Primary Magic: Dicere Stellarum
Secondary Magic: N/A
Caster or Holder: Caster
Description: Looking up on a clear night, the stars fill the sky, illuminating the universe with impossibly complex beauty. Many of the stars in the night sky have been known throughout the ages, and have collected their own stories, and each has developed it's own power based on it's mythology. In Dicere Stellarum ("to the stars"), one invokes the name of a star to cast spells, creating bursts of different colored light and properties based on the star's myth, including various elements such as poison or water. Some stars have multiple identities and myths, so invoking different names of the same star will achieve different results. This magic was developed in Antiquity, and was almost forgotten over the ages, but never completely lost.
Strengths:
- Elemental Strengths- Since most spells of this magic have a second element involved, most have an advantage against two elements.
- Darkness- Dicere Stellarum is strong against dark/unholy magic, as it is a light/holy-based magic.
- Range- The spells of Dicere Stellarum are all either area-of-effect or ranged attacks, giving the wielder distance to defend themselves with.
Weaknesses:
- Elemental Weaknesses- As most of the spells have secondary elements, most are also weak against two elements.
- Close Quarters- This magic is weak in hand-to-hand combat scenarios, since it uses a lot of ranged attacks.
- Earth Magic- light has trouble shining through solid rock or compacted dirt, so all spells of this magic are weak against earth-based magic.
- Memory- this magic involves a lot of rapid recollection and memorization of multiple stories in the heat of battle without mixing them up, which requires a calm mind and a lot of practice.
- Lineage:
- Warrior's Heart:
Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement. Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
Usage: Passive.
- Celestial Navigation- Nova is gifted with a magical sense of direction, knowing exactly where they are in relation to the stars, no matter what time of day or weather conditions.
- Zenith- Nova has the ability to take a bird's eye view from directly above her, allowing her to see what is happening around her, though she cannot move or attack easily while doing so. Can only be used twice per thread, and lasts for two posts.
- Celestial Sphere- At night, even with a cloudy sky, Nova receives a 25% magic damage boost. Lasts from 9:30 p.m. to 6:30 a.m., sunrise to sunset IC.
- Spells:
- Rigel:
- Name: Rigel - Giant's Kick
Rank: D
Type: Light | Offensive
Description: The constellation of Orion, a hunter of great renown, holds within it a blue-white star in the lower left called Rigel, meaning "leg of the giant." To cast this spell, the wielder outstretches their hand and calls upon the star by invoking it's name. The caster's hand begins to glow blue-white, and they swing their hand in a sweeping motion towards a target, and a solid beam of light is emitted in that direction for ten meters. The initial target, if they fail to dodge, receives 100% of the damage, while additional targets within range only receive 75% damage. Once the single swipe ends, the beam dissipates. The beam is momentarily blinding (one post), and moves at a speed of 6m/s.
Duration: Instant | One Post
Cooldown: Two Posts
Strengths:- Blunt- This beam is blunted, allowing for more crushing/bruising damage than a sharpened edge.
- Brilliance- This spell, as it is a large beam of light (two feet in diameter of solid light), is insanely bright, momentarily blinding opponents for a single post.
- Multiple Targets- This spell has the capacity to hit more than one person.
Weaknesses:- Armor- Any kind of sturdy defense (equal or greater rank) can shield the intended opponents from the damage dealt by Rigel.
- AOE- Everyone in the path of Rigel, friend or foe, is likely to be hit by the spell.
- Casting- The castor is not immune from the blinding effect of Rigel, leaving them to swing blindly and hope they hit something.
- Range- Once the beam hits ten meters from the caster, it's solid strength and capacity for injury vanishes, but the beam goes on for a few more feet before dispersing.
- Blunt- This beam is blunted, allowing for more crushing/bruising damage than a sharpened edge.
- Castor & Pollux:
- Name: Castor & Pollux - Twin Flames
Rank: D
Type: Light | Fire | Offensive
Description: Castor and Pollux, the twin brothers who shared everything, including immortality. They are found in the constellation Gemini. To cast this spell, the wielder holds out both hands in the direction of their opponent and invokes the stars' names. The left hand, Pollux, glows a bright golden color. Slightly fainter, Castor glows light blue in the right hand. From both hands, a burst of energy spiral together at 8m/s towards a target up to ten meters away.
Duration: Instant | One Post
Cooldown: Two Posts
Strengths:- Water- is strong against water.
- Targeting- is focused towards a target, rather than hitting everyone within range.
- Wood- Can easily burn through normal wooden objects.
Weaknesses:- Wind- Wind has a tendency to blow out the flames, rendering the flames of this spell useless.
- Limited Range- After exceeding the limit of ten meters from the caster, the flames fizzle out.
- Single- Only targets one opponent, not multiple.
- Fire- It's hard to set fire to something already aflame.
- Water- is strong against water.
- Aspidiske:
- Name: Aspidiske - The Little Shield
Rank: D
Type: Light | Metal | Defensive
Description: Aspidiske, the little shield, is found in the constellation of Carina. Casting this spell, the wielder holds their arm out in front of them defensively, and a small metal buckler appears, faintly glowing white. It is held to the caster's arm by cream-colored leather straps, with a leather brace between their arm and the metal shield. The shield can withstand up to 2 D rank spells, or 1 C rank spell.
Duration: Two Posts or until broken
Cooldown: Three Posts
Strengths:- Poison- This spell is strong against solid and liquid toxins, as metal acts as a barrier between the wielder and the poison.
- Durability- As it is made of metal instead of wood, it holds up to attacks a bit longer than a normal shield would.
- Luminosity- As it lasts for two posts, it can be used as a temporary light source.
Weaknesses:- Airborne Toxins- The shield offers no protection against airborne effects.
- Weight- As a metal shield, it quickly becomes heavy and difficult to wield.
- impact- Being hit repeatedly and having the shield jerked around isn't easy on the arm.
- Malleable- As the shield is damaged, it warps and becomes unusable after 2 D rank spells, or 1 C rank spell.
- Beacon- As handy as it is to light the path, it also makes for an effective beacon to lead opponents directly to the caster' location.
- Poison- This spell is strong against solid and liquid toxins, as metal acts as a barrier between the wielder and the poison.
- Canopus:
- Name: Canopus - Snake Venom
Rank: D
Type: Light | Poison | Area of Effect
Description: In the constellation Carina, " the keel", a star is named after a famous ship captain who was bitten by a poisonous snake and died before battle: Canopus. This spell, however, focuses on the snake. With one had out, the caster calls the star by name, and a glowing cloud of poisonous gas is emitted into a radius of five feet. All who inhale the poisonous gas receives 50% of D rank damage per post spent in the cloud. After three posts, the cloud dissipates entirely. The poison also coats all surfaces in a fine layer of sticky poison, including open food, clothing, and weapons.
Duration: Three Posts
Cooldown: Four Posts
Strengths:- Multiple Targets- has the ability to affect multiple people.
- Airborne- This spell is difficult to avoid, since it is in the air instead of a direct attack.
- Metal- the toxin sticks best to metal objects, coating them in the substance, which can cause minor chemical burns on any skin that comes into contact with it. This isn't a lot of physical damage, but it proves to be distracting when one cannot hold their weapon thanks to burns on their hands.
Weaknesses:- Discretion- can affect allies just as much as opponents.
- Poison Tipped- As painful as it is for the metal wielders, the toxic coat proves to be an advantage, as any blade is now given a second way of causing fatalities.
- Holy/Healing- Holy and healing magics automatically trump the poison.
- Magic Barriers- Despite being airborne, people in a magic barrier of equal or greater rank are protected by the barrier as long as it lasts.
- Multiple Targets- has the ability to affect multiple people.
- Future Spell Ideas:
- Acubens - the claw, Vega/Altair - the swooping/soaring eagle, Caph - the stained hand, Cujam - the club, Miapladicus - still waters
Last edited by Nova Meteoron on Sun 4 Sep - 20:43; edited 2 times in total