Primary Magic: Memory Make
Secondary Magic: N/A
Caster or Holder: Caster (Lost (Maker Magic))
Description: Selah uses Memory Make magic, a very powerful and ancient magic. Maker magic is a form of magic in which a mage can create and form beings/objects using their magic power. Memory make is an exponentially powerful form of Maker magic, using the mage's own memory's to form any assortment of things.
Memory make is a lost magic, meaning that it's teaching's have all but been obliterated. While there are few mages left to teach it, it is still possible to learn the magic through many books that describe it. Memory make give's the caster an amazing memory capacity, able to memorize heartbeats, footsteps, battle style, and even their blood flow. Memory make can form any type of spell other then summon magic, and time manipulation magic.
Because of this magic's incredibly free range, the mage can create any form or sort of spell, from creating an entirely brand new spell, mixing two previous spells, to even making entirely new forms of magic that can be learned by others. This give's the mage an incredible offensive and defensive magic, aswell as giving them the ability to use spell's that would usually cost them an arm and a leg, or spells that are only found within books.
Strengths:
- Incredibly Diverse
- Incredibly powerful in both offensive and defensive attributes.
- Can be paired well with any form of magic.
- Can copy magic that would usually require multiple mage's to cast.
Weaknesses:
- Cant copy what cant been seen
- Requires having knowlage of a spell to copy
- Most spell's have a charge up time
- Cant Copy time manipulation magic
- Weak to dark/holy magic
Unique Abilities:
- Incredible Memory: Able to memorize almost everything, making the mage an incredible asset in battle
- Incredible evasiveness: Due to the ability to memorize attack pattern's, the mage can better evade spells
- Passive Memory Aura: The mage emit's an aura that can either drive information away, or suck it in. (EX: Can gain information from books that have been burned or are closed, or make mage's forgetful at times.)
Spells:
- Signature Spells:
Name: Dovah Lu: Zoklot Rein (Translation: Dragons Magic: Grand Roar)
Rank: Signature
Type: Light/Dark Celestial (Offensive)
Duration: 1 post charge time, 1 post cast time.
Cooldown: 2 posts.
Description:
Being descended from one of the highest ranking members of the cult Dracones Potentia, Selah is one of the few humans in the world with the inborn ability to speak the dragons language without years of practice or permanent bodily modification. This ability lets her use a powerful magic that was once lost to humans. Dragons Magic is similar to Dragon Slayer magic, but vastly different. Dragon Magic focuses on the language of dragons and the bestial nature tied with them. To speak their language is to let their power into your body, and to accept their nature as your own.
Zoklot Rein is dragons tongue for Grand Roar, and is one of their most powerful spells. The Grand Roar channels a extremely condensed ball of energy inside the mouth of the caster. When the open their mouth to utter the words of the spell, it is released in a long ranged, wide beam of carnage and destruction. Despite the devastating nature of this spell, it relies on power from the Celestial Spirit world. The beam that is created for the spell is determined on the state of the Celestial Spirit world. Usually the beam would take on light properties, but should the Celestial Spirit world be in a state of turmoil, it can instead take on Dark or Unholy properties.
- AoE: The beam fired in Grand Roar is about 25 inches (0.6 Meters) wide, or about the length of a human arm. The beam will continue until it makes contact with another mage, or any surface.
- Range: The Beam Fire in Grand Roar will continue until it meats any other surface, but is inefficient at long distances due to the width and notability of the spell.
- Charge up Speed: This spell has a charge up time equivalent to the amount of time it takes for the caster to draw energy from the Celestial Spirit World, and condense it before release.
- Beam Travel Speed: 20 Meter/s, or about 44 Miles/h- Beam Appearence:
Strengths:
- Covers a large distance: The beam created in Grand Roar covers a wide area, making it hard to dodge.
- Element can switch: Because of Grand Roar being cast using Celestial Spirit energy, the element of the spell can switch based on the status of the Celestial Spirit world. An exceptionally strong mage or dragon could change the element of the spell at will by mixing the celestial energy with Light or Dark magic.
- Charge Up (Positives): Because the spell is charged inside of the casters mouth, it is hard to detect this spells presence before it is cast. The caster can also stay mobile whiles charging, and casting.
Weaknesses:
- Not effective at long ranges: While this spell can travel until it hits a surface, meaning it could be trained into a sniper spell of sorts, the large circumference and travel speed of the spell make it hard to hit anything a great distance away. Grand Roar is best used in medium ranged combat.
- Splash Damage: This spell has a small spread when it makes contact with a surface, meaning when its used at close range it could also hit the cast as well, dealing untended damage.
- Charge up (Negatives): Grand Roar is a spell that needs to be charge. Because of this spells intensely powerful nature, more trained mages could detect that presence of growing magic power. This spell also limits speech due to the way its cast.
Name: Dovah Lu: Agnaar Rein (Translation: Dragons Magic: Pyre Roar)
Rank: D
Type: Unholy Fire (Offensive)
Duration: 1 post charge time, 1 post cast time.
Cooldown: 2 posts
Description:
Being descended from one of the highest ranking members of the cult Dracones Potentia, Selah is one of the few humans in the world with the inborn ability to speak the dragons language without years of practice or permanent bodily modification. This ability lets her use a powerful magic that was once lost to humans. Dragons Magic is similar to Dragon Slayer magic, but vastly different. Dragon Magic focuses on the language of dragons and the bestial nature tied with them. To speak their language is to let their power into your body, and to accept their nature as your own.
Agnaar Rein means Pyre Roar in dragons tongue. When this spell is cast, a concentrated point of fire magic is built up inside the casters mouth, and when the words of the spell are uttered the spell releases its built up energy in a blazing column of fire.
- AoE: The column fired in Pyre Roar is about 25 inches (0.6 Meters) wide, or about the length of a human arm. The column itself will only extend about 20 feet (6 meters) forward before the fire fizzles out.
- Range: Prye Roar can only reach about 20 feet (6 meters) away from the caster. Medium range.
- Speed: The column fire travels at about 10 Meters/s
Strengths:
- Covers a large distance: The beam created in Pyre Roar covers a wide area, making it hard to dodge.
- "Pyre" spell: Pyre Roar is what Selah likes to call a "Pyre" spell, or a spell that is a mix of unholy and fire magics. Pyre is typically a word that refers to the kindling used when putting someone to rest by fire, and the common "Pyre" spell uses the souls of the recently deceased to give them their unholy element. Selah instead mixes her fire with other unholy spells she has memorized in the past.
- Elemental strengths: Due to the dual elemental nature of Pyre Roar, it has an advantage over Metal, Ice, and Holy spells.
Weaknesses:
- Medium Range: Pyre roar only extends 20 feet (6 Meters) infront of the caster, making a more close ranged spell.
- Charge up: Because this spell has to be charged up before it is cast, it leaves the caster in a vulnerable state while it's being cast.
- Elemental weaknesses: Due to the dual elemental nature of Pyre Roar, it has a disadvantage of Water, and Holy spells.
- D Rank Spells:
Name: Memory Make: Thirteen Stars
Rank: D
Type: Offensive (Celestial)
Duration: 1 post
Cooldown: 3 Post
Description: Thirteen Star's is a wide ranged offensive attack based around thirteen strikes of celestial energy. It is cast by placing your fingers against your temple and reciting the word's of the spell.
- AoE: Far (As far as Selah can see: 12 Meters without obstructions. If view is obstructed (Say target is behind a door or something) the spell cannot make direct contact. The spell can only hit if the target is in plain sight.)
- Range: Far (As far as Selah can see: 12 Meters without obstructions. If view is obstructed (Say target is behind a door or something) the spell cannot make direct contact. The spell can only hit if the target is in plain sight.)
- Speed: Quick (A very fast spell, much like Ice Make: Lance: About 7M/s)
Strengths:
- Moves incredibly Fast
- Multiple Hit's
- Very Precise
- Can hit anywhere the caster remember's an enemy being
Weaknesses:
- Can be blocked with dark/earth element magic.
- Require's great focus
- Cannot move through walls
- Cannot hit celestial spirits
Name: Memory Make: Summon Molten Knight
Rank: D
Type: Summon (Earth/Fire)
Duration: 4
Cooldown: 6
Description:
There is a land far far off, where the ground is covered in molten rock, scorched stone, and a magical poison that warps and changes whoever sets foot there. These are known as the Jaegon, and their bodies are made of stone, and are coursing with magma. By calling on the king of these people, Selah can summon a knight of their ranks to fight along side her. When the knight is summoned, the ground around it will turn to molten rock. Two knights can be summoned in one post, doubling cooldown and halving duration.
To summon a Molten Knight, Selah must place one hand flat against the ground with an open palm, and place her other finger against her temple and say "I call upon the king of the Jaegon people to enlist a member of his royal guard to aid me in battle!"- Molten Knight:
- Example of Change to Terrain During Summon:
- AoE: N/A
- Range: N/A
- Speed: N/A
- Health: 100 HP
Strengths:
- Immune to D rank Lightning attacks, making a good shield.
- Immune to D rank Ice attacks, making a good shield.
- Reshapes the battlefield, can turn tides of battle.
- Two Knights can be summoned in one post
Weaknesses:
- Extremely weak to water, water spells do 4x damage.
- The warped battlefield summoning creates can damage the summoner
- Summoning in grassy areas can start major fires
- Constant source of power for Fire type slayers
- Can be petrified by ice type spells.
Name: Memory Make: Dragon's Wings
Rank: D
Type: Self Support (No Element)
Duration: 5 posts
Cooldown: 7 posts
Description:
Memory Make: Dragon's Wings is a spell that is almost unique to Selah. By tapping into her ancestral history, Selah can use a spell that once gave her ancestors the ability to fly using the wings of a dragon. To cast it, all Selah has to do is place her finger on her temple like most other Memory Make spells. When the spell is cast, two large purple dragon wings sprout from Selah's black, granting her the ability to fly.
- AoE: N/A
- Speed: N/A
- Range: N/A
Strengths:
- Grants Selah the ability to fly
- Makes Selah immune to ground based attacks
- Grants extra mobility
Weaknesses:
- Being in the air makes it hard to find cover.
- Wings are vulnerable, making it easy to shoot Selah out of the air.
- Flight is a little hard to control
- Spells that effect speed have no effect.
Name: Memory Make: Copy
Rank: D
Type: varies based on copied spell
Duration: varies based on copied spell
Cooldown: 3 more than duration of spell
Description: Copy is a spell that all memory make mages can use. They resurface the memory of the spell they wish to copy, and then use it by placing a finger on their temple. (To avoid being OP, ive nerfed this spell to only be able to copy spells that were just witnessed, and only do damage the same rank as the mage)
- AoE: varies based on copied spell
- Range: varies based on copied spell
- Speed: varies based on copied spell
Strengths:
- Can Copy any form of magic that can be seen (Aside form guild spells, spells that take the casters life, and time based magic)
- Highly Diverse Spell
- Synnergizes well with all spells (High valuable for union raids)
Weaknesses:
- Cant Copy what cant be seen
- Cant Copy time based magic
- Cant Copy magic that takes the caster's life
- Cant copy guild spells
- Can only copy magic that is fresh in the caster's memory
- C Rank:
Name: Memory Make: Volo Orbis
Rank: C
Type: Element-less (Supportive)
Duration: 3 posts
Cooldown: 5 posts
Description: Memory Make: Volo Orbis is a simple spell with a simple power. When cast, a magic circle forms over the casters heart, and spiral-like markings appear on the users legs. This spell greatly boosts the speed of the caster for a decent amount of time. The twist to this spell is that it drains the users life-force in order to do this. The power of the spell can be increased, at the cost of a higher drain of the casters physical condition.
Volo Orbis I:
The first stage of Volo Orbis will allow a mage to run at the speed of the rank above it (See chart below) at the cost of -5 HP per post.
Volo Orbis II:
The second stage of Volo Orbis will allow a mage to run at double their rank speed at the cost of -10 HP per post.
Speed by Rank (When Running):
D rank: 10 Mph
C rank: 13 Mph
B rank: 16 Mph
A rank: 20 Mph
S rank: 25 Mph
SS rank: 31 Mph
H rank: 39 Mph
X rank: 49 Mph- Magic Circle:
- Leg Markings:
Strengths:
- Works off of casters rank: This means that this spell, while it requires the caster to be C rank, can be casted at any rank, keeping it effective no matter how many ranks above C the caster is.
- Can greatly boost speed: This spell greatly boosts the speed of a mage, allowing them to fly around the battle field with ease.
- Instant Cast: This spell requires no charge up, and can be cast on the go. As soon as the spell is cast, the speed boost is put into play.
Weaknesses:
- Health Drain: To make up for the power of this spell, the users body slowly deteriorates as it remains, making this spell dangerous to use in quick succession with itself.
- Can be hard to control: Without practice, it can be hard to keep control of the casters body when running at high speed.
- Running into things will hurt. Alot: Because the caster moves much faster when running, their velocity is also heavily increased- making collision much more devastating.
Name: Memory Make: Moonlight Greatsword
Rank: C
Type: Celestial/Holy (Offensive)
Duration: 5 Posts
Cooldown: 7 Posts
Description: The Moonlight Greatsword is a large blade made of crystal and stone that draws power from the moon. It is summoned just like any other Memory Make spell, by placing your finger against your temple. Once it is summoned, the sword is very large, and very heavy. It extends out about two arm lengths (50 inches, or 1.2 meters) and is about as thick as the average human arm.
The sword acts as a normal sword during the day, but if summoned during the night it gains an extension of holy energy that extends it out another arm length (Making the blade a total of 75 inches, or 2 meters).- Sword Appearance:
Strengths:
- Very Heavy: A heavy sword means getting hit is going to hurt. This sword is hard to catch (If thats you're preferred method of defense), and can send someone flying if their hit with the broad end.
- Long: The length of this sword makes it good for keeping distance with the enemy, making physical combat able to counter some ranged attacks.
- Durable: This sword is made of some of the hardest stone on crystal their is, and is egregiously hard to break. This makes it a good shield if it comes down to the line.
Weaknesses:
- Weight: While the weight of this sword has its benefits, it also has its downsides. Carrying alot of momentum when its swung, this broadsword is a difficult thing to stop once its moving. It also greatly slows the user if they are not trained in using large weapons.
- Fear the dark: Because of its Celestial and Holy element combination, this sword can easily be broken by Unholy spells or attacks. One good placed demonic blow, and this sword is a goner.
- Try not to get stuck: This is a sword, a very heavy sword. Its momentum, combined with its sharp edge can lead to it forcing its way into very large objects- which it is often hard to get out of.
- Fly away little bird: The smaller the user of this sword, the more of a chance that they'll get pulled away with the sword when the swing.
Name: Spectral Hand
Rank: C
Type: Spiritual (All around)
Duration: 1 post
Cooldown: 3 posts
Description: Spectral hand is a spell that gives the caster a manipulative advantage of the battlefield around them. When it is cast, the caster gains the ability to physically move the battle field at will. Uprooting trees and using them as weapons, throwing boulder's left and right- Or even picking up the opponent and tossing them like a pebble.
However, the caster is left open and vulnerable while this spell is cast- frozen in place while they control the environment around them. If the caster is cautions, the can use this spell to their advantage no matter what the situation.
- AoE: 12 meter radius (Does not include thrown objects)
Strengths:
- Works through walls: While other spells in Selah's arsenal are limited to what she can see, Spectral hand works by how far she would be able to see in any given direction if there were no obstructions. This means the spell can be cast in another room, while its occupants are completely unaware of Selah's presence.
- Acts like a third eye: Because of its ability to work through walls, Selah can see whatever she is manipulating. If she were to lift a chair in another room, she would see that room.
- Can block attacks: By picking up objects in the environment and putting them in the path of an attack spell, Spectral Hand can easily block other spells.
Weaknesses:
- Immobilizes the caster: Because of the incredible amount of focus needed to cast this spell, the caster must stay still while using it.
- Heavy Objects are harder to life: The larger and heavier the object, the harder it is to lift said object and move it around in the air.
- Open Mind: This spell can easily be stopped by any mind manipulation spell, or alternatively by breaking the casters focus.
Last edited by Aceflux on 30th October 2016, 11:59 am; edited 14 times in total