Secondary Magic: N/A
Caster or Holder: Caster
Description: Crystalline magic offers Mao a variety of ways to respond to situations, from enhancing the performance of allies/herself to creating crystalline structures, to even affecting someone’s state of mind through their more metaphysical properties. When a spell isn’t focused on the short mage herself, spells are cast in one of two ways. The first method is to merely chuck a hunk of unpolished crystal at someone or something ranging in size from a marble to a softball. The secondary method that’s a little newer involves creating an arrow formation of the chosen gemstone a foot in length and still able to throw (or stab) someone with it, or shoot via bow to gain a bit more range. At first glance she just seems to be throwing raw gems around until the lights go off (and to a miser’s eyes she’s throwing money around until the fireworks happen).
Mao specializes purely in mineral-based crystal magic, able to create various precious gemstones found in nature, and able to divine multiple purposes for each one. For this reason the same stone could be capable of a positive or negative effect, and still have a defensive or offensive capability associated with it if not any combination of the possibilities. Some are even associated with elements, providing minor capabilities in other fields.
Strengths:
- Support: sporting various boons to the mental and physical capabilities, Mao can also flip the effects to the negative spectrum for foes.
- Multi-Use/Predictability: predicting the spells can be difficult the more Mao obtains as many crystals have multiple capabilities – usually a positive and negative, but may have multiples in either/both categories. Whether she’s about to use an offensive, defensive, or support-based spell makes things even trickier.
- Creation/Delay: when used on Mao, she doesn’t need to spawn a crystal (though she still needs to be in a condition to use magic) in order to gain it’s effects. At the same time, one doesn’t need to be used immediately when spawned. Most can last for two posts before they disappear if they go unused/unabsorbed.
Weaknesses:
- Heat-Based Magic & Users: From temperature to lava to the extreme flashes of heat from lightning, they tend to erase the magical properties in the little gems before they’re used, and cause them to become empty husks. Even if the gem is in use, such magic will reduce any de/buffs by a post.
- Range/Interception: it’s possible for anyone to receive the wrong spell such as an ally receiving a condition/debuff or an enemy taking a defensive spell, or simply thrown off course entirely. As the crystals need to be used within certain ranges of their target, this style of magic is at most a mid-range with preferences towards close-range for its offensive capabilities.
- Holy/Celestial/Light Users: something of a “good type” magic, it’s not particularly effective against those aligned with the Heavens or celestial beings. Any debuff/condition will last a post less. Buffs will still work on them. Those who can “devour” light will find this magic delicious.
- Gems, Gems are Truly Outrageous: it’s a very visual magic to say the least, even when it’s merely bolstering an ally. From creating stationary formations to applying a boon, there’s always some small glow coming from the glittery globs. Trying to stealth with these active is just plain silly.
- Money: can’t sell the gems to make money since they wouldn’t last long enough to swindle someone. Gotta stick to taking jobs to make the moolah.
Lineage:
- Spoiler:
- Magician's Spirit
Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omni-potent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to magical power, ability to identify the enemies magic. Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain a large increase of magical power, as well as have the old Sage share their body for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for 10 posts.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius with an explosion of fifteen meter radius.
Unique Abilities:
Memory Emerald: A non-combat based ability, memories can be copied into emeralds for later study, recollection, or what other fancy strikes Mao. The only ones that last unless destroyed (willingly or not), they’re sent off to a pocket space that functions as a library.
Anti-Chaotic: Aligned with the mystical power of gemstones, Mao finds it hard to fall prey to anti-mood type effects such as fear, sadness, panic, and other dark emotions due to the calming effect a lot of crystals share.
Ruby Affinity: Forging a stronger bond with Rubies, her body becomes more resistant towards pathogens and toxins. Every four posts she can cure a status condition.
Diamond Affinity: Forging a stronger bond with Diamonds, her body becomes more resistant to damage as her rank increases. Starts at 10% reduced damage, +5% per mage rank. Current: 15% (30% at Rank S).
Sunstone Affinity: Forging a stronger bond with Sunstone, the healing properties of crystals provide her with a 2% HP regen while increasing the effectiveness of healing spells used on Mao by 50%.
Spells:
- Signature:
Name: Diamond: Fierce Armor
Rank: B
Type: Offensive/Defensive
Duration: 4 posts
Cooldown: 5 posts
Description: A defensive spell that can be used offensively, first either Mao must infuse herself with the power of diamonds or smack someone with the magic diamond she manifests (the chunk of crystals being the same size as a baseball or an arrow). Upon fusing with at least someone’s body, a diamond casing will form over the body in a fine coat with a concentrated and more present amount on the hands and arms wherein large, spiked gauntlets are created (the spikes at the elbows becoming half a foot in length at most), and claws form over hands. From the feet to the knees, around the chest, and down the sides a little past the hips a thinner coating is formed ranging from an inch to two inches thick with spots of spikes an inch tall appearing. For those built with animal ears and tails, they receive similar coatings on those extremities. The diamonds form in a segmented manner that allows the user to retain motion and mobility with very little opportunity to stab one’s self without effort. Performs ¼ B-rank damage per hit (limit: B-rank damage per post) and is a single-target spell.
Strengths:- Protects limbs and portions of the body
- Can be used to block 1.5 B-rank spells
- Offers an offensive option that offers slashing n’ bashing damage with a girl’s best friend.
Weaknesses:- Fire Damage will burn away the coating as well as leaving burns in the spell’s wake.
- The offensive capabilities are only usable in melee-range, and the defensive ability won’t help against AoE-based attacks.
- Can be intercepted
- Turns the affected into a noticeable target due to the sheen of the diamonds.
Name: Sapphire: Slumber
Rank: D
Type: Utility
Duration: 2
Cooldown: 3
Description: Occasionally used to cure insomnia, this spell takes it to an extreme if only for a short period of time. Creating either an orb the size of a ping-pong ball or an arrow, it need only hit near its intended targets for the effect to work. Upon colliding with something (be it a hard surface, water, or even an air-based spell, but not actual air itself) the gemstone will detonate and release a blue cloud. Those of equal rank or lower to the user will become drowsy for the first post and fall asleep in the second while those weaker will fall asleep almost immediately, those a rank higher will merely become drowsy, and anyone two ranks or more won't feel anything other than a slight prickle at their eyes. Can only affect up to two targets.
Strengths:- Can make people drowsy and possibly fall asleep
- Can be used in multiple ranges
- Activates upon hitting a surface so can't be rebound/blown away
Weaknesses:- Doesn't fully affect people a rank higher
- Doesn't affect anybody two ranks higher
- Only affects those within a 5m radius
- Can be avoided
- Protects limbs and portions of the body
- D-rank:
Name: Ruby: Ignite!
Rank: D
Type: Offensive
Duration: 2 posts
Cooldown: 4 posts
Description: The chunk of ruby is the same size as a ping-pong ball or crafted in the shape of an arrow. Gaining a small cropping of rubies on their forearms and around their ankles (and tail if an option), the affected person then gains two options. One option is that in close proximity combat the rubies will suddenly increase in size and add damage to their melee attacks. The other option allows the user to fire projectile shards from any of the affected limbs at 7m/s, each one an inch thick and 8in long.
Strengths:- Dual forms of causing damage.
- Can stack with other crystal spell effects.
- Does ¼ D-rank damage per hit (limit: D-rank damage per post).
Weaknesses:- Actual heat-based attacks will remove the effects from whatever limb they touch.
- Makes it harder to hide in the dark due to the slightly glowing gems.
- Could be intercepted.
- Either use can easily be dodged or blocked.
Name: Moonstone: Doubt
Rank: D
Type: Illusion/AoE
Duration: 2 posts
Cooldown: 4 posts
Description: Meant purely for enemies, a moonstone crystal the size of a tennis ball will be chucked towards an enemy/small group of enemies or an arrow fired at them. Up to three people within a 5 meter radius of the cast crystal will fall prey to the illusion. The crystal picks up on an unresolved regret the person has (IF they have one) and creates a replica of either the involved person or one of them. From there the illusion will try to create further regret and dark feelings towards the event. Works on people equal or lower than Mao’s rank.
Strengths:- Can cause a temporary distraction.
- Works on multiple targets.
- Mao cannot be affected by it.
Weaknesses:- The illusion disappears if attacked.
- Allies might get caught in it as well.
- Heat-based magic can destroy the crystal before it even activates.
- Can be knocked away.
Name: Sunstone: Cleanse
Rank: D
Type: Healing/AoE
Duration: 2 posts
Cooldown: 5 posts
Description: Using herself as the medium for the spell, Mao’s entire body will begin to glow a muddy-red hue, a little dimmer than a 60w lightbulb. Allies within 10 meters of her will find their health renewing 5% per post and relieved of a single status effect from a spell of equal rank. Due to the brightness, staring directly can cause one’s vision to cloud up a little, though still not as bad as staring directly at normal light sources. Can heal up to 3 people total. Removes the most recently applied status effect.
Strengths:- Causes a mild blind.
- Heals allies a little (up to 10%) as well as removes a single status effect.
- As an AoE spell, it doesn’t require Mao to directly touch allies or stand still.
Weaknesses:- Must be used on Mao, another cannot be the conduit.
- Though it can somewhat blind people, it also paints a rather large target (and possibly attract light-eaters).
- Heat-based magic that hits Mao can cancel the effects early.
- Leaving the radius early reduces the main effect by half, and it doesn’t prevent them from regaining the status effect in the next post – merely cleanses it the first time.
Name: Sapphire: Gentle Breeze
Rank: D
Type: Utility
Duration: 3
Cooldown: 5
Description: Creating a baseball-sized orb or an arrow, once the projectile hits something it explodes in an expanding cloud of glittering blue dust/mist that reaches up to 15m. Something of a calming agent to magical energies and biological ones, the power behind attacks is reduced by ½ if they pass through the field. To foes the mist appears as a dark blue, but to allies it appears as a light, pale sky blue hardly hindering their vision.
Strengths:- Doesn’t affect allies due to her affinity towards the person
- Weakens foes’ attacks/spells
- Mildly reduces enemy visibility, the glittering/glowing might distract a little
Weaknesses:- Deals no damage
- Can be blown away
- Doesn’t affect heat-based magic: they just plow right through
- Doesn’t affect celestial/holy magic
- Dual forms of causing damage.
- C-rank:
Name: Opal: Mirror
Rank: C
Type: Utility/Defensive
Duration: 1
Cooldown: 5
Description: Crafting a marble-sized chunk of opal or creating an arrow of the crystal, Mao can then fire/throw the gemstone towards an attack. Like many other spells however she can activate it internally, whereupon a spell coming too close will also activate the spell. Upon activation or interacting with a magical force, the opal rapidly expands into a 10ft tall opalescent mirror that proceeds to absorb whatever field around it or magic attack striking and redirect it towards the source. Regardless of its prior form, the redirected spell always takes on the form of a blast with its color determined by the spell’s original color (so purple poison would be a purple blast, black ice a black hued blast, etc). While it can be used to defend against a quick physical attack or flurry of them it won’t rebound them back towards their target: merely act as a shield. It can fully affect spells equal to Mao’s rank, ½ affect spells a rank higher, and is completely ineffective against those 2 ranks higher. Physically it can block up to 2 physical strikes equal to her rank before shattering.
Strengths:- Rebounds a single attack towards the opponent
- Can defend against physical attacks
- Quickly manifests, and also provides a fabulous mirror
Weaknesses:- Cannot absorb/redirect a heat-based spell, merely blocks them if they’re a rank lower
- Can only absorb/redirect magic, not physical attacks
- A quick-use spell
- Redirected attacks can still be dodged
Name: Ruby: Red Rage
Rank: C
Type: Offensive
Duration: 2/Instant
Cooldown: 5
Description: A spell that can be held for a later use, Mao must either create a ping-pong ball sized orb or an arrow – or two of each if she chooses to split up the spell’s power. Upon activation, the orb/arrow rapidly grows into a cluster of sharp crystals 4ft in diameter (2ft if the power is split) before exploding in a 120 degree angle with sharp shards spraying up to 30m (15m in lesser form). The shards remain for a post after explosion before fading. Being in close proximity to the blast may result in temporary blinding from the sudden explosion of red Kool-Aid coloring filling one’s vision.
Strengths:- Deals C-rank damage, can be split to deal D-rank per orb/arrow
- Can deal AoE damage if initial blast is escaped
- Temporarily blinds within a 10m radius of the blast
Weaknesses:- Allies can get caught up in the blast
- Can be negated by fire/lightning magic of equal rank
- Works like a directional mine, making it avoidable if one gets out of the angle
- Easily deflected/dodged near the end of its ranged blast
Name: Emerald: Memories
Rank: C
Type: Illusion
Duration: 2 posts
Cooldown: 3 posts
Description: Meant more for subtlety, an emerald the size of a large marble will be created though an arrow may be formed instead. Upon touching the target memories may either be altered through suggestion or the past few hours are erased, though only temporarily. Plot: those who've spent large amounts of time around the memory emeralds may suffer the effects for longer depending on the length of their exposure. Just stuns a person for a post in PvP only if they're C-rank or lower, those of B-rank and higher remain unaffected aside for a mild ticklish feeling.
Strengths:- Can be used for stealth purposes.
- Can distract/hamper enemies for a short spell.
- Allows Mao to more greatly affect the memories of her people.
Weaknesses:- Requires physically touching the target as it's not an AoE.
- Powers of suggestion don't work as well if the target has friends nearby.
- Hot climates/temperatures/being used on fire mages reduces the duration by a post.
- The forgetfulness isn't very long so one must make haste.
- Rebounds a single attack towards the opponent
- B-rank:
Name: Blood Diamond: Red Haze
Rank: B
Type: Offensive
Duration: 3
Cooldown: 5
Description: A darker spectrum spell, though a baseball sized orb is created, Mao will crush it in hand to activate the spell whereupon the magical energy then forms two hundred pinkish-red diamond-shaped shards that are 1 ½ in long and float around in a cloud-like formation that can be manipulated up to 30m away from her. She can loosen and tighten their formation to cover up to a 15m radius, though as it requires her attention and hand movements, Mao cannot perform other spells while this one is active.
Strengths:- Can deal up to B-rank damage per post
- Able to be manipulated
- Can obscure an opponent’s vision due to minor glowing of each shard
Weaknesses:- Can be trapped/destroyed
- Cannot use other spells while active
- Can be weakened/destroyed by heat-based magic
- Very visible due to it being a glowing cloud of gemstone shards
Name: Aquamarine: Needles
Rank: B
Type: Offensive/Utility
Duration: 4
Cooldown: 5
Description: A tricky spell, though its effects can be attached to other objects the crystal isn't visibly manifested just like Sunstone: Cleanse. Instead the spell is cast internally, affecting Mao's hands and tail, further extending to affect weapons she uses. For the duration of the spell anything organic other than herself Mao touches will be marked by the spell. Quickly after being touched aquamarine chunks will manifest over a foot diameter of the marked area, possibly limiting movement there as well as adding 10 lbs per marked region. At the end of the round the crystal quietly implodes and injects the area with crystalline shards that need to be extracted. Can only deal up to a B-rank worth of damage.
Strengths:- Weighs affected people down.
- Creates weak points on targets due to the shards that need to be removed.
- Can split the damage/effects up between targets, up to four.
Weaknesses:- Requires touch - either physically or by marked weapons.
- Only the user cannot be affected, allies accidentally touched will suffer the spell's effects.
- Fire/heat-based magic can cleanse any marked objects. May also be used to cleanse a person of the shards (assuming they can do so without the magic causing harm).
- Fire/heat-based magic can negate the chunks of aquamarine and force them to loosen their grip/not activate, though one must be careful not to melt the crystal onto the affected person.
Name: Tourmaline: Protector
Rank: B
Type: Support
Duration: 3
Cooldown: 6
Description: An unusual spell if only because it utilizes a multitude of colors rather than a specific shade like most of crystal magic. Creating up to three arrows or touching up to three people to bless them with the effects, the only visual side effects involve the person's irises glowing. When under the effects of Tourmaline people cannot fall prey to spell status effects (though will still take normal damage) as well as negative emotion effects from other spells (fear, sadness, anger/rampaging, etc) as their moods are kept relatively even/normal. Finally each affected person will passively heal for 5% each post the spell is active (wounds closing up, bleeding stopping, and so on).
Strengths:- Protects against status effects.
- Protects against negative emotions.
- Heals for up to three posts.
Weaknesses:- Can be intercepted.
- If Mao is hit by a fire/heat-based spell before using it then the spell is void.
- Holds no offensive capabilities.
- May negate useful spells/side effects in allies' magic (such as rampage or adrenaline buffs).
- Can deal up to B-rank damage per post
Last edited by Mao on 20th September 2015, 4:26 pm; edited 7 times in total