Magic
Primary Magic: Schlachtenzeit “Time to Slaughter”
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Time to slaughter, that is the meaning of the magic Schlachtenzeit and its purpose. A magic that was created when the Nazonian twins
Strengths: [List]
[*]Offense: True to its namesake, Schlachtenzeit is a heavily combat focused magic with a powerful array of damage potential depending upon the weaponry utilize. From the speed of swords and spears, to the destructive power of hammers, range of guns and the explosive force of rocket launchers and grenades means that this magic has a versatile way of dealing with situations. In addition its spells and abilities seek to enhance both the mage’s ability to fight and the equipment that they use to aid them in combat.
[*]: [Defense-: In war, both offense and defense is in a race to counter the other. With the raise of new offense a new defense is born, and to counter the new defense a new kind of offense is invented. For Schlachtenzeit, its defense is most often its armors and shields that it enhances drastically with its passives and spells in an attempt to combat the offense of one’s opponents.
[*]Equipment: There is no such thing as mundane equipment in the hands of the user, everything is a threat from the explosive power of rocket launchers, the speed of rapier, all the way to death by tea cups. Their mastery over equipment is the major strength of this magic, allowing them to turn normally weak weapons and armor into formable items to stand up against higher caliber magics that they otherwise would shatter against.
[*]Re-quip: Those whom rely or utilize weapons are at a major disadvantage of this magic, as its dominance over equipment is so great it can even supersede those of other magics. Using a spell to banish a requip’s summoning spell, canceling its duration early. Sealing the magical abilities of weapons, or activating them as if the mage was the one whom casted it. In addition their ability to control and manipulate equipment affected by their passive allows the mage to change the flow of battles by altering the course of incoming attacks or armored sections of the body.
[/list
Weaknesses:
Lineage:
Unique Abilities:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS.
Sig
Name:
Rank: C
Type: Supportive
Duration:3
Cooldown:4
Description: Increases the passive boost from Deutschmeisterwappen for one item affected by it 50% with an additional 25% per rank. When this is being used to enhance the Defensive passive, this spell’s percentage is halved and replaces it as a spell bonus.
Strengths:
Weaknesses:
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Name:
Rank: C
Type: Defense
Duration:2
Cooldown:3
Description:
Strengths:
Weaknesses:
Name:
Rank: C
Type: Offense
Duration:
Cooldown:
Description:
Strengths:
Weaknesses:
Name:
Rank: C
Type: Supportive
Duration:
Cooldown:
Description:
Strengths:
Weaknesses:
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: Schlachtenzeit “Time to Slaughter”
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Time to slaughter, that is the meaning of the magic Schlachtenzeit and its purpose. A magic that was created when the Nazonian twins
Strengths: [List]
[*]Offense: True to its namesake, Schlachtenzeit is a heavily combat focused magic with a powerful array of damage potential depending upon the weaponry utilize. From the speed of swords and spears, to the destructive power of hammers, range of guns and the explosive force of rocket launchers and grenades means that this magic has a versatile way of dealing with situations. In addition its spells and abilities seek to enhance both the mage’s ability to fight and the equipment that they use to aid them in combat.
[*]: [Defense-: In war, both offense and defense is in a race to counter the other. With the raise of new offense a new defense is born, and to counter the new defense a new kind of offense is invented. For Schlachtenzeit, its defense is most often its armors and shields that it enhances drastically with its passives and spells in an attempt to combat the offense of one’s opponents.
[*]Equipment: There is no such thing as mundane equipment in the hands of the user, everything is a threat from the explosive power of rocket launchers, the speed of rapier, all the way to death by tea cups. Their mastery over equipment is the major strength of this magic, allowing them to turn normally weak weapons and armor into formable items to stand up against higher caliber magics that they otherwise would shatter against.
[*]Re-quip: Those whom rely or utilize weapons are at a major disadvantage of this magic, as its dominance over equipment is so great it can even supersede those of other magics. Using a spell to banish a requip’s summoning spell, canceling its duration early. Sealing the magical abilities of weapons, or activating them as if the mage was the one whom casted it. In addition their ability to control and manipulate equipment affected by their passive allows the mage to change the flow of battles by altering the course of incoming attacks or armored sections of the body.
[/list
Weaknesses:
- Conditional: A vast majority of the magical spells that take place, all revolve around a single condition. That Deutschmeisterwappen is in effect on the target item. This results in equipment somehow coming to be under its effect, which the majority of the time relies on physical contact in some way.
- Supportive: While its enhancements are strong, it does hold a weakness that has been laid down by the Conditional weakness. Deutschmeisterwappenmust be in effect for the spells to take root, resulting in attempts to aid others to involve complex measure to re-establish contact with their affected equipment or else end up with spells having drastically lower durations than normal.
- : [Magnetism
- Takeovers: The melee combat ability of this magic is so terrifying not only because of its abilities to enhance weapons and armor, but also because of its ability to turn the weapons of its enemies against themselves. To manipulate the battle as if fate herself was smiling gracefully down upon them, when in reality they take fate into their own hands.
Takeover mages and others whom seek to enhance themselves physically for combat without relying on weapons however are not affected by that terrifying ability of this magic. They are capable of brawling with the users without fear of their natural weapons being taken over and controlled, stripping the magic of one of its advantages. Similarly this means that the mage isn’t as capable of enhancing a friendly takeover mage, due to them general utilizing less equipment that can be enhanced. - Slayers: Metal, wood, stone, all weapons and equipment are composed of something or a mixture of things and when going against a slayer an entire array of fighting can be stripped away from them.
- Rust Magic: Just like with slayers, rust based magic can be deadly against the metallic weapons and equipment that is utilized by this magic. Capable of eating away at their equipment and leaving large portions of their combat ability stripped away.
- Physical Resistance : The main damage output of this magic is in physical attacks, be it with hammer, sword, axe and so on. So when clashing against magic or creatures that are resistant to physical attacks this magic is at a disadvantage, as it relies on magic dealing weaponry or spells that attempt to negate the resistance.
- Mobility: Dashes, blinks, teleportations and other various means of quickly closing distances from point A to point B are an issue for this magic both to deal with and to utilize. It makes it more difficult to attack opponents with them and its mobility increasing abilities do not involve such things.
- Status Effects: Strength and speed draining magics are a large hindrance to this magic, due to its emphasis on large physical speed and strength to combat their opponents. This causes magic that target an opponent’s combat ability to greatly hinder this magic’s melee dominance.
- : [
- : [
Lineage:
- Nazonian Twins:
- Nazonian Twins
Description: Born within the realm of Nazo Phenomenons are a common occurrence and the birth of those known as Dederik and Deidara was one such Phenomenon. Their journey started out as a single fertilized egg that split apart into two, following the stages towards creating two separate beings, twins. However as they developed within the womb over the months they began to be pulled towards one another, merging and forming once again into a single individual. As they reached toddler age the two of them once again separated after falling from the top of a staircase. Even so each half was its own being and as they grew up they developed a physical prowness that could almost match their peers separated, however when they fused once again they would end up with a far superior body than by normal standards.
Unification: Upon fusing the twins takes on the form of either Dederik or Deidara and has the base stats as detailed in the following section. The new form benefits fully from magical passives and if either Dederik or Deidara were under the influence of a spell the new form is also affected by it. They are capable of splitting up the remaining mana from the fused form’s mana pool into the separated forms however they wish, although no twin may have more than they would be capable of housing. When this new form is damaged it is capable of replacing the damaged section of the body with that of the other’s. However the damage remains until it is healed naturally or magically, resulting in if they separate than the wound would appear on the owner’s flesh.
With their strong connection both physically and spiritually, their souls seek one another out more so than they seek to pass on. This results in the deceased twin’s soul capable of reuniting with the living twin to take up residence within them. When this happens the living twin is capable of accumulating magical healing and storing into a pool that it is unable to draw upon. Once the pool reaches 150% worth of healing, the deceased twin’s body is reformed within the living twin’s at full capacity.
Misc: The fused form can only be maintained for a 5 post duration and 6 post cooldown. There is no duration restriction in socials.
Base Stats Fused
Strength: Rank+70%
Endurance/HP: 170%
Speed: Rank+70%
Reaction Time: Rank/2
Mana: 100%
Divide and Conquer: The twins are in their separated form, creating identical copies of anything affecting them or merged with them during the time of the separation. Their new base stats are detailed in the section below and they receive half the stat boosts from their magic passives while separated. This means that when they separate any benefitial or harmful effects that were in place on the fused form are now given to each of the twins. While they are separated the twins also share the cool downs for spells and passives.
Base Stats of Each
Strength: 85%
Endurance/HP: 85%
Speed: 85%
Reaction Time: Rank
Mana: 50%
Unique Abilities:
- | Deutschmeisterwappen: [The durability of any nonliving object that the mage wishes which is touching, held, worn, or within contact of another object under the influence of this passive is equal to one rank below the mage’s. If this brings the durability of the substance above its tier it is treated as the tier with its new durability in all aspects except its spell and passives. This lasts for however long the user wishes while the conditions are met, or for up to two posts after the condition for the effects are taken away. Resulting in a thrown item to maintain the enhancement for two posts without meeting the condition before reverting to normal.
- |Primus inter pare: [ Anything under the effect of Deutschmeisterwappen is given an additional passive that boosts one of the inherent strengths of the object in question. The percentage does not increase as the mage gains ranks, instead each additional rank unlocks a new passive for the specified type of objects.D Rank | Defensive (Shields, armor, vehicles, and other defensive or durability based equipment/objects): Reduce damage taken by 20%
C Rank | Power (Explosives, Large weapons, and other destructive based weapons): Increase damage by 20%
B Rank | Ranged (Projectiles, Thrown and other ranged based weapons): Increase range by 20%
A Rank | Speed (Swords, Spears, Daggers, speed vehicals and other speed based items): Increase of objects speed by 20%
S Rank | Anti-Armor (Halberds, Axes, Maces/Hammers and other similar weapons.): Increase damage to equipment/physical spells/terrain/other objects by 35%.
- Ordenstaat: [Objects under the influence of Deutschmeisterwappen are capable of being merged with one another. When done so one of two things occur physically. Either one of the items serves as the door to dimensional storage space inside of it while retaining the magical abilities of all the things inside of it and itself. Or a physical hybrid of some of the objects affected occurs, where a new item is made using the physical characteristics of one or more of the other items affected by this passive while retaining all of the magical abilities of them. D Rank | [One item is capable of storing two other items inside of it.
C Rank | [One item is capable of storing three other items inside of it.
B Rank | [One item is capable of storing four other items inside of it.
A Rank | [One item is capable of storing five other items inside of it.
S Rank | [One item is capable of storing six other items inside of it. - Generalkapitel: [Objects under the influence of Deutschmeisterwappen are capable of being dominated and taken control of, allowing the mage access to their abilities and the knowledge to use them. However its most used function is in its ability to control the items at ranged through telekinesis. The equation for determining the power of the telekinetically controlled objects is Weapon Strength=Character Strength/ACO (Amount of Controlled Objects). If it is being wielded by someone with a foreign magical energy, than the user suffers a -100% str penalty for the actions, making them only capable of manipulating it with strength in excess of 100%. Telekinesis Range/Speed/Abilities
D Rank | [5m 5m/s Capable of crude control over objects.
C Rank | [10m 10m/s Capable of normal human control over objects
B Rank | [20m 20m/s Capable of controlling objects with expert skill
A Rank | [40m 40m/s Capable of manipulating objects more precisely
S Rank | [80m 80m/s Masterful control objects, capable of subtly influencing opponent’s equipment affected.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS.
Sig
Name:
Rank: C
Type: Supportive
Duration:3
Cooldown:4
Description: Increases the passive boost from Deutschmeisterwappen for one item affected by it 50% with an additional 25% per rank. When this is being used to enhance the Defensive passive, this spell’s percentage is halved and replaces it as a spell bonus.
Strengths:
- : [Defense
- : [Offense
- : [Utility
Weaknesses:
- : [Conditional-Requires the object to be under the influence of Deutschmeisterwappento cast the spell.
- : [Duration-If Deutschmeisterwappen wears off before the duration of the spell ends, the spell ends early.
- : [Slayer-Slayers that are capable can potentially eat their weapons.
- : [Limits-The spell can only be cast on one thing per casting of the spell.
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Name:
Rank: C
Type: Defense
Duration:2
Cooldown:3
Description:
Strengths:
- : [Defense
- : [Range
- : [Activation
Weaknesses:
- : [Conditional
- : [Effectiveness
- : [Duration
- : [Slayer
Name:
Rank: C
Type: Offense
Duration:
Cooldown:
Description:
Strengths:
- : [Range
- : [Activation
- : [Breakthrough
Weaknesses:
- : [Conditional
- : [Duration
- : [Slayer
Name:
Rank: C
Type: Supportive
Duration:
Cooldown:
Description:
Strengths:
- : [Versatility
- : [Range
- : [Activation
Weaknesses:
- : [Singlular
- : [Duration
- : [Conditional
- : [
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?)