Lunar Magic
Primary Magic: Lunar MagicSecondary Magic:
Caster or Holder: Caster
Description: Lunar magic was once a very common form of magic so common in fact that a small country was formed by the lunar mages. The lunar mages were a peaceful tribe who lived in harmony with nature. Their most prominent allies were the wolves that lived in the surrounding area - even some of the more well known rune knights would have a hard time facing a lunar warrior in their prime and with their allies. While in the past lunar magic was common now there is only one user born a year and out of twelve born only one normally lives to adulthood. The main reason so few lunar mages are born is because of the weakened state of the gene that allows a person to manipulate and shape the special weave of cosmic energy that lunar energy is. To possess the gene you must be a direct descendant of another lunar mage.
To use lunar magic the user channels energy from the moon and uses their body as a medium then bend the energy into a physical form or as a catalyst for their hand to hand combat techniques. Hence, no magic can be used in absence of moonlight. However, at nightfall the abilities of a Lunar mage outweigh those of other magics - but only after dusk. Advanced users may use the disenchantment properties of moonlight to cancel opponents' magic. Lunar mages can transform into a wolf at will, but this is strictly non-combat.
Strengths:
- Physical Combat - Going with the nature of nighttime creatures, Lunar magic is heavily physical-combat orientated. An example would be the close-combat techniques wolves use when fighting.
- Wolven Senses - Heightened senses, scent recognition, night vision etc.
- Minor Creation - Fists have their limits, so basic weapons can be woven out of moonlight as to enable more adaptability in combat.
Weaknesses:
- Users of lunar magic are unable to use their magic during the day leaving lunar mages with only hand to hand combat.
- Being able to transform leaves the user a target for persecution as a monster.
- Lunar mages' sharpened senses can render them weak to sound, scent or sight based magics.
- Chronic exhaustion after extensive use.
- Certain spells that use cosmic energy require the moon to be in the casters' line of sight.
- Lineage:
Lineage: The Moon is known to provide a link between our world and other supernatural worlds. Midnight is known as the Witching Hour as at this time the barrier is weakest and it becomes possible for things to happen that never happen normally. For instance talking to a Shinigami and creating a pact.
Shinigami Protection:
Description: The Gods of Death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
Ability: The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution.
Usage: Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami will assist the user for five posts, and can only be summoned once per thread.
- Abilities:
- Unique Abilities:
- Raw Power - As Lunar magic is fuelled by the moon and isn't bound to an element, Lunar magic is more potent hence it does extra damage per spell and extra durability.
D Rank: +10% damage
C Rank: +20% damage
B Rank: +30% damage
A Rank: +40% damage
S Rank: +50% damage - Cleanse the Blackness - Does extra damage to 'impure' magic users and 'impure' defensive spells. This includes necromancy, shadowmancy and other such dark magics. Stacks with Raw Power.
D Rank: +10% damage to "impure" magic users/defense spells
C Rank: +20% damage to "impure" magic users/defense spells
B Rank: +30% damage to "impure" magic users/defense spells
A Rank: +40% damage to "impure" magic users/defense spells
S Rank: +50% damage to "impure" magic users/defense spells - Lycan Savagery - Given how lunar mages are almost defenceless during the day they have had to adapt other non-magic techniques to keep themselves alive. Survivability training increases physical damage.
D Rank: +10% melee/physical damage
C Rank: +20% melee/physical damage
B Rank: +30% melee/physical damage
A Rank: +40% melee/physical damage
S Rank: +50% melee/physical damage
- Raw Power - As Lunar magic is fuelled by the moon and isn't bound to an element, Lunar magic is more potent hence it does extra damage per spell and extra durability.
Spells:
- D-Rank:
- Shining Fist:
Name: Shining Fist
Rank: D
Type: Lunar Offensive
Description: A martial arts technique handed down through the generations. The user rushes at the enemy charging lunar energy into their hand, once they reach their enemy then send the energy through the enemy's body, causing a strange gravitational anomaly that throws the target back 7m for D-Rank, 5m for C-Rank and none above B-Rank.
Duration: Instant
Cooldown: 2 posts
Damage: A rank and a halfStrengths:- A powerful move designed to throw the enemy out of close range.
- Allows for an opportunity to escape.
- Does not exhaust the user more than a normal punch would.
Weaknesses:- Can only be used at close range.
- Contact must be made, else the spell is ineffective.
- Cooldown of two posts.
- Knockback only works on moveable objects.
- A powerful move designed to throw the enemy out of close range.
- Hunter's Fortitude:
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Name: Hunter's Fortitude
Rank: D
Type: Lunar Defensive
Description: The user plants their feet, allowing the lunar energy to flow through them like a conductor, this energy creates an almost second skin of dimly pulsing light around the user. This cloak protects them from weak spells and projectiles.
Duration: 3 posts
Cooldown: 4 posts
Durability: A rank and a halfStrengths:- Blocks 1 D-Rank and 1 C-Rank magic.
- The cloak moves with the user.
- Weak class projectiles are blocked
Weaknesses:- Only last for three posts
- Requires the user to stand still for several seconds to channel the cosmic energy.
- The user cannot protect comrades with this spell.
- The light may give away the user's location.
- Blocks 1 D-Rank and 1 C-Rank magic.
- Moonbeam:
Name: Moonbeam
Rank: D
Type: Offensive Lunar
Description: A special beam attack which is sometimes nickname Radiant Howl due to the sound of a wolf's howl that rings from the lethal projectile. The user charges lunar energy into the palm of their hand, quickly aims and fires at the enemy. No charge time.
Duration: Instant
Cooldown: 2 posts
Damage: A rank and a halfStrengths:- Can be used at any range reaching up to twenty meters (does the most damage at point blank range).
- An unexpected ranged attack.
- Does not require a charge.
Weaknesses:- The beam is unable to curve or bend and requires a two post cool down.
- The spell costs the user fifteen percent of their magical energy at D-Rank.
- The beam tires the user out as much as the spear (in a later spell).
- Hardly a guaranteed hit.
- Can be used at any range reaching up to twenty meters (does the most damage at point blank range).
- Crescent Spear:
Name: Crescent Spear
Rank: D
Type: Lunar Creation
Description:By focusing cosmic energy into the shape of a cresent spear, the user is able to attack airborne targets and attack long range by throwing the spear. The spear last for up to five posts and can even split into two poles one to block attack and the other with the spear tip to attack, the Spear is around five feet long. It can be thrown up to ten meters at D-Rank, but dissipates after two posts if not picked back up by the mage or if the duration expires.
Duration: 3 posts
Cooldown: 4 posts
Distance: 25m
Speed: 10m/s
Damage: A rank and a halfStrengths:- The perfect weapon for mid-ranged and long-ranged fighting.
- Able to split in two for close range combat.
- Can be thrown.
Weaknesses:- Requires a fair amount of energy to use and normaly leaves the user tired.
- Three post cooldown rate.
- Dissipates after being thrown.
- Can become unwieldy if the user is too tired
- The perfect weapon for mid-ranged and long-ranged fighting.
Last edited by Rintaro on 1st May 2016, 6:05 am; edited 27 times in total