- Spoiler:
- Seikatsu wrote:Primary Magic: Soul Manipulation
Secondary Magic: TBD
Caster or Holder: Caster
Description:
Soul Manipulation is a magic that existed since the first demons walked the earth. It can only be learned by demons, but is seldomly used by demons. It's been forgotten to the extent that there is only one piece, of one scroll that so much as mentions it. For a human to learn this magic, he/she must contract with a demon, and use the power to kill an amount of a type of creature. Both are decided by the demon. Soul magic has the ability to kill, or incapacitate; depending on who is in control. In it's basic form, the magic has two routs; Material, and Astral. Material transforms souls into spiritual objects, but can never be used to re-create life or the likeness of it. It can also be used to reinforce non spiritual objects so they can interact with souls. Astral Soul Manipulation is the inverse. It can be used to call forth weaker souls to use in combat and grants the caster absolute control of the soul. Use of this type is rare, as most the wizards who "mastered" it, attempted to summon and control the demon they contracted with, and payed the price when they realized demons possess far more powerful souls than humans. The magic takes on a primary Dark Blue, with a light blue secondary, and a combination of grey and white in some areas.
How Seikatsu uses his magic (details of magic further down):
Seikatsu specializes in Material Soul Manipulation. He primarily uses his reinforce spell on a sword he keeps on his person(sword is/or will be on the weapon approval forum). As a finishing move, or a split second aid he can use his soul sword to make/or fend off an attack. When speed is in questions Knives of the fallen proves as a fair equalizer. If it's defense he needs, he can call on his Spirit Barrier. When entertainment is the requisite, Seikatsu can use his magic to create a play that will intrigue any viewer. His soul siphon ability attracts soul energy as he fights, allowing his attacks to slowly, but surely get stronger(this ability is in details below primary magic).
Strengths:
- When fighting Celestial Spirits, strikes to the center of the chest, neck, or head will dismiss the spirit automatically Denied. CS spirits here has ranks. You can't dismiss them just like that.
- This magic has the potential to nullify other soul magics Denied. No magic must nullify another.
- Grievous strikes against the living has a chance to incapacitate them.
- Extended use of this magic increases the amount of soul energy in the immediate area
- The wizard must have control over all emotion, positive emotion causes stronger energy flow.
- Non-physical magic is slightly less effective against this magic.
- Battlefields, graveyards, and other places that have a lot of dead things cause this magic to gain power due to higher soul energy flow.
- Animals are more comfortable around Soul Wizards, and will be inclined to approach them.
- Can interact with ghosts
- Soul Manipulation wizards can see an individuals soul essence (sometimes)
- Soul Manipulation Wizards use Soul Energy in place of standard mana(MP).
- Soul Manipulation Wizards can also use the Soul Energy around them to create an entertaining light show.
Weaknesses:
- When fighting other soul mages this magic may be useless.
- When fighting Celestial Mages certain spirits will not be dismissed, but rather reverse the spirit flow and absorb the soul energy.
- This magic attracts ALL types of spirits.
- Should an opponent be incapacitated, the caster, and all allies, are injured (-1% of the casters total health to the caster and all allies nearby)
- The wizard must have control over all emotion, negative emotions can cause reversed soul energy.
- The longer the wizard uses this magic, the better chance he/she will lose control.
- Has a very small chance of causing a soul exchange between the wizard and nearby allies.
- Physical attacks are more effective against this magic.
- When the wizard dies, his/her soul is given to the contracted demon as a slave.
- The contracted demon can assume control if the wizard's heal falls below 10%.
- As this magic is the result of a demonic contract, it's 100% useless against demons.
- Cities and places where death is rare, or places with no death at all have lower soul energy flow.
Lineage:
In the days when magic was discovered, a smaller group found that there were already magic users. The first magic users were natives of the lands who communicated with the spirits. They used a strong bond between the spirits of the land, sky, and rivers to survive. The discoverers of magic were intrigued, and decided to learn the ways of the natives. After the natives had disclosed all secrets to the outsiders, whom they'd welcomed as kin, the outsiders turned on the natives. The native men were butchered, their male children enslaved, and the females all forced to do lewd acts for the enjoyment of their opponents. This enraged the souls of the natives, and gave birth to the spiritual demon. The spiritual demon used their magics to destroy the wizards who'd betrayed them, as well as end the suffering of their former wives, and children. The Soul Wizards only existed in the scrolls, and tomes left behind, and buried with the dead. Many a century had passed between this time, and the wars. In the middle of one of the wars, an expedition was set out to find routes into the enemy encampment. However, instead of a route into the encampment, the expedition discovered the key to power. When one of the men tripped over a piece of one of the roofs of a buried temple, their leader got curious. He dug only a few inches with his hand, and felt a pocket of air. Ordering his men to dig a large circle, one of them hit something, and they all fell in. The temple housed all the scrolls, and tomes containing the secrets to this ancient magic, and the expedition claimed them all. However, while studying them, the concepts were too difficult. Their minds were set in the ways of the physical world. Spirits cannot touch physical objects was the generally accepted idea, and it prevented them from learning. To prevent the possibility of this magic falling into enemy hands, they burned all but two scrolls, and one tome. These were gifted to the daughter of the nation, who had no concept of magic. She studied the books religiously, and soon found that what she lacked, was the power to apply the magic. Several years passed, before the young girl was able to use her magic. Her power came about when she witnessed her entire castle being taken by the enemy. She saw her family slaughtered, and was about to be killed herself. Her rage exceeded mortal comprehension, and she blacked out. When she awoke, a scar burned on the side of her face, and the sensation extended to her hand which had the visage of a demon burned on it. Around her laid the mangled bodies of her attackers, and she noticed her body moving of its own free will. She saw herself destroying anything that dared attack her. Single handedly, she killed over 10,000 attackers, and took back the castle. The people of the town revered the young woman for her power, and feared her for it too. She, being the only royal entity, decreed each family donates their youngest child to the castle. She taught them the methods of Soul Manipulation, and contracted each child to a demonic spirit, and sent each to an enemy stronghold. The children who did not complete their contracts, were taken by their demon. Those who did complete it, became feared by all who opposed the kingdom. But these acts gave birth to a new enemy, more powerful than all the kingdoms that fell to her army... The children left behind in the wake of completed, and failed contracts created their own powers. These children, through the guidance of fate itself found each other, and invented grand machines to break the walls, and burn towns. Each passing day they slaved tirelessly to take revenge on their attacker, each passing moment, they thirsted for her blood. Three decades passed since the soul wizards re-emerged, and in the days that followed, they were again exterminated. The battle was fierce, for every Soul Manipulation wizard killed, scores of their attackers met their end. In the end, the young girl, who was nor a beautiful woman, was the last to remain. Realizing her fate, she fled, taking the tome, and two scrolls with her. As she reached what she thought was a safe area, she felt a grand pain in the core of her being. She continued to flee, ignoring the arrow in her heart she ran as far as she could handle. Deep in a mountain range, she knew her time had passed, and knew that this magic would be needed again. She tore off the most important part of the scroll, a small bit, no bigger than he hand that depicted a magic circle, and had the name of her demon on it. "Altsoba" the one who wages war...
She buried the name in the rocks of the mountain, and turned around. She could see her aggressors below and with all her power gave them one last show of power. Just as her kingdom did, she fell into the pages of history. The leader of the attack was the son of one of the expeditioners, and knew of the book and tomes. He and the remaining fighters searched the mountains, found the book, and scrolls; and burned them all. Sealing the book on this magic for all of eternity.
Spells:
Name: Reinforce
Rank: D
Type: Soul
Duration: 4 Posts
Cooldown: 5 Posts
Description:
The wizard channels the souls energy around him onto a single targeted object. This creates a type of crosshatched weave that has a different color for different materials.
Metal - Blue + Light Blue
Ceramic/Stone - Green + Dark Green
Wood - Red + Scarlet
Glass - Grey + White
Casting:
When the wizard is casting this spell he/she places his hands together (prayer style) causing the space in the middle to glow a faint white+grey. As the wizard increases the space between his/her hands the glow concentrates into an orb, and begins to expend as more soul energy is put into it. After the amount of soul energy is sufficient for the amount of surface being coated, the wizard separates his/her hands, leaving the grey/white orb in one. He/she then proceeds to press his/her entire palm on the object to be reinforced, and the orb sinks into the object. After the spell is cast, a set of lines ~1/2 inches apart emerge from the location the orb went in, and create a cross hatching pattern that covers the entire object, and giving it a sweet new color dependant on its primary material.
Strengths:
- Provides a +20% bonus damage to undead, spiritual beings, and non-living objects. Take out non-living objects
- Provides a + 20% bonus defence against non-physical attacks
- Can be applied to any object made Metal, Ceramic, Stone, Wood, or Glass.
- Size of the object that can be reinforced is dependant on the wizards MP. Please explain
- Looks beautiful when applied to metal. Please take out the last three strengths.
- Any attempt to apply this to a living, previously living, or dying creature, or an organic object(bones, severed limbs, sassy severed limbs..., organs etc...) will result in a magic explosion(+25% power and MP to allies, but not to the caster)
- +10% bonus to effect when casted in areas with massive amounts of dead stuff
- In advanced wizards has a chance to apply the spell twice
Weaknesses:
- Provides no damage boosts against living creatures (still effects them).
- Provides no defence boosts against physical attacks
- Can NOT be applied to living creatures.
- If an object is NOT composed 95% or more of Metal, Ceramic, Stone, Wood, or Glass; the spell will not work.
- Can only be applied to two objects AT MOST for a Rank-D mage.
- Application of this spell requires direct contact with the object to be reinforced.
- Any attempt to apply this to a living, previously living, or dying creature, or an organic object(bones, severed limbs, sassy severed limbs..., organs etc...) will result in a magic explosion (-15% of the wizards total health and MP, dealt to the caster only).
- Minus 10% bonus damage when casted in areas with very little/no dead stuff
- If this spell is applied twice, it cannot be used on another object.
- This spell cannot be manually applied twice to the same object.
- Other Spirit Wizards can dispel it
Special Exceptions: If in a party of 3 or more, the damage to the casters HP/MP from using this spell on organic material is reduced to 10%. 10% is the absolute lowest amount of damage that can be sustained, even with applied defence buffs from other wizards. Please remember that D ranks can only have one effect.
Name: Soul Sword
Rank: D
Type: Soul
Duration: Instant
Cooldown: 1 pots
Description:
Use as a finishing move, or a very fast block, this spell appears as a Dark Blue double-edged straight sword with light blue patches weaving about the inside. During the execution of the spell, a Grey and white resonance is created as the spell disperses. In higher ranking wizards, can be reinforced.
Casting:
The wizard places his/her hand at the top of a sword's scabbard as though he/she was holding the grip of a sword. Soul Energy is channeled through a small (5mm) hole at the base of the scabbard, and the soul energy takes the shape of the blade that matches the sword. The guard of the sword appears and encases the caster's hand, creating an orb around his/her hand (result from having no definite shape). As the attack, or block is being performed and dark blue aura is quickly flashed around the caster(no bonus, just for looks). The sword begins to disperse until it becomes nothing but a linear cloud or spirit energy (this is because the weapon was taken out of its mold before it could be permanently shaped).
Strengths:
- Can be dual wielded
- Provides a great alternative as a defence against a single attack
- Will dismiss any celestial spirit (only if the spirit is the same rank, below the wizards rank, or one rank above) You cannot do this as a D rank mage. When you level up, as a C rank mage, you may do this to spirits a level lower than you.
- Can not be canceled by other soul wizards if this spell is not channeled.
- CAN be channeled to increase power (+5% damage per post) No increase in damage. This sword will deal D rank damage and no more.
- In an advanced rank mage this spell can perform a soul absorb (explained below). As this is a D rank spell, you can't perform any special things with this spell. Remember, even if you rank up, your spells will remain in what rank you made them and won't grow stronger than its rank in power.
Weaknesses:
- Regardless of how long it's channeled for, the duration is instant and will disperse as the spell executes.
- Celestial Spirits belonging to rank A or higher wizards are NOT dismissed by this spell, regardless of the caster's rank.
- Channelling this spell increases the cooldown (Example: channeled for 1 post, cooldown becomes 2 posts. Channeled for 2 posts, cooldown becomes 3 posts etc...)
- If channeled for 4 posts the spell breaks apart (no HP penalty but still costs MP)
- If channeled for 4 posts the cooldown remains (5 posts)
- If a soul absorb is performed against the living, the caster receives a temporary -10% damage debuff.
- Dual Wielding extends the cooldown of this spell by 1 additional post.(Dual Wielded 3 post channel, 5 post cooldown)
- Requires rank C wizard for Soul Absorb to activate With this spell at D rank, you can't activate soul absorb even at C rank.
Name: Knives of the Fallen
Rank: D
Type: Soul
Duration: 3 Posts
Cooldown: 4 Posts
Description:
A set of 10 total throwing knives. Each knife is Dark Blue, with light blue highlights moving through out them. Each knife is roughly 5 inches long(including the blade), and is double-edged. On the side of them, five small indentations are made that adjust airflor for better control. These knives will maintain their form for 3 posts, or until they've impaled something. If the knife impales an organic object, it will cause greater pain(within reason) than the average knife would. These knives would be destroyed by a D rank spell and doesn't necessarily have to impale something to disappear.
Casting:
The mage places his/her hands on the side of both arms and motions as if he were pulling one of the knives from their holster. A cloud of grey and white soul energy spirals around the hand, and then forms at the arm creating a sleeve. After an extra moment, 4 knives will appear in each sleeve, and 1 in each hand. When the knives are thrown they can either be line of sight, or controlled. Both options create a separate effect. Remember, the more knife you have, the less its power. Depending on how many knives you decide to throw in one post, the power will be divided by that amount. For example, if you throw 3 knives, then each will only deal 1/3 D rank damage. Also give them a speed and range.
Line of Sight throws cause twice as much pain (no damage change) and a chance to momentarily distract the target.
Controlled throws have much greater accuracy, but cause 1/2 the damage that a normal throwing knife would. These are normally aimed at major tendons, and muscles to restrict the targets movement. This also requires immense concentration, as it's controlled with the casters mind. For a D rank spell, I don't think I can let you do this.
When a knife is thrown, it lets off a grey+white cloud of soul energy.
Strengths:
- Can be used as a tactical equalizer to distract, or hinder stronger opponents.
- Very effective against small prey (normal fish, rabbits, normal birds etc...)
- Has a chance to trigger soul absorb against organic targets, the soul absorb increases power depending on rank (explained below)
- Regardless of the type of throw, causes 2x damage (pain does not get a multiplier) to Celestial Spirits. (That means controlled throws cause 100% damage, and line of sight causes 200% damage and pain)
- If the knife doesn't get stuck in something, it can be picked up
- If a Control thrown knife is caught and thrown at the caster, the caster can stop the knife and reverse direction it.
- Soul Absorb can activate as early as rank D
Weaknesses:
- If a soul absorb is performed against the living, the caster receives a temporary -10% damage debuff.
- If the knife gets stuck in a wall, it immediately goes poof
- Knives can be deflected
- Knives thrown Line of Sight can be caught, and thrown back
- Knives have the same effect on the caster, as it would their targets (If the target catches a Line of Sight throw, throws it at the caster and lands the shot, the caster feels 200% pain, and has a chance to soul siphon from him/her to the person who threw the knife)
- Knives disappear after being stuck into an organic object even if they're immediately pulled out. (If the opponent pulls it out, and throws it to the floor the knife can't be reclaimed)
- Controlled throws require focus, which takes the caster's focus off of his/her surroundings leaving him/her vulnerable.
- Controlled throws are not guaranteed to hit, they are airborne, they can be outmaneuvered, and can possibly hit objects such as... the wall behind the object.
- Other spirit wizards can dispel the knives
Name: Spirit Barrier
Rank: D
Type: Soul
Duration: 4 posts
Cooldown: 5 posts
Description:
A bubble composed of souls stored in the scabbard on Seikatsu's waist, he can block almost any attack with it. The bubble is mostly light blue (allowing the caster to regain his/her bearings), with dark blue blotches moving through out it. Upon being destroyed, the barrier releases a huge cloud that impairs the sight of all inside it. The barrier has a radius of 9 feet from the very center.
The Spirit Bubble will stop a definite amount of attacks, based on the following rank scale:
D - 20 attacks - All inside takes 5% damage from the attack that breaks it
C - 10 attacks - All inside takes 9% damage from the attack that breaks it
B - 5 attacks - All inside takes 19% damage from the attack that breaks it
A - 1 attack - All inside takes 38% damage from the attack that breaks it
S - Immediately shatters, All inside takes 75% damage from the attack
H - Immediately Shatters, All inside receives full damage
This spell can be channeled or set
Channeled version consumed 2x MP overall, and reduces the resulting damage of each (except H) by (50%. D = 2.5%, C = 4.5%, B = 9.5%, A = 19%, S = 37.5%)
Set version consumes standard MP, and allows the wizard to take a breather to regain his/her mind while they prepare for the fight again. Ok we already have rules for this. A D rank defensive spell can take 2 D rank or 1 C rank worth damage. It can't take any more than that.
Casting:
The caster places one hand straight up (12:00), and one hand straight down (6:00). In the palm of the 12:00 hand, a Light Blue spiral forms, and a Dark Blue spiral in the 6:00 hand. The wizard move his arms clockwise (keeping them extended) in a circle forming a circular outline ( Dark Blue for the 6:00->12:00 half, Light Blue for the 12:00->6:00 side). He/she then cups his/her hands and brings them together creating a small ball inside. He/She pulls them apart slowly at first, allowing the spirit energy to condense into a solid ball of Light and Dark blue. The wizard then opens his/her hands rapidly allowing the ball to expand and form the spherical barrier.
This barrier is exactly like a soap bubble. It will allow those composed of the same material (spirits) in and out of it, and rejects anything else.
Strengths:
- Provides a valuable defense, even if it's just for a moment
- Can be used to protect a team
- After being destroyed, provides a smoke screen
- Channeled version provides greater protection
- Can protect the wizard (or team) while he/she/they prepare a stronger spell
- Blocks Physical Attacks
Weaknesses:
- If surrounded may be just as much a liability as an asset
- S and H ranks just pop right through it
- Channeled Version requires greater MP, and denies the user the ability to regain bearings (since channeling means he's maintaining it)
- When destroyed, everyone enclosed in the bubble take damage instead of just one person
- Attacks can't leave the bubble
- Can be dispelled by other soul wizards
- Celestial Wizards can walk through the bubble (since spirits are made of... spirits, just like the bubble)
- The bubble takes time to create due to the amount of focus it takes to condense the energy
From here, I will see the rest as your unique abilities.
Passive, and randomly triggered abilities:
Name: Soul Siphon
Type: Soul
Description:
As soul energy is being used, it creates a spiritual vacuum, that causes soul particles to be attracted. The soul particles are essentially, very condensed pockets of soul energy. When this form of soul energy is used by Soul Manipulation Wizards, it provides a small (+1% at intervals of 2 combat posts) boost in the strength of the wizard. However, it also creates an opportunity for the contracted demon to take control of the wizard. As soon as the wizard finishes combat, the soul particles break apart, and any excess soul energy is released into the celestial world.
Strengths:
- Increases Seikatsu's power over time
Weaknesses:
- Increases the chance Seikatsu will lose his soul over time
- May have negative implications on the physical world
Name: Soul Absorb
Frequency: Random, but cannot occur withing 9 posts of the previous occurrence, until Rank S where double effect may occur at once. Double Effect Explained below.
Description:
Soul Energy that is used up attracts soul particles. There runs a small chance (increasing by 1% per rank) that the soul particle will come with an added effect based off of its source.
It is characterized by 5 circles that rise from below the wizard, and disappear when it reaches their head. The color of the circle depends on the source of the particle.
Format: (Circle Color)---(Source) : (Effect)
Blue---Wizard: Restore +1% MP
Green---Plant: +5% stamina
Pink---Average Human: +1% Stamina, +1% HP
Yellow---Animal: Less Hungry
Red---Magical Weapon: +1% Damage for 1 post must cap at 50%
Black---Magical Armour: +1% defence for 1 post must cap at 50%
Strengths:
- Can provide a valuable boost
- Can act as a type of nutrition if from an animal
- Does not occur very often
- Beneficial when fighting requip wizards.
Weaknesses:
- has a 66% chance of effecting organic material
- Causes -10% damage debuff for 1 post if the particle is from an organic material
- Does not occur very often
- Can not be controlled
- Some spells require a rank for this passive to occur
- No effect if the particle comes from non-magical armour/weapons/clothing
Double Effects: I can't understand this.
This passive can cause two DIFFERENT effects to occur at once in the case of S rank wizards.
The effects can not be the same effect. And can not occur at different posts.
The frequency of all effects are random, but not within 9 posts of each other.
The chance of two effect occurring is 1%.
For S rank wizard the chance of one effect occurring is 5%.
In a nut shell, a double effect is two effects, occurring at the same instance, and do not occur nearly as often as the single effect, that doesn't occur often to begin with.
Spirit Light Show:
This ability required no MP, and has no use in combat (not even as a passive). The wizard controls soul energy around him/her and causes it to dance, and shift colors in the airspace above, and around him/her. This ability is purely for entertainment.
List of Spell Fusions: N/A
Name: N/A
Rank: N/A
Type: N/A
Fused Spells: N/A
Alright, I understand you might be confused because you are a new member. In here, we give more importance to ranks. D rank spells, as I have mentioned, may only have one effect and they cannot deal more than normal D rank damage unless there are some really good weaknesses to your spells. Try not to do too much with your magic at current level and find me on skype if you need help! My Skype = rain5051
Last edited by Raven Kurosaki on 1st May 2015, 2:31 pm; edited 2 times in total