Primary Magic: Fate and Games, Rules and Luck
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: F.G.R.L. magic allows Borro to put limitations, rules, and other methods of luck within a zone centered around his body that affect both himself and all applicable targets within the zone. This magic focuses primarily on rolls of dice, and the following of specific game like actions that must be taken, else a punishment occur. Basically, this a magic that controls/influences what can and cannot happen, along with what might and what might not happen. When inside created zones, the boundaries look like a short wall of green light coming up from the ground. When outside, the light is red instead.
Strengths:
-Rules cannot be undone except through being cancelled by Borro.
-Games finish only when completed
-Allows for versatile manipulation within an area.
-Gives user some ranged advantages as well.
Weaknesses:
-Most spell effects can affect Borro as well
-Weak against magics that can affect him outside the range of his Rules, Games, Luck
-Enemies can easily take advantage of rules, if the concept of the magic is understood
Abilities/Powers: x
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: F.G.R.L. magic allows Borro to put limitations, rules, and other methods of luck within a zone centered around his body that affect both himself and all applicable targets within the zone. This magic focuses primarily on rolls of dice, and the following of specific game like actions that must be taken, else a punishment occur. Basically, this a magic that controls/influences what can and cannot happen, along with what might and what might not happen. When inside created zones, the boundaries look like a short wall of green light coming up from the ground. When outside, the light is red instead.
Strengths:
-Rules cannot be undone except through being cancelled by Borro.
-Games finish only when completed
-Allows for versatile manipulation within an area.
-Gives user some ranged advantages as well.
Weaknesses:
-Most spell effects can affect Borro as well
-Weak against magics that can affect him outside the range of his Rules, Games, Luck
-Enemies can easily take advantage of rules, if the concept of the magic is understood
Abilities/Powers: x
- D Rank:
- Name: Luck of the Draw: Magic
Rank: D
Type: Luck
Description: In a 15 meter radius around Borro, any character who uses magic must roll a die between 1-6. If an even number is rolled, the magic goes through and is amplified based on number. If a odd number is rolled, the spell is instead targeted at the caster, also amplified by the number rolled. 1/2=20% boost. 3/4=30% boost. 5/6=40%boost.However, players of 2 ranks or higher of Borro are unaffected by the rules of this spell. Spells that give enhancements to a player will either boost the enhancements, or give negative affects depending on the roll.
Strengths:
-Makes the use of magic very unnerving.
-Can quickly turn a fight around (for any characters)
-Can be useful against mages who focus on only using magic rather than actual combat.
Weaknesses:
-Affects Borro/allies as well.
-Strong magics cast can easily cause major damage.
-No other Rules, Games, or Lucks can be active when this is active.
Name: The Children's Game
Rank: D
Type: Game
Description: In a 15 meter radius around Borro, two selected characters (one of which can be Borro) must follow along with a single "game condition" that is first chosen by Borro. Conditions must be able to affect both characters, and cannot solely apply to just the other player. It must be some sort of specific quota that both characters must perform. The first player to meet the condition wins the game. However, after the condition is met, the condition changes to whatever the losing player says it is. After a player loses a condition, minor D-rank damage is inflicted to them. A condition continues until either player loses twice in a row, including the rules for their own. Whenever a condition is lost, a die is rolled. If a 1 or 4 is rolled, the loser is unable to move for 1 post. If a 2 or 5 is rolled, the loser is blinded for 1 post.If a 3 or 6 is rolled, the loser cannot cast magic for one post.
Strengths:
-Allows for characters to manipulate the battle in varying ways.
-Can be focused on things one is good at, or an enemy is bad at.
-Being who are not smart enough to understand the rules are still affected by them, giving the rule maker the availability to keep making conditions.
Weaknesses:
-When this spell is activated, it cannot be cancelled until every player has made at least 1 condition (excluding creatures who are not smart enough to make rules. Therefore, it can be cancelled after 1 condition if such a situation exists).
-Can only affect 2 players. Only one game can be up at a time.
-Players who leave the area are no longer affected by Game Conditions
-No other Rules, Games, or Lucks can be active when this is active.
Name: Rule Swapper
Rank: D
Type: Rule
Description: All enemies within a 15 meters of Borro, and Borro himself, take turns every 2 posts naming a single rule, something everyone cannot do, that everyone within the area must follow else they face a consequence. The first rule is made by Borro, with the next being the first to break the rule within the 2 posts the rule is active. After this, the first to break that rule becomes the one to create the next rule, and so on. Each rules lasts a maximum of 2 posts. The consequence for breaking the rule are the same as for Children's Game. For every single rule broken, non-elemental D-rank damage is inflicted, but if a character is the first to break a rule twice, they roll a die for a special consequence. If a 1 or 4 is rolled, the loser is unable to move for 1 post. If a 2 or 5 is rolled, the loser is blinded for 1 post.If a 3 or 6 is rolled, the loser cannot cast magic for one post.
Strengths:
-Easy to turn the flow of a battle
-Can be used to temporarily benefit oneself or hinder enemies if rules are picked correctly.
-Enemies who cannot comprehend the rules cannot make them.
Weaknesses:
-Rules can affect Borro as well
-Rules must be able to affect every player within the zone, and cannot solely apply to a single player.
-This spell cannot be cancelled until all applicable players within the zone of effect have created at least one rule, or until all applicable players or players who have not created a rule leave the zone.
-No other Rules, Games, or Lucks can be active when this is active.
Name: Present Fate
Rank: D
Type: Fate
Description: When a Fate is declared, up to 4 players within a 15 meter radius of Borro are affected by the status of the dictated Fate. This is similar to rule, except that it cannot be broken and will constantly affect everyone within range until the Fate is changed or players leave the zone. Absolutely any Fate/status can be named as long as it can affect every applicable character in some way. While Borro chooses the first Fate, another character can change the Fate by rolling a positive effect while under Luck rules, by winning a Game rule, or by being the last to lose a Rule status.Each Fate can last up to 3 posts before having to be replaced. A fate cannot be used twice in a row, but can be repeated after that.
Strengths:
-Can give powerful advantages to characters who correctly use these statuses to their advantage.
-Can be used while at the same time using either a Luck, Game, or Rule magic.
-Can help negate enemy buffs or ally debuffs, along with further debuff enemies and further buff allies.
Weaknesses:
-Statuses also affect Borro and Allies
-Fates can only last up to 3 posts before they must be changed.
-Only one Fate magic can be active at a time.
Last edited by Borro on 17th February 2013, 6:30 pm; edited 21 times in total