Magic
Primary Magic: Ice-Make
Secondary Magic: ///
Caster or Holder: Caster
Description: The user can create a variety of objects out of ice to be used for offensive, defensive or miscellaneous purposes. Outside of combat, the user can also change his surroundings using ice, such as covering the ground with ice. The ice also can be used as wound dressing, staunching bleeding and preventing the swelling of an injury.
He uses the most known variant of this magic: Static Ice-Make. This type of Ice-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them. As a matter of fact, Kōri makes usage of such to fight; using inanimate objects such as lancers, or shields to defend himself and others from his opponent’s attack. He places his right arm down next to his abdomen, with an open palm, then places his closed right fist on the face of their palm- this dynamic pose enables him to harness his magical power and use it.
Strengths: a. The usage of Static Ice-Make instead of Dynamic Ice-Make grants a better control and balance to his spells.
b. The kind of damage he can deal in an offensive manner can vary in the following forms; large area damage and single targeting.
c. The nature itself of Ice-Make lets him create whatever he wishes, just like for defending himself he can take advantage of shields which can protect the user and others nearby.
Weaknesses: a. Even if this ice is not natural, while it is definitely tougher than normal ice it’s still weak against fire.
b. While Static Ice-Make grants better control over his spells, it’s slower to cast than Dynamic Ice-Make.
c. Large area spells (AoE) might hurt allies if they stand where he’s aiming to cast his spell.
d. Static Ice-Make does not require as much magic power as Dynamic Ice-Make does but it still takes some effort in order to materialize complex things just like shields or particular weapons.
Lineage:
Unique Abilities:
Spells:
List of Spell Fusions: (Locked until B rank)
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?)
Primary Magic: Ice-Make
Secondary Magic: ///
Caster or Holder: Caster
Description: The user can create a variety of objects out of ice to be used for offensive, defensive or miscellaneous purposes. Outside of combat, the user can also change his surroundings using ice, such as covering the ground with ice. The ice also can be used as wound dressing, staunching bleeding and preventing the swelling of an injury.
He uses the most known variant of this magic: Static Ice-Make. This type of Ice-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them. As a matter of fact, Kōri makes usage of such to fight; using inanimate objects such as lancers, or shields to defend himself and others from his opponent’s attack. He places his right arm down next to his abdomen, with an open palm, then places his closed right fist on the face of their palm- this dynamic pose enables him to harness his magical power and use it.
Strengths: a. The usage of Static Ice-Make instead of Dynamic Ice-Make grants a better control and balance to his spells.
b. The kind of damage he can deal in an offensive manner can vary in the following forms; large area damage and single targeting.
c. The nature itself of Ice-Make lets him create whatever he wishes, just like for defending himself he can take advantage of shields which can protect the user and others nearby.
Weaknesses: a. Even if this ice is not natural, while it is definitely tougher than normal ice it’s still weak against fire.
b. While Static Ice-Make grants better control over his spells, it’s slower to cast than Dynamic Ice-Make.
c. Large area spells (AoE) might hurt allies if they stand where he’s aiming to cast his spell.
d. Static Ice-Make does not require as much magic power as Dynamic Ice-Make does but it still takes some effort in order to materialize complex things just like shields or particular weapons.
Lineage:
- Progeny of Nyx:
- Description: Eons ago, the eternal mother of the Night fell in love with a human. Transforming into human form, she eloped with the young mortal and lived with him until the end of his days. Their union bore three healthy kids, one of them specially rare. He had had been endowed with her mother's power, a progeny of Nyx.
Ability: Those who were not skipped by this lineage gets the ability "Night Form". For a brief duration, the user will meta-morph into a humanoid being of pure dark matter. Their body was molded from the fragment of the cosmos, making them virtually indestructible for a few moments.
Usage: Night form can only be activated at night and twice per thread. During this time, your body is virtually immune to magic attacks which are equal to your rank or less (75% damage reduction). Physical attacks won't reach you for they will just pass right through you unless they are enhanced through magic somehow which will still be weakened by the damage reduction given, the drawback is you can't use any attacks or magic during this time. Effect lasts for 2 posts with a 4 post cooldown and can't be deactivated or cancelled. A lesser version can be used passively in which their body is simply darker than normal, half normal looking half night-like. It reduces damage by 25% in general at night and lets you move 50% faster in shadow while still not able to attack or use magic.
Unique Abilities:
- Last Resort:
- Name: Last Resort
Description: If Kōri is injured (below 25% max HP) he can deal more damage (+50%) to his opponents. Such is the result of his body making use of his magical power to enhance his performances with the use of low temperatures. If his HP falls above 25%, he loses his bonus damage.
- Within Ice:
- Name: Within Ice
Description: Kōri takes a quarter of the damage (25%) from any Ice Spell of his same rank.
- Cold Rejuvenation:
- Name: Cold Rejuvenation
Description: If he's injured and is in the middle of a fight, Kōri can cover his wounds temporarily with ice in order to regen 1% health. The wound will still have to be looked at after the fight.
The amount he regenerates per post are:
D Rank: 1%
C Rank: 2%
B Rank: 3%
A Rank: 4%
S Rank: 5%
Spells:
- D-Rank:
- Name: Ice Make: Seven Slide Dance
Rank: D
Type: Ice - Offensive - Instant Attack
Duration: The spell lasts 1 post
Cooldown: The spell takes 2 posts to be usable once more
Description: Two sharp blades made of ice are created on his arms when cupped hands are drawn to his side as he casts the spell. Both blades are approximate to 3 ft. He has to be in close range in order to rapidly slash his enemy seven times, five of which are individual strikes and the final two of which are a dual strike. After that, the ice gets destroyed. All damage dealt is split equally throughout the number of each attack dealt to the opponent.
Strengths: a. Grants him the usage of two blades, which can also be used to handle more than one opponent.
b. Each blade is very sharp and might cause cuts and bleeding if the opponent won’t defend himself/herself.
c. The sequence of strikes takes advantage of momentum in order to favour speed and facilitate him to cause cuts.
Weaknesses: a. The blades might be melted if countered with a stronger fire spell.
b. The blades might be broken by one with enhanced physical strength.
c. While he can handle two opponents with this spell, it’s way harder to actually use the blades to attack both. He can use one of the two blades to attack and the other blade to parry.
d. Arc of Time or similar Lost Magic can easily counter this spell, unless he lets his blood flow within the blades.
Name: Ice Make: Fishnet
Rank: D
Type: Ice - Offensive
Duration: The spell lasts 3 posts
Cooldown: The spell takes 4 posts to be usable once more
Description: Once he assumes the pose necessary to cast most Ice-Make spells (which was described above), he releases an icy wind from his hands capable of freezing his target. He doesn’t have to be in close-range for him to use this spell but it’s a positive factor. The icy wind wraps the opponent until ice begins to take form around him/her and envelops him/her until he/she becomes a cube of ice. This spell can also be a ranged attack, no more than 15 meters.
Strengths: a. Fishnet's duration lets Kōri catch his breath and think of something before the spell is cancelled.
b. It’s more effective against smaller target, it works with targets of all sizes but it’d take more effort and time.
c. The icy wind can’t be countered with physical attacks.
Weaknesses: a. If it’s used from a certain distance, the enemy can easily dodge considering the wind which moves at a slow pace.
b. While physical attacks can’t counter the spell, other spells can; just like fire spells.
c. It can’t be used to freeze multiple opponents.
d. There’s a small chance that it might hit an ally, if the wind is somehow deflected.
f. It can't freeze those who are two ranks higher than this spell.
Name: Ice Make: Lance
Rank: D
Type: Ice - Offensive
Duration: The spell lasts 1 post
Cooldown: The spell takes 2 posts to be usable once more
Description: Once he assumes the pose necessary to cast most Ice-Make spells (which was described above), he creates ten lances made of ice that he directs towards his targets and use to impale them. Each lance has a certain distance between each other in order to cover a range of 15 meters and launch themselves towards the targets at a quick pace. The lances’ size allow for the spell to launch towards his target at a speed above the average (over 50m/hr). The lances’ size is approximate to 3-4m. The spell deals 12% damage (120% base damage divided by 10) to the opponent.
Strengths: a. The spell’s nature allows him to hit multiple targets at the same time
b. There is no physical drawback in regards to wielding the lances, since they are directly summoned by the spell.
c. While his lances are not enough to break through walls, they work well enough to injure his opponent.
Weaknesses: a. Kōri can’t move at all while he makes use of this spell. In doing so, he’s at risk of being attacked from others.
b. As much menacing it might seem, the spell can be easily countered with large area fire spells.
c. The lances can easily break against any kind of hard surfaces; such as walls, they are not that much resistant due to their size.
d. Arc of Time or similar Lost Magic can also easily counter this spell and there’s no way to avoid such, since he can’t enhance his lances with his blood in any way.
Name: Ice Make: Shield
Rank: D
Type: Ice - Defensive
Duration: The spell lasts 3 post
Cooldown: The spell takes 4 posts to be usable once more
Description: Once he assumes the pose necessary to cast most Ice-Make spells (which was described above), he creates a large shield with the shape of a flower which is tall and long approximately 7-8ft and it is capable of shielding everything and everyone behind it. This shield can take 1.5 C Rank spells or 3 D Rank spells before being destroyed. Also, he can't move while casting this spell.
Strengths: a. The spell is capable of shielding not only the user but also his allies and those behind it.
b. Its size is capable of shielding even against most common AoE spells.
c. He doesn’t need to wield it around like a physical shield.
Weaknesses: a. It’s difficult to shield himself or others from fire spells.
b. He can’t move while he shields himself from an attack, such puts him at risk against multiple opponents.
c. This spell is quite complex and takes more effort than the others.
d. Once this spell is used, it takes more than usual to cool down.
List of Spell Fusions: (Locked until B rank)
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?)
Last edited by Kōri Coldbrand on 8th April 2016, 12:53 pm; edited 4 times in total