Magic
Primary Magic: Spatial Manipulation
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: caster
Description: A powerful magic that allows the caster to manipulate space within a certain area. This magic allows the caster to distort the space to create illusions such as becoming invisible, or create objects that aren't there. This also allows the caster to walk through space, essentially teleporting themselves to different places. This can also allow them to solidify the space around them in order to create barriers or walk or run on air as though they were on solid ground. They can also use the ability to phase through objects, provided there isn't any enchantment prohibiting them to do so. This also allows the caster to teleport others and even magic away. This can also be used to fold space and create separate dimensions, and gives the caster control over them. This includes, but is not limited to such things as other teleportation magic and summoning of all kinds.
Thelonious has a general focus on this magic. He uses it to control and bend space to his will, by teleporting, creating illusions, or creating solid space.
Strengths:
- spells are invisible
- free control of space within a certain area
Weaknesses:
- requires focus to cast spells
- Barriers can only block kinetic energy (IE bubble shield from halo 3)
- invisibility spells leave shadows
Lineage: Blizzard Wizard:
Description: In ancient times there was an island made entirely of magical ice crystals. The people who lived there melted the magical ice and drank it daily instead of regular water. They needed the gifts the ice provided to survive during the cold winters. They could withstand the cold temperatures and icy winds. After many years, the gifts became part of their blood and it was passed down over the generations through reproduction. Some mages moved to the mainland to start their families there and so the unique and rare bloodline spread over Fiore. Mages with the bloodline today can call upon these gifts to gain a light blue aura around them that protects them from cold temperatures and the freezing effects of ice and ice magic. The ice can still harm them physically, but it cannot freeze them while they use this power.
Ability: Immune to freezing and chilling effects (low temperatures), cancels freezing effects if used. Gives the user a 25% resistance to any and all ice spells, regardless of rank. They gain a single user-ranked ice spell (S Max) or a user-ranked minus one signature ice spell (A Max) in addition to their spells.
Usage: Passive.
Unique Abilities:
Note: each ability can only be used separate from each other. Eg: Theo cannot use Phase Walk and Intangible Form at the same time.
- Solid space
Allows Theo to create solid space and control it, though nothing larger than a dinner plate. Weapons created this way only deal regular melee damage. Theo can create a maximum of two items at a time. These objects are invisible but require Theo to maintain focus to keep them from fading.
- Intangible form
Theo's body becomes intangible allowing him to walk through anything, provided there isn't any enchantment prohibiting him. While intangible, he cannot be hurt, nor can he use any of his other spells. Inside combat, he can keep be intangible for up to 3 posts with a 4 post cool down. If he breaks concentration or decided to become tangible before that, the cool down is 1 post more than however long he stayed intangible. Can be done any number of times during a post.
- Phase walk
Allows Theo to become invisible. However, he is still solid and when in an area with light he leaves shadows. Same as intangible form.
Signature Spell from lineage:
Name:Ice ball
Rank: D, ranks wih user, caps off at A rank
Type: Ice, offensive
Duration: instant
Cooldown: one use per post
Description: Theo's hand and arm turn into ice as he points his hand at his opponent palm up and summons a ball of ice no bigger than his palm to shoot at his opponent. The ice ball fires in a straight line up to 15 meters, and travels at 8 meters per second before it fizzles out, he length and speed double per rank. Upon contact, it causes light bruising and deals user rank damage. At C rank, it causes heavy bruising, (ie. Getting hit by a paint ball point blank), at B rank, can cause hairline fractures, at A rank it can break bones.
Strengths:
-Easy to cast
-Signature spell, so it costs no mp
Weaknesses:
-Travels in a straight line
-Can be stopped by a fire spell of equal or greater strength
-Can be stopped by a normal non magical shield or armor
Spells:
Name: Phase Blast
Rank: D
Type: Offensive
Duration: instant
Cooldown: 2 posts
Description: Theo raises his hand and distorts and solidifies the space around him into a semi invisible orb no bigger than his palm and shoots it at his opponent. The orb travels at 8 meters per second up to 15 meters until it fizzles out. The orb deals D rank damage and leaves light bruising.
Strengths:
- quick and easy to cast
Weaknesses:
- requires concentration or it will do nothing
- not completely invisible (think bubble shield from halo 3)
Name: Phase walk v2
Rank: D
Type: Supportive
Duration: instant
Cooldown: 2 posts
Description: Theo creates a pocket dimension and travels through it for instant transport. He can only teleport himself within a 15 meter area.
Strengths:
- Teleportation shenanigans!
Weaknesses:
- Can only teleport himself
- requires a line of sight. Can't teleport behind solid walls and such.
Name: Phase other
Rank: D
Type: Supportive/ Offensive
Duration: instant
Cooldown: 2 posts
Description:
Theo points one hand at a person and teleports them to wherever he points his other hand within a 15 meter radius. If he teleports them into the air, depending on how they land, the spell will do D rank damage and could break bones.
Strengths:
- Can be used to teleport people into the air.
- Easy to cast
Weaknesses:
- requires a line of sight
- cannot teleport others of higher rank
- cannot teleport heavy objects, objects more than 200 lbs.
Name: Phase Spell
Rank: D
Type: Offensive/ Defensive
Duration:instant
Cooldown: 2 posts
Description: Theo creates a portal in front of him to teleport any offensive spell cast at him anywhere he chooses within a 15 meter area. If a spell is one rank above him, he can only teleport half the damage away. If the spell is two or more ranks above him, it has no effect.
Strengths:
- easy to cast, requires no concentration
- redirects any offensive spell
Weaknesses:
- requires a line of sight to phase the spell
- Cannot redirect large spells, anything bigger than himself
- doesn't work on AoE spells
Name: Phase Shield
Rank: D
Type: Defensive
Duration: max 3 posts
Cooldown: max 4 posts
Description: Theo thrusts his hands out to either side and distorts the space around him to create a dome like shield. The dome is a 2 meter sphere with Theo as the center. The shield only protects from kinetic energy (acts like bubble shield from halo 3). Requires Theo to maintain concentration to keep the shield up or it breaks. He shield can take up to 1 C rank damage or equivalent before it breaks.
Strengths:
- stops fast moving spells
- Can protect anyone inside the spell
Weaknesses:
- requires concentration to maintain
- anyone can walk through the shield
- doesn't work on AoE spells
- prevents kinetic spells from exiting the shield
- Theo cannot cast any other spell while casting this one
Name: Spatial Illusion
Rank: D
Type: Supportive/ Defensive
Duration:max 3 posts (outside of combat until it breaks or Theo loses concentration)
Cooldown: max 4 posts
Description: Theo solidifies the space around him to create immobile objects. Theo can make up to medium sized objects (nothing bigger than him). Easily fools mages of equal or lower rank.
Strengths:
- easy to cast, requires no concentration
- limited to his own imagination as to what he can create
Weaknesses:
- completely intangible
- Cannot create anything bigger than himself
- objects are inanimate
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: Spatial Manipulation
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: caster
Description: A powerful magic that allows the caster to manipulate space within a certain area. This magic allows the caster to distort the space to create illusions such as becoming invisible, or create objects that aren't there. This also allows the caster to walk through space, essentially teleporting themselves to different places. This can also allow them to solidify the space around them in order to create barriers or walk or run on air as though they were on solid ground. They can also use the ability to phase through objects, provided there isn't any enchantment prohibiting them to do so. This also allows the caster to teleport others and even magic away. This can also be used to fold space and create separate dimensions, and gives the caster control over them. This includes, but is not limited to such things as other teleportation magic and summoning of all kinds.
Thelonious has a general focus on this magic. He uses it to control and bend space to his will, by teleporting, creating illusions, or creating solid space.
Strengths:
- spells are invisible
- free control of space within a certain area
Weaknesses:
- requires focus to cast spells
- Barriers can only block kinetic energy (IE bubble shield from halo 3)
- invisibility spells leave shadows
Lineage: Blizzard Wizard:
Description: In ancient times there was an island made entirely of magical ice crystals. The people who lived there melted the magical ice and drank it daily instead of regular water. They needed the gifts the ice provided to survive during the cold winters. They could withstand the cold temperatures and icy winds. After many years, the gifts became part of their blood and it was passed down over the generations through reproduction. Some mages moved to the mainland to start their families there and so the unique and rare bloodline spread over Fiore. Mages with the bloodline today can call upon these gifts to gain a light blue aura around them that protects them from cold temperatures and the freezing effects of ice and ice magic. The ice can still harm them physically, but it cannot freeze them while they use this power.
Ability: Immune to freezing and chilling effects (low temperatures), cancels freezing effects if used. Gives the user a 25% resistance to any and all ice spells, regardless of rank. They gain a single user-ranked ice spell (S Max) or a user-ranked minus one signature ice spell (A Max) in addition to their spells.
Usage: Passive.
Unique Abilities:
Note: each ability can only be used separate from each other. Eg: Theo cannot use Phase Walk and Intangible Form at the same time.
- Solid space
Allows Theo to create solid space and control it, though nothing larger than a dinner plate. Weapons created this way only deal regular melee damage. Theo can create a maximum of two items at a time. These objects are invisible but require Theo to maintain focus to keep them from fading.
- Intangible form
Theo's body becomes intangible allowing him to walk through anything, provided there isn't any enchantment prohibiting him. While intangible, he cannot be hurt, nor can he use any of his other spells. Inside combat, he can keep be intangible for up to 3 posts with a 4 post cool down. If he breaks concentration or decided to become tangible before that, the cool down is 1 post more than however long he stayed intangible. Can be done any number of times during a post.
- Phase walk
Allows Theo to become invisible. However, he is still solid and when in an area with light he leaves shadows. Same as intangible form.
Signature Spell from lineage:
Name:Ice ball
Rank: D, ranks wih user, caps off at A rank
Type: Ice, offensive
Duration: instant
Cooldown: one use per post
Description: Theo's hand and arm turn into ice as he points his hand at his opponent palm up and summons a ball of ice no bigger than his palm to shoot at his opponent. The ice ball fires in a straight line up to 15 meters, and travels at 8 meters per second before it fizzles out, he length and speed double per rank. Upon contact, it causes light bruising and deals user rank damage. At C rank, it causes heavy bruising, (ie. Getting hit by a paint ball point blank), at B rank, can cause hairline fractures, at A rank it can break bones.
Strengths:
-Easy to cast
-Signature spell, so it costs no mp
Weaknesses:
-Travels in a straight line
-Can be stopped by a fire spell of equal or greater strength
-Can be stopped by a normal non magical shield or armor
Spells:
Name: Phase Blast
Rank: D
Type: Offensive
Duration: instant
Cooldown: 2 posts
Description: Theo raises his hand and distorts and solidifies the space around him into a semi invisible orb no bigger than his palm and shoots it at his opponent. The orb travels at 8 meters per second up to 15 meters until it fizzles out. The orb deals D rank damage and leaves light bruising.
Strengths:
- quick and easy to cast
Weaknesses:
- requires concentration or it will do nothing
- not completely invisible (think bubble shield from halo 3)
Name: Phase walk v2
Rank: D
Type: Supportive
Duration: instant
Cooldown: 2 posts
Description: Theo creates a pocket dimension and travels through it for instant transport. He can only teleport himself within a 15 meter area.
Strengths:
- Teleportation shenanigans!
Weaknesses:
- Can only teleport himself
- requires a line of sight. Can't teleport behind solid walls and such.
Name: Phase other
Rank: D
Type: Supportive/ Offensive
Duration: instant
Cooldown: 2 posts
Description:
Theo points one hand at a person and teleports them to wherever he points his other hand within a 15 meter radius. If he teleports them into the air, depending on how they land, the spell will do D rank damage and could break bones.
Strengths:
- Can be used to teleport people into the air.
- Easy to cast
Weaknesses:
- requires a line of sight
- cannot teleport others of higher rank
- cannot teleport heavy objects, objects more than 200 lbs.
Name: Phase Spell
Rank: D
Type: Offensive/ Defensive
Duration:instant
Cooldown: 2 posts
Description: Theo creates a portal in front of him to teleport any offensive spell cast at him anywhere he chooses within a 15 meter area. If a spell is one rank above him, he can only teleport half the damage away. If the spell is two or more ranks above him, it has no effect.
Strengths:
- easy to cast, requires no concentration
- redirects any offensive spell
Weaknesses:
- requires a line of sight to phase the spell
- Cannot redirect large spells, anything bigger than himself
- doesn't work on AoE spells
Name: Phase Shield
Rank: D
Type: Defensive
Duration: max 3 posts
Cooldown: max 4 posts
Description: Theo thrusts his hands out to either side and distorts the space around him to create a dome like shield. The dome is a 2 meter sphere with Theo as the center. The shield only protects from kinetic energy (acts like bubble shield from halo 3). Requires Theo to maintain concentration to keep the shield up or it breaks. He shield can take up to 1 C rank damage or equivalent before it breaks.
Strengths:
- stops fast moving spells
- Can protect anyone inside the spell
Weaknesses:
- requires concentration to maintain
- anyone can walk through the shield
- doesn't work on AoE spells
- prevents kinetic spells from exiting the shield
- Theo cannot cast any other spell while casting this one
Name: Spatial Illusion
Rank: D
Type: Supportive/ Defensive
Duration:max 3 posts (outside of combat until it breaks or Theo loses concentration)
Cooldown: max 4 posts
Description: Theo solidifies the space around him to create immobile objects. Theo can make up to medium sized objects (nothing bigger than him). Easily fools mages of equal or lower rank.
Strengths:
- easy to cast, requires no concentration
- limited to his own imagination as to what he can create
Weaknesses:
- completely intangible
- Cannot create anything bigger than himself
- objects are inanimate
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:
Last edited by Thelonious on 31st May 2016, 5:38 pm; edited 2 times in total