Purchase
Username:
Elyx Reiaki
Secondary Magic Name:
Caster Seal Magic
Evidence of Accomplishment:
Previous Secondary Magic Thread, with Training thread included
Description:
What Nimpha Yukino and Elyx Reiaki call the forbidden secondary spell set, Caster Seal is designed to either… Punish a Caster type mage when they use spells, reward Holder type mages in combat, or simply lock down the magics of Caster mages altogether. This magic affects friends and foes alike, meaning that any caster mage, regardless of the users allies, will be heavily affected by this set of magic. Most of these spells tend to work on their own, and not be used on top of each other, so it tends to take a small period of time after one is used that another one can be used.
"I'm just tired of others thinking Holder magic being fake, last I checked, it's about as real as any casters magic." -Elyx Reiaki (IC <.< This is IC, I swear)
Strengths:
-This set of spells help Holder type Mages gain a boost in combat
-Designed to put down Caster type mages
-Slayer magics are put down even further
Weaknesses:
-Not too flexible, for example, provides almost no defense capabilities whatsoever, especially against other Holder mages.
-Most of these spells limit the user from carrying out too many attacks
-None of these spells themselves provide any actual offense capabilities.
-Physical/Melee attacks are barely affected by this, cut to a minimal affection onto those sorts of attacks.
Spells:
Username:
Elyx Reiaki
Secondary Magic Name:
Caster Seal Magic
Evidence of Accomplishment:
Previous Secondary Magic Thread, with Training thread included
Description:
What Nimpha Yukino and Elyx Reiaki call the forbidden secondary spell set, Caster Seal is designed to either… Punish a Caster type mage when they use spells, reward Holder type mages in combat, or simply lock down the magics of Caster mages altogether. This magic affects friends and foes alike, meaning that any caster mage, regardless of the users allies, will be heavily affected by this set of magic. Most of these spells tend to work on their own, and not be used on top of each other, so it tends to take a small period of time after one is used that another one can be used.
"I'm just tired of others thinking Holder magic being fake, last I checked, it's about as real as any casters magic." -Elyx Reiaki (IC <.< This is IC, I swear)
Strengths:
-This set of spells help Holder type Mages gain a boost in combat
-Designed to put down Caster type mages
-Slayer magics are put down even further
Weaknesses:
-Not too flexible, for example, provides almost no defense capabilities whatsoever, especially against other Holder mages.
-Most of these spells limit the user from carrying out too many attacks
-None of these spells themselves provide any actual offense capabilities.
-Physical/Melee attacks are barely affected by this, cut to a minimal affection onto those sorts of attacks.
- Abilities:
- Abilities:
Slayer Poison: Whenever the user has their magic eaten by any slayer of any form, that slayer does not gain any health or magic, but instead, loses magic equal to half the amount that they would have gained, also, it doesn't benefit their force-filling.
Slayer Bowl: The user can use this ability to turn one of their spells from their original element to one known was "Magic". It literally is magic itself, and it is able to be eaten by any sort of slayer. Those within 50 meters of "Magic" will be tempted to eat it up
Spells:
- D Rank Spell:
- D-Rank Spell Name: Coda Jar
Rank: D
Duration: 3 Turns
Cooldown: 4 Turns
Type: Support
Description: A jar made my Nimpha Yukino that is designed to turn any caster casted spell into a nice little drink for the user to enjoy. This jar can only be summoned by this spell, which requires a Holder Type mage with knowledge of this spell to do so. Basically, only this user can use this spell. It fills up after two D rank spells hit inside of this jar, turning the magic attack into “Magic” (Explained in ability 2). If the attack was a B rank or higher attack, the jar will be filled, but what is left of the spell will still carry through. When a whole jar of this has been used as a drink, the consumer (Doesn’t have to be the user) gains either 10% of their health or magic (Their choice). Once emptied, this jar may be filled up once again. After the duration is through, the jar shatters to pieces of light, beginning the cooldown.
Strengths:
-It is a jar that can capture two D rank spells, blocking them and making them no longer useful.
-It is able to turn the caster magic attack into a drink, one that heals either the users health or gives them magic power.
-This spell can only be used by Holder mages that know this spell… Made by Nimpha Yukino only for Elyx Reiaki, so only those two can summon this jar.
Weaknesses:
-This jar doesn’t really have anything to bring in the magic spells attacking the user into, meaning the user will have to take moving the jar in their own hands
-This jar acts as a physical object, and though it is just about safe from magic attacks, this spell can be shattered after two physical strikes hit it.
-Holder Magic can’t be caught in this spell, regardless of rank.
-Being like any other jar, it needs someone to hold it. It doesn’t matter if the user uses their magic to hold it, or simply use their hands, but they must focus a bit of their attention to focus on this item.
- C Rank Spell:
- C-Rank Spell Name: Caster Segmentation
Rank: C
Duration: 4 Turns
Cooldown: 6 Posts
Type: Support
Description: When this spell is used by the user, a giant 30 Meter dome will be placed around the user, every other mage in it noticing the green thin dome. It does not hurt anyone in damage, but after 3 seconds, the dome flashes in a blinding white light on everyone inside of the barrier. From there, the dome dissolves to pieces of “Magic”. This light is actually cursed for caster mages, who were caught in the dome. For the duration, provided they were in the dome, they lose 15% of their speed and 15% of their attack power. Holder mages gain 15% Awareness (The ability to see attacks coming, the more of this you have, the easier it is to see attacks) and 15% Defense. The user can’t declare any other attacks the turn this spell is used. This spell can’t be used while “Magic” used spells are active.
Strengths:
-The dome is casted instantly and disappears almost as quickly as well. It happens before one could notice who did it, why they did it, what spell it is, and how to destroy it.
-This spell puts down the speed and attack power of caster type mages by 15%, which may not sound like a lot, but long-term, can be a gamechanger.
-Holder type mages, including the user, gain 15% Awareness and Defense when they get struck with the light inside of the dome.
Weaknesses:
-This spell covers 30 Meters, those who are able to hit it with 2 C rank attacks by accident (Most likely, if they notice and destroy it before three seconds, that’s a lot of awareness the have), anything within those 30 meters can break the dome.
-This spell uses light that can’t be changed to “Magic”, meaning that any Slayer with the ability to eat light can eat it safely. Only in this instance is the Slayer Poison ability negated.
-This spell affects all caster mages, including the ones that the user considers their allies. He might hit them heavily with a negative status effect of not careful.
-The dome is made of “Magic”, it could be eaten by a Slayer if that Slayer wants to stop this dome instantly. Slayer Poison would still affect them, so it’s a gamble, and they don’t really have time to think about it either.
- B Rank Spell:
- B-Rank Spell Name: Forbidden Coda: Theft
Rank: B
Duration: Instant
Cooldown: 6 Posts
Type: Support/Auto-Hit
Description: When the user plays their instrument to use this spell, every caster mage within 50 Meters loses 10% (Halved for each rank higher than this spell) of their magic power, this being done by having their magic flowing out of their chest as if the magic were air. The magic collected from this spell goes into the user, for every mage affected by this spell, the user gains 5% magic or health (Their choice). The user is unable to cast any further spells during the turn that this spell activates.
Strengths:
-It drains the magic power of opponents, in a way, inflicting damage to them
-For each mage affected by this, the user gains 5% health or magic (Capped at 15%, regardless of how much magic power is stolen)
Weaknesses:
-This spell activates instantly, but has a huge cooldown that follows after, to make sure the user can't spam this spell
-Allies are affected by this as well, and due to the huge range, it will more than likely hurt them as well.
-No other spells can be used the turn that this spell activates.
- A Rank Spell:
- A-Rank Spell Name: Slayer Coda: Slayer Pierce
Rank: A
Duration: 7 Posts
Cooldown: 9 Posts
Type: Offensive
Description: For each turn that a slayer is within 40 meters of the user, they lose 5% health and magic. This will keep happening per turn, and they can only avoid this if they are over 40 meters away. This spell caps out at a 25% Health and 25% magic loss before no longer working until the next time it is activated. The only ones affected by this are Slayer mages, other caster mages avoid this effect. The turn that this spell activates does not effect those who are around the user.
Strengths:
-Slayers lose 5% health and magic per turn while in range
-The distance is far and can drain multiple targets
Weaknesses:
-The enemies can get out of range from this spell, then they avoid the health and magic loss for that turn.
-This spell doesn't apply on the turn it activates, giving other mages a chance to get away.
-Harms Slayers of all kinds, regardless of them being friend or foe.
- S Rank Spell:
- S-Rank Spell Name: Coda Project: Caster Denial
Rank: S
Duration: 7
Cooldown: 12
Type: Defense
Description: Any offensive and defensive spells that is of equal or less ranking than this spell within 30 meters of the user that was casted out by a caster type mage, the spell is instantly canceled and destroyed. For example, a bullet fired with fire magic around it will lose it's fire, making it a regular bullet. A fireball would instantly cancel itself out when it gets in range. Requips, in this spell are considered supportive spells since it doesn't do the attack itself. Therefore, it's not affected by this spell. Spells fired from Casters from out of 30 meter range and have their magic enter this will not slow down, but the damage they inflict onto the user is halved. Same for magics that try to help they user, their effects are halved as well. This spell can negate one spell maximum per post, the rest ignoring this spell. For Equal ranking spells, the first spell negation costs nothing, from there, every equal ranking spell being negated takes 5% magic power from the user.
Strengths:
-Caster magics that try to attack the user or debuff them are instantly negated when they get in range
-30 meter range, making the allies around the range hard to hit as well
Weaknesses:
-Caster mages that want to help Elyx with their magic are unable to.
-Holder mage magic will not be affected by this spell
-Every equal ranking spell being negated takes 5% magic power from the user.
-Enemies within the range of the user are also protected from the spells of caster mages
Last edited by Elyx Reiaki on 16th October 2015, 8:03 pm; edited 3 times in total