This is all totally a W.I.P., so I wouldn't recommend reading this just yet! Sorry!
Primary Magic: Minstrel Magic
Secondary Magic: To be filled later. Requip: The Minstrel
Spells:
List of Spell Fusions:
LOCKED
Primary Magic: Minstrel Magic
Secondary Magic: To be filled later. Requip: The Minstrel
- Mathias' Minstrel Magic:
Holder Magic
Description:
Minstrel Magic, despite its playful alliteration, is what Mathias holds most of his pride in. Each of Mathias' enchanted instruments produces a differing effect. Some provide passive aid in battle, while others may be use strictly for combat purposes. A minstrel is allowed one instrument carried at a time and is subject to the penalties of its weight and fragility. Inside each instrument, the holder etches a promise or symbol in his or her blood as a personal pact. These promises may regard regular upkeep and cleaning, consistent tuning, or whom or what the instrument may be used on. If the Minstrel were to break the pact with the instrument, the holder cannot play another note from it and must either pass it on, sell it, or lock it away (which has an effect on its next musician). A new musician must establish a bond with his or her instrument through rigorous practice; neglect results in reduced power during battle.
Mathias collects instruments in which he finds great power, while at other times he purchases them because he finds them whimsical. Some instruments are used a physical weapons with blunt edges, while others are for healing or performance. Mostly, Mathias prefers non-violent methods of Minstrel Magic but will engage in close combat when threatened.Strengths: - Versatile
- Targets may be selected.
- Music is fun. *thumbs up*
Weaknesses:- In most cases, the musician must continue playing for the duration of the effect.
- The skill is vulnerable to physical attacks if the instrument is not mobile or used for combat purposes.
- Depending on the holder/instrument relationship, effects have the potential to be applied to both enemies and allies.
- Only one instrument may be carried at a given time.
- Versatile
- Lineage and Abilities:
Archmage's Seal
Unique Abilities:
Description:
There was once a great and powerful mage named Merlin. He was a master of the elements and knew a variety of spells. It was said that this was because he was given a gift by the goddess Hecate, a magical symbol on his shoulder. Those who bear the same lineage as Merlin posses the mark on their left shoulder.
Ability:
Temporarily allows the user to change the element of his magic into: Fire, Water, Earth or Air.
Usage:
This ability has a 4 post duration and 5 post cooldown and works as long as the duration is up on any spells cast. If a duration spell is affected by this ability it will stay that element until this ability goes on cooldown after use. The new element is either added to the spells with no element or changes the element completely to the element granted through this ability.Crescendo: Mathias uses his lineage to add the power of air to his instrument (or an ally's magic), increasing intensity and area of effect by 10%.
Duration: 3 postsNight at the Opera: Mathias uses the power of air to create music with surrounding nature, invoking a deafening storm that blows at 35 to 40 miles per hour.
Duration: 5 postsAir Guitar: Mathias can make a melody out of thin air if need be. It is mostly used for entertainment purposes because normal instruments (or air instruments) have little to no power for him. The tone heard depends on that of the listener.
Spells:
- Marimba Spells:
Measuring a whopping 6.5 feet, Marimba is Mathias' go-to combat instrument. It resembles a large piano mallet, but there is a large, well, marimba built into the mallet that rings when struck or swung. The end piece detaches into a smaller mallet that can be used to strike the instrument.- Requip Abilities to be Implemented:
Duration: 8 posts
Cooldown: 5 posts
Passive Ability: Largo — 30% reduction to Mathias' speed. 10% increase in attack power.
Active Ability: Staccato: Marimba lifts into the air and begins to pound the ground rapidly. A low, hollow note rings out and deafens all targets within a 10-meter range.
Action Duration: 1 post
Spell effect: 3 posts
Marimba: Interlude
Marimba: Prelude- Rank: D
- Type: Offensive Sound Magic
- Duration: 3 posts
- Cooldown: 5 posts
Description: Mathias firmly grasps Marimba's handle and swings with all his might.
Air enters the instrument and provides a significant amount of momentum
that allows him to swing forward with a series of three (one per post duration) crushing, heavy blows. Each swing deals 1x rank damage.
Strengths:
- His attack power during this move is increased by 20%.
- Powerful offensive move.
Weaknesses:
- Mathias is vulnerable to attacks following this ability. He needs two posts to catch his breath.
- If the attack is countered, Mathias will still need to catch his breath.
- It's difficult to hit quick targets.- Rank: D
- Type: Offensive Sound Magic
- Duration: 4 posts
- Cooldown: 7 posts
Description: Mathias pulls out the knob at the base of Marimba and knocks on the hollow tube that comprises its handle. A sharp ringing pierces the air and attacks the eardrums of enemies within a 20-meter radius. It imposes a bleeding effect of 5% total HP per post during the duration period.
Strengths:
- Strong status effect that can be stacked with standard combat and spells.
Weaknesses:
- Creatures with no ears/hearing cannot be affected.
- If the attack is anticipated, target could be able to cover his or her ears to reduce bleeding effect to a duration of 2 posts.
- If Mathias wants to swing Marimba afterward, he'll need to reattach the mallet.
- Melancholy Spells:
Melancholy is a three-stringed strumstick that curls downward at the neck. Its body has two knobs that protrude. It is a non-combat instrument that Mathias prefers due to its light weight. There is a five-inch blade that retracts from its base, but it's mainly used to cut strings and cables rather than shed blood. Mathias wouldn't willingly risk it taking a hit from an opponent. Melancholy is the weapon of choice for distractions and runaway tactics.
Length: 2.5 feet
Melancholy: Keeper's Lament
Melancholy: Requiem in Pianissimo- Rank: D
- Type: Support/Defensive Illusion Magic
- Duration: 4 posts
- Cooldown: 7 posts
Description: Mathias plucks a sorrowful minuet in D minor to cast an intimidation spell. From the instrument spring ghastly illusions of large fanged beasts that move and act like their real-life counterparts. Within seconds, the illusions become hyper-realistic. Odds are, he'll yell something that will make the opposition think the animals are summons. The animals vary depending on Mathias' wishes, but the size of the beasts is fixed and increases exponentially by rank.
D: Leopard/Wolf-sized (3 ft tall)
C: Bear-sized (5 ft tall)
B: Elephant-sized (11 ft tall)
A: Megalodon-sized (35 ft tall)
S: Whale Shark-sized (60 ft tall)
In addition, the distance Mathias or the beasts can venture before the spell breaks is influenced by rank.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Strengths:
- Enemies are intimidated and slowed by 25% for the duration of the spell.
- Allies are enthralled and receive 10% boost to attack power.
- Target who breaks the spell is subject to two-post knock back.
Weaknesses:
- Uses 2x the required MP.
- Mathias may only move at walking speed while playing Keeper's Lament.
- Mathias does not receive the attack boost because he cannot attack while playing.
- The spell works only if the opposing party has not encountered this spell before.
- A beast illusion breaks once a magic-based hit is landed.- Rank: D
- Type: Defensive/Supportive Illusion Magic
- Duration: 3 posts
- Cooldown: 4 posts
Description: Mathias plucks a soft lullaby that resembles the whispering winds. The surrounding air develops a thick haze that masks ally presence (both appearance and smell) up to a certain distance from the target. Allies must remain the designated distance from the target at risk of being sighted, but they must stay within 25 meters of Mathias as well.
D Rank Caster: 20 meters
C Rank Caster: 15 meters
B Rank Caster: 10 meters
A Rank Caster: 5 meters
Strengths:
- Perfect for ambushes and retreats.
- Good for recovery during battle.
Weaknesses:
- Allies must remain within the required distances.
- The spell is broken if a party member speaks.
- Enemies culd be able to land hits on party members despite their presences being masked. They should by no means let down their guards.- Rank: D
List of Spell Fusions:
LOCKED