Magic
Primary Magic: Mage Smith Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster/Holder
Description: Mage Smith's use magic to aid in the creation of items, their upkeep, channelling magic through the items you make to strengthen them, and as the mage grows stronger, imbuing the items you create with magic of their own.
Ciran, for the most part, has not proceeded far into his studies in the magic. For the most part, he uses it to aid him in his crafting endeavors, and to strengthen his gear in combat as needed.
Strengths:
-Versatile for attack and defense
-Can strengthen users equipment
-Can create equipment, with the equipment getting more powerful as the user advances in rank
Weaknesses:
-Unlike Maker Magic that creates the element from magic, Smith Magic requires you to have the materials on hand to manipulate
- Many of the crafting spells are too cumbersome/take too long to use in combat
- attack and defensive spells are dependent upon equipment. Without the equipment, they can't be used.
- Crafting spells for higher items requires enchanted forge equipment (1 such item for each rank beyond D))
Lineage: Time Keeper's Curse
Unique Abilities:
Forge Scorched: Working with fire and around a forge for so long, a Mage Smith has built up a tolerance to fire and flames (User has a 50% resistance to fire magic and damage from mundane fire)
By My Hand Forged: When wielding a weapon or armor that he created himself, he can let the magic between himself and the item resonate, causing the item to act as a grade better then it is, and able to be wielded as if Ciran was a rank higher. Duration 2 Cool down 4
Intrinsic Knowledge: By holding an item, Ciran will know its level, abilities, and any weaknesses it has.
Spells:
Name: Refining Crucible
Rank: D
Type: Utility Channeled
Duration: 5 (4 rounds to charge, finished fifth round)
Cooldown: 8
Description: Ciran holds out his hands, palm out towards the material that he wishes to smelt and refine, using his magic to form the crucible that will do so. This spell will effect 1 cubic foot of material per rank of the casting mage, leaving it ready to use for crafting, free of all impurities, and in the cases of metals, formed into ingots or bars at the casters choice
Strengths:
Allows refinement of ores and other materials so they can be used in other crafting spells.
Refinement will work on most materials to separate out impurities, such as causing gemstones to seperate from the trash rock around it, or the gold coins out from a pile of hay (though they would be cast into a tiny ingot at that point, but still gold)
Allows easy transformation of scraps of metal or similar into workable product.
Weaknesses:
Very long cast time (takes 5 posts to cast completely)
Useless in combat
If used on an alloyed substance, would end up with two seperate bars/collections as the alloy is seperated, meaning it is useless on some metals.
Is very draining (Caster must pay half the cost of the spell every other round after the first to keep it going, or the entire process fails)
Name: Forge of the Soul
Rank: D
Type: Utility Charged
Duration: 3 + 10 per rank of item created (so 3 for generic items such as a grappling hook, 11 for weak, 21 for strong) (In the case of creating items that are not generic, uses up one of the casters Side Job slots.)
Cooldown: 5 rounds + 1 week for every rank of item created (5 rounds for generic items (such as a grappling hook), a week for weak, 2 weeks for strong
Description: By channeling his magic, Ciran can work materials with his bare hands as if working with a forge, or empower enchanted forge equipment to work more exotic materials, creating armor, weapons, or items of a rank equal to or less then the caster.
Strengths:
Allows the caster to acquire gear through crafting.
Allows flexability in what you are making, both from an artistic view and from a utility of what equipment is needed point of view.
If exotic materials are needed over steel, can work those just as easily (Silver? Gold? Gemstones? No sweat!)
Weaknesses:
Extremely long cast time and cooldown when making anything other then generic gear
Items created by the magic can only be used by the caster of the spell, and must stay within Rank X 10 yards or the crafting falls apart and it returns to its previous components
Costly to cast. Caster must pay half the initial cost of the spell every other round for the full duration of the spell or it fails and the components are lost.
Higher ranks of spells require rarer ingredients and materials, either acquired through a job, or at a jewel cost assigned by the admin team (no free equipment here other then the weak stuff everyone gets)
Name: Awaken the Weapon Soul
Rank: D
Type: Buff
Duration:2
Cooldown:3
Description: By channelling his magic into a weapon, he imbues it with a fragment of his magic when he strikes with it, adding 15 points of damage to the weapon strike and boosting accuracy by 10% for the duration
Strengths:
Short Cooldown
Strong at close ranges
lasts a short time so can be cast, and then the weapon used while casting other spells
Weaknesses:
Only effects himself
If not cast upon a weapon he has made himself, all bonuses are halved.
Is costly, costing an extra 5mp
If cast through a weapon that was not forged with his magic, it does 5 points of durability damage
Name: Awaken Armored Soul
Rank: D
Type: Buff
Duration: 3
Cooldown:4
Description: By channelling his magic through the armor he wears, he doubles the damage absorbtion of the armor for the duration of the spell
Strengths:
Gives options for a much stronger defense
Decent duration for a D rank spell
Will rank up with the character as they rank up, being useful at all ranks.
Weaknesses:
If not cast on armor forged through this magic, the effect is halved (only a 50% boost, rounded up)
If cast upon armor not forged through this magic, does 10 points of durability damage
is expensive to cast, costing an extra 5mp
only effects himself.
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: Mage Smith Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster/Holder
Description: Mage Smith's use magic to aid in the creation of items, their upkeep, channelling magic through the items you make to strengthen them, and as the mage grows stronger, imbuing the items you create with magic of their own.
Ciran, for the most part, has not proceeded far into his studies in the magic. For the most part, he uses it to aid him in his crafting endeavors, and to strengthen his gear in combat as needed.
Strengths:
-Versatile for attack and defense
-Can strengthen users equipment
-Can create equipment, with the equipment getting more powerful as the user advances in rank
Weaknesses:
-Unlike Maker Magic that creates the element from magic, Smith Magic requires you to have the materials on hand to manipulate
- Many of the crafting spells are too cumbersome/take too long to use in combat
- attack and defensive spells are dependent upon equipment. Without the equipment, they can't be used.
- Crafting spells for higher items requires enchanted forge equipment (1 such item for each rank beyond D))
Lineage: Time Keeper's Curse
Unique Abilities:
Forge Scorched: Working with fire and around a forge for so long, a Mage Smith has built up a tolerance to fire and flames (User has a 50% resistance to fire magic and damage from mundane fire)
By My Hand Forged: When wielding a weapon or armor that he created himself, he can let the magic between himself and the item resonate, causing the item to act as a grade better then it is, and able to be wielded as if Ciran was a rank higher. Duration 2 Cool down 4
Intrinsic Knowledge: By holding an item, Ciran will know its level, abilities, and any weaknesses it has.
Spells:
Name: Refining Crucible
Rank: D
Type: Utility Channeled
Duration: 5 (4 rounds to charge, finished fifth round)
Cooldown: 8
Description: Ciran holds out his hands, palm out towards the material that he wishes to smelt and refine, using his magic to form the crucible that will do so. This spell will effect 1 cubic foot of material per rank of the casting mage, leaving it ready to use for crafting, free of all impurities, and in the cases of metals, formed into ingots or bars at the casters choice
Strengths:
Allows refinement of ores and other materials so they can be used in other crafting spells.
Refinement will work on most materials to separate out impurities, such as causing gemstones to seperate from the trash rock around it, or the gold coins out from a pile of hay (though they would be cast into a tiny ingot at that point, but still gold)
Allows easy transformation of scraps of metal or similar into workable product.
Weaknesses:
Very long cast time (takes 5 posts to cast completely)
Useless in combat
If used on an alloyed substance, would end up with two seperate bars/collections as the alloy is seperated, meaning it is useless on some metals.
Is very draining (Caster must pay half the cost of the spell every other round after the first to keep it going, or the entire process fails)
Name: Forge of the Soul
Rank: D
Type: Utility Charged
Duration: 3 + 10 per rank of item created (so 3 for generic items such as a grappling hook, 11 for weak, 21 for strong) (In the case of creating items that are not generic, uses up one of the casters Side Job slots.)
Cooldown: 5 rounds + 1 week for every rank of item created (5 rounds for generic items (such as a grappling hook), a week for weak, 2 weeks for strong
Description: By channeling his magic, Ciran can work materials with his bare hands as if working with a forge, or empower enchanted forge equipment to work more exotic materials, creating armor, weapons, or items of a rank equal to or less then the caster.
Strengths:
Allows the caster to acquire gear through crafting.
Allows flexability in what you are making, both from an artistic view and from a utility of what equipment is needed point of view.
If exotic materials are needed over steel, can work those just as easily (Silver? Gold? Gemstones? No sweat!)
Weaknesses:
Extremely long cast time and cooldown when making anything other then generic gear
Items created by the magic can only be used by the caster of the spell, and must stay within Rank X 10 yards or the crafting falls apart and it returns to its previous components
Costly to cast. Caster must pay half the initial cost of the spell every other round for the full duration of the spell or it fails and the components are lost.
Higher ranks of spells require rarer ingredients and materials, either acquired through a job, or at a jewel cost assigned by the admin team (no free equipment here other then the weak stuff everyone gets)
Name: Awaken the Weapon Soul
Rank: D
Type: Buff
Duration:2
Cooldown:3
Description: By channelling his magic into a weapon, he imbues it with a fragment of his magic when he strikes with it, adding 15 points of damage to the weapon strike and boosting accuracy by 10% for the duration
Strengths:
Short Cooldown
Strong at close ranges
lasts a short time so can be cast, and then the weapon used while casting other spells
Weaknesses:
Only effects himself
If not cast upon a weapon he has made himself, all bonuses are halved.
Is costly, costing an extra 5mp
If cast through a weapon that was not forged with his magic, it does 5 points of durability damage
Name: Awaken Armored Soul
Rank: D
Type: Buff
Duration: 3
Cooldown:4
Description: By channelling his magic through the armor he wears, he doubles the damage absorbtion of the armor for the duration of the spell
Strengths:
Gives options for a much stronger defense
Decent duration for a D rank spell
Will rank up with the character as they rank up, being useful at all ranks.
Weaknesses:
If not cast on armor forged through this magic, the effect is halved (only a 50% boost, rounded up)
If cast upon armor not forged through this magic, does 10 points of durability damage
is expensive to cast, costing an extra 5mp
only effects himself.
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: