Raiza wrote:MagicMMO Reality
Primary Magic: MMO Reality
Secondary Magic: Death's GameCaster or Holder: Holder
Description: MMOreality is the essence in which Raiza came to this universe with. Being stripped from his own universe and placed in here like some chess piece, he gained access to a strange perhaps even lost form of magic called MMOreality. It in essence is like playing a 'game' though where the commands are limited, one primary aspect is true. The user holds an item called 'The console key' which cannot be taken at face value as the 'key' is something one does not typically realize what it is till the user utilizes it, either in combat or the alike.
The 'Console key' is a tattoo in the shape of a key on the user's right wrist. This allows the user to utilize the holder powers at nye all times, so long as they have their arm attached to them that is. Though the key aspect of this is that the console key on the user's wrist is that it is secretly a 'gunblade' that can be summoned up at any time, just hidden. This gunblade is perhaps the answer to the fact all MMOs have rules, and as such, some can bypassed by the physic breaking power of any game.
Though the console key does not stop there, the holder magic power of a gunblade is just step one of this magic. Step two means it is the literal key to all magic within the MMOreality magic, and as such opens up spells that are 'game like related' though are typically routed to as such, various things from console commands, to simply accessing the user's inventory listing, which is all made up through abilities and spells
How is this magic used by the player? Is simple. They cast spells from it, and the spell's description activates. Though it'd be painfully obvious that even in this magic, if a land(Nuetral grounds) bars magic, not even this magic can be activated as it is still a general jack of all magic in essence. Though one key detail, when anything of this magic is broken/duration ends ect... such as a summon or an item breaking it will not simple 'break' normally but rather fall into super tiny harmless energy shards that fade away tragically and in a hilarious 'well your item broke' kind of way.(Think Sword art, when an item expired or a player died). Even using a spell to bring up a heads up display as part of the user's sight line, or access to a bullshit inventory/clothes swap may be possible down the line
Strengths: The Gunblade: Passively allows the console key to keep the gunblade hidden inside a tattoo on their right wrist, and able to summon up the weapon at any time, or call it back to the user at any time.
Not limited Just because this is holder magic does not mean all spells will use the console key. It will not matter if the console key is inside the user's wrist hidden in the tattoo, or being held, it will always be required to cast them, but as such, not all spells will utilize it, rather only require it.
-Power player: All spells regardless can changed to fit the different spell types 'charge or chain' Charge spells give the spell 50% but require the entire post to charge and can only charge one spell a post. Chain spells allow the spell to be re-fired, however end of chain the CD becomes (Spell duration used +x)*x where X = # of chains, Example refiring a spell that typically has a 4 post cd, and firing it three times, will mean it has a (4+3)*3 so the result is 21.
Weaknesses:-Ability Heavy: unlike requips whom summon um a variety of weapons with spells, this only has one weapon, and requires abilities to make up for it in various ways. Which means the user may not have requip spells.
-Spell Heavy: Nearly everything about this magic requires spells. The gunsword is an adequate form of attack, but it is still weak, needing at least a spell to strength it to be reasonable in fights
-Obvious: The console key be in a tattoo form, or the gun sword form can be felt as the center to many spells, and a permanent loss of such weapon, can rend Raiza near defenseless, as it becomes harder to cast spells, causing spell cost to be doubled if the console key is gone.
-Friendly fire Toggle: All offensive spells have friendly fire enabled, meaning Allies can be hurt by that random sword swing or magic missile spell ect...
Lineage: - Spoiler:
Wielder: Raiza
Description: Some call him an angel, others call him a god. The stories that hold the truth are far and few inbetween. Some have called him Thanatos or Azreal, others called him Charon, or even Mictlantecuhtli. The list can go on for many cultures, many others call him by names that relate to the 'God of death'. However these stories are false whispers compared to the truth, simply because 'Death' or also known as a 'Grim Reaper' in some instances is not a god at all, oh no simply because a god seeks worshipers, their power is based on worship, even the gods that rule the planes of the dead require such in their own way be it the cast away souls of the damned and the corrupt, or the souls they entangled themselves. While the reapers does not. A reaper's power never needed to grow, it was always set in stone as 1st reaper would be the last to ever die, to claim the souls of even the immortal gods, and demons.
"I wonder if I could even kill a god" The words spoken in ancient times when asked if he'd claim the soul of the immortal beings, death had no reason until it was their time, and by then the god was already too weak to even fight back. Never has death reaped the soul of a god that wasn't past their time, oh yes "Even the immortals dont live forever, they have a clock above their heads that only I can see", words could strike fear into the gods, or demons alike that a presence among them was able to shut them down and travel off to the final realms. Though you always will wonder, if a mortal's final realm is under the presence of the gods, what exactly is the realm a god goes to when their time has passed?
Some say you can bargin with death. Others say no soul has ever left Death's grasp. One is true, its your job to figure out which. Though a story that wasn't passed was the story of his descendants. Death was like any demon, angel or god. He could reproduce, and reproduce he did. Death's child has no stories because the mortal world never found out, however under careful patient guidance, death's power only showed up on a very select few and normally was always confused with some demonic lineage. In truth, even those that had it in them, not always were able to use it. The hand of death was enough to kill the gods, and the lineage costed many lives to be lost in the children. Perhaps this is the reason some kids just 'dont make it' Though for those that survived, those that not only had the lineage but finally unlocked it, had a small taste of death's true power. After so long, the descendants began to never have any portion of death's power, as the bloodline began to delute too far down.
However, those of this lineage are a direct child or grandchild of the 1st reaper. The reaper in which holds the book to all deaths that has happened and will happen in time. The being in which is the reaper of gods/demons/mortals and yes, even other reapers in which that may have sprouted up from his first child before he kept a leash on their power. The child/grand child will always show relations to a 'demonic' figure at first, and even at times take the appearance as one from lineages such as a demonic or unholy one, but it is always just a ruse as once this lineage presents itself, the physical appearance stays the same, yet their aura changes towards a true neutral one, as a reaper is neither unholy nor holy.
Ability:
-Reaper's Scythe: One item and one item only(Must be clarified as to what it is...even if its your fists) has the Reaper's Scythe ability, in which is to attack the 'HP' directly This doesn't ignore defenses, but it rather targets the victims health directly, be it called their soul or some other mystical other. This must still break past ALL defenses completely, and as such is blocked by magic/shields/armors ect... but when contacting the flesh or bodily replacements(such as turning your body into for example water) it will hit said body part, but instead of doing physical, it does direct damage to the HP.In essence this can be used to leave no physical or magical wound. This ability may be toggled on or off at will of the user.
--Example: use against someone turning themselves into water. I slice through their water body and they avoided it cause of no physical body. But this still hurts their HP regardless. If at any time the reaper's item is stolen, or out of contact, the user may simple 'warp' the item back into their own possession.
-The Reaper's form(pasive): The reaper was a demon, and thus demons and angels alike have massive health regeneration and pools. This grants the user a permanent 5% HP regen but may activate this ability as an (active) and boost it by 10% for 3 posts. Activation of this form consumes 10% mana. During the 'active' version they may transform into a 'reaper form' but it must be dark or undead or even demonic looking. May not exceed sizes more than 50% your height or weight, may not become too monstrous (i.e no turning into Leviathan). Due to this passive, one may never passively regen their HP, only regen by an active spell and it is cut in half for effectiveness. Note while using the active form of this passive they may not receive any form of healing whats so ever.
--Cloak of the Reaper: The reaper has one last thing. Their cloak, a special viel that protected them against the gods that hated the idea they could be 'slain', it was their right to be immortal forever, never to be punished for being too strong. The reaper had to solve this some how, for he held balance, but not power, The Cloak gave the reaper the power against the gods. Reducing their damage output against him. This cloak was a metaphorical object(as in not needed), as it was the reapers form of a protection. Though the 'cloak' was only as strong as the reaper, and thus the descendants of the reaper only have a taste of it's power. Though unlike the original reaper's cloak that hid them from view and bestowed an immortal defense, this 'cloak' simple defends against the indirect(the typical auto hits), while adding a small defense to damage, granting them a 5HP+2.5 per rank(so 20 at H-rank) damage reduction from any source that hits them. Meaning things such as sudden time freezes vast transportation(Teleporting/space magic), or magic nullification. Though the reaper must be equal to stronger(Rank wise) than the mage performing the technique. This only works for the reaper's body and what they carry and does not transfer to their attacks.
--Example: a time freeze can stop the Reaper's fire ball from moving forward, but the reaper himself may yet still move. While another example being as such of the neutral grounds where magic does not work. This allows the user to still use magic so as long as the user is equal or stronger than the one using said source(note the neutral grounds would still null my magic they were just used as an example). The last example being such as space magic. The space magic can yes teleport the reaper's techniques, however could not forcefully teleport the reaper unless for example, he/she walked into a portal.Things like say a portal that the reaper is pushed into can still work on them, just so as long as it wasn't an auto-teleport (i.e magic being able to warp others on your whim).
Unique Abilities: Heads Up Display(Ability One): Otherwise known as a H.U.D on a game. All games have one, even the basics unless they're playing some stupid mode without one, but then this isn't about those games, this is about this magic. This ability is fairly straight to the point that it gives the user a H.U.D they may access by simply seeing it as if they just activate some kind of vision technique. The heads up display is not a form of a metagame, and cannot be used as such. However it can give the user data on how much w the enemy has of HP, and mana. However, no numbers or exacts are given, but simply a bar he can compare with. However for himself(only) The H.U.D will display the following:
-Health and Mana exactly: Represented with a perfect Stat number according to the forum's actual stats. Such as the user will know what his exact health is and when they'd faint/Die, as well as how much Mana he has.
-Status : poisoned? Stunned? ect...? This lets the user know their own status ailments.
-Time: Though not as useful as it could be. The H.U.D can present a perfect watch of kinds. Knowing the time of day/A count down timer or a stop watch of kinds.
-Capabilities: Quite simply this reveals to the user when spells will end or be available to be used again. How durable his weapons/armors/items are and when they'll break. Though one can see that fairly personally without the hud anyways.
-Danger Calculations: can see a 'danger-zone' to explosive properties of any source. Meaning, if it explodes, Raiza can see how far the 'danger zone' is prior to it's detonation.
The spellsword: A spellsword in any mmo game is a mage with a high affinity to use weaponry, while amplifying their blade with magic. This is no short of that. This ability grants the user's Holder item(The console key), the ability to actually operate as a fully functional holder weapon. This gives the weapon a 'base damage' of 50% spell damage of the user's rank. However, is not considered a 'spell' and only 'magical damage' This works for both shooting or slashing.
Become One: Become one is the fact the console key(Holder item) is part of the user, and thus naturally the user is more defended than a typical holder. Regardless of if a spell is up or not, all enemy spells must originate outside of the user by at least a foot, and such cannot start inside of Raiza(i.e cannot start a spell inside of him, but can start a spell one foot away from his skin. I.e no starting black holes inside of him or causing statuses such as sleep without said sleep hitting from the outside ect... ). This adds a defined protection from the outside attacking directly inside the user. Note things such as for example, a blade activating a spell within one foot of the user will still work ect. Attempts to directly assault the inside of the user will have a 50% recoil effect to the enemy instead. A perfect example is Rupture magic, which starts within the user's body.
Gaming Physics -Momentum: In most games, the user is free to run in one direction, or may be in mid swing, or mid-reload and suddenly a new action takes the momentum. Either to perform an assaulting dodge roll, or to perform some reload cancel animation sort of deal. This abilitity works in a special way that the user may take any momentum of their own movement, and halt it completely, and give it to another aspect. Allowing them to do abnormal movements in a variety of situations. This also allows them to always have full momentum when attempting to start another action, such as sprint, or jump. (i.e the user can jump, halt the jump mid air, use the rest of the momentum to suddenly be pushed backwards ect...)
Haste Hack Dont you just love it when you're mid fight, you have grinded all day to fight this boss, then suddenly someone starts spamming the same powerful spell that takes a few minutes to reach cooldown? You dont? Well, you'll hate this. This ability is broken down into two parts. The first part is a 2% MP regeneration per post(which may not be increased). The next bit is that once every 5 posts, the user may reduce the cooldown of a spell by 4 posts OR pay the entire cost of the spell again, to reset the cooldown to 0.
Ability Six: Locked till S
Ability Seven: Locked till H
Holder Item: Name: The Gun Sword "Console Key"
Rank: Scales with user's rank
Appearance/use A holder weapon that appears to be a short sword mixed with a six shot revolver hangun. What this weapon really is a hybrid between a short sword and a auto-handgun.The gun, stabalized perfectly so the blade is not damaged when the gun is fired. Which when fired, to fire a single black magic bullet round is shot from the barrel. The firing mechanism is a magical holder device in which provides no recoil or 'bang' of sorts but is silenced as it simply pops the bullets out upon trigger pull. The guard itself does not exist, and hence makes one require smart use of the blade part of the gun to try and defend with, which is easier since this is a holder weapon. Bullets do 50% of the base damage of this weapon(see ability-Spell sword). A total of seven shots may be fired per post from this weapon. The bullets are fired accurately up to 150meters away(any further and the bullets simple fade away), however unlike real bullets(which travel average 1,700mph) these only travel up to 75mph, which with the number of super human figures, can still be dodged if given the ample time or readiness to.
Spells:- Signature:
Name: Duplication Glitch
Rank: D
Type: Support
Duration: 6
Cooldown: 1
Description: You see that gunblade that the user holds? Now he has two!, this spell allows him to duplicate it completely so the wielder may duel wield the holder item. Though if the user tries to duplicate it after any spell effects the effects DO NOT TRANSFER, this is just the 'base weapon' period. Though this 'duplicate' isnt the true holder item, and thus is weaker to a larger degree. The duplication is weaker in the means it requires a second use of a spell to coat the new duplicated weapon in the amplified effects.
Strengths:
-Gives the user a second weapon to use effectively
-as any signature spell, this has a 'different CD/Dura' than most things spells, and does not properly follow the CD/Dura rules
-Requires no mana as par signature rules
Weaknesses:
-Has a durability unlike other holder items
-Can be stolen/taken unlike holder items as this makes a 'soft duplicate'
-Requires a second use of a spell if the user wishes to try and imbue this duplicate with any added effects
-Has a duration/CD
Name: Checkmate
Rank: B
Type: offensive - Support
Duration: 1
Cooldown: 2
Description: Just when you had everything figured out. You're about to take the king, the enemy is down many critical pieces, and you see your opening. You even know his moves fairly well...until he declares checkmate with his next move. This move can alter any spell it targets by B-rank damage instantaneously, or even increase it's range(or aoe size) by +100%(50% if they increase the damage/ or may cut a range by half if spell is equal or less than this spell).This damage increase lasts only the duration of this spell. Though a checkmate typically comes from an unpredictable move, and thus this can become unpredictable, if the user decides to pay B-rank worth of mana(or B-rank damage to their health), the CD becomes 0. The spell affected by this is counted as if it was stronger than a B-rank(but not quite A-rank, unless it is used on an B-rank spell) if put against anything that 'blocks B-rank or less'
Strengths:
-Near instantaneous, and can impact any spell either in a positive or negative way.
-as any signature spell, this has a 'different CD/Dura' than most things spells, and does not properly follow the CD/Dura rules
-Requires no mana as par signature rules
Weaknesses:
-has no power by itself.
-To have no CD, it will Cost mana, despite being a signature spell
-Requires a second use of a spell
-Has a duration/CD
- Rank D:
Name: Invisibility Hack
Rank: D
Type: Support
Duration:3
Cooldown: 4
Description: Yeah well you know this kinda cheat is in many games, and this is no different. It essentially grants the user pure invisibility for the duration with a few drawbacks(weaknesses). The invisibility isn't 100% and the user still has a minor outline around them(See invisibility in games), and thus can be noticed if they are watched going invisible. Note this doesn't stop magic sensing, and if going against a powerful mage then this could mean little due to being sensed where they are.
Strengths:
-Fairly strong invisibility to confuse enemies
-Lasts a good 'time' at least until broken
-Requires little to no effort.
Weaknesses:
-Any use of a spell afterwards means this spell is broken and full 4 post CD ensues. (Not
-Damage dealt to them is increased by 25%
-this puts ALL SPELLS THAT ARE BEING USED ON CD upon its use, as it blocks spell use, it will also prevent using a spell then using this.
-Can still be sensed vaguely
Name: IN the Zone!
Rank: D
Type: Support
Duration:10
Cooldown: entire thread
Description: Your energy drink has been chugged. Your palms are sweaty. You're staring intensely at the screen, and you know exactly how to press the buttons, or key strokes on the exact moment in time. This support spell gives the user a slight precognition, called 'in the zone' It is a short one time burst that allows perfect calculations of dimensions, speed, anything. It doesn't give the user future sight, but rather, while one person may be able to calculate a few, maybe the special ones up to a hundred things within a few seconds, this spell amplifies the user's mind allowing them to calculate thousands of things within a single second and is never limited to simplicity, even going so far as to break past memories, and access a full photographic calculation down to the wire. Allowing full fights to be calculated within a second. Though this does not allow the user to auto-block/dodge, or metagame in any way. The upside to this is, anyone trying to fiddle with the user's mind while in this state can easily get lost.
Strengths:
-Can calculate nearly anything within reason, allowing near perfect physics, and chemistry reactions to be calculated
-longer than average duration
-undetectable
Weaknesses:
-Pretty much a fluff spell, and does nearly nothing unless its used against
-Once per thread, since this would typically happen only once per intense match.
-The user can retain all the calculations made when the spell ends, but can no longer calculate at the degree of the spell
-no offensive/defensive potential
Name: Access Player Inventory
Rank: D
Type: Healing Support
Duration: Instant
Cooldown: 1
Description: Access Player Inventory is otherwise known as 'food crafting' in a game. Typically the character some how magically always has rice balls or something like that in their inventory that just 'never expire'. This spell generates 'consumable food' out of mana for this purpose. Food/Drinks and typical the alike. Charging the spell, which requires the user to stand in one spot holding the spell in place for this, allows an added 50% benefit. This causes the consumers to regen 5% mana(8% if charged) as well as an increase of hp by 3%(5% if charged since that is the cap). Outside of Battle however it will regenerate mana by 15% and hp by 10%. The spell is executed by the command "Access food inventory" or by a simple hand gesture of going through a pop up screeen that only appears to the user. Upon activated. User and up to three others will then suddenly obtain 'food'. Eating a charged food gives heals against poisons of Equal rank(This is the only effect that can be used more than twice)
Strengths:
-Can be charged up to increase the benefits, and also increase the flavor
-Free food on the go, allowing certain situations that require safe food and drink to become accessible still
-Easily can feed a team of three plus yourself, giving the entire team a grab-n-go effect as the first bite does all the restoring for them.
Weaknesses:
-No offensive ability
-No Defensive ability
-A persons hunger can only be satisfied so much and thus one may not icly 'over eat' and by this that means this spell can only be used to benefit the same person twice in one in character day before they'll not receive the effect of being restored
-Food will still taste ration like(not the 'greatest' but rather just plain typical 'food') UNLESS charged.
Name: Lets play a game
Rank: D
Type: Offensive
Duration: Indefinite
Cooldown: Whole Thread
Description: Perhaps one of the most useful yet pointless to many spell. This spell is cast and activated by the user speaking the words 'Lets play a game'. Runic symbols will lift around the user's hand, and if the enemy accept(oocly & in character) then the spell's effects take effect. Both of the 'players' will be 'mentally' taken to another plane of existence, where they may exist for an undefined amount of time, and when Raiza dictates the 'game is over' they both will come back, perfectly unharmed despite what may have happened in the other plane of existence, and only a single second will have passed, allowing entire conversations, gaming sessions, or fights to occur in a 'mental' version, and have zero 'true' damage will have ever been done. Cannot ever be affected by another spell/ fused or anything to cause true damage, and attempts to do so will backfire on the one that attempts.
Strengths:
-Allows for full scale wars, or the smallest game of pick up sticks, anything, imagination is the limit
-Lasts for only a second in real time
-Disobeys the duration/CD rules, as real time, this would last only one post physically, but mentally can last hundreds
Weaknesses:
-Not real, and thus anything that happens inside this other-dimension plane of existence cannot have lasting effects
-cannot be used on self
-cannot be used offensively or defensively
-Requires consent icly and oocly
Name: Wall-Breach
Rank: D
Type: Supplementry
Duration: 1
Cooldown: 2
Description: Wall-breach is a hack that most gamers hate unless they're using it. This allows the user to 'phase' through any material they wish for an entire post, however if said material(i.e a spell) does damage, then the user will still recieve the damage, and as such is not a safe way to bypass through spells
Strengths:
-Versatile
-lasts the entire posts, allowing the user the ability to go through any form of material
-Free-roam with it active, allowing quick changes to position
Weaknesses:
-User still receives damage from spells, and cannot use this to escape spells free of harm(but can be used to go through spells, they'll just still receive damage)
-Cannot phase through another person or summon or pet.
-Easily detectable once seen once as the user's skin becomes slightly transparent.
-Short Duration
Name: Admin Command : Upload & Download
Rank: D
Type: Supplementary
Duration: 1
Cooldown: 5
Description:A spell that has only one use, and that one use only works for one specific purpose. This spell works on 'ships' that have a tactical ability that allow the user to use this spell on it. It allows the user to digitize and upload a ship near instantaneously, putting it out of the thread completely, only another use of this spell to download it onto the world, re digitizing it and causing it to be part of the thread again
Strengths:
-Only way to effect a ship when it is uploaded is to kill the user, no matter what form of anti-magic is used to bring it out, as it is stored in another dimension.
-Near instant, can be used in dire situations
-Can be used despite if the user has their spells 'blocked' as the
Weaknesses:
-Obvious as to what is happening when the ship starts digitizing
-Cannot be easily spammed, and has a huge CD for a D-rank spell
-May only upload one ship at a time, and only store one ship at a time
-Cannot store people in the ship, and people would be left in the empty space where the ship once was
Name: Admin Command : Warp
Rank: D
Type: Defensive
Duration: 1
Cooldown: 2
Description: Warp is a general 'teleportation' spell, that works in 'short' distances of up to 40 feet, and may only warp twice per use of this spell. It allows effective, quick changes of location, may not be used to warp past defensive barriers, or otherwise impassible places, or warp to spots the user has not seen before. However the user may warp up to 100feet if they use both 'warps' in this one move.
Strengths:
-Very quick activation
-No sign of activation
-Near instantaneous warping
Weaknesses:
-Cannot warp within 20 feet of the enemy(requires ooc permission to not be considered enemy)
-If within 20 feet of an enemy, must warp 'away'(requires ooc permission to not be considered enemy)
-limited use
-small range
Name: Character generator
Rank: D
Type: Supplementary
Duration: 3
Cooldown: 4
Description: A soft yet mellow change to appearance, the user may change anything about themselves yet must remain humaniod. This also alters their magical signature slightly, that requires a higher rank than the user to detect. However it is slightly limited, and cannot hold forever.
Strengths:
-Changes to any appearance
-magical signature can be spoofed
-creativity is the limit as so long as it is humaniod
Weaknesses:
-Mass cannot be changed, and hence if you transform into a pure gold looking humaniod, you will not weigh more or be any stronger
-Higher ranked mages than the user may see right through this
-Does not last long
-Does not change voice
Name: Unreal Physics
Rank: D
Type: Supplementary
Duration: 3
Cooldown: 4
Description: For a temporary boost, the user may alter something about themselves in a physical stat wise. Be it strength, speed, jump ability ect... However this increase is only 25%
Strengths:
-Can alter any sort of stat, however only one stat, and it allows different uses of this to remain unpredictable
-Changes do not effect physical appearance, and thus remain hidden
-instantaneous casting
Weaknesses:
-Cannot change said stat after casting
-Must coop with the entire duration, and cannot end it early
-Cannot change anything that is not 'physical' about the user (i.e no changing bullet damage ect...)
-Cannot be 'charged' or 'chain casted' to be spammed.
Name: Data Logging
Rank: D
Type: Supplementary
Duration: 1
Cooldown: Thread
Description: Data logging is a Lost and forbidden technique. Easy to cast, yet nearly no one would wish to use this unless a dire circumstance had popped up. The Rank may be low, but it is far from useless, as this spell will take the user's entire memory, and store it to a single spell phrase, and while this is going on, the user must think of only one person. That said person will receive knowledge, no matter how far they are from the user about this spell, and how to return the user's memories to them. This is an effective counter interrogation as this will leave the user with nearly no memories, only the basic 'survival' will remain, however all memories of who and what, and where ect... will be stored
Strengths:
-Effective at...wait what is it effective at? I seemed to have....forgotten
-Mind-restoring spells will not work, because there is nothing to 'restore'
-This spell cannot be ever forced onto the user, under no circumstance, i.e: mind control
Weaknesses:
-Requires another's help
-User is left mind wiped after wards, and has nearly no memory of anything.
-A feeling of lost when this is used
-Cannot ever be used on anyone except the user by the user.
- Rank C:
Name: Lag Switch
Rank: C
Type: Support
Duration: 1
Cooldown: 3
Description: You've heard of them by now, and you sure hate them in any shooter or game you play. Those nasty lag switches that give your opponent the edge. This is considered time magic by all rights. However this works in a special way. This halts any one spell of the enemy(within 40 feet of the user) or spell(s) of the user(within 100 feet), however the spell must be equal or weaker than this spell if it is an enemy's spell. However it may be used regardless of spell rank on the user's own spells. This 'halt' works by it will stop the cast or the effect, or completely stop the motion of said spell by up to one whole post.
Strengths:
-very Versatile
-The spells coming out of this appear glitched, as if they had a lag spike
-Quick instantaneous execution.
Weaknesses:
-Able to be sensed prior to it's use and thus can be dampened if you are stronger rank than the user of this spell. Meaning if you are 1 rank higher than the user of this spell, then your spell may only be halted for half the time.
-The spell itself is not offensive and relies on the user to take the time given to them and make best use of it.
- Not defensive at all, requires the user to try their best to use the time given
-Anyone with time magic themselves will be affected only 50%, while time slayers(if any). Additionally being stronger than the user and using time magic, means the user cannot use this spell on your spells
Name: System Give_Player_companion
Rank: C
Type: Summoning
Duration: 5
Cooldown: Dura +1
Description: A long time ago, a companion was a strong dutiful knight for Raiza, however over time, his contract was broken, and a new summon, a fragmentation of the broken will of the old summon had been enlisted. This summoning is even classified as forbidden lost magic in which a human summoning is performed simply because the dark spirit actually feels like a normal mage (Summon appearance) Has the same health as a C-rank mage.
Summon abilities
Active: Blood Magic - Once every four posts the Summon may sacrifice 50hp to incease all damage output by 30 for two posts, as well as increase it's armor rating, thus further reducing damage by 10 for the next two posts.
Passive: Comes equiped with a weapon &armor, both in which have no abilities. The weapon Deals 25damage per swing, and the armor negates a raw 15 damage from every source, and the summon's physical speed is that of a B-rank mage.
Strengths:
-No emotions, will die willingly as hundreds can exist
-Strong physical warrior that is fairly fast, and is as not only adept in speed and strength, but is able to relentlessly attack disregarding pain
-can wield it's greatsword as effectively, and fast as a simple sword
Weaknesses:
- Reckless
- Pure physical range
- Active ability consumes health
- Cannot conceal it's magical aura, and can be detected without any trouble
Name: Thorn Damage
Rank: C
Type: Defensive
Duration: 5
Cooldown: Dura+1
Description: Thorn damage is an attribute that typically happens on bulkier tank units or players in an mmo that lets damage be done to those adjacent to them. This is no different and casts an aura that extends out 8feet from the user in every direction. This aura will deal damage to anything within the aura by 30% of C-rank(12dmg) damage per post they are within the aura. This 'damage' may appear as 'burns' or decaying, as this spell derives both from secondary magic, and the lineage.
Strengths:
-Strong anti-close combat
-effective enough to cause wear and tear over time, harming everything within range as it is a magical aura.
- Cannot be blocked as simple as normal, allowing it to bypass typical defenses as it requires one to actually 'block' the aura(i.e a shield wont protect you, as the aura goes around a shield)
Weaknesses:
-weak, and if one stays out of range, completely worthless
-range is limited
-holds no 'real' defensive power, and only damages things, not blocks.
-Can easily be sensed and the aura is an obvious black surrounding the user
Name: Gank Em
Rank: C
Type: Offensive
Duration: 3
Cooldown: 5
Description:An illusion? Perhaps, but this creates two duplicates of the user that have access to fake version of the gun sword holder item which deals damage as if it was the C-rank version. These are fully able to damage and harm the enemy, but the best part is the user may cast spells through these fakes. These fakes have a shadowy pure black body, and cannot talk, however has a hive mind with the user. It should be noted the user of this spell may not use any summoning techniques during this spell's duration.
Strengths:
-Portable squad
-Can use spells through these, allowing quick shifts of the tide of battle
-Completely controlled by the user, and due to hive mind, can see angles to approach situations differently
Weaknesses:
-Lower Duration than normal due to the use of this.
-Higher Cooldown than normal
-Weaker than the user
-Fakes are very obvious from the real
Name: Critical hit
Rank: C
Type: Offensive
Duration: 1
Cooldown: 3
Description: Critical hits exist in almost every game, and to this magic, it is no different. However, this only works on the user's gun sword(unless a fusion is made), and this allows all damage done by the gun sword to be increased by D-rank worth of damage for the entire post.
Strengths:
-Near undetectable as no change is physically made
-Damage increase is for the entire post, and lasts on the user's gun sword damage, regardless if it is a duplicate or not
-Does not require to hit a certain spot(i.e head) to critical hit, but rather just a raw increase
Weaknesses:
-Long CD compared to duration
-Cannot directly effect spells, and only effects the holder item(unless fusions are made)
-Does not increase as much as a C-rank normally would, but trades huge power for spread power
-does not last long, despite being C-rank
Name: Admin Command : Remove Status
Rank: C
Type: Defensive
Duration: 1
Cooldown: 3
Description: Remove status works by reducing the duration of status infliction(burn/poison/blind/immobilization/ect..) upon the user by 5 posts(as that is the max duration of a C-rank). If the duration falls to 0 or below, it is completely removed, and the user is freed. This works on all status infliction for that post, and then starts the cooldown process. For status infliction that do not have a duration, then they are reduced by C-rank worth, and if the end result is weaker than the user, then the user overcomes the status infliction
Strengths:
-quick way to break free of a status infliction.
-No sign the infliction has been removed, as this starts within the user's body
-can effect any infliction of any rank, even by just a little
Weaknesses:
-Can't spam this, as CD is much longer than the Duration
-Doesn't prevent further infliction of status, just simply removes them from the body.
-Cannot work on spells two ranks higher than the user.
-Depends on the user's strength as a factor
Name: The Blue Mage
Rank: C
Type: Offensive
Duration: 1
Cooldown: Duration of copied spell + 3
Description: The blue mage is known in many mmo to steal a monster's move, well today you are that monster. If you use a spell, this may copy said spell, but it will only be as strong as a C-rank spell. Any damage will always be C-rank worth(50% for AoE). It cannot be used on any spell that is a take-over or summon, or supplementary spells. They must be offensive in nature (i.e a fire ball) and may not be slayer magic.
Strengths:
-Can copy nearly any offensive spell(caster only)
-Scales down or Up to C-rank
-Versatile
Weaknesses:
-Fairly large CD, preventing spam
-Duration is significantly shorter, and can reduce a spell's effective power drastically.
-Cannot be used on spells that give boosts, or % based boosts
-Requires the user to see the spell executed completely
Name: Aimbot
Rank: C
Type: Offensive-supplementary
Duration: 3
Cooldown: 4
Description:Ah Aim bots, they're typically on the shooter mmo games, but for the most part they always do two things. Allow one to fire further due to less recoil, and always hit their mark. So for the duration, this offensive-supplementary spell allows the magic bullets from the console key to have a 'curve' to it, as well as a much further range, allowing the range of the gunsword's bullets to be increased by 50%. Curving allows the bullets to curve up to 30degrees in any one direction, able to hit moving targets much easier, but by no means has any form of 'homing' to it, and can still be dodged, as once it is curved one direction, it cannot curve back.
Strengths:
-Unpredictability
-Marksmanship becomes a lot easier
-works an unlimited number of times till the duration is over.
Weaknesses:
-Can't be used on spells unless a fusion or the alike takes place
-fairly easy to dodge once the first curve happens
-has no use for the sword part of the holder item
-does not last for long
- Rank B:
Name: System Give_player Status Immortal_Object
Rank: B
Type: Defensive Support
Duration:6
Cooldown: Dura +1
Description: A rather nasty spell that upon activation by pressing the key tattoo or the user simply saying 'Activate Status I-O' will grant the user(or a choosen ally) a special little defensive buff. This defensive buff will coat their entire body as well as typical clothing, a special viel that blocks out all forms of attack until it is destroyed. Be it a gas/liquid/physical/ect.. it must break through this veil first before the spell can take effect upon the user. This by all rights is classified as a 'barrier spell' and as such this barrier has x3 it's rank in defense (Bx3 =180hp), the unstable bit of it however is physical non-magic strikes act in a reverse function and half of their damage can still break through the defense and hurt the wearer, just as if magic could break through if this was a regular armor.
Strengths:
-All around defense allows one great defensive qualities
-Has the maximum allowed spell defense
-If charged. HP is amplified by 50%
Weaknesses:
-Burst defense. Once used or broken the CD will stop the user from spamming it too much.
-Zero offensive ability. Cannot use this to amplify damage
-Anything can damage it. Even at the highest rates of defense, even crap weapons could easily crack at the defense
-Time limited: While it does have an HP, it also has a Duration, and thus someone that waits it out, can cause the defenses to fade away quickly.
Name: Splash Damage
Rank: B
Type: Support
Duration: 6
Cooldown: Dura +1
Description: This is an edit protocol that edits the holder item in a slight fashion to be allowed to add 'splash damage'. This splash damage adds a 5'(8' if charged) explosion(Burst of magical energy) from impact of the attack. This burst is not of a specified element, and thus cannot be eaten by slayers, however holds no advantage against elements. This will result in 50%(of Spell rank) upon impact, and 37%(of spell rank) on the AOE explosive zone. Impact explosions always explode away from the user in a cone fashion
Strengths:
-can throw an enemy off with the sudden change
-Allows one to access to a quick AOE
-Can be alternately used on a spell itself to add 25% increase to size of the AOE of a spell, or of a spell has no AOE then adds 5'(8' if charged)
Weaknesses:
-Has no elemental strength
-Is quite simple, in the fact it only has two uses, both which can be predictable once used
-Weaker when used with magic bullets as they recieve half from this spell. (so impact of the bullet = 25%of B-rank, and aoe of bullet would be 19% of B-rank)
-Weaker than most B-ranks, as it is a damage augmentation
Name: Rogue's Shade
Rank: B
Type: Defensive
Duration: 6
Cooldown: Dura +1
Description: Rogue's shade is a highly evasive/defensive based spell that lets the user slip into shadows and appear anywhere that follow the same rules as to what he may slip into. However the user must be able to see, or has seen within 5 posts said location to appear out of. They may not appear in the enemy's shadow, or within 5 feet of the enemy. If at any time the spot Raiza is currently in becomes illuminated then the user is forced out, taking B-rank of damage.
Strengths:
-Quick and effective escape or re-route to a new location.
-Multiple uses of this allows the user to quickly change location to a suitable spot
-Slipping in and out is very fast, as fast as the user may 'run'
Weaknesses:
-Easy to break
-Raiza is still able to be sensed in this state
- the more light in the area causing the shadows to be 'dimmer' or less, causes them to not be as effective to be used
-Very exploitable if one knows how
- Rank A:
-LOCKED TILL A-RANK
- Rank S:
-LOCKED TILL S-RANK
- Rank H:
-LOCKED TILL H-RANK
- Rank X:
-LOCKED WTF ever. I just wanted a spoiler with something in it labeled Rank X, simply for the laughs. Thanks!
List of Spell Fusions: (ARE ON NEXT POST)