Magic
Primary Magic: Reality Rejection
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: A type of lost magic wherein the user is able to reject certain aspects of reality. It is primarily a supportive and defensive style of magic. Theoretically it is ultimately limited by the creativity of the user, however only an exceptionally powerful mage could ever use such magic for truly terrifying offensive feats. For instance, a Rejector might be able to shun inanimate portions of the natural world, or certain effects or limitations to their body or that of an ally, but not shun the existence of a living being to wipe them from reality.
Shadow became affiliated with this magic due to being raised among the mysterious Death Priests in the secluded desert monastery from which they hail. There, the monks worship death as the ultimate force of power in the universe. It is the inevitability for all things to eventually succumb to death, even reality itself. As such, Shadow was taught from a young age that the laws of reality are more fluid and malleable, and not as absolute, than most people ever learn to believe -- even in a world of magic.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Spells:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: Reality Rejection
Caster or Holder: Caster
Description: A type of lost magic wherein the user is able to reject certain aspects of reality. It is primarily a supportive and defensive style of magic. Theoretically it is ultimately limited by the creativity of the user, however only an exceptionally powerful mage could ever use such magic for truly terrifying offensive feats. For instance, a Rejector might be able to shun inanimate portions of the natural world, or certain effects or limitations to their body or that of an ally, but not shun the existence of a living being to wipe them from reality.
Shadow became affiliated with this magic due to being raised among the mysterious Death Priests in the secluded desert monastery from which they hail. There, the monks worship death as the ultimate force of power in the universe. It is the inevitability for all things to eventually succumb to death, even reality itself. As such, Shadow was taught from a young age that the laws of reality are more fluid and malleable, and not as absolute, than most people ever learn to believe -- even in a world of magic.
Strengths:
- Versatile, as it can be used in any manner of applications with a heavy focus on supportive and defensive spells
- Can be used on the caster or caster’s target (Primarily allies, unless a spell happens to be offensive). A friendly or supportive spell must be accepted by the target.
Weaknesses:
- Exceptionally difficult to utilize as an offensive ability
- Requires immense discipline and focus. The larger the spell, the more focus is required. If the caster’s resolve is shaken, can lead to failed spell casting.
- Weak to combat against Illusionary magic, as illusions are not true reality.
Lineage:
- Seductor's Touch:
Seductor's Touch
Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
Ability: The user is able to bend the will of anyone but mages and the undead. Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.
The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
Usage: 2 post duration with a 6 post cooldown. Gains a mind control-like spell in addition to their own spells of S-rank or lower.- User Rank Spell (Persuasion):
Name: Persuasion
Rank: User Rank
Type: Mind Control
Duration: Two Posts
Cooldown: Six Posts
Description: Through the use of mind control, the caster is able to make themselves appear more trustworthy and credible. This spell allows the mage to do anything from attempting to calm someone’s fears, make a potential enemy less hostile, pitch a believable lie, or compel someone to tell the truth. Any form of conversation or debate is likely to lean more toward the caster’s favor during the duration of the spell.
Strengths:- Makes the caster appear more diplomatic by subtly pressing back negative emotions of the target such as fear or suspicion
- The stronger the caster is in proportion to the target, the more effective it is
Weaknesses:- Cannot cast other spells or perform intricate tasks while attempting to persuade a target, as the spell requires full attention
- Does not force a target to believe a lie or change their behavior; castor must be able to hold at least a somewhat credible debate or tell a semi-believable lie for it to be accepted
- Anything too outlandish or against the target’s natural morals or convictions may cause the spell and its effects to end prematurely
- Makes the caster appear more diplomatic by subtly pressing back negative emotions of the target such as fear or suspicion
Unique Abilities:
- Flight: By rejecting the pull of gravity, Shadow is able to fly at will. They have enough experience using this ability that it does not cost MP, and can be used passively without thought or focus. Can only be used as long as Shadow has at least 1% MP. Cannot be used once MP reaches 0%.
- Damage Reduction: Shadow is experienced at rejecting the natural limitations of their body, allowing them to endure more damage than the average mage. The amount of damage they can ignore from each successful hit taken is proportionate to the strength of the opposing castor. The DR starts at 20% against a castor of the same level, and subsequently increases or decreases by 5% for every rank above or below Shadow’s.
- Scaling Chart:
- Dark Vision: Light is a mandatory component for sight. All creatures require at least a sliver of light in order to see even basic shapes in their environment. By rejecting the need for light, Shadow can see perfectly in any setting up to total darkness. However, they are still effected normally by bright/blinding lights.
Spells:
- D Rank Spells:
- Reject Wounds:
Name: Reject Wounds
Rank: D
Type: Supportive/Healing
Duration: Instant
Cooldown: Two posts
Description: The caster heals themselves or another target by rejecting the physical wounds previously inflicted on their body and banishing them to non-existence. Can heal up to D rank worth of damage. Target must be within thirty feet of the castor to receive benefits.
Strengths:- Can heal damage to self or ally
Weaknesses:- Cannot heal a magical ailment (ie could heal natural poison from a common snake, but not poison from a spell or magical creature.)
- Cannot regenerate lost body parts (ie if someone lost a finger could reattach the finger to the body, but if the finger is lost cannot replace it with another.)
- Cannot be cast on more than one target at a time
- Can heal damage to self or ally
- Refuge:
Name: Refuge
Rank: D
Type: Defensive
Duration: Two posts
Cooldown: Four posts
Description: By rejecting physical form, the caster can cause their body or that of an ally’s to be completely ethereal in nature. This will allow them or the ally to either attempt to flee a situation safely, or give them the chance to catch their breath without having to worry about being harmed or keeping up their guard. The target recovers 5% MP instantly upon returning to their natural form. However, this state also renders them unable to harm an opponent in any fashion, and they cannot cast any type of magic while ethereal.
Strengths:- Cannot be damaged in this form
- Allows the target to regain an extra boost of MP quicker than usual
Weaknesses:- Cannot damage others in this form
- Cannot cast other spells in this form
- Cannot be cast on an enemy to nullify their attacks
- Cannot be cast on more than one target
- Cannot be damaged in this form
- Alter Density:
Name: Alter Density
Rank: D
Type: Supportive
Duration: Three posts
Cooldown: Four posts
Description: A Rejector mage can choose to temporarily ignore the natural limitations of their body in such a way as to alter the density of their muscles. This spell can work in either extreme with different results for each spectrum. If the caster chooses to decrease the density of their body and make themselves lighter, they will move more quickly and their attacks will be more difficult to dodge (+25% to speed). If the caster chooses to increase the density of their body and make themselves heavier, their attacks pack more power in exchange for not moving as quickly (-25% speed, +25% damage). Cannot be cast on an ally.
Strengths:- Allows the caster one of two possible boosts to combat
- Once spell is cast, it does not require focus to maintain. Therefore, the mage can still cast any other non-body altering spells while active.
Weaknesses:- Cannot alternate density once chosen. Must stick with chosen alteration until spell has run its course.
- Moving more quickly than usual leaves the caster momentarily fatigued and disoriented, needing a second to collect themselves. Will have more difficulty defending self for one post immediately after the spell ends.
- Increasing density makes it much harder to move, thus making attacks easier to avoid.
- Allows the caster one of two possible boosts to combat
- Disappear:
Name: Disappear
Rank: D
Type: Supportive
Duration: Three Posts
Cooldown: Four Posts
Description: By manipulating light needed to see objects, the caster can reject the natural laws of light to allow it to bend around their body. With no light to illuminate their form, the caster disappears from sight and is rendered temporarily invisible.
Strengths:- Attacks are more difficult to dodge while invisible
- Physical attacks (non-magical) do not end the spell prematurely
Weaknesses:- Cannot cast other spells while invisible as it will instantly give away location
- Caster can still be tracked by normal senses if they fail to cover their tracks properly. (ie, make too much noise, or move an object others can see such as leaving tracks in dirt or crawling through bushes.)
- Cannot be cast on an ally; self effecting spell only
- C rank mages see caster as transparent; B rank mages and above are unaffected
- Attacks are more difficult to dodge while invisible
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Shadow Pilgrim on 4th July 2016, 10:29 pm; edited 1 time in total