Heart of Gold Team Based Magic
Primary Magic: Heart of Gold
Secondary Magic:
Caster or Holder: Caster
Description: Daniel concentrates magic and manipulates it to alter his bodily defences and offences. His magic is based on being like a tank and taking damage for his friends. Most of Dan’s magic is defensive and is used for protecting him and himself. All of his magic comes from and alters his own body, no one else’s. The offensive side of Daniel’s magic is based around brute strength and absorption, taking incoming damage at a reduced rate and dealing back the reciprocal of the reduction. All of his spells are based around keeping his friends safe, because friends are his most important asset.
Daniel uses this magic by channeling it through his body, sometimes to his arm, legs, or entire body. He can bolster the speed of his legs, the strength of his arms, or project physical objects from his body to act as shields.
Strengths:
Weaknesses:
Lineage: Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker than before.
Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown. Passive 25% speed boost.
Unique Abilities:
Spells:
Name: Physical Barrier
Rank: D
Type: Defensive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Daniel sends energy into one of his arms. He throws up a physical barrier 2 meters wide and 3 meters high. He can angle and move while this shield is active. The barrier is gold and is see-through. It can take up to 2 D rank spells or 1 C rank spell before breaking
Strengths:
Weaknesses:
Name Jarunta’s Will
Rank: D
Type: Defensive/Offensive
Description: Daniel begins channeling his magic, rooting him to the spot. He turns his magic inward and absorbs damage at a reduced rate, as well as absorbing damage for allies, reducing the damage they take as well by 25%. At the end of the duration, Dan sends the magical energy from the damage taken into his palms, and can send it out as a damaging projectile. The projectile flies at 14 mph towards where Dan sends it.
Duration: 2 Posts
Cooldown: 3 Posts
Strengths:
Weaknesses:
Name Golden Kick
Rank: D
Type: Offensive
Description: Daniel sends magical energy into his feet, granting him a quick 20% speed buff. Then his skin and cells harden, making his foot rock-like and giving him a 10% slower speed. He swings a hard kick, and if it lands it deals hefty damage to the target. Immediately dispelled on landing it.
Duration: Instant, ends when ability is landed.
Cooldown: 3 posts.
Strengths:
Weaknesses:
Name Golden Chains
Rank: D
Type: Offensive
Description: Daniel becomes rooted to a spot, and around him in a 15 meter circle, a golden glowing aura appears. This aura buffs allies inside it with a 10% defense buff and a 10% damage buff.
Duration: 3 posts.
Cooldown: 5 posts.
Strengths:
Weaknesses:
Primary Magic: Heart of Gold
Secondary Magic:
Caster or Holder: Caster
Description: Daniel concentrates magic and manipulates it to alter his bodily defences and offences. His magic is based on being like a tank and taking damage for his friends. Most of Dan’s magic is defensive and is used for protecting him and himself. All of his magic comes from and alters his own body, no one else’s. The offensive side of Daniel’s magic is based around brute strength and absorption, taking incoming damage at a reduced rate and dealing back the reciprocal of the reduction. All of his spells are based around keeping his friends safe, because friends are his most important asset.
Daniel uses this magic by channeling it through his body, sometimes to his arm, legs, or entire body. He can bolster the speed of his legs, the strength of his arms, or project physical objects from his body to act as shields.
Strengths:
- Extremely defensive magic, meaning he can last for quite a while in battles.
- Can absorb damage incoming to his allies and deal it back.
- Can create magical shields that block physical attacks.
- Can move faster than most already, and then can bolster it with his magic.
Weaknesses:
- Most of Daniel’s magic makes him incredibly slow.
- His magic takes very long to prepare and cast.
- His shield can only block physical attacks, no magic.
- His speed buff lasts briefly, and is quickly replaced by a longer debuff.
- Absorbing damage still deals damage to him, making it a risk.
Lineage: Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker than before.
Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown. Passive 25% speed boost.
Unique Abilities:
- With Friends Like These: Daniel is granted a passive 5% damage reduction buff for each ally fighting beside him, to a cap of 20%.
- Matter Over Mind: Thrice a thread, Daniel can convert MP into HP at a rate of 1% Mp :1% Hp, allowing him to refill his health at the cost of magic power.
- Floof: Because of Dan’s wolf-like fur, he has a passive 10% resistance to ice or cold-based attacks. It also keeps him quite warm. But it makes him 10% more vulnerable to fire-based attacks. Fur is flammable.
Spells:
Name: Physical Barrier
Rank: D
Type: Defensive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Daniel sends energy into one of his arms. He throws up a physical barrier 2 meters wide and 3 meters high. He can angle and move while this shield is active. The barrier is gold and is see-through. It can take up to 2 D rank spells or 1 C rank spell before breaking
Strengths:
- Blocks projectile spells and physical attacks, like arrows and throwing weapons.
- Can cover multiple people as long as they stand behind Dan.
Weaknesses:
- Can't block anything directly striking the shield from melee range.
- Daniel moves 15% slower while lugging around the barrier.
- Daniel can NOT attack or use any other spell aside from Jarunta’s Will while the barrier is in effect.
Name Jarunta’s Will
Rank: D
Type: Defensive/Offensive
Description: Daniel begins channeling his magic, rooting him to the spot. He turns his magic inward and absorbs damage at a reduced rate, as well as absorbing damage for allies, reducing the damage they take as well by 25%. At the end of the duration, Dan sends the magical energy from the damage taken into his palms, and can send it out as a damaging projectile. The projectile flies at 14 mph towards where Dan sends it.
Duration: 2 Posts
Cooldown: 3 Posts
Strengths:
- Immediately reduces all incoming damage to him by 25%
- 25% of all incoming damage to allies is directed to Dan.
- Sends out a projectile equal to the damage he’s taken during the spell.
- Can use this with his shield, making him a juggernaut, impervious to physical damage to a point, and absorbing 25% of all magical damage that passes through.
Weaknesses:
- Even if he doesn’t want to, he will take 50% of his allies incoming damage, and this can be dangerous in certain situations.
- Dan is rooted during this spell, meaning he can’t move until he has the projectile in his hands.
- If Dan has been injured too heavily by the spells effects, the projectile is nullified and he is immediately knocked unconscious.
- If Daniel is forced out of channeling, it takes him a post to regain his composure and reorganize his magic.
- If used with the physical barrier, Daniel is completely immobilized. He can not move any part of his body, and keeps his arm up to black with his physical barrier.
Name Golden Kick
Rank: D
Type: Offensive
Description: Daniel sends magical energy into his feet, granting him a quick 20% speed buff. Then his skin and cells harden, making his foot rock-like and giving him a 10% slower speed. He swings a hard kick, and if it lands it deals hefty damage to the target. Immediately dispelled on landing it.
Duration: Instant, ends when ability is landed.
Cooldown: 3 posts.
Strengths:
- Gives him a fleeting speed buff to help him get from point A to point B to land the kick.
- The kick deals up to 20 damage, depending on the area where the kick lands.
Weaknesses:
- If Dan misses the kick, he is still encumbered with heavy rock feet for the next post, making him vulnerable.
- Dan is unbalanced, being digitrade, whilst his feet are hardened, making him an easy turn over.
- If Dan can’t get his feet up or can’t get into a kicking stance, it’s utterly useless.
Name Golden Chains
Rank: D
Type: Offensive
Description: Daniel becomes rooted to a spot, and around him in a 15 meter circle, a golden glowing aura appears. This aura buffs allies inside it with a 10% defense buff and a 10% damage buff.
Duration: 3 posts.
Cooldown: 5 posts.
Strengths:
- Buffs allies that stay within the circle.
- Works really well with teams and parties.
Weaknesses:
- Dan is rooted while casting, and thus makes him useless past buffing his allies.
- Daniel can't dodge while casting because he's rooted, and thus makes him vulnerable.
- The buff is useless if his allies move out of the circle.
Last edited by Febrakari on 3rd March 2016, 7:37 am; edited 2 times in total