Magic
Primary Magic: Lunar Ritual
Secondary Magic: N/A
Caster or Holder: Caster
Description: Lunar Ritual magic grants the user the ability to harness and manipulate the power of the moon for use in both combat and practical situations. The energy that is harnessed takes on the form of pure white energy with black tinges around the edges. It also feels incredibly cold, simulating how the moon is out alone in space. Lunar magic can also allow its controller to control things like water and ice at times, or have water/ice related effects in spells. This is to simulate how the moon is both cold and manipulates the tides of the oceans of the worlds. However, spells are almost always composed of pure "lunar" energy, which is similar to arcane energy but has more moon themed effects.
The ritual part comes into play through the fact that the user will need a magic circle, similar to how an alchemist may need an alchemy circle, in order to use spells. Spells take the form of lunar energy with ritual themed effects, a ritual being defined as "an established or prescribed procedure for a religious or other rite." This ritual circle can be inscribed in the ground, on a wall, or even on the user themselves. The spell will be cast via this circle, consuming it unless certain circumstances are met.
Strengths:
Weaknesses:
Lineage: Dragon Spirit:
Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his new found power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. Can avoid all traps during the duration.
Usage: The Active Ability can be used to actually predict events ahead for 3 posts and can only be used once per thread. The Passive Ability works as an additional sense that tells the user something is wrong, but without revealing any details.
Unique Abilities:
For spells, go here to see that it was once approved (under previous magic) with max spell slots for C-Rank and 4 slots for B-Rank. Just as reference.
Primary Magic: Lunar Ritual
Secondary Magic: N/A
Caster or Holder: Caster
Description: Lunar Ritual magic grants the user the ability to harness and manipulate the power of the moon for use in both combat and practical situations. The energy that is harnessed takes on the form of pure white energy with black tinges around the edges. It also feels incredibly cold, simulating how the moon is out alone in space. Lunar magic can also allow its controller to control things like water and ice at times, or have water/ice related effects in spells. This is to simulate how the moon is both cold and manipulates the tides of the oceans of the worlds. However, spells are almost always composed of pure "lunar" energy, which is similar to arcane energy but has more moon themed effects.
The ritual part comes into play through the fact that the user will need a magic circle, similar to how an alchemist may need an alchemy circle, in order to use spells. Spells take the form of lunar energy with ritual themed effects, a ritual being defined as "an established or prescribed procedure for a religious or other rite." This ritual circle can be inscribed in the ground, on a wall, or even on the user themselves. The spell will be cast via this circle, consuming it unless certain circumstances are met.
- Appearance of Ritual Circles:
Strengths:
- Multiple Elements: The multiple elements means that it's more difficult for people to counter this magic on an elemental level.
- Arcane Power: When not using elements, this magic is completely elementless, meaning most slayers cannot eat it (if any at all).
- Temperature Control and Toleration: This magic allows the user to, in certain situations, alter the temperature to increase the power of their magic and/or to decrease the power of certain other magics. It also allows the user to tolerate much colder temperatures than the human body should be able to.
Weaknesses:
- Weak Elemental Power: Lunar magic isn't centered around the ice/water elements it includes, so they're particularly weak and are only there for occasionally added effects.
- Weaker During Day: The boons given during the night wear off as soon as the sun comes over the horizon.
- Weak To Fire: The cold aspect of this magic is relatively weak to fire, weakening it by about 20% when exposed to heat.
- Limited Circle Placement: The user can only place one circle down per post, and so anything that would require 2 or more would leave the user open to be attacked since they may be left open for a few posts while placing these circles down.
Lineage: Dragon Spirit:
Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his new found power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. Can avoid all traps during the duration.
Usage: The Active Ability can be used to actually predict events ahead for 3 posts and can only be used once per thread. The Passive Ability works as an additional sense that tells the user something is wrong, but without revealing any details.
Unique Abilities:
- Clair de Lune: During the nighttime, the user of this magic is allowed power boosts based on rank. 15% extra physical strength and speed based on rank. It stays 15%, but the increase in rank states that it would be more powerful than 15% at a lower rank.
- Inscribe: The user, as long as they have a ritual circle to use this, will instantly inscribe a ritual circle on someone else or another object. Depending on the surface it's being inscribed on, it might just be written with ink like a tattoo, or actually drawn into the surface. Can only do this once per post. The caster of these ritual circles can cast a spell via these circles from 15 meters away starting at D-Rank. After that, the caster can cast the spells from about 10 meters more each rank. So it would be 15 meters away at D-Rank, 25 meters at C-Rank, 35 at B-Rank, so on so forth. When increasing from S to H rank, the increase is by 20m instead of the usual 10.
- Coalescence: The user can combine two or more ritual circles to enhance the effects of single spells. Not the damage, but the effects. These altered effects can change from spell to spell. The ritual circle being sacrificed to merge with another must be within 5 meters of the circle being empowered. The circle that is now empowered will double in size, and the effects that are altered will become stronger. This is similar to spell fusion in that mixing two circles will increase the power of the effects of a spell, but costs no mana except for the spell cost and cannot be used on actual fusion spells. The drawback of having to use two circles means that there could be situations where the caster can't attack for a post in order to prepare one of the circles. Namely, it increases the power of a spell by 50% of its original power. Again, not the damage, but the effects.
So if a spell slows a person by 25%, it will become 37.5% but at the cost of most likely not being able to attack or defend for a single post in order to set up the ritual circles. - Dream Alteration: While the user can't cause any actual damage through this ability, as long as the user stays in direct contact with a person he or she can alter the dreams a person is currently having or the dreams they will have later that night.
- Night Vision: The user of this magic can see perfectly in the dark, as if it the room were well lit. They can see through the shadows if they want, or just see in unlit or poorly lit areas.
For spells, go here to see that it was once approved (under previous magic) with max spell slots for C-Rank and 4 slots for B-Rank. Just as reference.
- Signature Spells:
Name: Soul of the Night
Rank: B
Type: Supportive
Duration: 6
Cooldown: 7
Description: The user's eyes turn golden and their hair turns snow white as this spell comes into effect. Their magical aura also takes on the appearance of a galaxy (it looks something like this https://i.imgur.com/g2an2iH.jpg ). The user can then move at 1/10th of the speed of sound as their normal speed. It is also their fastest speed, and they cannot exceed it.
Strengths:- Allows the user to move at extreme speeds
- Allows for easier outmaneuvering
- The user looks way more badass than before
Weaknesses:- Hard to control since the user is unused to these speeds
- Can still be slower than some people
- Needs to stop moving in order to use ritual circles for spells
- Longest cooldown of any other spell
Name: Eclipse
Rank: B
Type: Defensive
Duration: 1
Cooldown: 4
Description: The user's body turns completely black and they become intangible, meaning they can move around but cannot touch or be touched by any object. This allows the caster to move through walls and other objects, allowing for escape or an easier approach if the area is covered in many obstacles. They also cannot use spells, but can turn this power off whenever.
Strengths:- Allows the user to charge their enemy
- Allows the user to pass through walls
- Can sneak around easier with this
Weaknesses:- Cannot use spells
- Cannot interact with objects
- Cannot put down ritual circles
- Can still be hit by spells
- Allows the user to move at extreme speeds
- D-Rank Spells:
Name: Engulf in Darkness
Rank: D
Type: Supportive
Duration: 3
Cooldown: 4
Description: A ritual circle is consumed to envelop a 10 meter area in darkness, making it pitch black. The blackness is like a mist and doesn't move or disperse. It also forms the shape of a perfect sphere. Due to the users ability of night vision, they can see perfectly fine in this darkness.
Strengths:- Can obscure someone's view
- Can hide the caster
- The caster has night vision and can see through this without a problem
Weaknesses:- The area can be avoided in open fields
- Better used in enclosed spaces, but the user isn't always in one
- If someone else has some kind of increased vision or sensory, they can make this spell seem useless.
- Light spells will light up the area, but once they're gone the darkness will come back
Name: Moonlit Ray
Rank: D
Type: Offensive: Beam
Duration: 1
Cooldown: 2
Description: From a ritual, the caster can shoot a 1 foot wide beam of energy that does 1 D-Rank damage. The beam reaches up to 15 meters in front of the caster and follows the same color theme as the rest of Olivia's spells. White with a black aura. The beam is fired fairly quickly from any ritual circle and can reach speeds of up to 30 MPH.
Strengths:- Does damage
- Can be cast from any ritual circle the caster inscribes
- Can be cast fairly quickly
Weaknesses:- Pretty weak
- Narrow, straight path
- Not the fastest spell
- Best used when fused with another spell
Name: Lunar Shift
Rank: D
Type: Teleportation
Duration: 1
Cooldown:3
Description: The caster can sacrifice a ritual circle to teleport to the spot the circle was at up to 20 meters away.
Strengths:- Can be used for escape
- The user vanishes with no effects, making it quite disorienting to see someone just vanish without warning
- Is instantaneous
Weaknesses:- In a tough spot, this could just be a waste of a ritual circle
- The user may disorient allies as well
- There is at least a second between when the user disappears and reappears
- Cannot be used too fast in rapid succession
Name: Moonlight
Rank: D
Type: Aura
Duration: 3
Cooldown: 4
Description: The user emits an aura that gives off light bright enough to light up a 15 meter area. The light emitted is an intense moonlight that seems about as bright as the outside during daytime.
Strengths:- Lights up an area around the user
- Duration can be ended early
- Makes it easier to see
Weaknesses:- Makes the caster more obvious
- Requires a ritual circle to be on the user prior to use
- May blind those too close if their eyesight is too sensitive
- Has a limited reach
- Can obscure someone's view
- C-Rank Spells:
Name: Prayer to the Moon
Rank: C
Type: Homing Projectiles
Duration: 2
Cooldown: 3
Description: When sacrificing a ritual circle using this spell, it releases a singular 2 foot wide projectile 5 feet in front of itself before splitting into 6 projectiles that do 1 C-Rank / 6 damage (.32 D-Rank damage) each. These projectiles also home in on their target quite decently, but they can easily be either blocked or destroyed. The homing isn't quite powerful enough to do a 180 turn either. If you narrowly dodge each of the bullets they will pass you and most likely crash into another object where they will be destroyed.
Strengths:- Can easily distract enemies
- Can overwhelm enemies easily
- Coupled with other spell effects, this is a hell of bullets to dodge.
Weaknesses:- Individual projectiles somewhat easy to dodge
- Enemies have an easy time escaping this spell if they learn easily
- Is no more than a distraction most of the time
- There's about a 3 second delay between with the first projectile is fired and when it is split.
Name: Reversal
Rank: C
Type: Shield
Duration: 1
Cooldown: 3
Description: The user, using a ritual circle in the process, channels the power of the moon to create a 10 foot shield that reflects up to 2 C-Rank damage in a spell like a mirror reflects light.
Strengths:- Can reflect offensive spells
- Can reflect her own spells to trick enemies
- A decent entry level protection from lower ranks
Weaknesses:- Only reflects about 1 B-Rank of damage
- Requires a ritual circle to use anywhere, meaning the caster has to use a circle to protect themselves instead of putting it somewhere else
- Only reflects in the orientation the circle is facing
- Can break easily from multiple spells
Name: Destructive Goodwill
Rank: C
Type: Offensive/Anti-Buff
Duration: 1 post, then 3 posts
Cooldown: 5
Description: If the caster puts a ritual circle on someone, they can drain 15% of the target's physical strength. The circle will explode on the intial draining of strength to deal 1 C-Rank damage. The caster does not gain this 15% of strength drained.
Strengths:- Drains the target of physical strength
- Still does damage
- Makes the target more vulnerable
Weaknesses:- Requires the caster to have touched the opponent (to put a ritual circle on them)
- Can be difficult if the opponent is ethereal
- Does little damage
- Limited duration on the drain
Name: Fist of the Moon
Rank: C
Type: Offensive Melee
Duration: 3
Cooldown:4
Description: The caster's fists are engulfed in a white flame-like glow that makes each of their punches do 1 D-Rank damage each. Then can also block Strong weapons using their hands now.
Strengths:- Allows the user to fight armed opponents better
- The user may have an advantage in fistfights
- The user's unarmed strikes are more powerful
Weaknesses:- Requires the user to use a ritual circle on themself
- Doesn't last forever
- Only blocks Strong weapons
- Can block C-Rank damage, but not B-Rank damage (i.e. 2 C-Rank damage cannot be blocked, and it has to be a size big enough for the caster's hands to handle)
Name: Icy Needles
Rank: C
Type: Ice Elemental/Offensive
Duration: 1
Cooldown: 3
Description: The user fires what look like hundreds of small needles in a straight line. The radius of the line is 10 meters in a straight, circular line. Getting caught in the center of the fire does 1 C-Rank damage and may puncture or cut skin. Getting caught off to the side and getting hit a mild amount will result in .75 C-Rank damage and may puncture or cut whatever skin was caught in the blast.
Strengths:- Can be fired from anywhere via ritual circle
- Short cooldown
- Good in combination with other spells
Weaknesses:- Inconsistent damage that depends on where the opponent gets caught in the fire
- Can be dodged easily depending on location
- Fire will melt these icy projectiles easily
- Does not pierce through solid objects easily
Name: Freezing Moisture
Rank: C
Type: Defensive Water/Ice
Duration: 3
Cooldown: 4
Description: The caste releases a thick, cold moisture in the air about 15 meters around whatever ritual circle was used. The moisture is left to settle on a person's being before being completely frozen, covering a person's body in ice. For 3 posts their movement and actions are slowed by 20%. The slow is 10% when affecting B-Ranks, 5% on A-Ranks, and not at all for S and H-ranks
Strengths:- Makes targets easier to hit
- Slows faster targets to a point the caster can handle
- May freeze water in the vicinity as well, making this a counter for water spells.
Weaknesses:- Fire or sufficient Heat counters this easily
- Limited radius
- People with a magic or natural affinity for ice are unaffected
- The user can get affected as well
Name: Unnatural Current
Rank: C
Type: Offensive Water Element
Duration: 1
Cooldown: 3
Description: The user fires a powerful blast of water in a straight line. The current does 1 C-Rank damage and is 10 feet wide while reaching 25 meters away.
Strengths:- Can overwhelm enemies with a current that pushes enemies away
- Can put out fire spells of the same rank easily
- Can flood an area with water if need be
Weaknesses:- Can be frozen
- Opponents that are strong enough don't get pushed away, since they could stand their ground
- Same goes for heavy enemies
- Can flood small areas, so it's best used outdoors
- Can easily distract enemies
- B-Rank Spells:
Name: Dancing Under a Full Moon
Rank: B
Type: Offensive
Duration: 5
Cooldown: 6
Description: The caster coats the ground in five ritual circles whose purpose is merely meant for teleportation. The caster can teleport to any of these circles on a whim, but only one per post. The effects are the same as Lunar Shift. These five ritual circles cannot be used for anything else and can all be spawned in a 50 meter area around the caster without them needing to touch the area.
Strengths:- Can be used to trick an enemy
- Can be used for easy escape
- Has multiple uses
Weaknesses:- Requires the caster to have put down another ritual circle elsewhere for them to cast another spell between teleports
- Only one teleport per post
- If a spell is shot at the center of this 50 meter area and is wide enough, it could destroy the objects the ritual circles are on and thus, the ritual circles themselves
- When the user is running out of teleports, if the enemy knows where the last circles are, they can predict the caster's teleports
Name: Snap Freeze
Rank: B
Type: Offensive
Duration: 2
Cooldown: 4
Description: The caster fills an area with a moisture, similarly to freezing moisture, but in a 35 meter radius. The moisture is then completely frozen instantly. Anything that isn't strong enough to break out (would require about 50% more strength than the average B-Rank mage) or has fire or sufficient heat is frozen in place for 2 posts. This can affect the user. If the enemy ISN'T frozen, there is now an entire area coated in a thick ice. This ice can last longer than the ice affecting any enemies by about 3 posts. In cold climates, it can be permanent, but the frozen mages will only stay frozen for 2 posts still.
Strengths:- Can cover an entire area in ice
- Can freeze weaker enemies
- Can disrupt movement in an area.
Weaknesses:- Fire can disrupt this spell entirely
- Is more used to make an entire area coated in slippery ice, as most mages nowadays can escape being frozen easily
- Opponents can break free their allies without the required strength or heat
- Can affect the user, so they have to be at a distance when this is cast
Name: Influence of the Isolated
Rank: B
Type: Self-Buff
Duration: 5
Cooldown: 6
Description: The user gains 50% strength and speed while this is active. Their body glows a faint white and their eyes become golden in the process. The name of this spell is meant to reference the power of the moon, who is isolated among the stars yet still holds a powerful influence over the earth. The users of this magic are often lone wolves like the moon who still hold a powerful influence over the world and its events.
Strengths:- Allows the user to overwhelm their enemies with power
- The user may be able to outmaneuver their opponents now
- Lasts for quite a while
Weaknesses:- Only provides a self-buff, cannot be used on allies
- Still might not be enough to outpower some opponents
- Limited duration
- Does not boost endurance, so the user cannot be reckless while using this
Name: Lack of Desperation
Rank: B
Type: Offensive
Duration: 3
Cooldown: 4
Description: The user points their finger at a ritual circle which vanishes instantly. A moment later in a 40 meter radius, a great pressure is exerted that deals 1 B-Rank damage and may pin enemies to the ground. The caster is unaffected by this pressure. This pressure is powerful enough to break most objects and shatter the ground beneath the center where the ritual circle was expended.
Strengths:- The pressure can pin enemies to the ground
- Can destroy objects
- Can disrupt spells that deal 1 B-Rank or less damage, but only if they're physical
Weaknesses:- Works on allies as well
- Can cave ceilings in if indoors
- Not to be used in public, since this can kill children/the elderly or severely harm normal civilians
- Only works best when the caster is isolated or surrounded
- Can be used to trick an enemy
Last edited by Sumdumguy on 25th June 2015, 1:27 pm; edited 1 time in total