Magic
Primary Magic: The Paladin's Grimore
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description:
Rather than a shield or a weapon of some form, they would then use a form of word-magic that had been long forgotten, and transfered all of the powers of the Orb into the form of a book with seemingly blank pages. A Grimore that could only be read by the Bishop and those that shared his blood. Attached to the book is a scarf/shroud made of soft, blue linen, about 6 feet by 3 feet. The divine magic used to create this shroud and bind it to the book appears to have granted Oberon the ability to travel through light once every three posts.
Paladins are warriors dedicated to furthering the cause of all that is good. Holy crusaders, they combat the forces of evil wherever they are found, and defend the helpless as much as possible. As such this particular magic follows those guidelines. This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead.
This magic revolves around dealing out damage and distributing buffs to both Oberon and his allies. As well as healing them.
Strengths:
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
Lineage:
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:
Primary Magic: The Paladin's Grimore
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description:
"Oberon... Alas, hero of Earth-land you give me a greater gift than you know. Long have I struggled to forgive myself for my terrible transgressions. My soul has become wicked with unbearable anxiety, dark thoughts... distancing me from the Light. I recall clearly the gleam of pride in my eyes as the forces of darkness stood before me, eager to defeat the enemies of the Light... And here you stand before me, Young Oberon, showing me that same eager gleam in your eyes . . . Eager to defend your people, no matter the cost. Young Oberon, I grant upon you the Title of Lightbringer, for My child, I have watched with pride as you grew into a weapon of righteousness. Fighting only with Wisdom and Strength. I tell you this, for when my days have come to an end, you shall wield the Grimore of Paladins."
As the troubles of the dawn of the Abominations created by Zeref long ago first began, the crusader Bishop Uther was the honored father of a young boy who died to the hands of the rising threat of Zeref's abominations. Unable to combat the growing threat, Uther witnessed a young abomination channeling magic through a small and dark orb. After the abominations death, Uther went to claim it for the humans that survived the assault, but his hand was badly mangled as soon as he touched it. Though describing the orb as the embodiment of shadows itself, a small offshoot of power that was being used to empower the abominations, still curious as to what power it may hold, Uther hid the orb in a chest. The bishop kept the orb a secret until the Abominations reached the small church of the Holy Light (a lost religion). When they arrived he revealed the Orb to his comrades, suggesting that they find the Orb's opposite a manifestation of The lights power, instead of the dark which they would use to combat the impending invasion.
Uther's peers, appalled by the dark orb, attempted to destroy it with a holy spell. However, to their surprise, the orb absorbed the spell and in doing so, purified itself. It then restored life to Uther's mangled hand. They then decided that the crystal would be used to create some form of protection that would be used to counteract the dark magics of Zeref's creations with such power that would leave ONLY a pile of ash in its wake!
Uther's peers, appalled by the dark orb, attempted to destroy it with a holy spell. However, to their surprise, the orb absorbed the spell and in doing so, purified itself. It then restored life to Uther's mangled hand. They then decided that the crystal would be used to create some form of protection that would be used to counteract the dark magics of Zeref's creations with such power that would leave ONLY a pile of ash in its wake!
Rather than a shield or a weapon of some form, they would then use a form of word-magic that had been long forgotten, and transfered all of the powers of the Orb into the form of a book with seemingly blank pages. A Grimore that could only be read by the Bishop and those that shared his blood. Attached to the book is a scarf/shroud made of soft, blue linen, about 6 feet by 3 feet. The divine magic used to create this shroud and bind it to the book appears to have granted Oberon the ability to travel through light once every three posts.
Paladins are warriors dedicated to furthering the cause of all that is good. Holy crusaders, they combat the forces of evil wherever they are found, and defend the helpless as much as possible. As such this particular magic follows those guidelines. This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead.
This magic revolves around dealing out damage and distributing buffs to both Oberon and his allies. As well as healing them.
Strengths:
- Holy Damage Oberon's spells have the capacity to deal out Holy-damage.
- Fire-damage Oberon's spells have the capacity to deal out fire damage. More often than not this is a side-effect of holy damage, as it 'burns' his enemies with holy fire.
- Long-range Damage Oberon's spells often work much better at distant range, that is when they're not combat-based buffs.
- Buffs Oberon's magic is capable of casting buffs that enable him to preform amazing feats of strength or heal others at the cost of his own self-sacrifices.
- Light-damage Oberon's spells have the capacity to deal out light elemental damage.
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
- Unholy-damage 25% increase in damage against Oberon
- Dark magic 25% increase in damage against Oberon
- Debuffs Oberon's spells cause himself Debuffs after casting specific spells consecutive times in a row.
- Magic Negation 25% increase in effect
- Close-range inability
- God-slayer Magic Oberon's magics are holy in nature, and gods are considered holy. As such Oberon has a weakness to God-slayer magic as they may negate some of the effects of his magic, or they might just be able to eat his spells.
- Demon Magics
Lineage:
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:
- Sash of The Lightbringer: Attached to the book is a scarf/shroud made of soft, blue linen, about 6 feet by 3 feet. The divine magic used to create this shroud and bind it to the book appears to have granted Oberon the ability to transfer his bodies natural physical state and convert it to light, which enables him to move at light speeds so long as he is not in combat. The exact distance of which Oberon can travel is roughly two miles before becoming exhausted.
- Combat Perception: Oberon can understand an opponent's method of thinking and fighting and anticipating their moves. Once he understands his enemies strategy, he is able to find their flaw and weakness and take them down with little effort. While some users of this method do not use it as part of their primary fighting style, it is helpful in emergencies against difficult opponents where ordinary methods will not work against them in melee combat. This ability appears to only work on enemies of the same rank. He is almost dumbfounded and confused at everything someone with a higher rank of magic is doing . . .
- Blessing of Might: Oberon's physical strength appears to be at peak human state. While still lower than a Slayer's strength, oberon is capable of lifting twice his weight with little effort.
- D Rank spells:
- Name: Beacon of Light
Rank: D
Type: Healing spell/buff
Duration: 3 turns (with a charge of two to four turns)
Cooldown: 4 posts
Description: The most useful spell other than the one at the bottom that Oberon uses, The Grimore of Paladins has given Oberon the ability to radiate with a holy Aura that heals himself and others within a 15 meter radius. This was designed to aid his party and himself in healing himself and his friends. this spell is cast on a himself and others within a 15 meter radius and lasts for 3 posts. During that time, he and his allies will regenerate a total of 10% of their health within those five turns. The speed of which this is cast ranges from two to four turns.
By charging the spell, Oberon can increase the healing effect however this cuts the distance of the spell.
Strengths:- Long/Mid-range: This spell appears to have a decent range of 15 meters.
- Charge-healing As stated at the bottom, and like Smite and Holy Ground, the longer this spell is charged, the higher the heals become. After charging for four turns, the spell itself will be able to heal Oberon and his party for a total of 10%, (3% per turn)
- High speed The spell, after charging, is near instantaneous.
Weaknesses:- Charge Break You can break his charge, simple interruptions in combat can cause him to lose concentration and hit a metaphorical wall, and lose any and all charged damage.
- Debuff After casting Oberon himself will become immobile for two turns.
- Healing sickness: Using this spell two consecutive times in a row will imply a debuff upon Oberon that will cause him to become sick and disoriented for four turns.
- Mute Cannot be cast if Oberon is rendered mute.
Name: Smite (Single target)
Rank: D
Type: Holy Offensive
Duration: Well, being that the spells dont actually have a duration, more so a charge time, this one takes approximately two turns to charge for the maximum effect.
Cooldown:Three turns (depending on how long its been charged, additional 'charges' increase the cooldown)
Description:
The most identifiable, iconic, and simple spell a Paladin uses. Through his own hand with holy energies and saying the words "percutiam" (Smite in Latin). Strangely, this spell itself has two versions, one is a singular target, and the other is "Holy ground", this one is singular, and thus, 'Smites' a single target. A beam of light will fire from the sky and shine down upon the selected target. The spell has a distance of 15 meters before it can no longer reach the opponent. The speed of which the spell rains down upon the enemy goes roughly 10 MPH, the same speed Oberon can sprint at.
The effect of the strike can be charged even longer (for an additional .5 points in damage per turn) twice to gain an additional point in D rank damage.
Strengths:- Long-range: The spell works best at long distance.
- Charge-damage Longer the charge, more damage.
- Increased damage against the unholy The effects of this spell are higher against unholy beings such as zombies and just plain unholy beings. As such it has an additional .5 points D rank damage against these enemies.
Weaknesses:- Charge Break You can break his charge, simple interruptions in combat can cause him to lose concentration and hit a metaphorical wall, and lose any and all charged damage.
- Easy to dodge Get outside the 15 meter radius and you wont be affected by the spell.
- Recoil: If the spell is cast within a 5 meter radius of Oberon he will receive 15% of the damage cast.
- Mute Cannot be cast if Oberon is rendered mute.
Name: Sacred Ground
Rank: D
Type: Offensive Holy
Duration: Well, being that the spells dont actually have a duration, more so a charge time, this one takes approximately two turns to charge for the maximum effect.
Cooldown: Three turns (depending on how long its been charged, additional 'charges' increase the cooldown)
Description: The most identifiable, iconic, and simple spell a Paladin uses. Through his own hand with holy energies and saying the words "percutiam" (Smite in Latin) and placing his hand on the ground, Oberon can purify the earth and send out waves of holy damage in all directions. It appears as a white fire forming around Oberon. Unlike the 'Smite' strike, this version of the spell goes roughly 7.5 meters before stopping, half of what the Smite strike does, and can cut through simple objects in the way such as wood (trees) and so forth. Most things that come in contact with the strike are going to experience a minor burning effect, mostly organic materials and solid objects, not humans. The speed of which the blast goes is roughly 20 MPH, far faster than the Smite strike, likely due to its shorter range.
The effect of the strike can be charged even longer (for an additional .5 points in damage per turn) twice to gain an additional point in D rank damage.
Strengths:- Mid-range: The spell works best at long distance.
- Charge-damage Longer the charge, more damage.
- Increased damage against the unholy The effects of this spell are higher against unholy beings such as zombies and just plain unholy beings. As such it has an additional .5 points D rank damage against these enemies.
Weaknesses:- Charge Break You can break his charge, simple interruptions in combat can cause him to lose concentration and hit a metaphorical wall, and lose any and all charged damage.
- Easy to dodge Get outside the 7.5 meter radius and you wont be affected by the spell.
- Recoil: Thane recieves 5% of the damage he deals out regardless of his position in casting the spell.
- Mute Cannot be cast if Oberon is rendered mute.
Name: "The Day I plunged a blade through my own heart!"
Rank: D
Type: Holy Buff
Duration: Three turns to five turns
Cooldown: Four to six turns
Description: Oberon is someone very familiar with self sacrifice, however the Grimore is more cost effective than one would think when it comes to self-sacrifice. Oberon, through the act of controlled breathing increases his heart-rate causing the blessed barbed wire around his heart to constrict around his aorta and cause him a great deal of physical pain. In return, the holy magics of the Grimore will endow upon Oberon enhanced physical strength and increased melee damage. However, every turn that this is active Oberon will lose a total of 5% of his total health per turn.
This buff has no casting time and can be activated instantaneously.
Strengths:- Damage increase: This buff DRASTICALLY increases oberon's physical strength, granting him a .5 point increase in melee damage.
- Heavenly Fury For each additional turn, the Buff will increase in effect adding on another 2.5% of melee damage and spell damage. Accumulating to an additional 5 percent on Oberon's spells.
- Increased Physical Strength Oberon's physical strength will be amplified for IC purposes, granting him the ability to uproot small trees about as big as he is.
- Insta-cast This spell requires no charge or cast time.
- Increased physical speed Oberon's mind and body is sent into overdrive, his muscles and body will become faster as long as this buff is going on Oberon will run at roughly 20 miles per hour, twice the registered speed of the finest ordinary human athlete. This is a 50% increase in his speed.
Weaknesses:- Degenerating health This spell has a 5% health loss rate due to the barbed wire squeezing into his heart per turn. In a total of the three turn duration, Oberon would have lost 15% of his general HP.
- Accumulating health loss This spell as stated above, loses a total of 5% per turn for as long as the spell is active. However, along with the 'Heavenly Fury' boost for the extra two turns the buff is being used, the spell's health loss rate increases to a total of 2.5% health loss per additional turn. Essentially accumulating to a total of 10% loss of health per turn comes to an end.
- Cripple: Oberon will not be able to move or anything after the spell is over. In fact, he'll be borderline catatonic from the shear amount of pain for around two turns!
- Inability to Heal himself Oberon cannot heal himself after the spell has been activated and the debuff is over. For an additional two turns he will not be able to use 'healing hands' on himself for four turns.
- Consecutive cast debuff Using this buff two consecutive times in a row will leave Oberon drained and otherwise unable to fight. He will have lost so much health he would have become useless by the time the second the spell ended.
- Immense physical pain Oberon's body will enter a state of pain as his heart is literally failing at the time the spell is over. Oberon will be subject to a turn of blindness due to this for a turn.
- Long/Mid-range: This spell appears to have a decent range of 15 meters.
Last edited by Oberon Lightbringer on 6th September 2015, 6:28 pm; edited 3 times in total