The Realm of the Mind and Heart
Primary Magic: Psionics
Secondary Magic: ???
Caster or Holder: Caster
Description: Psionics has capabilities that offer a wide range of offensive and defensive abilities. It's a form of magic that is embedded into the mind naturally or by a connection of or to the user, the two halves that make up this magic dominating their own respective sides of the brain.
The first main one being the important balance of Telepathy.
Telepathy is an ability that allows the caster or holder to be able to read or sense another being's thoughts, allow the option to communicate with them mentally, and allow them to affect one's mind in any shape or form. It is with a technical mindset that telepathy can fall into two different categories: The first relating to how the user or caster can transmit information or data from one mind to another, and the second being the ability to receive that information from another mind.
The second main one is the delicate and careful control of Telekinesis.
Telekinesis is based mainly on controlling and manipulating almost any object or being. It's mainly the option to move objects with the user's mind, manipulate them, and influence them. It can also be used mainly for modes of short transportation - such as levitation.
The main reason why Sora can be found to easily assist the common folk in certain circumstances, like simple acts of charity or the desire to get to the root of the problem, is because she can actually discern such factors of the mind accurately with her abilities. Whether in battle or in everyday life, the angel receives waves of information regarding how a person feels or what they're even thinking - almost gathering an ocean's worth if information day after day. If it's just an individual that is a common pedestrian or a troubled being, she'll assist them without giving away that she knows the actual issue too much. However, if it's in battle and they're harmful monster or creatures, the deity won't hesitate to exploit such opportunities without subtlety - instead bluntly voicing out and taunting the opponent to make herself the focus of its attention (she'll mainly use this tactic especially if she's in a group).
Sora doesn't really use telekinesis much unless only in battle, but other than that, she uses it for little to no means of resources in her life or others. Telekinesis centers around the movement and influence of objects, matter, or beings. It's an ability that can evolve to the point where the user may be able to control objects that may be considered otherwise improbable to manipulate or even maintain.
Psionics has varying appearances of red or blue (even both combined considering the spell being cast or used at the time), either little to no warning (depending on which side is being used at the time), or even a hint regarding it's constant run and activation. This magic never deactivates and is always active, and if one isn't careful or strong willed regarding their mental fortitude, this kind of magic can prove to be quite troublesome; especially if an individual intends to use it for harmful means. However, Sora has trained adequately in her own realm for the use of this magic, hence why she mainly keeps quiet and retains such a solid demeanor most of the time. Such magic does require such patience and mental fortitude in order to maintain it.
Strengths:
- Careful Now: Just as described and implied, Sora is able to listen and read any thought a being is processing at the time. It is with this ability that it allows her to gather information about certain areas, facts about a person, people, or even creatures.
- Not Just Humans: Keep in mind, it's not only humans that a partly telepathic being can communicate with. Any being that has a mind can be communicated with regarding telepathy. Be them animals, dragons, demons, or any form of a being that needs or carries a mind in order to operate.
Weaknesses:
- Mindless Beings: Even this kind of magic has its own wide array of weakness. Telepathy will not work even an inkling on any sort of mindless being. Examples would be machines, corpses, or even entities that carry no mind in order to operate.
- Impulsive Actions: Sometimes, the best kinds of actions are the impulsive ones. However, with Sora, that's not the case. She may be able to determine the actions a person may use if they are a deep and true thinker - be it on or off the field - but the impulsive thinkers are the ones that never fail to catch her off guard. She can never tell what they are thinking in the moment, if anything at all.
- Every Being Has Their Day: Despite The Guardian having trained in her own realm to keep this magic under control, even she has her periods where it becomes too much. Sometimes there will be too many thoughts and information to process at once, creating side effects such as headaches or any sounds of the outside world being blocked out from all the strings and waves of voices constantly washing over the deity at once.
- Custom Lineage - The Promised:
The Promised
Wielder: Sora
Description: Sora has been in the realm of the heavens above for as long as she can remember. She is aware that she was created for a purpose into the realm of heaven to look after families/lineages until they disappear from the face of existence. Be it by one circumstance or another, she has seen the magic, bonds, people, creatures, and states the land of Fiore was in that stretch back into the history past - watching lineages or entire families being snuffed out as the years go by. It is with this very purpose, bound by promises that spanned decades, that Sora exists; the deity looks after others as the final wish of an individual passing on from one world to the next, in the midst of guiding them receiving the next task to fulfill her purpose as The Guardian angel of the heavens above.
Her magic was embedded into her being upon creation, allowing to fulfill the very role she was meant to complete. Psionic is something that the angel is still training with to this very time period, although it can prove to be powerful if evolved to its full potential. Sora will utilize her magic to the fullest potential to protect those she promised to see live until the end, no matter how bitter the road or how painful the task.
Ability:- Angelic Aura (Passive): Being an angel from the heavens, Sora emits a soft form of an angelic aura that is very faint but noticeable. The sheen is a soft white, barely outlining her form as an indication of her position in existence. Angelic Aura's purpose is to calm those around Sora, although they have to be within the range of touch to be able to make contact.
- Halo of Heaven (Passive): Floating above Sora's head, if one were to look close enough, they would see the softest hint of a circular glow small enough to encompass the deity's head. The purpose of the halo is not only a means to identify an angel, but to restore MP by 2% every turn.
- Wings of Light (Passive): As stated by the individuals of Fiore over the centuries, people have pointed out with Sora from time to time that they can faintly see a pair of what seem to be wings protruding from her back. These wings allow a mode of transportation for The Guardian, even going as far to increase her normal speed by 10%.
- The Realm of Light (Active): The Realm of Light is an ability strictly belonging to Sora's lineage, allowing her to expel a pulse of light forth from her being - sending a wave that heals individuals around her, restoring 15% of HP. The wave stretches as far as 15 meters, and can only be used once per battle.
Usage:- Wings of Light (Passive): Regarding travel purposes, Sora may only be able to travel for five posts with a four turn cooldown. Regarding transporting another person, Sora may only be able to travel up to three posts with a four post cooldown.
- The Realm of Light (Active): The wave only stretches as far as 15 meters, and can only be used once per battle.
- Angelic Aura (Passive): Being an angel from the heavens, Sora emits a soft form of an angelic aura that is very faint but noticeable. The sheen is a soft white, barely outlining her form as an indication of her position in existence. Angelic Aura's purpose is to calm those around Sora, although they have to be within the range of touch to be able to make contact.
Unique Abilities:
- Levitation: Due to Psionics, Sora is able to levitate herself or other living beings. She can currently levitate three beings at a time (this is also including herself). Of course, she can't levitate creatures such as giants or beings that can adjust their own levels of gravity.
- Telempathy: Sora carries an ability to communicate with others with not words, but pure emotions. It requires her to rest a finger right in the middle of a being's temple in order for it to prove effective, and the range for them to legitimately be in the range of Sora's touch.
- Telekinetic Pull/Push: Sora can just outstretch a hand and pull or push away an object towards herself, others, or away from herself or others. She can't push away beings or objects bigger than a six feet tall being, and they have to be within a 15 - 20 meters.
- Omnilingualism: A partial ability from Telepathy is that Sora is able to understand any language that exists. With it she can be able to speak, write, and communicate with other beings. This isn't just exclusive to languages that require speaking as she understands sign language, lip-reading, illegible words, and backwards speech. She may also be able to communicate with animals that don't already speak, or understand subtle hints of body language.
- Signature Spells:
- Telekinetic Maneuver:
- Name: Telekinetic Maneuver
Rank: D - Rank
Type: Defensive
Duration: 1 Post
Cooldown: None.
Description: Telekinetic Maneuver is a spell that alters an objects or a being's directional course. In this instance, Sora mainly uses this as a means to deflect the same rank of an attack; D - Rank. This spell as no outward appearance other than Sora's hand having to stretch forth, and move in the direction she wants this attack to be deflected. She uses the Telekinetic half of her mind in order to activate such a spell, relaying the power back and forth from her brain to the target. The range of this deflection has to be within 10 meters.
Strengths:- Despite how Sora is mainly able to use this as a defensive method, if she uses efficient calculations, she is able to utilize this defensive maneuver as an offensive one - depending on if the opponent's attack can rebound to them or against others.
Weaknesses:- This defensive spell only works on objects or beings that move.
- This defensive spell only works on certain objects or beings, e.g. people (as long as they are six feet or under), or creatures (as long as they are under 165 lbs.).
- Despite how Sora is mainly able to use this as a defensive method, if she uses efficient calculations, she is able to utilize this defensive maneuver as an offensive one - depending on if the opponent's attack can rebound to them or against others.
- Telekinetic Bullet Projection:
- Name: Telekinetic Bullet Projection
Rank: C - Rank
Type: Instant
Duration: 1 Post
Cooldown: None
Description: Sora can use pure telekinetic energy created from her own body and project them as bullets, the size of them being 9 mm with an appearance of a hue changing in-between red and blue. The projected bullets travel instantly, and only three of them appear at a time. The bullets can only hit any opponent or target within 15 meters.
Strengths:- This spell allows for Sora to attack multiple foes at once, dealing the same rank of damage to them; C - Rank damage.
Weaknesses:- This attack can miss fairly easily if the target is constantly moving, leaving Sora at a disadvantage when using this spell.
- The bullets themselves have a small size, and because of this some damage caused may only graze a target or cause insignificant amounts of damage.
- This spell allows for Sora to attack multiple foes at once, dealing the same rank of damage to them; C - Rank damage.
- D - Rank Spells:
- Emotion Manipulation:
- Name: Emotion Manipulation
Rank: D - Rank
Type: Instant / Status Effect
Duration: 1 Post
Cooldown: 3 Posts
Description: Emotion Manipulation is a spell that Sora can use to manipulate a target's emotional state of mind (e.g. their mood, feelings). The effects of this spell can be both positive and negative, meant to distract the opponent for one whole turn. This spell has no outward appearance, involving only the mind of Sora while affecting any singular target that is within 15 meters of her. The spell is instantaneously cast.
Strengths:- This spell doesn't work on just human beings, but animals among other creatures and entities as well, leaving such a spell to have a wide effect on creatures of all kinds.
Weaknesses:- This spell can prove to be ineffective to beings that are strong against or immune to telepathy.
- There are some instances where when Sora uses this spell against a particularly strong opponent, it may cause emotional backlash. Meaning that if the target somehow rebounds the same amount of strength Sora is using at them right back to her, she'll experience her own status effect - left feeling the same emotion she caused the target to feel for one whole turn.
- This spell doesn't work on just human beings, but animals among other creatures and entities as well, leaving such a spell to have a wide effect on creatures of all kinds.
- Illusion Manipulation:
- Name: Illusion Manipulation
Rank: D - Rank
Type: Instant / Status Effect
Duration: 2 Posts
Cooldown: 4 Posts
Description: With Illusion Manipulation, Sora is able to create, shape, and manipulate items, objects, herself, or other beings into illusions. This causes the target(s) to be able to touch, hear, see, smell, and (or, if possible) taste whatever the illusion may be. At this rank, Sora is only able to cause target(s) to perceive something differently from what it truly is, altering the way they would know something to be. The aim for this spell is to either get an opponent to hurt an ally of their own, or distract them. The range for this spell to work has to be within 15 meters, the speed for it to fully manifest (the spell to fully activate) is 7 m/s, and it can only effect two targets at a time.
Strengths:- Despite its main purpose being used to distract or detour a target from its original purpose, Sora can use it for stealth or undercover measures if ever necessary.
Weaknesses:- There are instances where Sora may be unable to create accurate illusions, forgetting factors that would be easy to notice such as a misplaced feature, a false situation, a being that doesn't exist. . . The list may be endless. The point is that it may be possible to pinpoint something wrong, if the target itself is strong willed enough to do so.
- Sora has to limit herself and the amount of her own mental capacity she uses when casting this spell as she could easily 'overload' herself, or have the spell backfire on herself/an ally.
- Despite its main purpose being used to distract or detour a target from its original purpose, Sora can use it for stealth or undercover measures if ever necessary.
- Psionic Inundation:
- Name: Psionic Inundation
Rank: D - Rank
Type: Instant
Duration: 1 Post
Cooldown: 3 Posts
Description: Psionic Inundation is a spell that involves dealing damage mentally instead of physically, able to project harmful static rays into the target's brain. The spell's appearance is a soft red, acting as half of a cage like grip around the opponent's head before disappearing into thin air. The speed of the spell is instantaneous, and Sora has to be within 15 meters in order for it to prove effective (or touching range - specifically to the center of the forehead). It can only affect one target at a time.
Strengths:- Psionic Inundation has a small possibility that it may cause an opponent to be dazed after it's effects for only a mere second or two, leaving a small window of opportunity for an attack.
Weaknesses:- There may be certain beings or creatures this spell will not even work on; such as beings immune to telekinesis, telepathy, or psionics in general. (Or are just too large to even cast this spell on.)
- After casting this spell, Sora suffers a slight decrease in her constitution (HP), meaning that she has to give up 5% of her HP in order to use this spell.
- Psionic Inundation has a small possibility that it may cause an opponent to be dazed after it's effects for only a mere second or two, leaving a small window of opportunity for an attack.
- Mind Control:
- Name: Mind Control
Rank: D - Rank
Type: Instant / Status Effect
Duration: 1 Post
Cooldown: 3 Posts
Description: Just as the name implies, Sora is able to take control of the mind of human beings, creatures, or different entities of the same ranking; D - Rank. The main purpose of this spell will be to make an opponent attack an ally of theirs or for them to follow an action that would distract them for a turn. The spell has no outward appearance and requires only the mind, it's speed is instantaneous, and the range has to be within 10 meters. This spell is only able to work on one target at a time.
Strengths:- After Sora casts Mind Control, there is a 50% chance that the opponent may not remember what happened during the course of the Mind Control, or have any recollection of their actions.
Weaknesses:- Sora's body will be vulnerable during the turn of this spell, meaning that upon casting it she crumples to the ground as if her soul has left her being.
- If something were to ever happen to the target that Sora was controlling the mind of at the time, (ex: They were attacked or suffered a grave injury) the deity would suffer the same consequence if she doesn't escape back to her own realm of her mind in time.
- After Sora casts Mind Control, there is a 50% chance that the opponent may not remember what happened during the course of the Mind Control, or have any recollection of their actions.
- C - Rank Spells:
- Telepathic Combat:
- Name: Telepathic Combat
Rank: C - Rank
Type: Instant / Status Effect
Duration: 1 Posts
Cooldown: 3 Posts
Description: Just as the name itself implies, Telepathic Combat allows Sora to be able to use telepathic abilities as a means of a singular attack. The appearance of this specific attack is an average ball (small enough to fit/carry in two hands of a person/creature/being/etc.) of pure telepathic energy, the hue constantly changing in-between red and blue. A line of static stretches forth from the palm of Sora's hands, creating a ball in the middle before she launches it at an opponent - dealing C - Rank damage to them. The speed of the ball is instant while the maximum range it can be thrown at is 15 meters.
Strengths:- Telepathic Combat is a spell that has the possibility to knock down an opponent after impact, although the chances for that are 50/50.
Weaknesses:- If finding herself fighting against another opponent that is a Telepath, Telekinetic, or fellow Psionic user, Sora knows that this attack could easily be seen coming and avoidable - proving it ineffective and easy to dodge.
- Upon each time Sora uses this spell, a portion of her mental capacity whittles away. If she uses this spell too much in one battle, it may prove to malfunction because Sora becomes fatigued, and launch in a random direction - hurting an ally or herself.
- Telepathic Combat is a spell that has the possibility to knock down an opponent after impact, although the chances for that are 50/50.
- Mind Walking:
- Name: Mind Walking
Rank: C - Rank
Type: Instant / Status Effect
Duration: 2 Posts
Cooldown: 4 Posts
Description: With Mind Walking, Sora is able to use this spell to enter the minds of others. It is with this that she is able to see all their subconscious thoughts and memories, and perhaps find something within (ex: Such as a fear of the opponent, a memory that might be deemed important, etc...) to use against the target for one post, and overload their mind with it the next turn - dealing C - Rank damage. The speed of the spell is instantaneous, and the only warning of its outward activation is that Sora's body is crumpled to the ground upon its activation. The range of the target has to be within 15 meters.
Strengths:- In the outside world while Sora is in the mind of the being, they are left frozen in place and unable to move for the first turn before feeling the effects of the attack on the next turn - leaving Sora to be able to safely explore the mind of the target.
Weaknesses:- If something was to happen to the target while Sora was inside their mind (ex: That 'something' causes the target's system to start to shut down, or the exit to the realm that is their mind is blocked off.), The Guardian will find herself trapped inside and suffer serious side effects. She'll lose 10% HP per turn, or begin to be overloaded with the thoughts and memories of the target's mind.
- This spell won't work on entities or creatures of any kind that are immortal, or live beyond 100 years, as the life span alone carries too much information for Sora to sift through. She wouldn't be able to find anything useful, and find herself suffering a penalty upon the second turn's ending - losing 15% HP and Speed upon the ending.
- In the outside world while Sora is in the mind of the being, they are left frozen in place and unable to move for the first turn before feeling the effects of the attack on the next turn - leaving Sora to be able to safely explore the mind of the target.
- Binding:
- Name: Binding
Rank: C - Rank
Type: Damage Over Time
Duration: 3 Posts
Cooldown: 5 Posts
Description: Binding is a magic spell that Sora can use to immobilize an opponent/target using her mind, having to make eye contact with them in order to summon a sort of constant, hue changing rope of red and blue that wraps around them. It is with occasion that in the span of three turns this rope squeezes the opponent tightly once every round - dealing 50% C - Rank damage to them. It is during the time that the target cannot move until after the attack disappears, and it only works on one target. The speed of the spell upon activation is instantaneous while the range is 15 meters.
Strengths:- The opponent can't move while this attack is active, and this is the only move Sora has learned so far where it is able to work on mindless beings since it is an outward attack that only traps the opponent.
Weaknesses:- Depending on the ranking of the opponent or their size, they may be able to very easily break their bindings or overpower them somehow. When that happens, Sora feels that the bindings have been broken, and she instead suffers a penalty of a constant MP loss of an extra 5% per round.
- If Sora ever leaves the 15 meter range, the bindings will dissipate, leaving the target free to continue onward in the fight - no matter how many turns were left.
- Spell Fusions [Locked Until B - Rank]:
- List of Spell Fusions: (Locked until B rank.) (List your Spell Fusions here, name them, categorize 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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Sora on 4th February 2016, 3:51 pm; edited 18 times in total (Reason for editing : Update(s))