Name: Phaseshift
Rank: B C
Type: Counter
Description: The user warps himself out the current time to render himself untargetable for a short moment, and returns in a combustion that deals damage and draws opponents in. The user will seemingly be sucked into a singular point in space, allowing him to be untargetable and evade damage for the duration of the post. Upon reappearing, he will cause an external combustion in a
20 15 meter radius that deals
B C Rank magic damage and knocks opponents within its range back.
Upon being sucked in initially, the user will leave behind a Return Pad should he have stood on a solid surface.Strengths:
- Allows the user to evade any damage and crowd control
- Deals AoE damage and a heavy knockback effect
Can leave behind a Return Pad for later use
Weaknesses:
- Warping himself out of time takes a short moment, in which he can be physically pulled out of this spell
- Return can be timed and thus the user can be damaged right upon returning
- Can not save allies from large-scale effects
- Can not be used whilst under the influence of Gravity Magic
Duration: Instant
Cooldown: 5 posts
Name: Chronorush
Rank: A C
Type: Supportive
Description: The user warps time relative to him in such a way that he is enabled to dash around the battlefield at blinding speeds for a set amount of time. In the user's direct vicinity, a visibly unstable time field will be created. Opponents coming into contact with this field will receive
A C Rank damage and be knocked back. The user can choose to forcefully combust this field before its duration ends, dealing
A C Rank damage in a 10 meter radius around him and knocking opponents back.
This spell can leave behind a Return Pad every post.Strengths:
- Great tool for gap closing as the speed is not affected by movement debuffs
- Good for preventing melee fighters from getting close or pushing through terrain
This spell can leave behind a Return Pad every post
Weaknesses:
- Has a short channel time in the post of casting
- Trajectory can be tracked as the user leaves behind a blurry trail
- Movement can still be interrupted by
A C Rank or higher damage/spells
- Overall effectiveness lowered by 50% in the range of Gravity spells
Duration: 5 4 posts
Cooldown: 7 5 posts
Name: Oracle's Lens
Rank: C
Type: Utility/Supportive
Description: This spell enables the user to catch a glimpse of the near future. Thus, he will be able to anticipate and react much more smoothly to it. Upon being cast in the initial post, this spell will give the user foresight of what will happen in the next post. He will not receive the knowledge until his opponent's next post however, which he subsequently will only be able to use in his own next post. He will know in his next post what the opponent was up to and tried to do, thus giving him great ability to react to it.
Strengths:
- Gives the user foresight
- Protects him against surprise attacks for one post
- Knows what will happen in his field of perception, things
Weaknesses:
- Knowing something will happen does not mean someone is able to prevent it
- Requires a lot of concentration to channel
- Can only use one other spell in the post of its casting
- Chaotic, arbitrary personality types are difficult to anticipate and can fall out of line with the foreseen future
Duration: 2 posts
Cooldown: 5 posts
Name: Chronobreak
Rank: S C
Type: Offensive
Description: The user unravels and breaks timelines apart, causing ripples in the fabric of time that echo into reality, dealing damage. This spell can be cast in a
100 40 meter radius around the user. The user can cast up to
16 2 individual ripples of D Rank damage or a single one of
S C Rank damage up to
32 8 meters in diameter, as well as any combination. Simultaneously or over time. There is a small time frame between casting and imploding in which time will dilute. The affected area will appear blurry and wavering. After a miniscule delay, anything caught in the range will be slowed down to bullet-time. Then an implosion will tear away at the surroundings dealing magic damage.
Strengths:
- Slows down movement to prevent escaping from the range
- Damage ignores armor
- Can be split up allowing for greater versatility
Weaknesses:
- Can be anticipated as the affected area becomes visible right before the damage arrives
- Overall damage output is sub-par
- Damage halved against Gravity Spells
- Magical defenses still work
Duration: Instant/out of ammo
Cooldown: 5 posts
Name: Continuum Lock
Rank: A C
Type: Offensive/Defensive
Description: This spell casts a field of paused time,
10 5 meters in diameter, that can be cast in a
100 40 meter radius. The field will channel for a short duration and render time visibly unstable, causing the affected environment to be a wavering blur. Upon its full spawn, all movement in the field will be slowed down to bullet-time. The field will detonate upon its spawning, should the caster stand inside it, dealing
A C Rank damage to anything caught in the blast. It pulls in all opponents to the centric point of the field upon detonation.
Strengths:
- The damage ignores armor
- Dashes and movement reliant escapes are negated in the field
- Draws in opponents upon its detonation, like a singularity
Weaknesses:
- Field spawn can be anticipated
- Only deals damage if the user can find himself as well as opponents inside the field = unreliable
- Damage can be shielded against
- Blinks and teleports still work as escape mechanisms
Duration: 2 posts
Cooldown: 6 4 posts
Name: Zeitgeist
Rank: S C
Type: Counter/Heal
Description: A quite versatile spell that can save the user out of most any predicament. Initially, the user immediately warps himself out of time, effectively making himself untargetable. By following back his own timeline, the user can rewind his body's time to the condition it had a while ago. This returns his hp and mp to where it was
12 4 posts ago subtracting
20 10 mp for this spell.
This spell has no effective cooldown, instead, the projected cost and strength of his spell is cut down in half every time the user casts it. Meaning, on the second cast, the spell only undoes
6 2 posts of damage. On the third cast, the spell undoes
3 1 posts of damage.
On the fourth cast, this spells only undoes 1 post of damage. For the rest of the thread, the spell will only ever undo 1 post of damage at the same cost.
Strengths:
- Is not negateable by magic
- Renders the user untargetable for a short moment
- Can heal back for large amounts
Weaknesses:
- Exponentially decreases in strength
- Needs to be strategically placed, a missed opportunity can decrease this spell's value
- Does not heal for a flat amount = unreliable
- Is deferable by Gravity Magic to the point of negation
Duration: Instant
Cooldown: n/a