Magic
Primary Magic: Bay Magic
Secondary Magic: None
Caster or Holder: Holder
Description: Since the dawn of time, humans and wizards alike ahve attempted to unearth the secrets behind the Lighthouse Bay. Records of man and woman going in and never returning fuel the gossip of the surounding area. In truth, they were stuck in an eternal celebration. Celebrations run by the current Guideman of Lighthouse Bay as patronage to Alliez, the God of the Lighthouse. Every day, a member of the GUideman family sends an owl to the common pepole. This owl leads them into the lighthouse, where an eternal party awaits them.Thinngs continued on like this for years, with unsuspecting victim after unsuspecting victim being lost to the Lighthouse. They continued like this, until the current Guideman grew selfish. You see, she was not satisfied pleasing Alliez day in and day out. The monotony of the activity became tiring to her, she did not think that Alliez deserved such a wonderful subject, and began toying with the idea that she should be the one in his place. She toyed with this idea until she eventually hatched a plan. She sent an Owl after a powerful magical blacksmith, giving him the instructions to trap the God into a relic. So when the blacksmith came to the lighthouse, he came with the relic and handed it to the Guideman. The God found no problem with this. He often let his subjects take the valuables of new guest to the Lighthouse Bay, but that was his undoing. The Guideman used the tool to trap Alliez inside of this, subsequently freeing his subjects. Even so, Karina , the guideman, was satisfied. As long as she had the necklace, she could slowly unlock Alliez power. She felt herself growing stronger each day, as Alliez loses his power in response.
As for the magic itself, it manifest emotions as pink energy. This energy can be used for a variety of purposes. From calming people down, making them easier to control, to conjuring manifestations of their emotions, the pink energy is the key to all of Alliez power. Alliez also had control over the animals that lived inside of Lighthouse Bay. Amongst them are a variety of creatures most namely the owls, Ravens, and The Caged One. As long as Karina is wearing the necklace, she will have his power, needing it at all time to channel her power.
Strengths:
* Bay Magic is good at a lot of things, but one of it's best traits is how the mere psychological threat emotional magic imposes on the people around you. People fear what it can do if they do not understand it.
* Bay Magic is good single target damage, but it' AoE is a tad lacking.
Weaknesses:
* Users of Bay Magic take increased damage from God Slayers
* Bay Magic is good single target damage, but it' AoE is a tad lacking.
* Users of Bay Magic are known to go insane from gaining the knowledge of a God if they haven't meditated at least once a month, shown in an 500 word post in Midi.
- Lineage:
- Magician's Spirit:
Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good / evil, elements, and general nature). Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D), for 200% user-ranked spell damage. Range is 30 meters + 15 per rank above D away from the user.
Unique Abilities:
- Emotion Link:
- Karina extends her hand and a pink beam of energy only she can see links onto a foe, or an ally. The link cannot go to a target if that target is protected by a barrier, but it will persist on the target until dispelled once it has first connected. There can only be one of these beams attached to any given person at any given time. If the beam is attached to an ally, when Karina cast a spell, the ally is healed for 10% of the damage dealt.The link between an ally's max distance starts at 5 at D-Rank and increases by 10 for each rank above that. If the link is attached to an enemy, it can reach the maximum distance for that rank. Foe's who are attached to Karina's Emotion Link take an additional 20% damage from Karina's spells against them. If an ability were to block debuffs, they will not take 20% extra damage from the spell. They will however be linked.
- Charges of owls:
- For years, owls have been the closest animals serving under Alliez, but they recognized Karina's Magical power and obey her because hers was the same as his. Now, Karina can summon a horde of owls that begin viciously pecking at her emotion linked target. These owls deal 2% of the targets health for three turns before returning to the Lighthouse Bay. If the target is an ally, rather than pecking viciously, the power of their attacks is buffed by 20% if it will not make the power of a spell have a 100% increase. They will not be able to be used again for another 4 turns after that.
- Weakening gaze:
- This ability does not require Karina to look at a targets eyes,it merely requires her to stare in their general direction. Her gaze manifest an invisible wave of pink energy perpetually in front of her weakening those in front of her. The wave starts of by reaching 10 meters, and then grows by 10 meters each rank it grows. Enemies attempting to deal damage from in front of her deal 2% less damage.
- Grotesque Being:
- Something that is grotesque is something that simultaneously evokes feelings of sympathy, and disgust. The closer Karina gets to unlocking the power of her God, the more grotesque she becomes. The way she manipulates people emotions to bend them to her will is disgusting, but the remains of her was young fragile self evokes sympathy. For the most parts, these feelings people had towards her were subsided as they were either too small to matter, or they didn't care enough to think about it. Karina has found a use for them however. By enlarging this grotesque feeling in her emotion linked targets, she can perpetually make all damage they take heal her for 10% of it. Each time she does this, she must wait 2 turns before she can do it again.
Last edited by HyperionX on 4th July 2016, 7:10 am; edited 6 times in total