Magic
Primary Magic: Void Magic.
Secondary Magic: N/A.
Caster or Holder: Caster.
Description: Void magic is a darker style of magic, that focuses upon abandoning the users own personal safety for dealing the most damage they can, by simply demolishing them with attacks, or rending the space around them until they are no more. The applications of void magic outside of damage is fairly limited, forgoing all forms of healing, or assistance to others, with all effort and energy is focused into dealing as much damage as possible. This makes void magic fairly limited, as it lacks many supportive elements that other styles of magic have within them. Void magic also doesn’t distinguish between friend and foe, instead it attacks all with the same reckless abandon equally, making it poor for team engagements, or supporting other allies.
Don’t be mistaken, just because Void Magic focuses on dealing as much damage as possible, doesn’t mean that it lacks any other tricks up its sleeve. While frequently its favorite status effect is marking opponents for additional damage, void magic also rends the space around the user, allowing for high mobility and dodging, in place of their lack of defenses. Frequently users of this magic will dash about the battlefield as enhanced speeds as they slip through the space around them effortlessly, and attempt to launch attacks from multiple angles. Movement, damage, and marking for additional damage is the key aspect of this magic, which makes it amazing for beating up bandit’s and terrible for children’s parties, unless you really hate Chuckles the Clown.
Sadly the magic isn’t without drawbacks. Aside from the no real supportive or defensive elements, this magic’s origins revolve around darker realms, which assist the user in bending the space around them, and so forth. These darker realms, which for the specific user of the magic Aurora is the dark celestial realm, make the magic give off an unholy aura, and effect to those caught within it, making it count as unholy. Using the magic means drawing more power from this darker place, which in turn makes the user grow colder during battle with each use, eventually affecting them even outside of the magic’s direct use. This is why it is ill advised to attempt to spam this magic, and why the fighting style is generally going all out from the get go, as the longer it’s used the worse the side effects outside of battle could get.
Due to many of the weaknesses and how the magic isn’t really made to help others, Aurora rarely uses her magic, as she doesn’t, currently, enjoy running around and killing everything in sight. Frankly if Aurora could, she would switch up her magic, but alas it is what she was born with and thus must live with it. In combat she fights according to the magic’s main idea, to be a suicidal as possible, rush in and defeat the enemy before they can defeat you. Due to her lack of defenses this can be very risky, but it’s what she has come to live with, and accepts that she won’t make it out alright from every fight. Even still, she doesn’t wield this magic unless the situation fully calls for it. Ability wise she tends to use her spells to increase only her own capabilities, and rarely ever develops a spell to buff allies, which she really can’t do, but if she could she still wouldn’t do it as she doesn’t wish to impose this magic and its downsides, upon others.
Strengths:
- Dark Celestial: Void magic, due to Aurora, counts as celestial, (so it can’t be eaten by slayers, etc.), and follows all the positive and negatives that, that brings.
- Unholy: Void magic counts as unholy in terms of damage it can deal, but not for the purposes of immunities, this is due to how void magic doesn’t adhere to nearly any laws of normal magical energy (for the most part), though it also means it’s vulnerable to anything that’s good against unholy.
- Spacial: Void magic deals with special concepts, such as gravity, rending areas around the user and manipulating pockets of space to move to and from locations faster.
Weaknesses:
- Dark Celestial: Any forces that do more damage or affect celestial spirits in a negative way affect Aurora, as she is a dark celestial spirit etc. This isn’t so much a weakness of the magic so much as a weakness of herself, and thus can’t be overcome.
- Without Care: Void magic doesn’t have a trigger switch for who can affect, it just affects them. No void magic spell/ability can exclude allies as a target, which means they have the potential to harm targets that weren’t intended.
- No Healing: Void magic isn’t about healing the user, but rather dealing as much damage as possible in and around an area. This means that there is no form of recovery within void magic, be it health or magical.
- Emotionally Draining: Continued usage of this magic, has the effect of making the user become more and more emotionally dead, and callous towards those around them.
- Holy: Magic which counts as holy deals increased damage against the user, proper, by 25%.
Lineage:
- Technology Prodigy:
- Name: Technology Prodigy.
Wielder: Aurora.
Description: Created with the left overs of other completed experiments, Aurora is a being with no real purpose or place within the world. Normally one would become bitter that they have no purpose, or at least no one given to them, but it was refreshing for Aurora compared to her siblings, all of whom had some kind of plan made for them. Being the mostly forgotten and youngest one, Aurora developed her own abilities independent from the others, allowing for her to become more of her own “person” than just another pawn of others, for the most part. As the left over’s, while their creator didn’t have any sort of purpose for her specifically, there were left over impressions that have subconsciously guided her forward. These impressions have blended with her strange physiology and her own personal interest in the various forms of technology she had to access too, this has made her act more as a hybrid between her natural abilities and her own little desires. While Aurora is technically just a dark celestial spirit, that hasn’t stopped her from trying to create her own path within her short existence in the world, this is where her fascination with technology kicked in. Constantly exposed to more advanced tech, she started to meld her natural abilities to form contracts, and enter the dark celestial realm into her own realm, and creating images of herself in the forms of holograms, rather than forming a contract. This has unintended side effects of creating various garbage “data” that can manifest itself from her acting as a hint towards some of the flaws she suffers from her original creation. Thankfully she’s managed to adapt it mostly to her benefit. - Cyber Realm: Aurora has become tied to their own pocket dimension, which acts as a giant batch of data that allows for Aurora to see into other worlds and realms using their own binary language. This realm effectively lets them be like the wild nerd playing world of Warcraft in their basement, only Aurora doesn’t need those to survive… technically. This realm is a giant mass of data, just like Aurora is, which makes it highly unsuitable for more beings to exist in, making the world mostly uninhabitable except by Aurora. This can be bypassed if Aurora uses the data to create a more solid or livable space, but so far they haven’t really bothered. Should Aurora die by any method, erased from existence, soul sucked out etc. then a backup copy of her will be recreated within the realm, and she won’t actually die and instead just be safely reborn inside of the realm regardless of circumstances. In addition whatever was left over from her will be turned into garbage data and count as destroyed/unusable. Aurora can at any point enter or exit this realm. Finally her MP and HP recovery are increased by 2% per post due to her connection to this realm, whether she is in it proper, or outside of it.
- Holographic Replication: Aurora‘s in built ties to their own code, has led them to experiment with it to the point of massive improvements and modifications. One of these modifications is their ability, to create projections of themselves within realms from their own pocket dimension. These projections mimic that of holograms (because Aurora believes that holograms are cool), but are fully colored and move realistically, making them hard to differentiate from the “real” body until they are struck, at which point they flicker a slight blue or dissolve into a digital effect if destroyed. – can create up to 2 holographic projections freely with the number increasing by 2 per rank Aurora is above D (so 4 at C rank, 6 at B rank, 8 at A rank, 10 at S rank, 12 at SS rank, and 14 at H rank). These projections have the same HP as the rank they are summoned times two (so 40HP at D rank, 80HP at C rank, 120HP at B rank, 160HP at A rank, 200HP at S/SS rank, 280HP at H rank). These holographic projections have all the same primary magic spells and abilities that Aurora has, are as durable and powerful as Aurora‘s rank, and have copies of the various equipment that Aurora has access to/carries (Note: these copies can’t be used by others, other than the holograms). The Holograms can only use anything that costs MP if they are within a certain range of Aurora. The range is 15 meters at D rank, 30 meters at C rank, 50 meters at B rank, 75 meters at A rank, 100 meters at S/SS rank, and same thread at H rank. Cooldowns of spells/abilities apply for all holographic projections and the MP pool is shared between them and Aurora, meaning it isn’t possible to cast multiple of the same spell from two different holographic projections. Should a Holographic projection be destroyed Aurora can create another one, one post after it was destroyed (so effectively two posts later). In addition once per post Aurora can transfer their consciousness into a hologram shifting it into their “real” body, which counts as destroying the hologram in the process.
- Redundant Data: Aurora has the ability to create marvelous technology and improve almost anything man made, but sometimes they just like to make a bunch of garbage data that does nothing productive. Aurora create various garbage data around themselves, (typically tiny pop up ad’s, and the like), which can be used for various “purposes”. This garbage data is as strong and durable at Aurora is, and she can manipulate it freely without the need for conscious thought or effort. In addition this “garbage data” provides her various bonuses in her natural offensive capabilities, which equates to a 25% increase to physical and spell strength, and prevents Aurora from having her buff’s decreased or reversed by effects originally her same rank and lower. If the effect is originally one rank higher than her then it will instead reduce her buffs by half rather than reverse or negate. If the source says that it can’t be ignored then treat it as one rank higher for this abilities effects. In addition foreign effects/actions can’t originate inside of her body, and foreign magical effects/actions 25 meters of her person, (but techniques that target her as an ally from an ally may affect her as normal, and she can make up to 5 allies immune to this effect, she is always immune to this effect if her or anything originating from her that counts as her uses anything). Magical effects/actions can originate within 25 meters of her, but only if the one originally using the effect is the origin point of said magical effect/action. Finally, Aurora‘s magic can’t be negated by sources/affects her rank and lower (such as completely shutting down magic etc.), If the effect is originally one rank higher than her then it will instead reduce her buffs by half rather than reverse or negate. If the source says that it can’t be ignored then treat it as one rank higher for this abilities effects.
- Name: Technology Prodigy.
Unique Abilities:
- Reckless: Aurora’s magical power is fairly unstable to say the least for both her and her targets. The magical power constantly fluxes and bends to bypass forms of damage resistances which makes her frequently try to avoid unleashing her full potential, lest she harm those who she would normally call her friends. Any magical/physical attack from Aurora ignores damage resistances (both physical and magical) that are upon their target, originally equal to Aurora’s rank and lower, and she ignores half of the damage resistances of a being originally one rank higher than her, she doesn’t ignore any damage resistances of beings originally two ranks higher than her. Sadly this magic works both ways, and Aurora can’t benefit from damage resistances (both magical and physical) herself. Defensive spells and abilities like shields (aka defensive stuff with an HOP meter or X number of hits before breaking) aren’t affected by this ability.
- Inverse Physiology: Aurora’s ability to accept outside sources of magic is incredibly limited, which is why they have been forced to become mostly self-sufficient, both companion wise, and magic wise. Magic wise Aurora’s ability to have outside sources influence her is reversed from the norm, making it quite awkward for her to team up with most. All positive % based buffs received from outside sources are reversed into negatives, while all negative % based buff’s received from outside sources are reversed into positives. This applies to any source that is originally her rank and lower, and this only applies half as much to a source originally one rank higher. Sources which are two ranks higher affect her as per normal. Sources which are her own (aka equipment, secondary magic, lineage etc.) apply as normal.
- Malevolence: Aurora’s magic isn’t geared towards the assistance of others, and rather is all about doing as much as harm as possible, which is why Aurora tries her best to fight without it most of the time. Regardless, her natural affinity towards her magic harming others is quite obvious. Aurora’s receives +5% damage to all magical effects that she uses, which deal damage. This bonus increases depending on Aurora’s rank, with it being +10% at C rank, +15% at B rank, +20% at A-S rank, and +25% at SS-H rank. Her physical strength is also increased by the same amount depending upon her rank, so the same chart as above.
Spells:
- Spoiler:
- D-Ranked Spells:
- Name: Void Prison.
Rank: D.
Type: Offensive/status.
Duration: 2 Posts.
Cooldown: 3 Posts.
Description: Aurora creates a sphere up to 15 meters away from herself. The sphere can be up to 7.5 meters long in all directions. Those who are trapped within the sphere become paralyzed for the duration of the spell, or slowed by 50% if they are originally one rank higher than this spell, and no effect except probably annoyance if they are originally two ranks higher. This spell takes 2 D ranks worth of damage (40HP) to destroy from the inside, but only 1 D rank worth of damage to destroy from the outside. Aurora’s spells can pass through the sphere without hindrance. The sphere itself isn’t see through, except by Aurora, being a solid jet black in color.
Strengths: - Paralyzes one caught within the spell.
Weaknesses:- Has less effects on those one rank higher, doesn’t affect those two ranks higher.
- Has a strong shield on the inside to contain the target, but a weaker shield from the outside allowing for allies to break them out easier.
- Name: Minor Afflictions.
Rank: D.
Type: Offensive.
Duration: 3 posts.
Cooldown: 4 posts.
Description: Aurora’s summons up to 2 orbs, up to 15 meters from herself. Each orb deals half a D rank worth of damage to the target, and explode outwards up to 7 meters from their originally spawning point. These orb’s can be relocated once per post up to the spells duration, after which point they will vanish. Alternatively, Aurora can place the orbs upon either her hands or feet, (or a combination or one and the other) and increase her melee damage from each affected limb by half a D ranks worth of spell damage. She can shift which limb has this effect once per post up to the spells duration.
Strengths:- Can increase her melee damage or have the spell deal ranged damage by tossing them at an opponent.
Weaknesses:- Each orb only deals half a D ranks spell in damage, with a small explosion radius making them easier to dodge.
- Can only affect 2 limbs as a time to bolster melee damage, making her options a bit limited in combat and requiring more forethought than normal.
- Name: Gravity Well.
Rank: D.
Type: Offensive.
Duration: 3 posts.
Cooldown: 4 posts.
Description: Aurora causes her body to become a source of concentrated gravity within the area, pulling in various objects and beings. The aura of increased gravity has a range of up to 15 meters, and pulls in objects/beings at their speed +5MPH towards Aurora, and any object/being that is pulled in takes half a D rank spells worth of damage. Those who are originally one rank higher than this spell are only pulled in at 2.5MPH, and those originally two ranks above aren’t affected. This effect doesn’t apply to spells.
Strengths:- Allows for Aurora to pull in objects around her to make hitting them potentially easier.
Weaknesses:- This spell pulls objects into Aurora which means that she could potentially get hit by more attacks than normal while this is active.
- Doesn’t deal much damage, and could potential break something she wishes to pull in because of the damage it deals.
- Name: Void Flame.
Rank: D.
Type: Offensive.
Duration: 3 Posts.
Cooldown: 4 Posts.
Description: Aurora extends an aura outside of her body up to 15 meters, Up to 2 beings other than her are hit with a D rank spells worth of damage while within said aura once, and then set “on fire” for the remainder of the spells duration. This fire doesn’t do any additional damage, nor is it actual fire. Instead it marks the target for an increased damage. The damage increase is 10% for those who are originally the same rank as the spell (so D rank), and 5% for those originally one rank higher than this spell. The increased damage mark has no effect upon those originally two ranks higher than this spell. This spell doesn’t require line of sight to “hit” an opponent.
Strengths:- Deal damage in an area.
- Marks the target for increased damage.
Weaknesses:- Only deals damage once, not over time.
- The effect of increased damage goes away should only leave the spells range.
- Doesn’t affect those who are two ranks higher and has reduced effects on those one rank higher.
- Name: Void Prison.
Last edited by Somebody on 13th April 2016, 3:48 pm; edited 2 times in total