Magic
Primary Magic: Chess Magic
Secondary Magic: n/a
Caster or Holder: Caster - Lost
Description: Chess Magic is simply the name for a series of unorthodox spells created by Emerick Aonhardt which utilizes the same logic as the game Chess, most likely an outwards manifestation of his own imagination and inherit magical power. This magic was first awakened when Emerick visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.
Chess magic is utilized by Emerick using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to E13" a he was using the Knight spell on someone named Emerick. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Emerick always plays black.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Emmerick can end a spell by touching it so long as the spell would effect him in some way, and the spell is of Emerick's rank or lower. Doing this costs him the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.
Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Emerick casts a spell with the same name as a chess piece, he gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a minimum of 1/3rd the spell's mana cost. Once used, it requires a three post cool-down.
Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by increasing any outgoing buffs by 25% and cannot raise a single spell above 100%. This cannot be used on self-buffs on Emerick.
Spell List:
Primary Magic: Chess Magic
Secondary Magic: n/a
Caster or Holder: Caster - Lost
Description: Chess Magic is simply the name for a series of unorthodox spells created by Emerick Aonhardt which utilizes the same logic as the game Chess, most likely an outwards manifestation of his own imagination and inherit magical power. This magic was first awakened when Emerick visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.
Chess magic is utilized by Emerick using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to E13" a he was using the Knight spell on someone named Emerick. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Emerick always plays black.
Strengths:
- Chess magic is unorthodox and surprising to one who hasn't seen it before, they won't know what to expect of it.
- The caster's allies become more powerful from the magic in most cases, and can become power-houses.
Weaknesses:
- Chess Magic, while somewhat versatile, must follow the idea and logic of the game chess in some way, restricting it's creativity.
- Most if-not-all spells of Chess Magic cannot effect or buff Emerick himself, which weakens him as a physical fighter.
- Chess magic is restricted from spells with elemental effects, effectively removing most ranged attack options.
Lineage:
- Spoiler:
Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown. Passive 25% speed boost.
Unique Abilities:
Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Emmerick can end a spell by touching it so long as the spell would effect him in some way, and the spell is of Emerick's rank or lower. Doing this costs him the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.
Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Emerick casts a spell with the same name as a chess piece, he gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a minimum of 1/3rd the spell's mana cost. Once used, it requires a three post cool-down.
Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by increasing any outgoing buffs by 25% and cannot raise a single spell above 100%. This cannot be used on self-buffs on Emerick.
Spell List:
- Spoiler:
Name: The Knight
Rank: D
Type: Supportive
Duration: 3
Cooldown: 4
Description: Upon the field of chess, the Knight is the skilled warrior who charges in when you least expect to claim victory, so modeling the spell after these aspects results in a spell which imbues the power of 'The Knight' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 40% increase to speed and a 50% increase to base melee damage.
Strengths:- The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
- The Knight is a high augmentation spell that was created to empower allies.
Weaknesses:- The spell cannot, under any circumstances, be used as a self-buff to Emerick.
- Those targeted by the spell must maintain within 15m of Emerick or it will end and cooldown will begin.
- When cast the spell expends a mana drain per post of 3% for the spells duration.
Name: The Rook
Rank: D
Type: Supportive
Duration: 3
Cooldown: 4
Description: Upon the field of chess, the Rook is the skilled defender who watches over his charges carefully, so modeling the spell after these aspects results in a spell which imbues the power of 'The Rook' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 40% increase to endurance and a 25% resistance against all damage.
Strengths:- The spell target is endowed with the power of 'The Rook', becoming a greater guardian.
- The Rook is a high augmentation spell that was created to empower allies.
Weaknesses:- The spell cannot, under any circumstances, be used as a self-buff to Emerick.
- Those targeted by the spell must maintain within 15m of Emerick or it will end and cooldown will begin.
- When cast the spell expends a mana drain per post of 3% for the spells duration.
Name: King
Rank: D
Type: Requip
Duration: 3
Cooldown: 4
Description: King was born from the spark of several celestial spirits who were pitted against each other in the 'finality game'; and was one of eleven weapons which were constructed by the celestial spirit 'Nivek the King of Games' with the intention of being given to the Spirit King but was never delivered. The sword can be summoned forth by the chosen of Nivek as a requip spell, and contains some of the powers of Nivek himself. King is a long and slender sword wrapped with blue silk at the hilt with a rounded silver pommel - black and gold 'King' crown sitting atop. The guard of the sword is filled with an ornate feathered design over a glowing sapphire gem, and leads to the sword's thin blade that tapers at a straight point. King has a durability of 75 HP and deals 6 HP damage.
Strengths:- This sword is not as easily breakable, having a heightened durability
Weaknesses:- The sword is not as powerful in terms of damage as other Requips of it's rank.
- The guard of the sword tends to restrict arm movement at times.
Abilities:- King's Gambit (Active): For the next two posts, this ability may be triggered; King's Gabmit is a unique ability which copies the buffs of up to three allies to the sword's wielder. This may not be used for another three posts
- Master and Commander (Passive): A commanding aura spreads from the blade of king, forcing any that would oppose to back down. Reduces all sources of buffs by -25% to those within the 10m aura unless they are considered allies.
Name: The Hanging
Rank: D
Type: Offensive
Duration: Instant
Cooldown: Two
Description: The Hanging, a word which is used to describe the movement of a piece in the game. In the game of chess, the knight piece has a peculiar movement that somewhat resembles a hanging post when completed. This is similarly reflected within the spell, 'moving' the caster to the right or left first and then down to a spot within two meters so long as a foe is at the ending point - though it is closer to teleport than movement - and deals D-rank spell damage to the targeted foe.
Strengths:- One of few offensive spells of this magic, The Hanging deals heavy damage to a targeted foe.
Weaknesses:- The movement of The Hanging is confined to certain patterns and easier to discern after being observed at-least once.
- The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.
- The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
Last edited by Emerick Aonhardt on 13th June 2016, 12:43 pm; edited 5 times in total