Magic
Primary Magic: Phantom Express Magic
Secondary Magic:
Caster or Holder: Caster, Summoner
Description:
Having thought to have originated from the first Conductor, the spirit of travel, wonder, and the Midnight Express is brought to those willing to take a leap of faith, and Board the Express. Express Magic is not passed down through generation to generation: it only appears in beings who are born to ride trains. Born in a train at midnight and having lived on one until he was ten years old, Flick is one such being.
Although Express Magic is usually peaceful, Phantom Express Magic is a notable exception. It is the Express that runs through the darkest, most haunted hour: Midnight. Bringing wonder to the souls of those who tread the border between dark and light, it is necessary for Conductors of the Train to be able to protect themselves and their passengers from what lurks outside it. In battle, Flick summons part of the Train's spirit, calling upon its strength to shield him and his allies. As a Conductor, Flick was born for speed, and he is a virtual blur on the battlefield as he boards and departs at will.
Strengths:
- Agile: The Conductor and his allies are given incredible mobility on the battlefield.
- Area Effects: Flick is able to directly manipulate large areas of nearby terrain.
- Shield: The summoned Train makes for a fantastic meat shield.
Weaknesses:
- One Source: Without his summons present, Flick is rendered unable to cast his spells.
- One Mind: Flick's summons react to his thoughts, and they cannot function completely on their own. If Flint is in extreme pain or he is otherwise overwhelmed, they cease to act.
- Conductor’s Burden: When Flint becomes unconscious, his summons and all of his spells with a duration immediately end.
- Nightmares: Flint is liable to fall prey to lucid nightmares as a byproduct of Conducting the Phantom Express, which causes all of his current ongoing spells to fail or malfunction.
Lineage:
Unique Abilities:
- Phantom Step: While any part of the Train is summoned, Flick can “ride” it's spirit up to 20 feet per turn, moving at 5x his normal running speed speed with minimal effort. He does not have to be physically on or near the Train to activate this effect. Flick can be hit by an attack during this effect. (Active)
- Watch Your Step, Folks!: When Flick is within forty feet of the Express it ignores all hostile terrain impediments and magically created terrain up to Flick’s rank. (Passive)
- Midnight Vision: Flick is able to see in natural darkness and magical darkness up to his rank. (Passive)
Spells:
D-Rank
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?)
Primary Magic: Phantom Express Magic
Secondary Magic:
Caster or Holder: Caster, Summoner
Description:
Having thought to have originated from the first Conductor, the spirit of travel, wonder, and the Midnight Express is brought to those willing to take a leap of faith, and Board the Express. Express Magic is not passed down through generation to generation: it only appears in beings who are born to ride trains. Born in a train at midnight and having lived on one until he was ten years old, Flick is one such being.
Although Express Magic is usually peaceful, Phantom Express Magic is a notable exception. It is the Express that runs through the darkest, most haunted hour: Midnight. Bringing wonder to the souls of those who tread the border between dark and light, it is necessary for Conductors of the Train to be able to protect themselves and their passengers from what lurks outside it. In battle, Flick summons part of the Train's spirit, calling upon its strength to shield him and his allies. As a Conductor, Flick was born for speed, and he is a virtual blur on the battlefield as he boards and departs at will.
Strengths:
- Agile: The Conductor and his allies are given incredible mobility on the battlefield.
- Area Effects: Flick is able to directly manipulate large areas of nearby terrain.
- Shield: The summoned Train makes for a fantastic meat shield.
Weaknesses:
- One Source: Without his summons present, Flick is rendered unable to cast his spells.
- One Mind: Flick's summons react to his thoughts, and they cannot function completely on their own. If Flint is in extreme pain or he is otherwise overwhelmed, they cease to act.
- Conductor’s Burden: When Flint becomes unconscious, his summons and all of his spells with a duration immediately end.
- Nightmares: Flint is liable to fall prey to lucid nightmares as a byproduct of Conducting the Phantom Express, which causes all of his current ongoing spells to fail or malfunction.
Lineage:
- Spoiler:
- Reaper’s Touch:
Description: The Grim Reaper traded places with a man that laughed at how easy it would be to be Death, however the man learned his lesson after watching countless lives being taken away at his hands. As a reminder, Death corrupted his blood and anything the man touches is burnt to a crisp.
Ability: The user has to touch the target in order to be able to apply the effect of this Lineage. Those that are affected have their magic power degenerate and receive a physical burn on the area touched. The degeneration and burning only last three posts. Those afflicted lose a D-Ranked amount of magic power per post. The burning does D-Ranked damaged per post as well.
Usage: Upon usage, the lineage can only affect the target for three posts, and can only be used three times a thread. Also, they will know the lineage is active because the user's hands begin to burn ethereally - they feel no pain however - and their skin burns away down to their bare bones. Their hands are then surrounded by a purple, fiery aura.
Unique Abilities:
- Phantom Step: While any part of the Train is summoned, Flick can “ride” it's spirit up to 20 feet per turn, moving at 5x his normal running speed speed with minimal effort. He does not have to be physically on or near the Train to activate this effect. Flick can be hit by an attack during this effect. (Active)
- Watch Your Step, Folks!: When Flick is within forty feet of the Express it ignores all hostile terrain impediments and magically created terrain up to Flick’s rank. (Passive)
- Midnight Vision: Flick is able to see in natural darkness and magical darkness up to his rank. (Passive)
Spells:
D-Rank
- Spoiler:
- Name: Phantom Locomotive
Rank: D
Type: Summon, Offensive
Duration: 3 rounds, or until it takes 2 D-rank or 1 C-rank damage.
Cooldown: Duration +1 round
Description:
One moment there is nothing- the next, a jet black locomotive looms silently over a set of bright silver tracks. Purple fumes unfurl from its smokestack in erratic bursts, only to dissipate without a scent. At Flick’s silent command, it groans to life, going from slow and silent to loud and lightning fast in an instant, bearing down on its intended target.
The Locomotive stands 15 feet tall, spanning 10 feet in width and stretching for a grand total of forty feet. It is always summoned five feet behind Flick, facing whatever direction he is.
Strengths:
- The Phantom Locomotive belches phantom smoke that creates a shimmery haze, causing drowsiness that makes all who enter it move at half their speed for 1 turn. (Passive)
- Has an acceleration/deceleration time of zero seconds, and is capable of moving 5x Flick’s running speed, or 50 mph at D-rank. (Active)
- Is incapable of de-railing, no matter what speed it goes at or what damage it takes.
- Can hit multiple targets because of its bulk.
- Homes in on its target regardless of whether or not Flick can see them.
Weaknesses:
- It has an extremely wide turn radius, making it unable to perform more than one attack per turn.
- Because it is phantasmal, the locomotive passes through its target when attacking. The actual target does not “go flying into the sunset” or “go flying”, period.
- Regardless of how fast it is going the Locomotive does only D-ranked damage per person.
- The smoke only affects mages up to Flick’s rank.
- Smoke can affect allies as well.
- Cannot be summoned in smaller areas (like most indoor rooms).
Name: All Aboard!
Rank: D
Type: Support
Duration: As long as Flick’s summon(s) is active.
Cooldown: Duration + 2 rounds
Description:
“Aaaalllll Aboooo-ard” booms the voice of the Conductor, patient and deep. An image of a golden ticket etches itself onto the forehead of each ally, slowly sinking below the skin. The Express is ready for passengers.
The spell makes Flick’s allies within 10 feet of one of Flick’s summons able to use his Phantom Step and not suffer the negative side effects of nearing the summon(s) (e.g. The Phantom Locomotive’s sleep-inducing smoke). However, allies are only able to move a maximum of 3x Flick’s normal running speed using this effect, whatever their rank (30 mph at D-rank). This ability may be used by each player once per turn.
Strengths:
- Gives allies great boost to speed
- Allies unaffected by Train’s negative status effects.
- Has very large are of effect
Weaknesses:
- Allies not within 10 feet of the Train when the spell is cast are unaffected by the spell for its entire duration.
- For each consecutive turn an ally uses this effect, they lose 5% of their MP due to mental strain.
- Allies considerably faster than Flick may not benefit from the spell.
- Flick must be able to shout “All Aboard!” in order to cast the spell
Name: A Conductor’s Welcome
Rank: D
Type: Defensive
Duration: 3 turns, or until broken
Cooldown: Duration +1 turn
Description:
You feel a hand clasp yours, and you look up, bewildered. Flick gives you a warm, crinkle y-eyed smile, and despite the odd gesture you feel your worries slowly melt away. All is well on the Phantom Express.
Flick must physically grasp another’s hand in order to activate this spell. Triggered when the target is in immediate danger of being harmed, the target is temporarily enveloped by a phantom boxcar able to withstand up to two and a half D-ranked attacks over the spell's duration. The boxcar is one foot taller and one foot wider than its occupant, and appears to be made of gleaming black metal.
Strengths:
- The spell does not (always) end when triggered.
- The boxcar fades immediately after taking damage, freeing its occupant.
- 360-degree radius.
- Automatic; does not require target to be conscious, or even aware of the effect.
Weaknesses:
- A nightmare if the target has claustrophobia.
- Shatters and is useless against B-ranked or higher damage, which causes the spell to end.
- Requires physical contact with target.
- Flint is unable to use it on himself.
- Chance of interrupting the casting of target’s spell(s).
Name: Phantasmal Crew
Rank: D
Type: Summon, Support
Duration: 3 rounds
Cooldown: 4 rounds
Description:
Officers, maids, waiters, and all manner of ghostly apparitions materialize by Flick and his allies. The crew of the Phantom Express is always ready to assist its passenger, be it back troubles, spilled coffee, or a bloody gash in need of bandaging. Invisible and very much dead, they are able to fly, crawl, sidestep, or even burrow in order to make themselves available for support. Tips, of course, are always welcome.
A ghostly crew composed of former passengers who committed themselves to joining the Phantom Express in the afterlife, they automatically tend to all Flick’s allies every need. Such tasks include:
- Instantly drawing, sheathing, and swapping weapons
- Bandaging wounds
- Carrying loads under 100 lbs
And fetching/delivering items or spoken messages. For every consecutive turn this ability is used, the Crew politely requests a tip of 5% MP in order to give the “best service possible”. The Crew can travel up to fifty feet from Flick or another summon, with a maximum of one crew member per ally. Because these ghosts are forever tied to the Phantom Express, they are considered to be a part of it.
Strengths:
- No limit of phantoms, other than one per person.
- Respond to allies’ thoughts and wishes (including Flick’s).
- Can fly and move through solid terrain (though not if they are holding onto material objects).
- Wide array of uses
Weaknesses:
- Can quickly drain allies’ mana
- Cannot intentionally harm a person (e.g. Dropping a pointy sword on someone's head or punching a person).
- Might confuse or hinder an ally unaware of the Crew’s presence
- Can only perform one task per person per turn (sheathing AND drawing a weapon counts as one task, though it would take two turns to send a message and receive a response).
- They can be a cranky bunch when dealing with sour passengers, and Flick’s allies are no exception. Careful of your attitude, lest you ask find yourself tossing the remains of yesterday’s lunch instead of your trusty throwing knife.
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 Fence44 on 12th June 2015, 10:01 am; edited 7 times in total