Magic
Primary Magic: Sound
Secondary Magic: N/A
Caster or Holder: Caster
Description:
The user of this magic has the ability to manipulate, record, produce, and sense sound via control the vibrations of particles, including but not limited to production, amplification, dampening (to slow), and frequency modifying. These vibration control results in kinetic energy, able to deal explosive levels of damage, as well as have other utility uses. Furthermore, the sounds themselves have been seen causing magical effect on the target, such as deafness, confusion, illusions, sleepiness, mind control, and in extreme cases outright death.
Sound mages have sophisticated finesse, their attacks following a lyrical melody and fantasizing tune, as if the battlefield is an orchestra, choir, or concert. Tomomi does not share this quality. His magic is reminiscent of echoed booms of naval combat, bloodchilling roars of primordial beasts, grinding of earth as it tremors, and the scream of stressed metal beams shredding. While sound magic can be utilized at all ranges, Tomo prefers melee combat, using it to augment his minimal physical power, amplify his blows, and disorient his targets. Entering combat, he tends to immediately throw himself into the fray and extending his reach with improvised melee weapons. Utilizing his heightened senses and abilities to disorient and trick opponents, Tomo is overconfident and cocky in a fight, dead set on making sure his opponents prioritize him instead of his teammates.
Strengths:
Weaknesses:
Spells:
Primary Magic: Sound
Secondary Magic: N/A
Caster or Holder: Caster
Description:
The user of this magic has the ability to manipulate, record, produce, and sense sound via control the vibrations of particles, including but not limited to production, amplification, dampening (to slow), and frequency modifying. These vibration control results in kinetic energy, able to deal explosive levels of damage, as well as have other utility uses. Furthermore, the sounds themselves have been seen causing magical effect on the target, such as deafness, confusion, illusions, sleepiness, mind control, and in extreme cases outright death.
Sound mages have sophisticated finesse, their attacks following a lyrical melody and fantasizing tune, as if the battlefield is an orchestra, choir, or concert. Tomomi does not share this quality. His magic is reminiscent of echoed booms of naval combat, bloodchilling roars of primordial beasts, grinding of earth as it tremors, and the scream of stressed metal beams shredding. While sound magic can be utilized at all ranges, Tomo prefers melee combat, using it to augment his minimal physical power, amplify his blows, and disorient his targets. Entering combat, he tends to immediately throw himself into the fray and extending his reach with improvised melee weapons. Utilizing his heightened senses and abilities to disorient and trick opponents, Tomo is overconfident and cocky in a fight, dead set on making sure his opponents prioritize him instead of his teammates.
Strengths:
- Strong against solid substances and magics that use them, such as but not limited to earth, metal and ice, due to the close proximity of particles more easily conducting vibrations
- Enhanced hearing and perception of sonic waves
- May cause temporary deafness, confusion or disorientation, and illusions
- Causes physical damage to weapons, armor, items, and the environment; damage may be conducted through said physical objects, affecting opponent touching or within the object
- Versatile range, utilizing or creating sounds within over a large range as long as they can hear them
Weaknesses:
- Sonic waves are poorly transferred through more spread out particles, such as in gas, thus bad against magics based in gaseous states, such as air, wind, fire, gas, etc.
- Liquids, like water, or gelatins are more difficult for sonic waves to travel through at a harmful level, making them an effective barrier magic against sound
- Offensive attacks may easily injure teammates
- User must be able to hear the sounds they are producing or affecting through magic
- Magic disperses quickly to a non-harmful level, especially in gas or liquids
- Extended use of enhanced hearing and senses quickly causes exhaustion and disabling headaches
- Lineage:
Lineage: Ancient Sealer
Description: Ages ago a demon visited Fiore and corrupted the spirits of a selected few. These elite dark mages gained the ability to seal magic. The gift was passed down over the generations and grew weaker. Some heirs of this lineage still have the ability to seal a spell for a limited amount of time.
Ability: Negates a spell from being cast of the user’s rank or lower(S Max) and puts it on its cooldown amount + 2 posts.
Usage: Affects a single spell and has a 5 post cooldown. User must also pay MP equal to the MP that would be used to cast the spell for their rank. The user can take 25% of their HP in damage to enhance this ability and cancel spells of 1 rank higher than their own(S Max) but can only do this once per thread. After use of the enhancing the ability the ability will go on its cooldown.
- Unique Abilities:
The Pin Drops: Acute hearing that allows the sound mage to perceive their surroundings in greater detail. This magically heightened audio ability allows the user to have acute hearing within D rank range (15m), making them able to hear, recognize and locate any sound within this range. At rank C the user gains the ability to extend this range by 5m for 3 rounds via intense concentration, and is increased by 5m and 1 round for every rank above C. If the user attempts to exceed their round limit, or if their concentration is broken by a physical or magical attack, the strain will give the user a crippling headache and disable them.
Living Recorder: The mage has a “photographic” hearing (audiographic, if you will), able to recall any sound they have ever heard then able to replay said memory by expending mana (equal to D rank spells mana cost, 10MP, per round). This may only be up to 100 words or 30 seconds per post, and require concentration and additional mana expenditure to perform for multiple rounds. Furthermore, recordings taken previously to the user's last sleep (presumably during the previous night unless otherwise stated) requires concentration to recall and replay.
Mute: Effectively, the user prevents all auditory functions from working properly within the mage’s heightened audio range (15m for D rank) by emitting tones at sub and/or supersonic levels. The “static” overwhelms the individual's normal hearing patterns to create what the receiver can only identify as complete and eerie silence. This effect only completely works on ranks equal or less than the user; a mage on rank higher can negate it if they can identify the source sound mage in their presence, and two ranks above can completely negate. Individuals who are muted cannot hear, lose the ability to do any task that requires hearing (verbal dependent magic, verbal communication, aware of noises from their environment, and so on) and may become disoriented from sensory deprivation (in scenarios such as complete darkness, for example). This doesn’t, however, affect their sense of balance or ability to detect vibrations through other means like touch, if they have such an ability to do so. There is absolutely no pain caused by this effect. Furthermore, all noise occurring within the muted area can be heard outside, due to the effected biology or mechanisms rather than halting of all particles vibration (which would be zero kelvin -- absolute zero -- and cause spontaneous flash freeze). To use, the mage must either concentrate or expend mana equal to that of D rank (10MP) per round, and cannot be utilized in a PvP scenario.
Spells:
- Explosive Amplification:
Name: Explosive Amplification
Rank: D
Type: Sound, Offensive
Duration: Instant
Cooldown: 2 posts
Description: The user channels magic into an already occurring sound that they can hear within their heightened audio range (15m for D rank), amplifying its vibrations to a harmful level. This creates an explosion one meter in diameter damaging opponents it comes in contact with at D rank damage (20HP) as well as deafening them till the end of their next post (effectively unable to use any skill or magic that requires hearing, as detailed above). This deafening does not affect mages of higher rank. The magic circle is Sky Blue, the size of a dinner plate, and emits an amplified version of the original sound.
Strengths:- Deals instant, difficult to dodge/evade damage at range
- Does not damage the user, even if they are within one meter of the effect
Weaknesses:- Does not create its own noise to deal damage with, like higher level sound spells such as Disturbed
- Damages weapons of the user if applied to their weapons strikes
- Is not discrete/covert and easily heard from a great distance, alerting others of the occurrence of a fight
- Deals instant, difficult to dodge/evade damage at range
- Sound Wave:
Name: Sound Wave
Rank: D
Type: Sound, Defense
Duration: Instant
Cooldown: 2 posts
Description: A single, intense burst of sound travels in a ninety degree wave away from a user that causes knockback, spell disruption, but minimal damage. The spell has an effectively cone shape AoE, emanating from a point on the user (typically hand) and traveling outwards to prevent an attack from one quadrant. The spell travels 3m in a single round, covering a diameter of 6m at the end of the “wave.” Any individual of equal or less rank in that cone is knocked backwards to the end of the spells affect (3m max) and takes 25% of D rank damage (5HP). Any physical or magical attack started within outside of touching range of the user follows the rules of defensive spell blocking (negated as long as they are of equal rank or reduces damage from higher rank attacks by 20HP) and reducing the conditions afflicted by the attack as determined in a case by case basis (for example it would prevent deafening, but not burns). The magic circle is Navy Blue, a meter in diameter, and emits any noise of the mages choosing (via Living Recorder) assuming they do not exceed ten words or five seconds without expending the normal required magic.
Strengths:- Wide AoE with strong knockback to create breathing room
- Dampens effects of incoming attacks, outright preventing if they were not previously within touching range of the user
- Able to use noises to surprise, frighten, taunt, or engage in similar psychological warfare without expending extra mana
Weaknesses:- Does minimal damage to opponents caught within knockback
- Doesn’t stop all damage or effects of incoming spells/attacks
- Must be able to cast Living Recorder
- Is less effective against “Weak-To” elements that have little to no substance, such as wind, fire, water, light, dark, etc
- Wide AoE with strong knockback to create breathing room
- Subwoofer's Vicious Vibrations:
Name: Subwoofer’s Vicious Vibrations
Rank: D
Type: Sound, Offensive, Area of Effect
Duration: 3 rounds or the user breaks contact with target
Cooldown: 4 posts, even if interrupted
Description: Utilizing the kinetic energy released from sonic waves, the user begins vibrating the particles within a substance they are physically touching, such as the ground or a target mage. The user shakes the ground, floor, or other surface they are touching with their vibrations over an area equal to their heightened audio range (15m for D rank). These disorienting tremors cause all individuals (excluding the user, who must remain in contact with the surface in some way) within this range to slow their movement speed by 50% (for D rank: walking 2.5mph, running 5mph, sprinting 10mph), disarms them of weapons or other held items (following disarm rules), and disorients any touch based senses or magical abilities (all of which for opponents at or below the user's rank, disarm and sense/ability disorienting negated by higher level mages). Upon the 3rd round of the attack, D rank damage (20HP) is dealt to any individual touching the surface (excluding the user). Surfaces/materials touched are visibly damaged or warped, such as cracking of concrete, however this does not destroy materials that otherwise could not be pulverized by less than 20HP. The magic circle fluctuates between Indigo and Midnight Blue, a meter in size, and the entire matter of the affected surface emanates a low frequency, like hearing a base beat without the music, as well as make any other noise the material would normally make while it tremors (like crackling or crunching, etc).
Strengths:- Damages opponents unable to escape AoE
- Disorients and/or disarms opponents
- Covers a large area
Weaknesses:- Early interruption spells deal less than rank damage to opponent
- Melee contact range for extended period makes counter attacks easy, vulnerable to early interruption
- Early interruption occurs the moment the user is dislodged from the surface, such as by a physical or magical blow, moving to counter or evade and attack, or the user stops being able to channel the spell
- AoE has no effect on individuals who are not touching the affected surface, such as flying or utilizing a buffer object (like a table or other overturned furniture)
- Damages opponents unable to escape AoE
- Roar:
Name: Roar
Rank: D
Type: Sound, Charge Up, Supplementary
Duration: 4 posts
Cooldown: Only one use per thread
Description: The user lets lose a sound, a vibration so feral, so monstrous, so violent it is reminiscent of ancient beasts that sends chills down the strongest of mage’s spines. A sound based illusion that appears to make the user have a power surge, similar in looks as a slayer’s drive (but not function). For the duration of the buff, when calculating damage received by the user assume they are of one rank higher (rank C for Ds). This means, a D rank opponent will now be hitting for 25% less damage and the side effects of their spells will be reduced according to their rules on effecting higher level mages. A C rank mage will be doing normal percent damage rather than the 25% increase they’d otherwise be doing to a D rank mage. Also, the attacker and any onlookers will be fully aware they are doing less damage/having less effect than expected, giving them a dire urge to modify their tactics.
Strengths:- Solid defense buff
- Long duration
Weaknesses:- Illusion/aurora makes the user higher priority/easier target
- Can only be used once per thread
- Cannot be used on others
- Does not affect damage output, speed, magic points, weapon/item use, sensory functions or any other variance in between rank besides damage reduction
- At the end of the buff, will return to normal rank damage intake but may still be prioritized by opponents
- Requires a round to charge up were other attacks cannot be made, and increased difficulty to dodge
- Only usable once per thread
- Solid defense buff
Last edited by Awki on 24th March 2016, 1:56 pm; edited 1 time in total