Magic
Primary Magic: Solitaire Card MagicCaster or Holder: Holder
Description: Solitaire Card Magic is essentially a special card magic passed down from one ‘Solitaire’ to his heir. The magic involves using uniquely crafted cards either as weapons or to use card combinations to create various effects. It is also possible to manipulate the size of the cards, allowing them to be used as shields or possibly as a set of stairs at the users discretion.
The effects a card has depends on the number of the card. For example any card with the number ‘5’ will launch a ball of fire at an enemy, while a card with the number ‘9’ will heal the user or an ally. Card combinations create more powerful effects, with the most powerful being the 4 Aces. However the user may choose not to activate a card's effect and instead use the cards in the same way as throwing knives with their magic. Once a card is used in any way it vanishes and returns to the bottom of the deck.
Strengths:
- The effects of the cards are unpredictable until the effect starts to take place
- The cards are versatile, ranging from a variety of magical effects to melee/ranged weapons and as shields. They may also be used for other, non-combat related things.
- Card combinations allow for incredibly powerful magical attacks that would otherwise be impossible.
Weaknesses:
- In order to activate combination effects the user must find specific cards.
- Some of the magic is very much luck based, due to the chances of getting the cards needed.
- If an effect is used then the cards are returned to the bottom of the deck, meaning that an effect cannot be used for a fair amount of time afterwards.
- Certain combinations require more cards than others, making them more difficult to cast.
Lineage: N/A
Unique Abilities:
Card Draw: On the first turn of combat the user draws a hand of 7 cards. For each post within combat the user draws another card. If the user draws a 2 they draw a second card in the next post. If the user runs out of cards in their hand they may draw a new hand consisting of 5 cards. (Maximum hand size of 13)
Quick Shuffle: The user may shuffle his deck every 8 posts of combat, allowing for a change in cards and to bring cards back up from the bottom of his deck. This effect can reduce the cooldowns of specific spells (noted in the cooldown of each spell individually).
Knowledge of the Cardmaster: The users cards levitate effortlessly around the users body, meaning there is no need for the user to hold his hand. The user can also 'sense' what cards are in his hand without necessarily seeing them, by feeling the magical power emanating from them. However, a Cardmaster must be holding a card in order to activate its spell or effect.
Overload: Overload allows the user the play multiple cards of the same number in order to increase certain effects of a spell. This only works with specified spells with MP usage being increased accordingly if the power of the spell increases, and the cooldown increases depending on the number of cards played:
1 card - Normal Cooldown
2 cards - +1 Post
3 cards - +3 Posts
4 cards - +5 Posts
Furthermore, the user cannot purchase any additional spell slots from the Magic Shop.
- Signature Spell:
- Magic Card-pet:
Name: Magic Card-pet
Rank: D
Type: Utility
Duration: Instant
Cooldown: N/A
Description: The user manipulates a card so that it is large enough to ride upon. This can be adjusted to seat multiple riders. The card will disintegrate upon being struck by any spell.
Strengths:
- A magic card to ride around on. Doesn't get much better than that.
Weaknesses:
- Explodes as soon as it's hit by any kind of spell.
- No use besides being a mode of transport.
- Discard Throw:
Name: Discard Throw
Rank: A
Type: Offensive
Duration: Instant
Cooldown: N/A (can be used once per post)
Description: The user coats a hand of cards in magic aura and launches them at the enemy. The attack moves in a straight line or a curve depending on how they are thrown, and travel at 30 metres per second for a distance of 60 metres.
This attack deals 10 damage for the first 3 cards, 7 for the next 5, 3 for the next 5 (minimum 30 damage, maximum 80 damage)
Strengths:
- Can travel a fair distance, allowing for ranged attacks
- Depending on the number of cards in the hand thrown, the attack damage can increase.
- The attack is a great way of discarding cards that lack the effects the user needs at that time.
Weaknesses:
- Cards lose their magical coating after 60 metres of travel and immediately return to the bottom of the deck.
- Using the maximum number of cards (13) empties the user’s hand, making the next attack turn more limited.
- Due to the direction of travel the attack is easier to dodge after 30 metres unless any curve is unnoticed.
- In extreme circumstances a user may be forced to use this attack, potentially throwing away a card with a powerful effect.
Last edited by Rosa on 26th August 2016, 4:11 pm; edited 5 times in total