Magic
Primary Magic: Fantasy Fragment
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: The Fantasy Fragment was a project that the New Human Initiative thought would be best for the two girls they had obtained. At its core the Fantasy Fragments are parts of a large crystal that had been created from the solidification of a mage who had too much magic pumped into them. The resulting crystalline explosion destroyed an entire lab. Those who survived swore they saw their loved ones coming for them. Even if they were long dead. Tests on the resulting crystal showed that is resonated strongly with the electrical signals in the brain. It would read those and using supplied magical energy attempt to bring the image into existence. The scientists managed to break 4 samples off of the large construct. Each shard is approximately 1 inch by 1 inch and have a pink/purple hue to them. Testing reviled that even separated from the main body both crystals could still produce the same effect. Hence 2 shards where given to each Twin for testing, they were hence forth known as Fantasy Fragments. These fragments where inserted into the back of both girls’ hands rather painfully. The crystal seeming to heat up and fuse with the flesh and bone.
During combat the shards channel magical energy into them and allow the caster to conjure forth physical projections from their mind. This is very helpful because it can be either weapons, environments or even monsters from the mage’s mind. For the twins this was perfect, they had a habit of toying with their enemies so being able to change the flow of battle was perfect. Though powerful, it seems that the state of the caster’s affects how well the summons perform. During intense battles the weapons and creatures either gain much more power or lose their form entirely and explode. The recoil the caster takes is both mental and physical. The twins learned this the hard way when they accidentally blew up one of their teammates during a training exercise. The lost haunted them for weeks, but they learned their lesson.
Strengths:
-A fluid and ever changing environment calls for spells that can adapt.
-Changes to the environment last as long as the mage has energy.
-Can form an almost unlimited number of objects for as long as the mage has energy.
Weaknesses:
-The creations can lose form if the mage’s mind or will power is broken.
-Requires a certain amount of training in order to bring out the same thing consistently.
-Most creations require some sort of previous knowledge to draw from.
-All summons, including weapons, monsters and changes in landscape require some form of magical energy to sustain. These can be in short bursts at certain times, a constant drain or a one time use. It depends on the subject in question.
Lineage: Serpent's Fang:
Description: A brave pirate was said to have slain a serpent. The pirate took the fangs of the serpent and turned the fangs into a broth. Little did he know that the fangs would consume the pirate and give him snake like abilities.
Ability: The user becomes agile like a snake, moving quickly in water and grass (50% speed/agility increase) and slithers like a snake during this time. The user also receives harder skin than others giving them a 25% damage resistance against attacks. The active ability is passive and also allows the user to spew out deadly venom from their mouth to paralyze living beings. Range of 5 meters, lasts 1 post. 5 post cooldown and is shot out in the form of a colored(up to the user what color) wad of spit.
Usage: Passive abilities that affects the user. The paralysis poison can have an effect against the same person a maximum of 2 times before they become immune for the rest of the thread but has no effect on H-ranks. Cooldown of the venom does not start until after the paralysis is over.
Unique Abilities:
-Creation of Mind: Mage can create almost anything they put their mind too. Literally. From monsters to weapons, if the mage has enough magic and the will then anything is possible.
-Chains of Binding: With great power comes a need to harness it. These are magical chains that can be activated when a creature is brought into existence. They are used to tame said creatures into serving them.
-Resonance mode: After a prolonged fight (4+ enemy posts) the crystals can memorize the magical wavelength of the enemy. By sending out sound waves of the same frequency the enemy spells can be neutralized.
-Living storage: The crystals themselves can be used to store magical energy within them so that the mage doesn't have to use their own energy when casting spells. Can store up to the mages rank in magical energy and cannot be used during combat.
Spells:
Primary Magic: Fantasy Fragment
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Holder
Description: The Fantasy Fragment was a project that the New Human Initiative thought would be best for the two girls they had obtained. At its core the Fantasy Fragments are parts of a large crystal that had been created from the solidification of a mage who had too much magic pumped into them. The resulting crystalline explosion destroyed an entire lab. Those who survived swore they saw their loved ones coming for them. Even if they were long dead. Tests on the resulting crystal showed that is resonated strongly with the electrical signals in the brain. It would read those and using supplied magical energy attempt to bring the image into existence. The scientists managed to break 4 samples off of the large construct. Each shard is approximately 1 inch by 1 inch and have a pink/purple hue to them. Testing reviled that even separated from the main body both crystals could still produce the same effect. Hence 2 shards where given to each Twin for testing, they were hence forth known as Fantasy Fragments. These fragments where inserted into the back of both girls’ hands rather painfully. The crystal seeming to heat up and fuse with the flesh and bone.
During combat the shards channel magical energy into them and allow the caster to conjure forth physical projections from their mind. This is very helpful because it can be either weapons, environments or even monsters from the mage’s mind. For the twins this was perfect, they had a habit of toying with their enemies so being able to change the flow of battle was perfect. Though powerful, it seems that the state of the caster’s affects how well the summons perform. During intense battles the weapons and creatures either gain much more power or lose their form entirely and explode. The recoil the caster takes is both mental and physical. The twins learned this the hard way when they accidentally blew up one of their teammates during a training exercise. The lost haunted them for weeks, but they learned their lesson.
Strengths:
-A fluid and ever changing environment calls for spells that can adapt.
-Changes to the environment last as long as the mage has energy.
-Can form an almost unlimited number of objects for as long as the mage has energy.
Weaknesses:
-The creations can lose form if the mage’s mind or will power is broken.
-Requires a certain amount of training in order to bring out the same thing consistently.
-Most creations require some sort of previous knowledge to draw from.
-All summons, including weapons, monsters and changes in landscape require some form of magical energy to sustain. These can be in short bursts at certain times, a constant drain or a one time use. It depends on the subject in question.
Lineage: Serpent's Fang:
Description: A brave pirate was said to have slain a serpent. The pirate took the fangs of the serpent and turned the fangs into a broth. Little did he know that the fangs would consume the pirate and give him snake like abilities.
Ability: The user becomes agile like a snake, moving quickly in water and grass (50% speed/agility increase) and slithers like a snake during this time. The user also receives harder skin than others giving them a 25% damage resistance against attacks. The active ability is passive and also allows the user to spew out deadly venom from their mouth to paralyze living beings. Range of 5 meters, lasts 1 post. 5 post cooldown and is shot out in the form of a colored(up to the user what color) wad of spit.
Usage: Passive abilities that affects the user. The paralysis poison can have an effect against the same person a maximum of 2 times before they become immune for the rest of the thread but has no effect on H-ranks. Cooldown of the venom does not start until after the paralysis is over.
Unique Abilities:
-Creation of Mind: Mage can create almost anything they put their mind too. Literally. From monsters to weapons, if the mage has enough magic and the will then anything is possible.
-Chains of Binding: With great power comes a need to harness it. These are magical chains that can be activated when a creature is brought into existence. They are used to tame said creatures into serving them.
-Resonance mode: After a prolonged fight (4+ enemy posts) the crystals can memorize the magical wavelength of the enemy. By sending out sound waves of the same frequency the enemy spells can be neutralized.
-Living storage: The crystals themselves can be used to store magical energy within them so that the mage doesn't have to use their own energy when casting spells. Can store up to the mages rank in magical energy and cannot be used during combat.
Spells:
- D Rank Spells:
Name: Cassins- Spoiler:
Type: Summon, Earth
Duration: 3 posts
Cooldown: 4 posts
Description: The Cassins are a group of semi intelligent lizard people. When a caster summons 1 or more of these creatures, it creates a dark down swamp in witch it and it's comrades pull themselves out off. They are fierce warriors and will fight to defend any order they are given. In order to fully kill a Cassin, simply fight it as one would fight any other: stab it in the heart, or crush the head.
Strengths:
•Pack Tactics- A large pack of the beasts is able to overwhelm and swarm enemies. Up to 16 can be summoned at any given time. Each deals 1/4 D Rank Damage per hit.
• Strength in Numbers- For each creature summoned, the Cassins' attacks increase by the number of creatures summoned. (EX 4 Cassins is 1/4x4= 1 D rank damage per hit per Cassin.)
• Mindless Rage- Resistant to fear and charm effects.
Weaknesses:
• As each Cassin is a separate being, they must be tamed prior to use using the Chains of Binding. Once tamed they can be summoned consistently.
• Vulnerable to water based attacks.
• Extremely weak to mind control spells and can be turned with a simple control spell.
• Can be easily influenced by those with earth magic and can be turned on the summoner.
Name: Leviathan- Spoiler:
Type: Summon, Undead
Duration: 3 posts
Cooldown: 4 posts
Description: The Leviathan is a large skeleton wrapped in rags with a purple electrical core in the center. This creature was stolen from a powerful necromancer that was felled by the twin’s silver tongues and older bodies. It moves slowly but is very capable of destroying structures. Less so against infantry. It takes 2 D rank damage to core or 2 C rank damage to drestory.
Strengths:
• Giant Bones- Very large size. At least 20 meters tall
• Autonomous Draw- Can take essence from dead or dying things to stay in the plane.
• Dark Magic- Can cast a few death related spells.
Weaknesses:
• Only one can be summoned at any given time.
• Can only stay in the plane as long as the mage provides a large quantity of magical energy every hour.
• Upon conjuring, a large amount of electricity is released that strikes around it’s summoning.
• Spells cast by the construct require a large amount of “death essence”.
Name: Blade of Silence- Spoiler:
Type: Equipment, Melee.
Duration: 3 posts
Cooldown: 4 posts
Description: A light weight sword with a very sharp edge. Though ornate and brittle looking it can hold it's shape quiet well. It's rather light for a sword weighing around 1/2lbs.
Strengths:
• Shadow Realm- The sword's special ability that can be activated upon drawing blood from the enemy. The Sword creates a 10 foot cube in which hearing and sight are entirely removed. Any light or sound produced within the cube cannot be sensed by anyone within. If the sword is removed from the caster's hand, the cube is destroyed.
• Nicostone Steel Blade- Incredibly sharp, able to cut most materials.
•Gavicore- Very light weight which makes it’s slashes incredibly fast.
Weaknesses:
• It’s lightweight form means that it can easily be knocked out of the hand if enough force is applied.
• Special ability also affects the user of the blade.
• Requires prior knowledge and training to effectively use the blade.
• Special ability drains magic from the user at a fast rate, if not checked it can completely drain the mage.
Name: Beelz and Dio- Spoiler:
Type: Equipment, Ranged.
Duration: 3 posts
Cooldown: 4 posts
Description: A pair of matched golden and black pistols. These were stolen from the armory of an old business associate that turned on the girls in the pursuit of money. It a quick and easy to pull trigger, and a 12 round clip. When 1 or both of the pistols, they can make up to 12 targeted points and the bullets will follow to those points until impacting. It makes it perfect for assassinating targets.
Strengths:
• Track Line- The pistols have a unique property that they can tag enemies within their sights and fire bullets that follow that mark.
•Hair Tigger- Can fire as fast as one can pull the trigger, able to empty both and reload them within 5 seconds.
• Army of One- Each gun can track up to 6 points on a target, 12 total targets between the two guns. Each bullet does 1 D rank damage.
Weaknesses:
• Each gun holds 12 rounds.
• Tracking bullets can be stopped by any physical means IE walls, trees, other people.
• Uses the mage's energy to smith the bullets thus draining more energy from them.
• Ammunition smithing takes 1 minute for 24 rounds.
- C Rank spells:
Name: Spirit of Pandemonium- Spoiler:
Type: Summon, Steel
Duration: 4 posts
Cooldown: 5 posts
Description: The caster draws forth a special sword and places it in the air. From a silvery portal, a hand reaches through to grasp the handle, once it makes contact with the blade, the spirit materializes. To banish the spirit simply cut off it's head. It will then return to the spirit realm. Can take up to 4 C rank hits unless it's head is removed.
Strengths:
• Dexterous- High speed and agility.
•Fang Katana- Strong sword capable of slicing through most substances and can deflect up to D rank magic
• Year of Battle- Very skilled with the sword and able to execute complicated sword techniques.
Weaknesses:
• Armor and weapons must be maintained regularly.
• Only 1 can be currently summoned
• Must be tamed every other summon using the Chains of Command.
• Damage from previous battles carries over until the caster spends a day giving the spirit magical energy.
Name: Delfingrer- Spoiler:
Type: Summon, fire.
Duration: 4 posts
Cooldown: 5 posts
Description: The caster, yearning for war and chaos uses blood to open a portal to another dimension. One ravaged by war and destruction. Through the portal steps it's champion. Sworn to fight only for the fight. The portal then closes once they are fully within this realm. Can take up to 4 C rank damage.
Strengths:
•Land of Flame- Can resist fire spells up to D rank, and up to 1/2 C rank damage.
•Evolve or Die- Skilled with many weapons of war.
•Devil Sickle- Scythe embed with fire magic.
Weaknesses:
• Only 1 can be summoned currently.
• Vulnerability to ice spells.
• If there is no fighting present, it will turn on it's summoner and attempt to kill them.
• The champion seems to have some thought, retreating back into it's own realm if severely damaged.
Name: Alienis- Spoiler:
Type: Equipment, Shield
Duration: 4 posts
Cooldown: 5 posts
Description: This shield was created to deflect almost everything in the world. It is the symbol of protection and the will to take damage for others. Yet it did not live up to the intended idea. Instead it is only able to protect up to C rank physical attacks and deflect D rank spells. Anything currently higher than that and the shield will crumble into dust. Physically the shield itself can take up to 10 C rank hits and deflect up to D rank magic spells.
Strengths:
• Imagine Breaker- The shield can project a 8x8ft magical barrier that deflects incoming magcial attacks. It can absorb up to 5 D rank spells or 3 C rank spells. Imagine Breaker has a 2 post cooldown
•Nicostone Shield- High density and cannot be broken easily.
•Grand Protection- With a great heave the shield can be thrown as a weapon, dealing C rank damage. Imagine Breaker can be activated during this time to put a defensive wall.
Weaknesses:
• Heaviness causes the user to move slower.
• Vulnerable from the back.
• While Imagine breaker is active, the user cannot move the shield until it is deactivated.
• Can't use any other weapon while the shield is active.
Name: Dagos Aurm- Spoiler:
Type: Equipment, Gauntlet
Duration: 4 posts
Cooldown: 5 posts
Description: An arm created from the skin and bones an en electric beast said to be hidden in the deep oceans. Obtaining the materials to create this was a large scale effort. The gauntlet itself is surprisingly sturdy able to take 3 C rank hits before shattering.
Strengths:
• Overblow- By changing the gauntlet with any form of energy the gauntlet can turn that energy into magical power. Upon activation, when the caster strikes the flesh or skin of an opponent that energy is released into them. Causing their magic to go out of control and become unusable for a while. Effect lasts for 3 posts and has a 5 post cooldown.
•Arm for an Arm- Coats the entire arm in scales.
•Dragos Claw- Has a reserve blade that comes out at the elbow.
Weaknesses:
• Energy forced into the target may increase the targets power instead.
• Overblow can harm friendly targets.
• The blade, if broken takes time to grow back.
• Painful summon because it all the skin on the arm.
- B Rank spells WIP:
Name: Demonesses’ Souls- Spoiler:
Type: Summon, Fire
Duration: 6 posts
Cooldown: 7 posts
Description: The user draws forth the essence of blood and fire and summons forth a spirit of battle. Much like Delfringer, this soul comes from a realm where bloody battles are fought over the most trivial of things. Hence the body was long destroyed and only the soul can be summoned. Needing a vessel, the user offers either a recently deceased corpse, or their own body. The creature’s stats differ from based on the vessel used.
Strengths:
• Ruination Desecration- If the soul is bound to a corpse, the corpse is brought back to life as an image of the Demonesses’ Soul. Because of the undead state of the body, the speed and attack increase by 1 rank but the defense and health are reduced by 1 rank.
• Bonded Evolution- If the soul is bound to the caster, then the caster gains a shape similar to the visage of the soul. Because of this, the soul cannot bring out it's full attacking potential without destroying the caster's limbs. But the solid form makes it's defenses much stronger. It's speed and attack decrease by 1 rank, but it's health and defense increase by 1 rank.
• Hard Headed- This spell's cooldown begins as soon as it is cast.
Weaknesses:
• If cast on a corpse, the body cannot be missing any limbs.
• If cast on a user, they can also not be missing any limbs.
• If cast on a corpse, the body cannot be dead longer than 24 hours and not begun decaying yet.
• Any attempt to increase the negative stats on the Soul cause's the spirit to explode from the plane it was summoned to, dealing A rank damage to the body it was attached too, and cannot be summoned again for 48 hours.
Name: Type 27B Comabt Drone.- Spoiler:
Type: Equipment, Ranged.
Duration: 8 posts
Cooldown: 9 posts
Description: The user creates small metal sphere's each the size of a baseball. When thrown and reach the arc of their trajectory, the spheres open up and transform into floating turrets of missiles and bullets. It has a high defense and offensive capabilities. It's attacks do C rank damage and it has A rank defense.
Strengths:
• Rapid Reinforcements- The user can end the duration of the spell early to refund some of it's cooldown up to 4 posts returned.
•Eyes on Enemy- Each drone can track 1 target and fires upon it whenever it enters the turret's 50ft sight range.
•Boom Baby- Missiles have and explosive radius of 10ft and deal double damage against structures.
Weaknesses:
• Once place, the turret cannot be moved, when hit it does knock it around but it returns to spot unless moved more than 5 ft fro the deployment site. at which it falls inactive
• Missile explosions can damage friendly targets.
• Each turret can only track a single target at a time and it auto targets the first enemy that enter it's sight range.
• If hit with a D rank lightning attack, it's systems are fried and it is rendered inactive for 3 posts.
Name: A65 Anti-Material Rifle- Spoiler:
Type: Equipment, Ranged
Duration: 6 Posts
Cooldown: 7 Posts
Description: The caster creates a metal rectangle that looks vaguely similar to a locker. It’s door flies open to reveal the rifle and a variety of attachments. With an effective range of up to 60ft, it is best used in closed spaces and close quarters. Depending on the situation, the caster can use any of the possible attachments to face combatants at range.
Strengths:
•Modular Space- The Rifle can be created with a variety of attachments to fit the combat situation.
•MAC Rounds- the Rifle uses a form of armor piercing ammunition that is created from the caster’s magic. Each firing of the gun taking some of that magic.
•Hand off- Two guns can be created at the price of 1, and can be swapped between team members for the duration of the spell.
Weaknesses:
• The gun ceases to function if the mage who summoned it originally hits the limit that the gun takes for ammunition.
• Once summoned, new attachments cannot be added and existing ones cannot be removed.
• If re-summoned with new attachments the previous version and the extra one both vanish.
• Each gun summoned reduces the Mage’s mana regeneration rate. (reduced to maximum of 6-7%)
- A Rank spells WIP:
Name: Dark Wrath- Spoiler:
Type: Summon, Dark
Duration: 8 posts
Cooldown: 10 posts
Description: From the caster a spectral form coats their body. This being is dark of skin and dressed in basic armor, wielding a long sword and emanating a sinister aura. This Ghostly image is opaque and moves exactly as the caster moves within. It’s longsword deals 1 A Rank damage per hit, and it’s spells deal 2 C rank damage.
Strengths:
•General’s Blade- The sword that the Wrath wields has the power to turn lesser minds. When damaging an opponent there is a chance that the aura of the Wrath invades and forces the foe under the caster’s command for up to 10 posts.
•Shadow- any creature that stays within 15 feet of the wrath for more than 2 consecutive posts begins to have their mind eaten away, becoming subjected to a fear effect. This effect causes them to either stand still in terror or try and flee away from the Wrath for up to 6 posts.
•Inflict Wounds- The Wrath can touch a target and force it’s evil aura to harm the opponent. The shadows wreak havoc on the insides of foes, causing intense pain to the internal organs and bone structure. Any foe felled by this ability is stripped of flesh, bone and raised as a black skeleton for 3 posts.
Weaknesses:
• Commands given to the creature that is under it’s control that purposefully cause it’s life to be in danger end the spell prematurely and deal 1 B rank damage to summoner.
• Effects of Shadow only activate when the enemy is in the aura for 2 posts. If the enemy leaves at all, the effect must be restarted.
• Once Shadow has ended, the opponent’s gain resistance to any mind impairing effects, reducing their damage, duration and effectiveness by half.
• Inflict wounds can only be used on creatures with either bones or internal organs. It has no effect on constructs or weapons.
Name: Assassination Dagger- Spoiler:
Type: Equipment, Melee
Duration: 1 post
Cooldown: 6 posts
Description: A blade made from normal steel, hardened with blood magic, and enchanted with special power. This blade, for it’s short time in this plane makes the caster a very deadly foe: as long as they are silent and quick.
Strengths:
•Seal the Life- If the user of this blade, hits an opponent without them noticing and before combat has started, it does massively increased damage. Dealing 2 A rank damage, and an additional 50% of the target’s total health as damage.
•Slipstream- the blade can bypass any defense that is of it’s rank or lower as long as the user unnoticed by the enemy.
•Combo- chaining multiple stealth kills with this weapon increase the damage of the next attack by 1 C rank.
Weaknesses:
•The weapon becomes a normal A rank dagger once the user is noticed, or once combat starts.
•Seal the Life and Slipstream only work once per target for the length of the thread.
•The blade itself, while strong while enchanted, once it loses it’s magical properties, the blade becomes brittle and breaks if intercepting anything higher than a 1 C rank damage.
•Having this weapon out causes the user to be unable to wield any other weapon or cast any other spell for it's duration.- work in progresses:
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- Signature spell:
Name: Guardian Deity- Spoiler:
Type: Summon, Shadow
Duration: 3 posts
Cooldown: 4 posts
Description: The guardian seems to have a mind of it's own. It lives in the caster's shadow though it doesn't seem to require any sort of feeding or taming. It comes out when the caster is attacked and defends them to the death. Slicing the caster's shadow will cause the monster to at least disperse for a short while. In order to remove it completely one simply needs to wound the caster. The creature itself can withstand up to 3 C rank damage. 2 D rank damage if the spells are light based.
Strengths:
•Auto Shift- Automatically comes to the caster's aid.
•Darkness Breathes- Any shadow the use casts can be used to summon the Guardian.
•What is Food?- Does not require feeding.
Weaknesses:
• Vulnerable to light based attacks.
• Cannot be controlled by the caster.
• Once out of the caster's shadow, the guardian can be damaged like any normal summon.
• Re-summoning requires the caster to stand still for at least 5 seconds.
Name: Manus Dei- Spoiler:
Type: Armor Summon, Range, Melee
Duration: 3 posts
Cooldown: 4 posts
Description: The Manus Dei is a full suit of specially crafted alloy armor. It can take 5 C rank hits before breaking. The blade on the left arm is made of pure magic from the caster. Deals 2 D rank damage and 1 C Rank damage to the enemy's magic pool. Magic bolts can be fired from the right arm, range of 50ft. Deal 1 D rank damage and 2 D rank damage to the enemy's magic pool.
Strengths:
• Feedback Loop- Whenever the wielder deals damage with an attack in the armor that drains the opponent's magic pool, they can absorb that magic directly into the suit. Increasing it's duration by 1 post per rank of damage dealt.
•Variance is the Spice of Life- Usable at both close and long range.
•Full Body Coating- Increased defense from non-magical attacks, as well as increased movement speed.
Weaknesses:
• Feedback Loop has a 1 post Cooldown.
• If the armor is hit with one of it's own attack, it immediately breaks.
• Vulnerability to magnetic and gravity based spells.
• Hitting through the joints in the armor causes an additional 2 D rank of damage and reduces the users movement speed for 3 posts.
- Spell Fusions Place Holder:
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?)
Last edited by Alie and Ariel on 4th March 2016, 11:29 pm; edited 19 times in total