Magic
Primary Magic: Kokeshi Tears
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: Rainn channels his magical energy through 2 mysterious Kokeshi Dolls. The dolls, when activated, release flowing water that can be manipulated and molded by the will of the wielder.
Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it. You must have at least three strengths. Remember to separate each individually and bullet point them!)
• Rainn utilizes Alcohol in each of his spells, and with this Ally fire spells buff his own spells.
• Spontaneity: All of Rainn’s spells do not follow a set rhythm and are quite difficult if not impossible to predict.
• When using alcohol infused water, Rainn’s spells can do increased damage, but suffer the standard cooldown.
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
• It’s a holder magic, Disarm Rainn and he’s useless..
• Rainn’s magic being Alcohol infused can buff his enemy’s fire magic. Making their flames bigger and more damaging. If hit by the backfire of one of his own spells, Rainn takes 5% more damage.
• The user of this magic can choose between using pure water and alcohol infused water when casting a spell (by labeling it as such). By using water, Rainn’s spells are reduced in cooldown by 1 turn (if over 1 turn in cooldown) but his damage is reduced by 10%.
• A Water Slayer can consume all of Rainn's pure water spells with ease.
Lineage: Beast Tamer
Can summon beasts to fight or defend for them. Can either summon 4 weak beasts, 3 normal beasts, 2 strong beasts or one boss beast twice per thread. Beasts last only for two post or until they are knocked out and summoning can done again after 4 posts.
Unique Abilities:
• Last Call: Successful spells against an enemy staggers their next magic regen gains by 1% per spell ,capping at 3%. Once an opponent has been staggered, they can not be effected by Last Call again until after their next Magic Regen(5posts later).(Alcohol can be absorbed through the skin. With this in mind, the more attacks an opponent takes from Rainn the more drunk they become.)
• Ignition: All of Rainn’s alcohol infused spells can be ignited by friendly or enemy mages reducing their duration(Duration -1turn) and increasing their power(10%), with the exception of Kokeshi’s Wail.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
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?)
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!)
Primary Magic: Kokeshi Tears
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: Rainn channels his magical energy through 2 mysterious Kokeshi Dolls. The dolls, when activated, release flowing water that can be manipulated and molded by the will of the wielder.
Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it. You must have at least three strengths. Remember to separate each individually and bullet point them!)
• Rainn utilizes Alcohol in each of his spells, and with this Ally fire spells buff his own spells.
• Spontaneity: All of Rainn’s spells do not follow a set rhythm and are quite difficult if not impossible to predict.
• When using alcohol infused water, Rainn’s spells can do increased damage, but suffer the standard cooldown.
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
• It’s a holder magic, Disarm Rainn and he’s useless..
• Rainn’s magic being Alcohol infused can buff his enemy’s fire magic. Making their flames bigger and more damaging. If hit by the backfire of one of his own spells, Rainn takes 5% more damage.
• The user of this magic can choose between using pure water and alcohol infused water when casting a spell (by labeling it as such). By using water, Rainn’s spells are reduced in cooldown by 1 turn (if over 1 turn in cooldown) but his damage is reduced by 10%.
• A Water Slayer can consume all of Rainn's pure water spells with ease.
Lineage: Beast Tamer
- Spoiler:
- Description:In the old days, when magical beasts were used for battles. Your great great great grandfather Ash Ketchup was the foremost monster tamer. He could tame almost any beast, great or small. They say he even managed to tame a fire dragon named Charagon. Now every generation or so, his skills manifests in one of his descendants. Are you one of them? Why not try it out. Forge your way and make your own adventure!
Ability: Master tamers have the ability to befriend and tame beast that they have encountered. They are required to save the link of the encounter they had during missions on their bank, once they have they can be freely summoned any time the tamer needs them. There is no limit to the beast they can store in bank but there are limits on how many they can summon per thread. Note, you cant have a demon, human or other species tamed, just beasts. And you can only have one for each kind, meaning one snake or giant scorpion in your bank only.
Can summon beasts to fight or defend for them. Can either summon 4 weak beasts, 3 normal beasts, 2 strong beasts or one boss beast twice per thread. Beasts last only for two post or until they are knocked out and summoning can done again after 4 posts.
Unique Abilities:
• Last Call: Successful spells against an enemy staggers their next magic regen gains by 1% per spell ,capping at 3%. Once an opponent has been staggered, they can not be effected by Last Call again until after their next Magic Regen(5posts later).(Alcohol can be absorbed through the skin. With this in mind, the more attacks an opponent takes from Rainn the more drunk they become.)
• Ignition: All of Rainn’s alcohol infused spells can be ignited by friendly or enemy mages reducing their duration(Duration -1turn) and increasing their power(10%), with the exception of Kokeshi’s Wail.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- D-Rank #1:
- Name: Orbs
Rank: D
Type: Water, Instant, Ranged
Duration: 2 turns
Cooldown: 3 turns
Description:
Rainn swings the two dolls down and across his body in an X formation releasing a stream of water. The stream swiftly molds into multiple tiny orbs, tears if you will. Just as a base these tears orbit around Rainn's upper body and can be used in a number of ways, for example:
• Summons up to 25 orbs that can be fired out in any sequence
• Can be shot out in a Cone to attempt to hit multiple enemies
• Roughly 4 - 5% D-Rank damage per Orb
• A ranged attack with just a simple snap of his fingers and a look at his target. The orbs race off at the speed of 7 m/s and cap out at a max range of 15m
Strengths:
• Individually difficult to dodge
• Can be ignited by fire magic, turning the orbs into water bullets that deal 10% extra damage to Ice, Grass, and Earth magic users.
Weaknesses:
• Quite Easy to Block
• Pre-existing orbs disappear when the cooldown from activation is over.
• Ignited orbs have no effect on fire magic users and are considered sources of fire for dragon and god slayers.
- D-Rank#2:
- Name: Discus
Rank: D
Type: Water, Instant, Ranged
Duration: 1(One Doll)/2(Both Dolls) turn
Cooldown: 2(One Doll)/3(Both Dolls) turns
Description: Rainn flicks one of the dolls releasing a miniscule amount of water into the air. As it flows about, it slowly takes the shape of a disc. Spinning ever so swiftly in place awaiting to be tossed about.
• Created by 1 doll. When both are used to create the Discus its size doubles, speed is reduced, and damage increases.
• 22cm in Size
• When cast with 2 dolls the discus moves at the speed of 25 ft/ps(17mph, 27kph)
• When cast with a single doll it moves at 50 ft/ps(34mph, 44kph)
• 50% D Rank damage(1 Doll) 100% D Rank(Both)
Strengths:
• Can be used to quickly score damage on an opponent by using one doll.
• Can be used to score big damage by using both dolls at close range.
Weaknesses:
• Speed must be sacrificed to do actual, convincing damage with this spell.
• This spell can be easy to see coming, since it’s a giant frisbee made of water.
• Ideally the bigger version is much much easier to dodge
- D-Rank#3:
- Name: Kokeshi’s Wail
Rank: D
Type: Water, AoE, Channeled, Buffer
Duration: 2 turns
Cooldown: 5 turns
Description: Rainn slams the base of the two dolls against the ground releasing an uproar of water. The torrential geysers deluge Rainn’s surrounding area. Once Rainn begins this spell’s cast he is locked in for 2 turns. This spell can only be pure water. Never Alcohol, that'd be crazy.
Strengths:
• Strong AoE
• Enemies hit by Kokeshi’s Wail take 10% more damage when hit by Kokeshi’s Might for 1 turn after the spell finishes channeling.
Weaknesses:
• Vulnerable whilst Channeling
• Requires two full turns to channel.
• Is not Alcohol Infused
- D-Rank#4:
- Name: Kokeshi’s Might
Rank: D
Type: Water, Spell Weapon
Duration: 3 turns
Cooldown: 4 turns
Description: A torrent of water flows from the head of the doll upwards. Stiffening and shaping into a destructive blade. The water molecules slow their speed and become dense almost like that of ice. Rainn can shatter this weapon early to send bullets of water at the enemy.
• D Rank Spell Weapon
Strengths:
• Rainn receives a damage buff against targets already hit by Kokeshi’s Wail.
• Is considered a Spell Weapon.
• Igniting Kokeshi’s Might will further increase its damage by 10%, since it's now a flaming sword.
Weaknesses:
• Fully utilizes one of the dolls thus restricting Rainn from using any spell of his that require both.
• The sword itself is nothing more than tightly compacted water, basically ice. It can be easily shattered with a D Rank or higher spell.
• Pretty much turns Rainn into a lightning rod for lightning magic.
• Igniting Kokeshi’s Might will reduce its duration to one turn. If it has one turn left to begin with, it will burn away.
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?)
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!)
Last edited by Rainn on 6th October 2015, 11:19 pm; edited 4 times in total