Magic
Primary Magic: Major Arcana
Secondary Magic: N/A
Caster or Holder: Holder Magic
Description: Is Magic of the major Arcana, it is a lost magic that not many are able to use and or possess. it is the magic of the world in the magic of life and everything around you. however arcona magic is very difficult to just use on a whim as it is part of you into your part of the world. in order to use it you must do two things. first thing you have is having a strong connection with the world, and the life in it. is show no hesitation in life and or death. in order for Clarence to even attempt to use his magic he needs his tool that was given to him. the tool is called and evoker. It is a gun shaped tool that one put two ones Temple and fired it releases your, desired by one's heart in Grant's knowledge of how to use set Arcana.
The way you use this magic is fairly simple to a degree. All you have to do is point the evoker to there head and pull the trigger, while may not look “nice” it sends a sorta signal to the brain once the magic from the evoker enters your brain and courses through your body. However it is worth mentioning this evoker is very special in the fact that even though it looks like a gun it isn't a gun and can’t hurt people or be used to summon the arcana, only people with the potential to do it can, if you tried to shoot someone with it nothing would happen. Once shot and the signal travel to your brain to your heart the desired arcana is raised and whatever effect takes place, however arcane magic is tricky and anything could really happen so exploring it’s applications is dangerous.
Spells are easily case
Is very unique and can catch people off gaurd
Weaknesses:
Needs a evoker to work
Must shoot yourself in the head
Can’t rapid fire spells
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
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!)
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: Major Arcana
Secondary Magic: N/A
Caster or Holder: Holder Magic
Description: Is Magic of the major Arcana, it is a lost magic that not many are able to use and or possess. it is the magic of the world in the magic of life and everything around you. however arcona magic is very difficult to just use on a whim as it is part of you into your part of the world. in order to use it you must do two things. first thing you have is having a strong connection with the world, and the life in it. is show no hesitation in life and or death. in order for Clarence to even attempt to use his magic he needs his tool that was given to him. the tool is called and evoker. It is a gun shaped tool that one put two ones Temple and fired it releases your, desired by one's heart in Grant's knowledge of how to use set Arcana.
The way you use this magic is fairly simple to a degree. All you have to do is point the evoker to there head and pull the trigger, while may not look “nice” it sends a sorta signal to the brain once the magic from the evoker enters your brain and courses through your body. However it is worth mentioning this evoker is very special in the fact that even though it looks like a gun it isn't a gun and can’t hurt people or be used to summon the arcana, only people with the potential to do it can, if you tried to shoot someone with it nothing would happen. Once shot and the signal travel to your brain to your heart the desired arcana is raised and whatever effect takes place, however arcane magic is tricky and anything could really happen so exploring it’s applications is dangerous.
- Evoker Image:
Spells are easily case
Is very unique and can catch people off gaurd
Weaknesses:
Needs a evoker to work
Must shoot yourself in the head
Can’t rapid fire spells
- Lineage:
- Lineage:
- Shinokishi:
- Shinokishi: The Death Knight
Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell. So a Fire spell would become Death/Fire or so on.
Usage: They can envelop death magic around their self to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.
- Unique Abilties:
- Unique Abilities:
Arcana Shift: Due to the Arcana magic being concted to him he may use his health to cast spells instead of mp
I am Thou: Clearance is connected to the world through his arcana, as a result his shorts cost 25% less mp ( round down)
Truth: Clearance can see through illusions of his rank or lower Illusion spells on rank lower can be seen at 50% effectivness and see hidden doors and paths
Arcana Burst: This passive stacks with every Arcana spell used, when at Four Stacks The user can sacrifice those to create a Aura around himself that will absorb up to one rank of his current rank in damage.
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- Signature Spell:
- Fool Arcana:
- Name: Fool Arcana
Rank: C rank
Type: Signature/Supportive
Duration: 1 post
Cooldown: 1 post
Description: The Fool is numbered zero, the number of unlimited potential, being free spirited and able to begin its journey anywhere. As the Arcana would suggest Clearance can use this Arcana to shift his location to the realm of Arcana and back. Upon firing his evoker he instantly disappears in a swirl of energy teleporting to the arcane realm, which looks exactly like there only a darker hue.from there he has free movement depending on his rank he cast it, the higher the rank the farther he can go. He is not bound by our rules there however so he is able to walk through walls and such there. He must return in one post or he is forced out. Though time moves a tad slower there so he can get around the full distance if he runs. He can take one person there with him but they must stay connected somehow, holding hands a rope something must link them upon entering and leaving at all times or be forced out, severely reducing his mobility in the realm, the max range he can go is 30 meters. The person he bring to the realm follows same rules about being there as he does.
Strengths:
Tactical advantage
Instant teleport
Weaknesses:
Limited movement range in relm
Can’t manipulate anything but the person he brought to the realm
Person and clearance must stay connected somehow or person is forced out
- D Ranked Spells:
- Strength Arcana:
Name: Strength Arcana
Rank: D rank
Type: Offensive/Supportive
Duration: 2 post
Cooldown:4 posts
Description:Strength, courage, patience, control, compassion these this are what make up the Strength Arcana. Under the Strength Arcana Clarence casts a mighty buff on himself or one other person to help them. When castes the user are granted a small 15% speed boost. Additionally there next spell will deal .25% extra damage making then to help them move forward and control the flow of the battle. Can’t cast the spell if they are out of range of 60 meters.
.Strengths:
Provides extra damage
Provides movement speed
Weaknesses:
Can only buff one target
Buff doesn't last long
Must be within range to be casted on someone
- Hanged Man Arcana:
- Name: Hanged Man Arcana
Rank: D rank
Type: Offensive
Duration: 3 post
Cooldown:4 posts
Description: Suspension, restriction, letting go, sacrifice are the Traits of the Hanged Man Arcana. When casted a swirling blue energy it through at the target. If the target is hit then they suffer a .25 worth of d rank of damage per post they are hit with this ability, Additionally they will lose 5 mp a post while affected by this spell if no mp can be lost then they suffer it in damage instead. Must be within thirty meters to use.
Strengths:
Makes them take more damage
Weaknesses:
Can only be casted on one person
Must be closer than the average spell
- Priestess Arcana:
Name: Priestess Arcana
Rank: D rank
Type: Defensive/Supportive
Duration:1 post
Cooldown: 4 posts
Description: Intuition, Higher powers, mystery, subconscious mind are what represent the Priestess Arcana. When casting this Arcana the target can heal someone or themselves by a d rank of damage. Additionally when they are healed they gain .25 more health the next healing spell that is caste on them
Strengths: Increased healing
Weaknesses:
Can only heal one person
Healing buff is only for caster
- Chariot Arcana:
- Name: Chariot Arcana
Rank: D rank
Type: Offensive
Duration: 1 post
Cooldown: 3 post
Description:The Chariot represents conquest, victory and overcoming opposition through your confidence and control. Under the Chariot Arcana when he casts this spell force of arcane energy appears above the user and is released forward in aa orb with spirals around it, hurling towards the enemy. If it hits a target it does one
d ranks of damage, additionally it will knock them back 5 ft per rank of the user. Knock back only affects the user if they are the casters rank or lower.
Strengths:
Knockback ability
Weaknesses:
Straight line projectile only
Won’t affect higher ranks
- C Ranked Spells:
- Magician Arcana:
- Name: Magician Arcana
Rank: C rank
Type: Offensive
Duration: 1 post
Cooldown:3 posts
Description: The Magician Arcana represents Power, skill, concentration, action, resourcefulness, Thus this arcana allows him to craft the situation to his will. When he casts this spell The user can copy one attack of spell of his rank or lower. He can only copy a spell or attack he has seem however, If the attack requires a tool such as a gun etc. a blast of arcane energy is hurled at them, if it the same effect is applied. All rules of the effect apply as normal. If a spell is copied with a higher duration or cooldown then this spell, it inherits the cooldown and duration, if attack is copy normal cooldown and duration apply. Can only copy spells in the current thread and while when cast it starts as an arcana spell it turns into whatever type\element is be cast.
Strengths:
Can copy a spell or attack
Tactical advantage
Weaknesses:
Needs to see the spell or attack first
Cooldown/duration can increase significantly
Must be his rank or lower
- Emperor Arcana:
- Name: Emperor Arcana
Rank: C rank
Type: Offensive/Defensive
Duration: 2 post
Cooldown: 4 posts
Description: The Emperor Arcana is a authority, father-figure, structure, and gives a solid foundation to those around him. When using this arcana three orbs float above him that can do one of three things, They can fuse together to form a forward facing or dome shield. Or they can be fired at a enemy dealing a c rank of damage to whomever is hit. The shields strength is determined by the amount of orbs used. On orb means the shield can absorb a c rank of damage, two orbs means two c tranks of damage, a three orbs means three c ranks of damage. The orbs not part of the shield can be held and fired at any time. The dome can fit approximately four others besides the user and forward facing shield shield is big enough to fit two people beside him. If orbs are fired at multiple people it does 25%damage.
Strengths:
Very Tactical spell
Weaknesses:
Spells strength determined by orb amount
Can’t attack through shield
- Hierophant:
- Name:Hierophant Arcana
Rank: C rank
Type: Supportive/Defesive
Duration: 2 posts
Cooldown: 4 posts
Description: Religion, group identification, conformity, tradition, beliefs, This are what Embody the Hierophant Arcana, When this spell is casted It can heal a single target a C rank of damage, Additionally they gain a a aura of arcane energy, which will block a single c rank of damage, the aura only lasts one post however so it's not a lasting effect
Strengths:
Creates small among of armor when healed
Weaknesses:
Armor doesn't last long
need a line of sight
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!)
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Nadarr on 7th October 2017, 5:38 pm; edited 9 times in total