Primary Magic: Make: Alchemy Crystal
Secondary Magic: N/A
Caster or Holder: Caster
Description: Alchemy is a magical process used to transform, create, combine, and upon occasion destroy matter. Although, make mages seem to produce their creations out of nothing, that is not the case. No matter how small or insignificant their creations may seem, make mages use energy or rather mana to produce their creations. It is through equivalent exchange that this magic is possible, provide enough energy and magic becomes possible. Make magic, a magic that is simple enough to follow even the basic laws of alchemy but still manage to attain what was thought impossible such as the creation of diamonds, gold, and even crystals with nothing but a bit of energy and visualization was the perfect magic for aspiring alchemists to learn. It allows alchemists to create whatever material they may or may not need to help further their studies in alchemy. Yet they did not stop there, in alchemy there are particular crystals used in the transmutation of matter. There are various terms for the crystals used but essentially there are two main types that can act as catalysts, or inhibitors. The catalysts crystals are used to mimic an element to speed up certain reactions, while inhibitors slow down or negate a process entirely. Aspiring and experienced alchemists alike learned this magic to help further their studies and understanding of the world around them.
Kuro having realized the potential power in what was thought to be nothing more than a magic for the studious, those whom use the crystals for observation rather than confrontation soon began to study the scholar created magic. Although, make magic is an offensive magic over the years at the scholars hands they had turned alchemy crystal make into a very basic magic which consisted of only the smallest oval shaped crystals in order to conserve energy. This made the learning process difficult for Kuro seeing as she had to take turn the alchemy crystal make into a more practical magic for combat, it would do her no good to have a plethora of tiny crystals. Thus after many years of practice and tweaking Kuro had managed to turn alchemy crystal make magic back into a make magic that had the offensive and defensive capabilities of other make mages, but still managed to retain the properties that alchemists had worked hard on creating. Thus, it allowed Kuro to use what may appear as nothing but crystal make magic, but with more possibilities than one might think. Catalyst type crystals she often uses for attack, as they naturally speed up reactions and will mimic what they touch meaning that their isn't one set element that they are weak against seeing as they'll copy it if it touches them. On the other hand inhibitor crystals are typically used defensively because of their high resistance to certain reactions to the point of even negating certain things. There is one other way in which Kuro has changed the scholarly art of alchemy crystal make magic. Typically, when learning the magic the inexperienced tend to destroy their crystal creations on accident seeing as how delicate of an art the magic is. When first learning the magic Kuro struggled with this as well, and since she was creating crystals on a much larger scale than her predecessors there was much more explosive consequences if Kuro did not create the crystals just right. Of course, over time Kuro learned to create the crystals properly but she soon realized that sometimes creating crystals improperly could prove more effective than creating them properly. Thus, in combat Kuro will occasionally create improperly formed crystals that explode upon contact rather than speed up or slow down reactions.
Strengths:
- The versatility of the magic allows for great offensive or defensive capabilities
- The occasionally explosive nature works as a great way to surprise enemies when they think it's nothing but simple crystal make
- Because it's a make magic the user is only limited by their imagination
Weaknesses:
- Because the crystals themselves don't hold one particular element they are not particularly strong against one said element (unless of course they take on the form of another element)
- The occasionally explosive nature can occasionally hurt Kuro or any allies in the blast radius
- Because of the complexity of the creation of the crystals, if Kuro is under any spells or the like that affect the state of her mind she is unable to cast a spell.
- Requires user to use their hands, whether it be a snap of their fingers or even a simple pointing of the finger
Lineage:
- Kuroryu:
- Kuroryu: The Void Dragon
Description: King Kuroryu was said to be a mage who lost his ability to use magic in return he was able to use the powers of the very powerful dragon Muko, a void dragon. Kuroryu had killed Muko, but the dragon's soul had no where to go and latched itself onto Kuroryu - leeching Kuroryu's magical abilities but converting it to something else... something far stronger. Kuroryu never had a real name instead he dubbed himself "Black Dragon." King Kuroryu sought out to establish his own kingdom and adventured to foreign lands where he lead a revolution to stop a wicked necromancer that caused destruction. Kuroryu soon became King, and 7 warriors that fought with him in the epic war that struggled for decades had become knights of Kuroryu. Each Knight was powerful and served Kuroryu, until Shinokishi killed 5 of the knights by challenging each one to a due - leaving his brother the Knight of Black Ice free alive. Kuroryu was furious that his brethren had died and an epic battle between Shinokishi and Kuroryu started. The battle lasted 7 days - but in the end neither one could win. Kuroryu used a forbidden void dragon technique sealing himself and Shinokishi into the void. Parts of the king's soul managed to escape the void and latched itself onto chosen ones that would carry out his will. Granting the chosen ones power of the one great, void dragon.
Ability: The user is able to send parts of enemy spells into a void negating the spell. The user can do this a maximum of five times in a thread. However, he can only negate a spell of each rank ONCE in a thread. This means if a D-Rank spell was cast onto the user, and the user activates the lineage ability - the user cannot activate the lineage ability on another D-Rank spell that is cast on him.
Usage: Allows the user to negate five spells, one of each rank (except for H-Ranks), once per a thread. A rare lineage with no drawbacks.
Overcharge: As mentioned the delicate nature of Kuro's magic allows allows her to intentionally screw up the crystals by exploding them. She can cause any of her spells to explode with a snap of her fingers, and an extra 2MP. They explode dealing whatever the spells rank in damage, and explode in 10 by 10 meter radius.
Mimicking: Catalyst type crystals will mimic or take on the properties of physical elements in which the crystal is physically touching. Meaning if a catalyst type crystal were to touch fire it would then act as if it was a fire crystal, or if it touched steel it would gain the texture of steel.
Helping Hand:Catalyst crystals are capable of strengthening or empowering spells. These crystals if used with an allies spell will increase her allies attack by half of her rank. However, these crystals cannot be used with Kuro's magic, and if multiple crystals are used at the same time it will backfire upon the caster. Naturally, Kuro will create these crystals to help allies, giving them to her allies so that they may use them at their discretion but these cannot be carried between threads. In a single thread she can create:
D-Rank: 1
C-Rank: 3
B-Rank: 5
A-Rank: 7
Spells:
- Signature Spells:
- Name: Alchemy Make: Negation Field
Rank: C (Goes up with her rank)
Type: Defensive AoE
Duration: 3 posts
Cooldown: 4 posts
Description: As a Rune Knight, it is Kuro's duty to combat illegal mages. After studying countless runes, magic circles, and using her own knowledge on her alchemy crystals Kuro created the perfect anti-mage defense. With a snap of her fingers 5 inhibitor crystals will appear around a designated area, they will appear in a pentagram like formation and the ground beneath the affected area will glow a bright red with the appearance of a complicated magic circle. The inflicted area temporarily disables the magic of "casters" but holder mages are unaffected, and physical attacks still work. This spell only traps and Affects those of equal or lesser rank, and prevents Kuro from casting any of her spells while holding up the barrier.
Strengths:- The current afflicted area is 10x10 meters
- Prevents those caught within the barrier from escaping and casting
Weaknesses:- May not be used in PvP, and must have other players permission when in socials or events to use on them
- Holders mages are unaffected
- Kuro may not cast other spells while holding the barrier up
- Ineffective against higher ranks
Name: Alchemy: Crystal Switch
Rank: D
Type: Defensive
Duration: Instant
Cooldown: N/A
Description: Holding a hand out in the general direction of her desired crystal target, Kuro will switch places with the said crystal. The crystal must be one already placed out on the field, and had to have been physically touched by the girl.
Strengths:- Simple hand motion
- Is capable of being exploded
Weaknesses:- User must be able to use one of their hands
- Limited to 15 meters
- Must have touched a crystal in order to trade places with it
- The current afflicted area is 10x10 meters
- D-Rank Spells:
- Name: Make: Shield
Rank: D
Type: Defensive
Duration: 3 Posts
Cooldown: 4 posts
Description: Holding one of her palms out directly in front of her Kuro will create a a basic shield out of the inhibitor crystals. It's in the standard shape of a shield and thus can only protect the front of her. Since it is an inhibitor crystal it can negate/absorb one spell of its rank or if hit with physical attack/higher ranked spell it will break upon C-Rank damage.
Strengths:- Protects the user
- Simple hand motion
- Is capable of being exploded
Weaknesses:- User must be able to use one of their hands
- Only shields the front of the user
- If exploded the caster will most likely get caught in the blast
- Ineffective against higher ranks
Name: Make: Daggers
Rank: D
Type: Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Slapping her palms together and pulling them apart two daggers will appear. One of the crystallized blades is made out of a catalyst crystal and the other an inhibitor. The catalyst blade can be tossed into an allied attack to an extra D and a half of damage to their attack, or the inhibitor blade can be tossed at an opponents attack negating a D-Rank portion of an attack. As long as this spell is active she can materialize the daggers at will but only 2 per post, and they must be of different types.
Strengths:- Daggers have different effects
- They may also be used as regular daggers but only deal D-Rank damage.
Weaknesses:- Must be able to use her hands
- Can be destroyed by 2 hits of D-Rank damage or 1 hit of a higher rank
- Is no good if someone is wearing armor
Name:Make: Crystal Rain
Rank: D
Type: Offensive AoE
Duration: 2 Post
Cooldown: 3 Posts
Description: Pointing one finger towards the sky, a magic circle will appear over head and once pointed to the earth the spell will activate. Countless crystalline shards will rain forth from the magic circle. These crystals are catalyst crystals often times used for adding fuel to an allies fire, but only deal regular D-Rank damage.
Strengths:- Hits a 10x10 meter area with crystalline rain
- Multiple projectiles
- The projectiles stay in the ground and act as a sort of trap or hindrance to her enemies
Weaknesses:- Must use her hands
- There's a 1x1 meter around Kuro that is unaffected by the rain and thus if in close quarters combat it is useless
- Can hit allies
- Projectiles are no good against armor, and can be easily brushed of deterred by higher ranks.
Name:Make: Staff
Rank: D
Type: Offensive
Duration: 2 Posts
Cooldown: 3 Posts
Description:Holding out both her hands in front of her as if she was holding something, a Bo staff will materialize in her hands. The said staff is made of catalyst crystal and thus isn't weak to a particular element and will mimick elements that it touches. It deals regular D-Rank damage.
Strengths:- Can mimick one element/material that it touches
- Can be tossed into a team mate's attack to add 1.5 D-Rank damage to it
Weaknesses:- User must use their hands
- Can be easily avoided
- Higher ranks can easily break the staff
- Protects the user
- C-Rank Spells:
Name: Make: Crystal Fists
Rank: D
Type: Offensive
Duration: 3 Posts
Cooldown: 4 posts
Description: Slamming her fists together, crystal will appear over her knuckles much like a pair of brass knuckles. Made out of catalyst crystals that are known for speeding up reactions they naturally speed up their user by 35%, dealing C-Rank damage upon contact.
Strengths:- Speeds up user
- Simple hand motion
Weaknesses:- User must be able to use one of their hands
- Only Affects the user
- Cannot be exploded
Name: Make: Crystal Bullets
Rank: C
Type: Offensive
Duration: 3 Posts
Cooldown: 4 posts
Description: Pointing with two fingers, a red magic circle and small catalyst crystal will appear in front of her two fingers. Then at the users command the little crystal shard will shoot forth like a bullet. She can shoot up to 8 shards per post but can only shoot one at a time (all 8 cannot be fired at once). This attack deals C-Rank damage.
Strengths:- A fast moving projectile
- Simply aim and shoot
Weaknesses:- User must be able to use one of their hands
- May only shoot one shard a time
- Ineffective against higher ranks
Name: Make: Inhibiting Ring
Rank: C
Type: Offensive/Debuff
Duration: 3 Posts
Cooldown: 4 posts
Description: Making a circle with her hands, Kuro will hold the circle over her target as if she was aiming at them. At the users command a ring, much like a hoolahoop will appear around the targets waist, it floats around them seemingly holding itself in place, and it will follow its targets movements. This ring is made of inhibitor type crystal and considering it slows down or negates reactions, it inflicts damage upon the user when they attempt to cast a spell. Naturally the spell will still cast but at the cost of the mages health as well as their usual mana cost.
Strengths:- Damages user (10HP) each time they attempt to cast a spell (capping out at 50HP in damage)
Weaknesses:- User must be able to use their hands
- Does not effect higher ranks
- Can be avoided if there is some sort of object disrupting the casters view via the circle targeting (ex: If she's making a circle with her hands and aiming through the circle, and her target suddenly moves behind an object then the spell will miss.)
- Speeds up user
Last edited by Kuro on 18th October 2015, 9:40 pm; edited 15 times in total