Nature's Grace Magic
Primary Magic: Nature's Grace
Secondary Magic: N/A
Caster or Holder: Caster
Description: Nature is all around us and, whether we notice it or not, and regardless of how hard some may try to prevent it, it will always mold us in the same way we as living creatures attempt to mold it. It was by the acceptance of this knowledge that the magic known as Nature's Grace was born; natural magical energy borrowed from the land itself in return for the wielder's undying loyalty to protect it by any and all means.
Kiki Fujibayashi is one such wielder. By utilising the land she can conjure a variety of different spells to be used however she pleases. Or, by combining the three world-bound elements, she can create potent healing spells. As such, the powers of the land are almost limitless.
Strengths:
- Nature's Grace allows for various types of spells to be cast, from defensive to offensive, buffs to debuffs and even healing spells. This makes the magic valuable particularly when in a group where its effectiveness can be optimised.
- As this magic utilises 3 different elements (plus the combined 'Life/Holy' Element used for her healing spells) Kiki will never find herself walled when facing element-based foes.
- Much like the previous strength, Slayers who can consume one of Kiki's elements cannot consume the others, making her more difficult an opponent for them than a mage of their own element.
Weaknesses:
- Spells cast by mages dedicated to the element of the spell Kiki is casting will always overpower that spell. For example, if Kiki casts 'Stone' and the opponent is an Earth magic user, even their spells of equal rank will overpower it without debate (Spells of lower rank remain lower and weaker.)
- As Kiki must converse with Nature, some of her spells may take longer to cast than others.
- Due to her eternal bond with nature, Kiki can never utilise spells outside of those she wields with Nature's Grace (Earth, Wind, Water and Life/Holy)
- Many of her unique abilities require her to be touching the land, and so are useless in certain situations.
Lineage: Keeper of Peace
- Spoiler:
- Legend tells of an enlightened monk who traveled around the world to places of ongoing war. Wherever he went, the war stopped for as long as he was present. However, he realized that whenever he left it would all start over again, so he used a powerful spell to sacrifice himself and spread his gift over the world. Some people are blessed with a fraction of the monk's gift at birth. They can call upon it to stop violence and fighting for a short period of time whenever tapping into the monk's power; they too cannot attack whilst the effect is in play.
Ability: The user shouts and spreads a white light over everyone nearby a 100 meter radius. All fighting stops for 4 posts. People can still converse and interact, but are compelled not to do anything violent; this also applies to the user.
Usage: Can only be used 3 times per thread. Duration: 4 posts. Cool-down: 6 posts.
Unique Abilities:
The Land's Whispers - Due to Kiki's unique bond with Nature she is informed by the land if a potential threat steps within 30 meters of her location. This ability doesn't work if she is not touching the land (such as when on transport of some description).
Cleric Stance - Due to the risk behind healing spells Kiki has developed a 'stance' that allows her to use such spells much more safely. While in Cleric Stance her healing spells have their effects increased by 50% (so a spell that heals 10HP normally would heal 15HP). However, she will struggle to use spells that require just one of the three elements that make up her magic, reducing the effects of her non-healing spells by 50%. Cleric Stance can be toggled at will, but requires 2 posts AFTER the activation post before it can be toggled on/off again. (spell effects without Cleric Stance are exactly as stated in their descriptions)
Spells
- Signature Spell:
Name: Recuperate
Rank: C
Type: Defensive/Support
Duration: Single Post
Cooldown: 5 posts
Description: Kiki becomes one with Nature and it responds by completely concealing her from view. While in this state of recuperation Kiki is unable to cast any spells or move from her location, but she regains 10% of her MP at the end of the post. If Kiki is surrounded by forestation - the most natural of places - then the MP regeneration is increased to 15%.
Strengths:
- Recuperate hides Kiki completely from view, protecting her from most attacks for a single post.
- Nature blesses Kiki by restoring 10% of her MP at the end of the post that Recuperate is cast.
- If Kiki is surrounded by forestation then the MP restoration increases to 15%.
Weaknesses:
- Kiki is only hidden, not completely disappeared. As such, an opponent could potentially find her if they use certain spells.
- Kiki cannot take allies into her hiding place, thus this spell cannot assist said allies.
- Kiki cannot cast any spells while hidden. Furthermore there can be no spells cast in the same post as this spell, even before its use.
- Kiki is unable to support allies while hidden as that will give away her location. This includes speaking.
- D Ranked Spells:
- Cleanse:
Name: Cleanse
Rank: D
Type: Support
Duration: Instant
Cooldown: 3 posts
Description: Kiki calls upon nature to cleanse herself or an ally of their ailments by cupping her hands before her. They then fill with a combination of the three natural elements which she can then release either upon herself or to an ally, removing a single detrimental effect or debuff from the target.
Strengths:
- Removes a single detrimental effect from herself or an ally.
- If there are multiple debuffs on the target then it is their choice which debuff it removes.
- As this spell combines three different elements to form the holy/life element it is nigh impossible for it to be manipulated or consumed by other mages.
Weaknesses:
- Cleanse only removes a single detrimental effect at a time. As such it becomes a choice to whoever is being healed as to which effect will be removed if they have multiple effects on them.
- This spell does not heal wounds or replenish any HP to the target.
- Cleanse cannot be used on anyone except allies.
- Cleanse cannot be used in an offensive manner whatsoever as it deals no damage of any kind.
- Aqua:
Name: Aqua
Rank: D
Type: Water, Offensive, Support
Duration: Instant
Cooldown: 3 posts
Description: Kiki twists her body so that their back is almost facing the target, then thrusts her hands forward with her palms facing her target. A blue magic circle appears within her palms and releases a powerful jet of water that pushes the target back up to 10 meters away from her and deals D rank damage.
Strengths:
- Deals damage as well as giving Kiki space between her and their opponent.
- This spell can be cast instantly with the jet hitting with such force that the target is left briefly disorientated if they are within a meter of Kiki when they cast the spell, rendering them unable to attack for a single post.
- Fire magic is naturally weak to water magics. Fire mages of equal rank will take an extra 50% D rank damage if struck by Fluid. C-rank mages will take 25% extra damage. B-rank mages will not take any extra damage.
Weaknesses:
- Water mages are immune to the secondary effects of this spell and resist the damage dealt by 50%.
- Lightning magic can be used to shock Kiki if used at the same time as Fluid, dealing 50% extra damage of that rank as a result.
- Aqua only travels in a straight line hitting anyone in that line and knocking them back to the end of its range. Anyone clear of that line will be untouched and thus unaffected.
- Ice magic of equal rank and from a dedicated ice mage can freeze this spell, rendering it useless.
- Terra:
Name: Terra
Rank: D
Type: Earth, Offensive, Defensive
Duration: Instant
Cooldown: 3 posts
Description: Kiki faces a palm to the ground in front of her and creates an orange magic circle. The ground responds as a chunk of rock rises into the air in front of her which she then launches at her desired target. She may also summon multiple rocks, however the damage dealt by each rock is halved for each new rock summoned.
If a single rock is summoned and hits a single target then the impact will reduce their movement speed by 50% for 2 posts.
Strengths:
- Earth is Kiki's strongest out and out damaging element, and this particular spell can be used to keep some distance between Kiki and an opponent, particularly if she's a distance away from them when the spell strikes.
- This spell can be used offensively to strike an opponent, or as a last ditch defensive spell to block incoming projectiles (up to 2x D-rank damage).
- The stone naturally resists lightning magic of equal rank by 50% (25% for C-rank spells), making it difficult for lightning magic to break through the rock.
Weaknesses:
- Iron spells of higher rank will easily shatter through the rock. Furthermore, the spell will only block one iron spell of equal rank.
- Certain spells can travel around the stone and strike Kiki.
- Kiki can only cast this spell on solid ground. Attempting to cast this on a boat or airship is futile and rather a dangerous risk.
- The stone can be knocked aside by a solid force of equal strength (such as a rock of equal size).
- Aero:
Name: Aero
Rank: D
Type: Wind, DoT
Duration: Instant cast, effects last for 3 posts.
Cooldown: 4 posts
Description: Kiki raises her hands up and creates a green magic circle which releases a small ball of concentrated wind. She then launces it at a target within 10 meters distance. It travels at a speed of 7.5 meters per second and upon connecting with the target the ball explodes in a violent blast of wind begins to cut at the body of the target. They will take 0.5 D ranked damage every post for 3 posts.
Strengths:
- If the spell connects it can deal up to 1.5x D rank damage in total.
- Wind magic is naturally more effective against Fire based magics. As such, fire mages will struggle to accurately release ranged fire based spells of equal rank to this spell throughout the duration
- As this spell deals damage over time it allows Kiki to deal considerable damage with every post to wear down their target quicker.
Weaknesses:
- Aero can be redirected by a stronger wind spell.
- A defensive earth or metal spell can completely block Aero.
- Many magics can travel through Aero, meaning Kiki could take huge damage while only really adding a short DoT in response.
- Aero does not deal any initial damage, thus the impact of the spell - with exception to the scratching feeling - is unlikely to hinder the target.
- C Rank Spells:
- Reflect:
- Name: Reflect
Rank: C
Type: Defensive
Duration: 3 posts
Cooldown: 5 posts
Description: Kiki calls to Nature to protect her in her battles. Nature replies by coating her entire body in a mixture of water and wind that disperses the impact of all incoming attack and reduces the damage of them by 50% of the rank of Reflect (25% if the spell is a rank higher, no effect above that.)
Strengths:
- Spells of lower rank than Reflect gain a further 25% damage reduction for each rank lower they are.
- Reflect lasts for 3 posts, meaning considerable damage can be mitigated in that time.
- As there are combined elements used to cast Reflect it has no elemental weaknesses to speak of.
Weaknesses:
- Unlike many of Kiki's defensive/healing spells, Reflect uses two particular elements which can be manipulated or consumed by their respective elemental mages.
- Reflect is useless against opposition of two ranks or more higher than the spell.
- Reflect cannot be used on allies.
- Reflect is somewhat futile if Kiki is taking damage from multiple enemies, much in the same way as it'd be useless using this while facing a single, more powerful opponent.
- Cure:
Name: Cure
Rank: C
Type: Healing
Duration: Instant
Cooldown: 3 posts
Description: Kiki places her hands in front of her with her palms touching as if she were praying. She then releases a small amount of white magical energy that either coats her momentarily, or coats her target. It heals up to 10% of the targets HP (20% if the target is a rank lower. 5% if the target is one rank higher, 2.5% if 2 ranks higher. Nothing if 3+ ranks higher).
Strengths:
- Can heal a small portion of HP to a single target (including herself).
- Unlike her other spells, Cure has no exact elemental or physical aspect, and so it cannot be blocked, dodged or consumed.
- Cure can be used on anyone Kiki wishes to use it on, regardless of whether they are considered friend, foe or just a random individual.
Weaknesses:
- This spell cannot be cast if Kiki's intended target is out of her line of sight.
- Kiki cannot cast another spell in the same post she casts this one. This is due to the risk of upsetting the balance of elements within the spell's magical energy which could otherwise be catastrophic.
- As this spell only cures a small amount of HP, an enemy can easily inflict enough damage to overpower the effects.
- Cure cannot reach beyond 15 meters from where Kiki is stood when casting the spell. Any attempt to cure someone out of range will simply result in the spell curing her instead.
- Terra II:
Name: Terra II
Rank: C
Type: Offensive, Defensive, Earth
Duration: Instant
Cooldown: 4 posts
Description: A stronger form of Kiki's Terra spell, she places her hands down in front of her, palms facing the earth. A brown magic circle appears below which she can then move towards her target. As the circle moves an obvious line of disturbance will be left in the earth as something seems to travel beneath it. Upon reaching her target the earth will suddenly erupt as a pillar 3 meters high and 1.5m around bursts from below and sends the target flying into the air. The pillar can sustain up to 2 C-ranks worth of damage before shattering, but deals no more damage after the initial eruption.
Strengths:
- Earth is Kiki's strongest out and out damaging element, and this particular spell can be used to deal awesome damage while also creating a barrier that Kiki can attempt to make use of in the battle.
- This spell can be used offensively to strike an opponent, or as a last ditch defensive spell to block incoming attacks (up to 2x C-rank damage).
- The stone naturally resists lightning magic of equal rank by 50% (25% for B-rank spells), making it difficult for lightning magic to break through the pillar.
Weaknesses:
- Iron spells of higher rank will easily shatter through the rock. Furthermore, the spell will only block one iron spell of equal rank.
- Certain spells can travel around the stone and strike Kiki.
- Kiki can only cast this spell on solid ground. Attempting to cast this on a boat or airship is futile and rather a dangerous risk.
- The pillar can be used as much by Kiki's opponent as by Kiki herself.
List of Spell Fusions: -Locked-
- LOCKED:
Name
Rank:
Type:
Fused Spells
Last edited by Kiki on 24th September 2015, 1:56 am; edited 11 times in total