Primary Magic: Power Transition Magic
Secondary Magic: N/A
Caster or Holder: Holder(Special)
Description:
Power Transition is a magic that allows the wielder to access the numerous individual magical bios held by the experimental star craft known as the Doppelganger to let it's master cast the stored spells of any of the mages that were studied and placed into it's framework at the time it was first launched. The process is quite similar to mimicry but with no loss of power or skill as the full workings of the spells were placed into the ship's memory banks in addition to the general means by which they are cast. The idea behind the craft itself was to have a ship that could be crewed by one lone individual capable of patrolling space and dealing with any and all possible scenarios that might arise. After several decades of work by the legions top scientific minds and most powerful mages, the Doppelganger was brought into existence and given over to the command of Fleet Commander Chao-Long Selwyn who was promptly bonded to the ship by a series of dangerous experimental procedures and rituals and later fled the legion with the ship due to a series of betrayals by those who were in charge of the legion . The A.I that is in charge of the various day to day handling of the ship's systems and the transition drive that stores the powers that were placed within is known quite simply as Doppel and appears as a young silver haired woman in military garb. The ship itself is quite massive being 800 meters long, 350 meters wide, and standing 210 meters tall and is both incredibly fast and quite nearly indestructable.
By working in tandem with Doppel who is able to see and hear using his faculties, Chao-Long is able to assess a situation and have a spell directly downloaded into his brain via the neural interface with all the speed of a thought, allowing him to be incredibly versatile in any number of situations from combat to every day living. In doing so, he is able to preform many different forms of magic with all the skill and knowledge of the original owner. Unfortunately, due to the incredible amount of strain that can take place on the user's mind, only two different transitional spells may be effect at any one time.
Strengths:
-Incredibly versatile:Due to the vast number of powers stored within the Doppelganger's memory banks, the user can effectively be the magical equivalent to a jack of all trades.
-Transport/Home:The star ship known as Doppelganger serves as both home and means of transportation and is incredibly reserved about letting it's master utilize other means of such things and as such the master of the ship cannot possess another vehicle or home.
-Complex Transitions:Due to the incredible complexity of the power transitions and the direct bond needed with the ship to enact them, magics that mimic or steal spells cannot manage power transitions.
Weaknesses:
-Power Limit:No more then two transitions may be in play at any one time.
-Position Broadcasting:As the ship is directly connected to it's master via the neural link, it will always follow him around unless directly ordered to do otherwise and due to this it is rather easy to see when it's user is around.(Hard to miss a ship of that size lol)
-Aura Broadcasting:Each transition is accompanied by a quick burst of visible aura allowing those who have seen it before to discern exactly which power transition is currently being used.
-Unintentional Fear:The sheer size of the Doppelganger is likely to cause more then a little fear amidst those who are not prepared for it to show up and may cause negative reactions among NPCs and possibly even PCs.(All up to them at that point)
Lineage:
Unique Abilities:
-Hyperkinesis:For Hyperkinetics the mind's imaging systems and muscle control are perfectly in tune with the motor skills center of the brain. Hyperkinetics possess flawless aim, perfect balance, greatly enhanced motor skills, and perfect synchronization between thought and action.This ability allows for incredibly precise physical actions and manuvers.
-Neural Interfacing:The user is able to directly connect his mind to the AI that runs the Doppelganger, allowing for quick transition changes and control of flight mechanisms and system controls. This is the main ability that allows this magic to function.
-Hypercognition:The user can instinctively or with little effort perform complex mental operations beyond the capability of a normal human mind. This does not necessarily translate into Enhanced Intelligence as these mental feats are usually automatic and focused to a single trick, having little to do with deliberate cognitive thought. This ability allows for a 25% speed up in reaction time and ability to assess a given situation.(Almost like slow motion a bit.)
Secondary Magic: N/A
Caster or Holder: Holder(Special)
Description:
Power Transition is a magic that allows the wielder to access the numerous individual magical bios held by the experimental star craft known as the Doppelganger to let it's master cast the stored spells of any of the mages that were studied and placed into it's framework at the time it was first launched. The process is quite similar to mimicry but with no loss of power or skill as the full workings of the spells were placed into the ship's memory banks in addition to the general means by which they are cast. The idea behind the craft itself was to have a ship that could be crewed by one lone individual capable of patrolling space and dealing with any and all possible scenarios that might arise. After several decades of work by the legions top scientific minds and most powerful mages, the Doppelganger was brought into existence and given over to the command of Fleet Commander Chao-Long Selwyn who was promptly bonded to the ship by a series of dangerous experimental procedures and rituals and later fled the legion with the ship due to a series of betrayals by those who were in charge of the legion . The A.I that is in charge of the various day to day handling of the ship's systems and the transition drive that stores the powers that were placed within is known quite simply as Doppel and appears as a young silver haired woman in military garb. The ship itself is quite massive being 800 meters long, 350 meters wide, and standing 210 meters tall and is both incredibly fast and quite nearly indestructable.
- The Doppelganger:
- " />
By working in tandem with Doppel who is able to see and hear using his faculties, Chao-Long is able to assess a situation and have a spell directly downloaded into his brain via the neural interface with all the speed of a thought, allowing him to be incredibly versatile in any number of situations from combat to every day living. In doing so, he is able to preform many different forms of magic with all the skill and knowledge of the original owner. Unfortunately, due to the incredible amount of strain that can take place on the user's mind, only two different transitional spells may be effect at any one time.
- A.I Doppel:
- " />
Strengths:
-Incredibly versatile:Due to the vast number of powers stored within the Doppelganger's memory banks, the user can effectively be the magical equivalent to a jack of all trades.
-Transport/Home:The star ship known as Doppelganger serves as both home and means of transportation and is incredibly reserved about letting it's master utilize other means of such things and as such the master of the ship cannot possess another vehicle or home.
-Complex Transitions:Due to the incredible complexity of the power transitions and the direct bond needed with the ship to enact them, magics that mimic or steal spells cannot manage power transitions.
Weaknesses:
-Power Limit:No more then two transitions may be in play at any one time.
-Position Broadcasting:As the ship is directly connected to it's master via the neural link, it will always follow him around unless directly ordered to do otherwise and due to this it is rather easy to see when it's user is around.(Hard to miss a ship of that size lol)
-Aura Broadcasting:Each transition is accompanied by a quick burst of visible aura allowing those who have seen it before to discern exactly which power transition is currently being used.
-Unintentional Fear:The sheer size of the Doppelganger is likely to cause more then a little fear amidst those who are not prepared for it to show up and may cause negative reactions among NPCs and possibly even PCs.(All up to them at that point)
Lineage:
- Warrior's Heart:
- Warrior's Heart:
Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement. Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
Usage: Passive.
Unique Abilities:
-Hyperkinesis:For Hyperkinetics the mind's imaging systems and muscle control are perfectly in tune with the motor skills center of the brain. Hyperkinetics possess flawless aim, perfect balance, greatly enhanced motor skills, and perfect synchronization between thought and action.This ability allows for incredibly precise physical actions and manuvers.
-Neural Interfacing:The user is able to directly connect his mind to the AI that runs the Doppelganger, allowing for quick transition changes and control of flight mechanisms and system controls. This is the main ability that allows this magic to function.
-Hypercognition:The user can instinctively or with little effort perform complex mental operations beyond the capability of a normal human mind. This does not necessarily translate into Enhanced Intelligence as these mental feats are usually automatic and focused to a single trick, having little to do with deliberate cognitive thought. This ability allows for a 25% speed up in reaction time and ability to assess a given situation.(Almost like slow motion a bit.)
- D-Rank Spells:
- Name Ebel's Enhancement
Rank: D
Type: Support/Buff/Time
Fused SpellsN/A
Description:
Ebel's Enhancement is a rather nifty spell created by the grand wizard Ebel who served as the greatest support wizard in the Silver Legion's history. By manipulating time and space on a small scale, the user is able to twist together two realities for a split second, juxtaposing the exact same spell that was being cast with a more powerful version taken from a neighbouring reality. In effect, the two spells are switched out, leaving the more powerful version in this reality to take effect. This spell works slightly different depending on what is the primary function of the switched spell. If the primary function is damage then the overall damage is increased by 50%. If used for a utility, buff, or debuff then the area or duration is increased by 25% at the caster's discretion(Rounded down). This spell can be used on self cast spells and those of allies.
Duration:Same as accompanied spell
Cooldown:1 post longer then accompanied spell
Strengths:
-Power Boost:Boosts the abilites of a same rank spell this is cast in conjunction with.
-Simultaneous Casting:This spell can be cast at the same time as another spell without it counting as a fusion.
Weaknesses:
-Lone Casting:This spell cannot be cast without another spell to effect.
-Single Target:Only effects one targeted spell at a time.
-Spell Timing:This spell must be cast as it's targeted spell is cast and may not effect a spell after it has been cast already.
-Master's Refusal:If cast on a spell in which the user of that particular magic does not wish to have enhanced, it can be snuffed out by that spell's user with no more then a thought as long as the user is able to manage the same with their spell normally.
Name Macor's Movement Mastery
Rank: D
Type: Utility, Buff
Fused SpellsN/A
Description:
Macor served as first planetary scout in the Silver Legion and this spell of his own devising helped preserve that rank for him. Macor's Movement Mastery appears as a faint shimmering of air around a subject once cast and serves the rather useful purpose of making it so that all surfaces act in the same fashion as perfectly flat ground while in effect while also speeding up the target's movement speed and reflexes by 20%. This allows the user to run up and even stop on sheer surfaces such as walls and the sides of trees and other objects. In addition to this, while the spell is in effect, the user will always know which way is true up and down. In water the user is able to move unimpeded by the movement or weight of the water itself. To put it in better perspective, this spell creates a small area around the target's body which works as a field of gravity that pushes towards the direction of whichever body part is in contact with a surface and moves any other substance around the field.
Duration:3 Posts
Cooldown:4 Posts
Strengths:
-Effortless Terrain/Bathymetry:The user is able to treat all forms of terrain as effectively being a nice level surface on which to act.
-Perfect Equilibrium:The user can always tell which way is true up and down while this in effect.
Weaknesses:
-Not Flight:Flight can still beat this ability in some rather obvious ways.
-Obstacles:While this does bypass gravity, it does not however remove obstacles such as spikes or other sharp or harmful terrain forms.
-Disconcerting Vision:To those not used to such things, the change in position can be a little hard to get used to for most folks.
Name Ritka's Light Stars
Rank: D
Type: Reequip-Weapon
Fused SpellsN/A
Description:
1st Sgt Ritka first created these star-like battle drones to insure the safety of both his men and himself while storming the pirate space crafts that frequented his little section of the galaxy. Once summoned, six small floating lights appear,each about the size of a large marble, these floating drones exude a shimmering silver dust that help to provide a tactical surveilence system for their user, making it very difficult to sneak up on them should they prove even halfway intelligent. Each orb can fire a thin silver laser out to a distance of 50yrds that can be used with either lethal or nonlethal force equivalent D rank dmg, these lasers are incredibly fast, reaching speeds of close to 40yrds a second. Each drone can be destroyed in a single hit of any rank worth of spell damage. As something of a final act, the orbs can be detonated all together to form a non damaging series of light grenades that will blind the unprepared. The drones can move no further then 200yrds from the user at any time.
Active:Blinding Flash-The stars can be detonated to cause a light that blinds everything within a 10x10ft area per star for 2 posts. This can only be activated once per summon as it causes the stars to be destroyed and is an instant effect. This effect can be activated no later then the third post which the drones are out.
Passive:All Seeing Eyes-The dust exuded by each star is actually a form of nanite that serves to map out and keep vision upon an incredibly large area, 1000x1000yrds. Much like the drones themselves, this nanite dust is linked directly to the user's neural interface. The dust lasts only as long as the drones from which they are produced and does nothing more then serve as extra vision for it's user.
Duration:4 Posts
Cooldown:5 Posts
Strengths:
-Hands Free:The drones are free floating and require nothing more then the user's thoughts to direct them.
-Multi Angle Attack:The drones can be used to attack all together against a single opponent or against up to six seperate opponents.
-Tactical Awareness:Due to the nanite dust exuded by the drones, the user effectively has many thousands of tiny eyes which are able to scout out an area and give constant surveilance over a huge area.
Weaknesses:
-Fragile:Each drone can take only one hit of any rank worth of damage.
-Easily Seen:The drones are bright silver orbs of light.
-Storm Weakness:The nanite dust has it's range reduced to one tenth in high wind and heavy rain.
-AOE Weakness:AOE attacks are capable of hitting all the drones at once, destroying them.
Name Lynn's Orb of Destruction
Rank: D
Type: Offensive
Fused SpellsN/A
Description:
This rather simple spell was designed and used by a Silver Legion Marine by the name of Lynn who favored it for taking out foes from behind cover. By concentrating magical energy into a rather unstable tennis sized ball in the user's hand and restraining it with a thin outer shell of more stable magic that is tied to the user by a thin line of magic, the user can create the equivalent to a powerful hand grenade that when detonated can deal D and a half rank damage in a 10x10ft area. The orb has to be thrown by the user and is only restricted in range by the strength of the thrower's arm. The orb can bounce any number of times within it's one post duration before detonating or be detonated at will by the user through the thin tendril of connected magic.
Duration:Up to 1 Post
Cooldown:3 Posts
Strengths:
-AOE Attack:Has a small area of effect to deal it's damage in.
-Bouncing Destruction:The bouncing orb can round corners or hop over obstructions, making it a real pain to shield against with a stationary object.
Weaknesses:
-Friendly Fire:Easy to hit allies and one's self.
-Precision Required:Could quite easily bounce this back towards something that was unintended should the orb be dropped accidently or thrown haphazardly.
-Outdoor Use:Not exactly building friendly unless the user doesn't mind doing some remodeling.