Magic
Primary Magic: Gladio
Secondary Magic:
Caster or Holder: Holder
Description: Sight. Movement. Precision. Time. Space. Form. These are the main components of swordsmanship. Naturally, manipulating these components of swordsmanship is not so hard, but supernaturally, it certain is. Extraordinary visual prowess, illusory movement, perfect accuracy, control of time, control of space and impeccable form; altogether, this sort of swordsmanship took millennia for one man to accomplish. Once achieved, a name was given to this art, claiming it also as a form of magic: Gladio. Gladio is the manipulation of the present to create unorthodox sword techniques.
Akiro never intended to have such magic in his grasp. Long ago, he was cursed by an ethereal demon who appeared in his homeland, Nazo, from the world of demons, Akuma. This curse led him to living a single day one hundred times; each with a different outcome. The ethereal demon would never give Akiro mercy until he decided to join forces with him. If he did so, the demon would become one with Akiro, but in return, the boy would learn to unite up to a hundred different outcomes in one reality. He would learn to see the present up to a hundred different ways. He would learn to manipulate his own identity to appear in more than one place, manipulate his own time, manipulate his own space, and most importantly, manipulate his own form and precision. Everything about his swordsmanship would appear to be more than just one swing. This is how Akiro uses his magic.
Currently, Akiro can only present himself making three different actions at once with Gladio
Strengths:
Weaknesses:
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:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Trio
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description:
Akiro motions his sword downwards across the target, then follows with Gladio so another sword motions itself horizontally from the left to the right across the target, simultaneously with another sword that motions itself across the target from the target's north-east to his south-west. Only the sword that swings downwards appears visible, while the other two swords appear from two other realities, therefore appearing untraceable to the target. Failure to avoid all three swords inflicts 1.25 D-Ranked damage upon contact with one of them.
Strengths:
Weaknesses:
Name: Trio Crossfire
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Akiro charges charges at the opponent from the enemy's front with his sword. Using Gladio, another Akiro from a different reality charges identically from above, while a third charges identically to the other two from the back of the target. Failure to avoid all three Akiros results in 1.25 D-Ranked damage from one of the swords. After this, the two Akiros from different realities disappear. Only the Akiro charging from the opponent's front is visible as the other two are literally attacking from their own, different reality, therefore appearing untraceable in this reality.
Strengths:
Weaknesses:
Name: Shift
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Akiro charges at the target with his sword from the target's front, simultaneously manipulating space and time so a duplicate of himself from another reality attacks simultaneously (and identically) from the back of the target. In the middle of this process, Gladio activates, manipulating space so Akiro and his duplicate rotate 90 degrees clockwise from their initial position during their attack. Only the Akiro who originally charged at the target from the target's front appears visible as the other is attacking literally from another reality, therefore appearing untraceable in this reality. Failure to avoid all Akiros inflicts 1.25 D-Ranked damage to the target.
Strengths:
Weaknesses:
Name: Feint
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Akiro throws his sword towards the target. In the middle of this throw, Gladio activates, bringing forth two duplicates from other realities appear within 15 meters of the target from the target's right and left. Only the Akiro who threw the sword appears visible during this process as the others literally attack from different realities, therefore appearing untraceable in this one. Should the target fail to avoid all three Akiros, 1.25 D-Ranked damage will be dealt from the swords.
Strengths:
Weaknesses:
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: Gladio
Secondary Magic:
Caster or Holder: Holder
Description: Sight. Movement. Precision. Time. Space. Form. These are the main components of swordsmanship. Naturally, manipulating these components of swordsmanship is not so hard, but supernaturally, it certain is. Extraordinary visual prowess, illusory movement, perfect accuracy, control of time, control of space and impeccable form; altogether, this sort of swordsmanship took millennia for one man to accomplish. Once achieved, a name was given to this art, claiming it also as a form of magic: Gladio. Gladio is the manipulation of the present to create unorthodox sword techniques.
Akiro never intended to have such magic in his grasp. Long ago, he was cursed by an ethereal demon who appeared in his homeland, Nazo, from the world of demons, Akuma. This curse led him to living a single day one hundred times; each with a different outcome. The ethereal demon would never give Akiro mercy until he decided to join forces with him. If he did so, the demon would become one with Akiro, but in return, the boy would learn to unite up to a hundred different outcomes in one reality. He would learn to see the present up to a hundred different ways. He would learn to manipulate his own identity to appear in more than one place, manipulate his own time, manipulate his own space, and most importantly, manipulate his own form and precision. Everything about his swordsmanship would appear to be more than just one swing. This is how Akiro uses his magic.
Currently, Akiro can only present himself making three different actions at once with Gladio
Strengths:
- Non-Elemental: Matter is clear, with no natural affinity, thus it cannot be overwhelmed by a particular element.
- Will-Controlled: Gladio does not require declarations, movement or chanting. Instead, only the thought of using a spell has to come to mind for it to be used.
- Instantaneous: All Gladio spells activate in an instant, specializing in the element of surprise, and for the sake of keeping up with those able to make approaches at extraordinary speeds.
Weaknesses:
- Devil-Slayers: To use this magic, Akiro had to become one with a demon. Therefore, any Devil Slayer can do twice as much damage to Akiro compared to any other type of wizard.
- Extra Magic Power: Manipulating the present is so immense that it requires an overrun of magic. With this addressed, magic power used for Gladio requires more than the average amount (usually 1.5 amounts compared to a single amount).
- Single-Targeting: Gladio requires so much focus that it can only deal with one opponent at a time. Therefore, it does not perform well against more than one incoming assault.
- Area of Effect: Gladio requires the user to be close to his target, therefore giving the user high odds of being victimized by an AoE spell if expelled.
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:
- Shiro:
Shiro/White is the unique ability that fathers all other unique abilities. It coats Akiro in a white aura that protects him from any physical or mental damage one would normally lose when going beyond the scope of physics - in this case, space and time. This can activate instantly, and has no duration, though the abilities it fathers do.
- Trigger:
An ability that allows Akiro to attack normally intangible targets (such as shadows) and deal respective damage as if they could be touched. This can only be done with Akiro's sword, Brandt, and whatever amount of damage is dealt is Brandt's rank at the time (which is always equal to Akiro's rank).
This ability can only be used three times per thread, can only be used once per post, and has a one-post duration per usage.
- Skip:
As long as something or someone has been mentioned being touched in a thread, this ability allows Akiro to instantly maneuver through the space-time continuum of matter to instantly appear 5 meters away from the touched target from any angle (that'd make sense of course). Akiro cannot appear next to the same target more than once. This ability can only be activated once per post, can only be used twice per thread, and has a one-post duration per usage. This is an out-of-battle ability only.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Trio
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description:
Akiro motions his sword downwards across the target, then follows with Gladio so another sword motions itself horizontally from the left to the right across the target, simultaneously with another sword that motions itself across the target from the target's north-east to his south-west. Only the sword that swings downwards appears visible, while the other two swords appear from two other realities, therefore appearing untraceable to the target. Failure to avoid all three swords inflicts 1.25 D-Ranked damage upon contact with one of them.
Strengths:
- Fully will-controlled. All Akiro needs to know is think about this spell, and it will occur as mentioned.
- Gladio activates instantly.
- Three swords instead of one triples the odds of a successful strike.
Weaknesses:
- Akiro (and his duplicate from another reality) must be in close range with his target to properly use this spell: 15 meters.
- Does not perform well at all against AoE spells
- The swords can only sustain a single amount of D-Ranked damage during this process. If a spell ranked higher than D is used to counter this, the spell will be nullified.
- Because Gladio deals with more than one reality, an overwrite in Akiro's flow of magic is required. This results in the spell requiring 1.5 amounts of D-Ranked magic power instead of one.
- C-Ranked wizards can see the swords in a semi-transparent state, while B-Ranked wizards or higher are unaffected by the initially untraceable state of the swords.
Name: Trio Crossfire
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Akiro charges charges at the opponent from the enemy's front with his sword. Using Gladio, another Akiro from a different reality charges identically from above, while a third charges identically to the other two from the back of the target. Failure to avoid all three Akiros results in 1.25 D-Ranked damage from one of the swords. After this, the two Akiros from different realities disappear. Only the Akiro charging from the opponent's front is visible as the other two are literally attacking from their own, different reality, therefore appearing untraceable in this reality.
Strengths:
- Fully will-controlled. All Akiro needs to do is think of this spell, and it will occur as mentioned.
- Gladio activates instantly.
- Three simultaneous strikes triples the odds of a connected hit.
Weaknesses:
- Akiro and his two duplicates from other realities must be in close range of their target: 15 meters.
- Does not perform well at all against AoE spells.
- The swords only sustain one amount of D-Ranked damage during this process. If a spell ranked higher than D is used to counter this, the spell will be nullified.
- Because Gladio deals with more than one reality, an overwrite in Akiro's flow of magic is required. This results in 1.5 amounts of magic power needed to properly use this spell instead of the usual 1.
- C-Ranked wizards can see the swords in a semi-transparent state, while B-Ranked wizards or higher are unaffected by the initially untraceable state of the swords.
Name: Shift
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Akiro charges at the target with his sword from the target's front, simultaneously manipulating space and time so a duplicate of himself from another reality attacks simultaneously (and identically) from the back of the target. In the middle of this process, Gladio activates, manipulating space so Akiro and his duplicate rotate 90 degrees clockwise from their initial position during their attack. Only the Akiro who originally charged at the target from the target's front appears visible as the other is attacking literally from another reality, therefore appearing untraceable in this reality. Failure to avoid all Akiros inflicts 1.25 D-Ranked damage to the target.
Strengths:
- Fully will-controlled. All Akiro needs to do is think of this spell, and it will occur as mentioned.
- Gladio activates instantly.
- Two simultaneous attacks doubles the odds of a successful strike.
Weaknesses:
- Akiro and his duplicate must be within 15 meters of the target to properly use this spell.
- Does not perform well at all against AoE spells.
- During this process, the two swords can only sustain one D-Ranked assault. Should the target counter this spell with a spell higher than D-Rank, this spell will be nullified.
- Because Gladio deals with more than one reality, an overwrite in Akiro's flow of magic is required. This results in 1.5 amounts of D-Ranked magic power needed instead of the usual 1.
- C-Ranked wizards can see the other sword in a semi-transparent state, while B-Ranked wizards or higher are unaffected by the initially untraceable state of the second sword in this spell.
Name: Feint
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Akiro throws his sword towards the target. In the middle of this throw, Gladio activates, bringing forth two duplicates from other realities appear within 15 meters of the target from the target's right and left. Only the Akiro who threw the sword appears visible during this process as the others literally attack from different realities, therefore appearing untraceable in this one. Should the target fail to avoid all three Akiros, 1.25 D-Ranked damage will be dealt from the swords.
Strengths:
- Fully will-controlled. All Akiro needs to do is think of this spell, and it will occur as mentioned.
- Gladio activates instantly.
- Three simultaneous attacks triples the odds of a connected hit.
Weaknesses:
- The Akiro that threw the sword must first be within 15 meters of the target to properly use this spell.
- Does not perform well at all against AoE spells.
- During this process, the swords can only sustain one amount of D-Ranked damage. Should the target counter this spell with a spell ranked higher than D, this spell will be nullified.
- Because Gladio deals with more than one reality, an overwrite in Akiro's flow of magic is required. As a result, 1.5 amounts of magic power is required instead of 1.
- C-Ranked wizards can see the swords in a semi-transparent state, while B-Ranked wizards or higher are unaffected by the initially untraceable state of the swords.
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 Akiro Fenrir on 11th July 2016, 6:36 pm; edited 5 times in total