Magic
Primary Magic: Kamille's Shift
Secondary Magic: N/A
Caster or Holder: Caster Magic
Description: Through constant training and application of Yokai energy, Neyvahn was able to further advance the control behind Kamille's Shift. Before the implementation of yokai energy, the Shift worked because of the user's spiritual ability to shape solid objects. However, yokai energy charged this principal, allowing the spirit of the user to grasp more specific structures and further enhance control. The user has higher contact with his surroundings, allowing him to feel and control most of the things around him, even things that aren't in his immediate field of vision.
To use it, the user reaches out with his spirit as if it were one with the environment. Once an element is under the user’s control, they can mold and manipulate it like putty. It takes practice and knowledge, but weapons can be made from simple things lying around. Once the object is changed and the user spiritually lets go of the object, it stays as it is. In a sense, Kamille's Shift is a form of Telekinesis.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Primary Magic: Kamille's Shift
Secondary Magic: N/A
Caster or Holder: Caster Magic
Description: Through constant training and application of Yokai energy, Neyvahn was able to further advance the control behind Kamille's Shift. Before the implementation of yokai energy, the Shift worked because of the user's spiritual ability to shape solid objects. However, yokai energy charged this principal, allowing the spirit of the user to grasp more specific structures and further enhance control. The user has higher contact with his surroundings, allowing him to feel and control most of the things around him, even things that aren't in his immediate field of vision.
To use it, the user reaches out with his spirit as if it were one with the environment. Once an element is under the user’s control, they can mold and manipulate it like putty. It takes practice and knowledge, but weapons can be made from simple things lying around. Once the object is changed and the user spiritually lets go of the object, it stays as it is. In a sense, Kamille's Shift is a form of Telekinesis.
Strengths:
- Any non-magic solid, liquid, or gas can be molded
- Increases awareness and reaction time
Weaknesses:
- Cannot morph magic based materials
- Cannot control elements that do not fall within the three phases (lightning, fire, and other similar elements cannot be controlled)
- Cannot work from over 50 meters away
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:
- Third Eye: Kamille's Shift works because the user's spirit acts as one with the environment in order to alter it. Because of this principal, Kamille's Shift allows the user to fully connect to their environment and 'see' it without actually seeing it. Because the user has a direct connection to the environment, he also had an immediate reaction time and 360 degree awareness. This ability is passive and has a range of 25 meters.
- Shiendo: Kamille's Shift can alter any non-magic solids, liquids, or gases, including the physical body of the user. The user physically and passively enhances their muscular endurance and strength with Kamille's Shift, increasing jumping height and distance, as well as speed and strength by 25%.
- Itto Suruko: This ability draws in as much energy as possible, supercharging the user and causing them to move at faster speeds, clocking in with a 50% increase to the base rank speed. The speed also increases the strength of physical hits by 50%. This damage boost only applies to physical hits, not spells. Itto Suruko lasts 5 posts before having to cool down for 8. In the duration of this ability, the user will not regenerate HP or MP (temporarily disables "Energy Draw").
- Energy Draw: Although Kamille's Shift can only alter solids, liquids, and gases, it can, with exception, cause the user to become an 'energy sink.' Nearby energy that is not confined by objects or beings will gradually pull towards the user after he takes damage, regenerating HP by 5% every two posts. If HP is fully regenerated, energy is redirected into MP, regenerate 4% every post.
- D-Ranked Spells:
- Kuraime (Dark Rain):
Rank: D
Type: Freezing Effect, Caster
Duration: Immediate
Cooldown: 3 posts
Description: By pulling together oxygen and nitrogen in the air, the user can create a barrage of invisible needles. The user slingshots the needles into enemies from above and leave a freezing effect (The molecules were squeezed together in the needles, causing their overall kinetic movement (temperature) to drop dramatically). The freezing effect takes away 5 HP per post for 2 posts. 20 needles are launched in a 5 meter radius target and each needle deals 1 HP.
Strengths:- Has a freezing effect
- Can take out groups of weak targets
Weaknesses:- Can harm teammates
- Can harm the user
- Not precise
- Has a freezing effect
- Shindan (Dark Bullet):
Rank: D
Type: Freezing Effect, Caster
Duration: Immediate
Cooldown: 3 posts
Description: Much like Kuraime, this spell pulls together oxygen and nitrogen to create a needle. However, this spell creates a singular needle that launches at 10 m/s with precision accuracy. This needle gives off a freezing effect if it hits its target (see Kuraime for explanation). It is accurate up to 20 meters at rank D.
Strengths:- Precise
- Has freezing effect
Weaknesses:- Cannot go all the way through surfaces or targets
- Cannot target multiple enemies
- Requires oxygen (AKA cannot work in water, or god forbid it, space)
- Precise
- Gadokabe (Guard Wall):
Rank: D
Type: Defensive, Caster
Duration: 2 posts
Cooldown: 3 posts
Description: The user can cover an area of a 5 meter radius with a dome created from the ground/floor. This barrier deflects or stops oncoming attacks, and can withstand 2 hits of equal rank damage, or 1 hit of 1 rank higher before collapsing.
Strengths:- Blocks oncoming attacks
- Can be deployed anywhere in sight of user
Weaknesses:- Blocks out almost all sound
- Everything in the barrier must stay there until it collapses
- Cannot be deployed in mid-air
- Blocks oncoming attacks
- KaiJuden (Overcharged):
Rank: D
Type: Buff
Duration: 3 posts
Cooldown: 4 posts
Description: The user temporarily redirects energy to enhance a sense or trait (sight, smell, sound, touch, taste, speed, or strength) by 35%. If the buff is applied to a mage one rank higher than the spell, then the effectiveness changes from 35% to 25%. During the time that the buff is active, the user cannot regenerate HP or MP.
Strengths:- Increases a sense or trait
Weaknesses:- User cannot regenerate HP or MP for the duration of the spell.
- Becomes less effective on higher-ranked mages
- Increases a sense or trait
- Signature Spell:
Name: Eahoippu (Air Whip)
Rank: D
Type: Caster
Duration: Immediate
Description: By stringing together air molecules in the air, the user can make a one-use whip that reaches 15 meters. This whip can either snap at an enemy, dealing 20 HP damage, or it can grab an enemy from afar and bring them within an arm's length for only 5 HP. However, the whip cannot grab enemies of a higher rank than the spell. If it is attempted, the whip will dissipate, only dealing the 5 HP damage.
Strengths:- Long reach
- Invisible to equal or lower ranked mages
Weaknesses:- One hit before deactivating
- Grab becomes less effective on higher-ranked mages
- Harder to use in small spaces
- Long reach
- C-Ranked Spells:
- Ushinaku (Lost Sense):
Rank: C
Type: Debuff
Duration: 3 posts
Cooldown: 4 posts
Description: The user can temporarily disable any of an enemy's senses by blocking off brain activity for that sense. This ability only has full effectiveness on mages of equal or lower rank. This ability's effectiveness decreases by 50% on mages of 1 higher rank, and no senses can be disabled on a mage two ranks or higher. If touch is disabled, only one limb may be affected (ex. arm, leg, neck, torso, etc.).
Strengths:- Can disable senses
Weaknesses:- Requires physical contact
- Less effective against higher rank individuals
- Can disable senses
- Uchuroi (Armor of Uchu):
Rank: C
Type: Endurance Buff
Duration: 4 posts
Cooldown: 5 posts
Description: Much like Gadokabe, Uchuroi coats an area with the closest element. However, Uchuroi forms the barriers around the skin of the user, making it ultra hard and durable. The armor can withstand 2 hits of equal rank damage, 4 hits of 1 lower rank, and 1 hits of 1 higher rank. While the armor is active, the user will not flinch or move from any hits.
Strengths:- User doesn't flinch
- Does not subtract from user HP
Weaknesses:- Does not regenerate
- Requires an element in high quantities
- Only applies to the user
- User doesn't flinch
- Sansoken (Oxygen Sword):
Rank: C
Type: Requip
Duration: 4 posts
Cooldown: 5 posts
Description: By using the same principal as Kuraime and Shindan, the user can compress oxygen in the air into a long sword-like blade. However, because the molecules are spaced so far apart, the blade is nearly invisible and razor sharp. Sansoken acts as a weapon that deals player ranked armed damage, and has a lifespan of 120 HP (this means that after it deals or receives a total of 120 HP in damage, it deactivates). Blocked hits disperse 50% damage to the player, and 50% to Sansoken. Attacks with Sansoken deal 15% of total damage dealt towards the end of its lifespan (Which basically means that some of the attack will damage Sansoken).- Example:
- Attack for 14 HP. 14 HP damage dealt to enemy. 2 HP (15% of 14) damage to Sansoken. 2 HP/ 100 HP Sansoken Lifespan
Opponent deals a 20 HP attack
Attack blocked. 10 HP damage to user, 10 HP damage to Sansoken. 12 HP/ 100 HP Sansoken Lifespan
Strengths:- Extends reach by 2 meters
- Nearly invisible
Weaknesses:- Not completely invisible
- Requires Oxygen (Unavailable in water, or god-forbid it, space)
- Difficult to judge actual length in battle
- Korukya (Cold Cannon) | Lineage Spell |:
Rank: C
Type: Freezing Effect, Caster
Duration: Immediate
Cooldown: 3 posts
Description: Instead of using Kamille's Shift for this spell, Neyvahn embraces his heritage, calling upon his 'Blizzard Wizard' lineage to create a beam of ice from his hand that covers a 30 degree area in front of him. This bright blue beam travels at 20 MPH and has an effective range of 10 meters. If the beam hits its target, then it will leave a freezing effect that takes away 10 HP per post for 3 posts.
Strengths:- Has a freezing effect
Weaknesses:- Creates a bright light (Bad for stealth)
- Might also hit a nearby ally (Not precise)
- Has a freezing effect
- Sig Spell:
Name: Naisutorai (Unseen Strike)
Rank: C
Type: AOE
Duration: Immediate
Description: When things get too hot and the user is surrounded, he can initiate a 360 degree air blast around himself. The blast deals 40 HP damage to anyone within 5 meters, and 20 HP to anyone within 10 meters. Anything beyond that won't do anything. Those that are caught in the blast (that are of equal or lower rank) will be flung off their feet and launched 10 meters away from the user. Mages of higher ranks will take half damage and will not be launched back.
Strengths:- Good to catch a breath
- Can hit multiple enemies
Weaknesses:- Will hit any allies in the area
- Ineffective push effect against higher rank mages
- May also damage surroundings
- Good to catch a breath
Last edited by Neyvahn Keyvolo on 2nd August 2016, 10:51 pm; edited 9 times in total