Magic
Primary Magic: Divine Steel Magic || Shinkō no Mahō
Secondary Magic: ???
Caster or Holder: Ancient/Caster
Description: Divine Steel Magic is a rare variation on the regular Metal Make or metal-based magic, which only those who've shown affiliation with the legendary Barbardium can wield. Barbardium is a holy metal of extreme toughness that is said to be capable of holding souls; those who show affinity with this type of metal have an affinity with the souls of the dead as well, and are said to be able to use both once their potential is unlocked.(AKA, when the Secondary Magic is unlocked and bought.). A shard of the Holy Metal is said to reside somewhere within the user's body, awaiting the moment where its vessel has gained enough magic power to awaken it from its slumber, so it can grant the user new-found power. Since it's rare for people to show connections with the Holy Metal, the last one recorded to have wielded a Barbardium-related magic was more than 500 years ago, some dare count it among the Magics of Ancient Time, though many are still reluctant to believe this fact. As the Barbardium shard is still dormant within its user, they can only call upon a reinforced type of steel that's trice as durable as the strongest metal on Earth, but also trice as heavy, and is nearly black in colour, with golden veins of magic protruding the black metal. Divine Steel is an incomplete form of Barbardium, and cannot be found within Earthland as a natural source; the shards that were found are presumed either extraterrestrial, or other-worldly.
One uses Shinkō Magic as either a tool or an extension of the body, meaning that they cast the spells of choice and 'mold' them around their limbs, wearing them as a hardened shell, or create an item to wield or throw in battle. Shinkō no Mahō's magic circle has black glowing outlines with golden symbols within.
Strengths:
Weaknesses:
Lineage: Conqueror's Courage
Unique Abilities:
Spells:
List of Spell Fusions: N/A
Primary Magic: Divine Steel Magic || Shinkō no Mahō
Secondary Magic: ???
Caster or Holder: Ancient/Caster
Description: Divine Steel Magic is a rare variation on the regular Metal Make or metal-based magic, which only those who've shown affiliation with the legendary Barbardium can wield. Barbardium is a holy metal of extreme toughness that is said to be capable of holding souls; those who show affinity with this type of metal have an affinity with the souls of the dead as well, and are said to be able to use both once their potential is unlocked.
One uses Shinkō Magic as either a tool or an extension of the body, meaning that they cast the spells of choice and 'mold' them around their limbs, wearing them as a hardened shell, or create an item to wield or throw in battle. Shinkō no Mahō's magic circle has black glowing outlines with golden symbols within.
Strengths:
- Divine Steel makes it easier to take hits of higher-ranked spells without getting stunned or thrown back.
- Users of the Divine Steel Magic are physically remarkably stronger than regular magic users, with the lowest ranked users being at least twice as strong as professional weight-lifter.
- Divine Steel can cut through any type of solid matter found within Earthland with ease (except magic-imbued matter, depending on the level of magic).
Weaknesses:
- If the amount of magic isn't controlled decently, the user can be thrown off balance by the sudden increase of weight.
- Divine Steel uses a heavier type of metal, making long-distance attacks ineffective when fighting against agile foes.
- Weak against Fire-based magic; the metal may take longer to melt, but will heat up twice as fast, nearly forcing the user to forfeit or dispell their current spell in order to refrain from getting burnt alive.
- If one manages to either cut through or break the Divine Steel, the user will take 25% more damage from that spell/attack.
Lineage: Conqueror's Courage
Unique Abilities:
- Strength of a Thousand || A passive ability granting Ageha a multiplied amount of base strength in order to better cope with the burden of Divine Steel. At D-rank, her strength is that of a regular person times 3, while at C-rank she'll have the same strength times 4, and so on. Non-magical, physical attacks do 50% more damage to people of the same rank, 25% to those of any rank higher than her and 75% to people of lower rank than her.
- Unyielding Spirit || A passive ability that enhances the durability of all defensive spells, allowing Ageha to defend against spells that are one rank higher than hers or allow her to take one extra hit of a same-ranked spell. Eg. One D-rank spell can defend against 1 C-rank spell, or 3 D-rank spells. (Has a three turn cooldown per use.)
- Qiling's Divine Protection || When down to 20% of her base health, the tattoo upon her back fills with magic and comes to life, covering Ageha for 3 turns and protecting her from taking any damage during those four turns. Qiling body consists of the Barbardium-imbued Divine Steel, making it look like it's wearing black armor with golden cracks and trims. (Activates once per thread)
Spells:
- D-rank:
- Sword Dance:
Name: Sword Dance: Blades of Damocles
Rank: D
Type: Divine Steel | Offensive
Duration:1 turn [2 turns if missed target]
Cooldown:2 turns [3 turns when missed target]
Description: With a snap of her fingers, Ageha summons a black magic circle above the desired opponent, from which up to five massive swords emerge and imperturbably loom above their target until she gives the sign for them to fall. When the sign is given, the magic circle disappears and the 7 feet swords crash down upon their target, be it one by one or all at the same time. Up to five different opponents can be targeted at the same time, dividing each of the five swords over the amount of targets. If they miss their targets, the swords remain for another turn, allowing anyone to pull the sword out of the ground and utilize them for one attack during that turn. Note that not everyone can wield these weapons unless they got the strength to back it up (specified within the 'weaknesses'). Aside from the MP-costs for the upkeep, an attempt or succeeded physical attack will not cost any ulterior MP. The remaining swords disappear after either two turns have passed or their target has been hit. All swords are made of pitch-black metal, with numerous golden cracks and veins running through them.
Note:
-- Damage/sword VS amount of opponents --- 1 opponent | Opponent A -> All 5 swords at 20% of total AD
- 2 opponents | Opponent A -> 2 Swords at 50% total AD; Opponent B -> 3 Swords at 33% AD
- 3 opponents | A & B -> 2 swords at 50% AD; C -> 1 sword at 100% AD
- 4 opponents | A, B & C -> 1 sword at 100% AD; D -> 2 swords at 50% AD
- 5 opponents | A, B, C, D & E -> 1 sword at 100% AD
- Swords physical appearance:
Strengths:- By picturing the way the swords should fall, Ageha can even make them 'imprison' an enemy by dropping the swords in a circular formation.
- The swords remain until the end of the next turn if they cannot deal any damage, now able to be wielded for a physical attack.
- Due to the Divine Steel's enormous weight, they fall down at an incredibly fast rate, making it hard to dodge if not paying attention.
- Spells of the same rank (excluding fire) will only slow the fall of the sword. ((Makes it easier to dodge though.))
Weaknesses:- The swords chatter once they hit their target and deal damage.
- It's impossible to combine all swords into one single sword.
- Fire-based magic spells of the same rank used to counter can disperse this spell entirely.
- Once the swords appear, the circle(s) stops following its opponent.
- Once the swords missed, anyone can wield them to attack for the base total AD of this spell's rank. Foe has to be one rank above the spell's rank in order to wield it, and two ranks above the spell in order to effectively use it to attack. Attempting and/or succeeding in an attack will not cost the wielder any MP.
- 1 opponent | Opponent A -> All 5 swords at 20% of total AD
- Shield of Exodus:
Name: Shield of Exodus
Rank: D
Type: Divine Steel | Defensive
Duration:1 to 3 turns
Cooldown:2 to 5 turns
Description: Ageha casts this spell upon her arm, making a black broad kiteshield out of Divine Steel and attaching it to her right arm. She then braces herself for the impact and stabs the lowest point of the shield into the ground. Once done, a massive square barrier is erected, covering a radius of 7 meters behind her and protecting any ally within the square from harm. In certain cases, the effect can be reverted so that the barrier closes around the attacker, cancelling their attack if it is of the same rank or keeping the damage within the barrier itself. Either way, a great deal of concentration is needed to upkeep the barrier, making it unable for Ageha to move from her current spot as long as the barrier is active.
Strengths:- Can deflect any spell of the same rank as long as they're fired separately.
- Weather of any kind is negated within the barrier as long as it stands.
- Physical attacks, be it with bare fists or weapons can't get through the barrier.
Weaknesses:- The barrier is easily destroyed with either a higher ranked spell or 2 simultaneously launched spells of the same rank.
- One can penetrate the barrier by attacking from the ground.
- Forcing the caster to move will instantly dispell the barrier.
- If a fire-based spell of the same rank hits, half of that spell's damage will be dealt to Ageha, regardless of it being deflected or not.
- Can deflect any spell of the same rank as long as they're fired separately.
- Severing Blades:
Name: Severing Blades
Rank: D
Type: Divine Steel | Offensive
Duration:1 turn
Cooldown:2 turns
Description: Ageha creates gauntlets of Divine Steel around her two entire lower arms. Once the gauntlets have established themselves, a magic circle appear on the outer side of both forearms, summoning either a regular, front-facing blade or a reversed blade upon the gauntlet. Once the gauntlet is completed, they remain active till the beginning of the next turn, where they dissipate before making a move. These blades, dependent on the style chosen, may come in handy in various situations, be it trivial or business. Most of the times however, Severing Blades are made to quickly chain various attacks whilst fighting in close quarters. Like any other Divine Steel creation, the gauntlet is made of black, golden veined metal, whilst the blade itself is pure black.
Strengths:- Can be used to climb walls, cliffs and the like.
- The gauntlets remain after hitting, allowing for a 3-hit chain-combo. (Hit 1->100%; Hit 2 -> 50%; Hit 3 -> 25%)
- Can cut through incoming solid matter with ease.
Weaknesses:- Once a certain blade-style has been chosen, it cannot be altered until the spell wears off.
- Fire will cause the gauntlets to heat up at an alarming rate, forcing her to cancel the spell. If the attack is proceeded however, 25% damage of a D-rank spell will be reeled back towards the user.
- If the incoming solid matter is larger than her, Ageha takes an extra 5AD.
- It's impossible to defend against attacks when this spell is active. (Excluding Shield of Exodus and large-scale defensive spells)
- Bladed Gauntlet:
- Reversed-bladed Gauntlet:
- Can be used to climb walls, cliffs and the like.
- Dreaded Wire:
Name:Dreaded Wire
Rank: D
Type: Divine Steel | Offensive/Support
Duration:1 turn
Cooldown:1 turn
Description: This is a rare spell that has no need of a magic circle in order to be activated. Ageha cloaks herself in a black-goldish aura and molds the aura into hair-thin, barely-visible threads which she can control at will. The threads appear to be stuck to each of her fingertips and are quick and agile, yet strong enough to contain and even lift an opponent without much effort. The thin wires are easy to lash out with, and can be used as whips to attack people or keep them at bay, but aren't necessarily used for offensive matters, and can also be used as a means of support; eg. using it as a rope, lifting heavy equipment or grappling people.
Strengths:- The user can freely move about once the spell has been cast.
- The threads, although thin, still posses the sturdiness of a thick steel cable.
- Can follow a foe within a 10 meter radius.
- The threads are extremely sharp and cut as soon as it touches someone/something.
Weaknesses:- Opponents can tug the wire to pull Ageha off balance.
- Does only 50% of the base damage, but can be used again twice as fast. (Recovery time divided by 2)
- It's easy to entangle the threads with one another, especially if there are multiple opponents.
- The threads are useless once they disconnect from Ageha's fingertips.
- Cannot deal damage to anyone outside of the 10 meter radius.
- The user can freely move about once the spell has been cast.
- Grand Maelstrom:
Name: Grand Maelstrom
Rank: D
Type: Divine Steel | Offensive AoE
Duration: 1 to 2 turns
Cooldown: 2 to 3 turns
Description: A massive area attack that's initiated by a 1.5 meter black, golden-scripted magic circle appearing underneath Ageha's feet. This circle will become the center for an even larger circle that appears a split second after the first circle is initiated, stretching 20 meters in radius, with Ageha as the true center. Once the largest circle appears, it's copied and projected 10 meters above the original on the ground, indicating how far and wide the attack will stretch. From within this airborne magic circle, a numerous amount of gold-veined black steel needles are spawned and then dropped upon the foes within the radius as if a sudden downpour. Once enough needles have descended into the fray, they will stay levitated and START circling around the smaller core circle, not crossing the outer edges of the inner circle, nor that of the larger circle surrounding them. This attack does full D-rank damage against anyone within the 20 meter radius. Those in the smaller circle of 1.5m radius will not receive any damage, be them friend or foe, provided that they do not cross the edges of the circle. This smaller circle has Ageha as the center, and will thus move with Ageha, whereas the larger circle will stay steadfast no matter the movement. In the second turn all needles will stop levitating and drop unto the ground, making the area into a giant needle cushion, and dealing 25% D-rank damage to anyone who moves within this circle. Again, those in the smaller circle will not be harmed by this.
Strengths:- Does full D-rank damage in a 20 meter radius for the first turn, is then reduced to 25% for the following turn.
- Allies within a 1.5 meter radius of Ageha will not receive damage.
Weaknesses:- Doesn't make a difference between friend or foe.
- Will cause excessive damage to the area as well within the prescribed radius.
- Anyone within the centred circle, both allies and foes alike, won't receive damage. Given that they stay within the centred circle.
- Does full D-rank damage in a 20 meter radius for the first turn, is then reduced to 25% for the following turn.
- Corrupted Iron Fist:
- The Corrupted Seal - Will be added with every spell of the 'corrupted' family.:
Rank: D
Type: Divine Steel | Offensive
Duration: 1 turn
Cooldown: 2 turns
Description: A devastating blow, fuelled by hatred and the beginning corruption of Ageha's Divine Steel magic. Odd glowing runes appear upon her skin and circle up her lower arms, initiating the corrupted state of her body, leaving her unable to control her magic until the corrupted state ceases. Instead of otherwise channelling but a small portion of her magic into her fists, her magic is haywired and forced out when the blow hits, dealing an irregular amount of damage that seeps through both the outer and inner defensive layers of the body. Her victim -if hit- will find themselves into an enormous amount of pain and unable to act properly (reduced reaction speed) due to the internal damage taken. Once struck, the foe is dealt 175% D-rank damage on impact, and with it causes severe internal damage; both internal bleedings and fractures, depending on where the opponent was hit.
Strengths:- Causes severe internal damage; both internal bleedings and fractures, depending on where the opponent was hit.
- Does 175% D-rank damage.
- If blocked with a D-rank spell it will still deal the ulterior 75% damage to the opponent, but will not cause any internal damage.
Weaknesses:- Cannot be buffed by any spell.
- Will cause the spell to backfire when blocked with a higher-ranked spell, dealing 75% D-rank damage back to the user.
- Once a "corrupted" spell has been used, the user will enter the corrupted state, making them unable to use any other spell than "corrupted" spells for the next two turns.
- If the spell were to be deflected and used upon an ally, the corrupted state will last for one more turn.
List of Spell Fusions: N/A
- For when I ranked my ass off:
- 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?)
Last edited by Aura on 5th September 2016, 1:26 pm; edited 14 times in total