mobility to the caster.
- Versatility is the main function of this spell. It can be used to close distance, to make distance, dodge, or even attack. It has many uses.
- If used offensively, and intelligently, this spell can deliver a very powerful blow.
Weaknesses:- It is very tricky to use correctly, or even without causing self-harm. Burst requires a bit of understanding of the laws of physics, to use effectively.
- The offensive capability of Burst is very limited, due to its incredibly short range, and lack of multiple target ability.
- While versatile in its uses, Burst is actually a one-trick sort of move. When one figures out how it works, it is rather easy to counter.
- This spell is rather loud, making it impossible to use in a stealth application.
- - -
Name: Charge
Rank: D
Type: Supplementary
Duration: Held until expended. (Can hold no longer than 3 posts.)
Cooldown: The amount of time held, plus one post.
Description: This is a strange sort of spell. It cannot be used on its own, and must be used in conjunction with another spell, such as Burst. In addition, it can only be used in conjunction with spells that have a physical component, or in the case of Thrust, a spell that expels force. When activated, it delays the effected spell, until the user decides to release it. In turn, the effected spell is greatly amplified, by an exponential amount, in proportion to how long it was held.
However, this does not come without cost. While there is no physical cue that a spell is being charged, there is a tell. During a Charge, the user cannot use any spells, whatsoever, until the Charge, and the boosted spell, are released. In addition, while the effects of a Charged spell are increased exponentially, so is the drain it takes from the caster. If a Charge is held for too long, not only will it leave the user void of energy, but it will also cancel out the effect of the spell being held.
(A charged spell will double in effect exponentially, per post held. Meaning, after one post charge, it the effect is twice the normal. After two, it is four times. Etc. This also applies to the cost of the spell as well, and does not take into count that the caster is still paying the D-Rank cost for Charge itself. Meaning, at D-Rank, charging a D-Rank spell would cost 30% after one post, 70% for two, and %130 at three. To gain the benefits, the Charge cannot be released in the same post it is initiated. Should the cost exceed the remaining MP that the caster has left, it will nullify, and said caster will still have expended that much MP.)
Strengths:- Charge has zero physical tells that it is in effect.
- This can be used to greatly amplify another spell.
- The release is completely determined by the user's own will.
Weaknesses:- While the benefits can be enormous, it does ramp up costs significantly.
- While holding a Charge, the user is completely unable to use any other spells.
- Charge cannot be expended for an immediate boost.
- An observant opponent may notice when a Charge is active, and will be able to punish the downtime.
- Burst is very quick, and grants an immense amount of mobility to the caster.
(Notes for those reviewing: I realize that this magic may be a bit unorthodox. Can't really say for certain, since I only looked at a handful of examples. I realize that I only have two listed spells. Quite honestly, these are the only ones I can think of, that wouldn't technically be a higher rank in power. I will give up any remainder D-Rank slots, under the pretenses that I most likely will not fill them.)
Last edited by Gripheenix on 2nd June 2015, 10:27 pm; edited 4 times in total