Primary Magic: Rune Stone Magic
Secondary Magic: None
Caster or Holder: Caster
Description:
Runes Magic work by the caster choosing to turn on his power like a light switch whenever he or she wants, when they activate or turn on their power five floating rune stones float above the caster that only the caster can interact with and only the caster can choose who sees there runes but only the caster can interact with them no matter what. The caster uses certain spells to increase his runes and more powerful spells eat up or use up rune stones. If the caster does not have any more rune stones their powers just turn off can can’t be reactivated or turned back on in till the caster has gotten a full eight hours of sleep or the caster can rush this process but at the cost of half his current health but as an added cost to half their total life after they deactivate or turn off their powers bam out like a light for sixteen hours. No matter what is done if the caster uses their rush process they will be out for sixteen hour nothing can wake them no matter what but if the worst comes to worst the caster can encore their rush effect but at the added cost of their life.
Logain himself uses it like armor and a sword for Logain all his magic does is buff what he already has but this does not mean his magic can’t produce or even create something entirely new and original but the more powerful the outcome the long the build up to said outcome. For Logain to reach full power it would take him a while a long while before he can very much do any of his power attacks but the wait is worth it. Logain can use his magic to make him stronger, faster, and even immune to status effects. His magic can be used to create an impenetrable wall able to protect all he deems worthy.
Strengths:
• DMG – Has a high damage output if runes charged up long enough.
• Versatile – Can switch between Single target and large area damage easy.
• Encore – This magic can encore the average mages limits but at expensive and more expensive cost to the point of death.
Weaknesses:
• Charge – In order for caster to use some of their most powerful spells they need Rune Stone charge up which depending on the spell can take awhile.
• Price – On top of having to spend MP you have to spend runes and if you rush you are also spending you life.
• Slow – This magic has a very slow start up by which I mean this magic will not be fast by any means.
• Unfocused – Most magic’s focus on one aspect like fire or weapons but this magic is more like a Swiss army knife it does not focus it acts like a shot gun it has scatter effects rather than a focus on one aspect.
• Shield – Caster can use their self and their rune stones to produce a shield its size and durability is dependent on the number rune stone used as part of the shield the rune stone’s do not get used up they just become part of the shield so if caster turns their shield off they would retain their rune stone’s, This spell follows the usual spell rulings on shields for a casters and spells of this rank. Caster + one rune stone can protect one person including their self. Caster + three rune stone’s can protect two people including their self. Caster + five rune stone’s can protect three people including their self. Caster + seven rune stone’s can protect four people including their self. Every two stones added adds one additional person caster can protect with their shield but while their shield is active caster can only attack with zero Rune cost spells. – Duration 4 post long, 7 post cooldown.
• Double Down – All of Caster’s adding Rune Stone spells add twice that much and all their subtracting Rune Stone’s subtract half their cost instead but caster can’t use their most expensive subtracting spell’s or any zero to use rune spells, But this ability does not count towards passive abilities. – Duration 3 post long, 7 post cooldown.
• Rune’s Revive – Caster can break their Rune Stone’s to gain or give 10% health to their elf or another, Caster can also break 15 Rune Stone’s to revive someone from zero HP but as an additional cost to Caster’s revive their powers turn off and will not turn on not even for the rush cost in till they rest for eight hours. – Duration 4 post long, 6 post cooldown.
Spells:
Secondary Magic: None
Caster or Holder: Caster
Description:
Runes Magic work by the caster choosing to turn on his power like a light switch whenever he or she wants, when they activate or turn on their power five floating rune stones float above the caster that only the caster can interact with and only the caster can choose who sees there runes but only the caster can interact with them no matter what. The caster uses certain spells to increase his runes and more powerful spells eat up or use up rune stones. If the caster does not have any more rune stones their powers just turn off can can’t be reactivated or turned back on in till the caster has gotten a full eight hours of sleep or the caster can rush this process but at the cost of half his current health but as an added cost to half their total life after they deactivate or turn off their powers bam out like a light for sixteen hours. No matter what is done if the caster uses their rush process they will be out for sixteen hour nothing can wake them no matter what but if the worst comes to worst the caster can encore their rush effect but at the added cost of their life.
Logain himself uses it like armor and a sword for Logain all his magic does is buff what he already has but this does not mean his magic can’t produce or even create something entirely new and original but the more powerful the outcome the long the build up to said outcome. For Logain to reach full power it would take him a while a long while before he can very much do any of his power attacks but the wait is worth it. Logain can use his magic to make him stronger, faster, and even immune to status effects. His magic can be used to create an impenetrable wall able to protect all he deems worthy.
Strengths:
• DMG – Has a high damage output if runes charged up long enough.
• Versatile – Can switch between Single target and large area damage easy.
• Encore – This magic can encore the average mages limits but at expensive and more expensive cost to the point of death.
Weaknesses:
• Charge – In order for caster to use some of their most powerful spells they need Rune Stone charge up which depending on the spell can take awhile.
• Price – On top of having to spend MP you have to spend runes and if you rush you are also spending you life.
• Slow – This magic has a very slow start up by which I mean this magic will not be fast by any means.
• Unfocused – Most magic’s focus on one aspect like fire or weapons but this magic is more like a Swiss army knife it does not focus it acts like a shot gun it has scatter effects rather than a focus on one aspect.
- Lineage::
Malefic Illusions:
Description: There was once an ancient madman, said to have strong powers of illusion. Rumor has it he made a deal with the devil to give him eyes to allow him to harm people. Anyone who looked into his eyes would be trapped in his own twisted and malefic world, were they would be tortured by the most bizarre of creations. However, he used his eyes too much and ended up going blind the rest of his life. These eyes were said to be passed down to his numerous descendants, albeit many know nothing of such happenings in their ancestry.
Ability: User can trap foes in a murderous and twisted world to mentally cause damage to them. By making eye contact with the lineage bearer the victim sees the world fade out to be replaced by a mirroring world of horrifying images and monsters. The monsters can replace allies or bystanders ins their mind, or if none are present simply appear without a real world counterpart.
The monsters attack the victims making them feel damage but it is not real and goes away once outside of the illusion.
No effect on enemies of the same or greater rank.
Usage: Effect lasts 2 posts and can only affect someone once per thread. Strong willed victims can find ways of dealing with it.
• Shield – Caster can use their self and their rune stones to produce a shield its size and durability is dependent on the number rune stone used as part of the shield the rune stone’s do not get used up they just become part of the shield so if caster turns their shield off they would retain their rune stone’s, This spell follows the usual spell rulings on shields for a casters and spells of this rank. Caster + one rune stone can protect one person including their self. Caster + three rune stone’s can protect two people including their self. Caster + five rune stone’s can protect three people including their self. Caster + seven rune stone’s can protect four people including their self. Every two stones added adds one additional person caster can protect with their shield but while their shield is active caster can only attack with zero Rune cost spells. – Duration 4 post long, 7 post cooldown.
• Double Down – All of Caster’s adding Rune Stone spells add twice that much and all their subtracting Rune Stone’s subtract half their cost instead but caster can’t use their most expensive subtracting spell’s or any zero to use rune spells, But this ability does not count towards passive abilities. – Duration 3 post long, 7 post cooldown.
• Rune’s Revive – Caster can break their Rune Stone’s to gain or give 10% health to their elf or another, Caster can also break 15 Rune Stone’s to revive someone from zero HP but as an additional cost to Caster’s revive their powers turn off and will not turn on not even for the rush cost in till they rest for eight hours. – Duration 4 post long, 6 post cooldown.
Spells:
- D-ranks:
Name: Rune’s Pulse
Rank: D-Rank
Type: Offensive, Sonic DMG Rune Stones: + 2
Fused Spells: None
Description: Caster Can send a sonic pulse from any point on their body a.k.a Hand, feet, fingers, head, back, ect., and even their abdomen/stomach the caster can also produce from both hands together or legs together, It shoots as a three round burst which means caster shoot’s three pulses instead of one at once. Sonic DMG gives the pulse a knockback effect of fifteen feet. (Dimensions Coned from origin of discharge grows to be five feet in width and ten feet long.)
Duration: 2 Post long.
Cooldown: 4 Post long.
Strengths:
• Three Round Burst – Instead of firing one pulse off at a time it sends three out instead all at once.
• 360 – Can be used/protect from anywhere on caster’s body from head to toe.
• Sonic – Does Sonic/Air DMG to target who was touched or made contact with this spell.
Weaknesses:
• Short Range – It has a short range and small diameter that makes it only real effective in close combat.
• Knockback – If attack hits structure like a wall or a vehicle Knockback will hit caster.
• Open – After discharged from caster the caster is open for attack and has to wait for spell to resolve.
• Un-Stoppable – Once spell is discharged it will go off no matter what can be stopped or diverted.
Name: Rune’s Roar
Rank: D-Rank
Type: Elemental, Offensive, Defensive Rune Stones: 0
Fused Spells: None
Description: Rune’s are powerful scriptures of magic and power they held all forms of power including elemental which means Water, Fire, Earth, and Air When the caster uses this spell one of four things will happen at the choice of the caster. (This spell follows the usual spell rulings on shields for a casters and spells of this rank.)
Option One – Fire – A Fire Ball will be produced that will fly fifteen feet far and be one foot wide. Option Two – Water – A Cloud of fog will be produced that is impenetrable by the human eye the fog bank is thirty feet wide and fifteen feet tall. Option Three – Earth – A wall of earth will be produced it will be ten feet tall and twenty feet long. Option Four – Air – A wind slash will be produced that travels thirty feet far, ten feet tall, and four inches wide.
Duration: 2 post long.
Cooldown: 3 post long.
Strengths:
• Versatile - Can switch between Single target and large area damage easy.
• Elemental – Can do all types of DMG from Fire to Sonic.
• Defensive – Can make up some sort of stop or negate attack to help protect the caster.
Weaknesses:
• Slow – This magic has a very slow start up by which I mean this magic will not be fast by any means.
• Unfocused – Most spell’s focus on one aspect like fire or weapons but this spell is more like a Swiss army knife it does not focus it acts like a shot gun it has scatter effects rather than a focus on one aspect.
• Single – These spells cannot stack as in caster can’t use Fire and Air together or Water and earth together caster can only use one of this spells effects at a single time.
• Open – After discharged from caster the caster is open for attack and has to wait for spell to resolve.
Name: Rune’s Armor
Rank: Rank-D
Type: Sonic, Defensive Rune Stones: - 3
Fused Spells: None
Description: A sphere of high force sonic/air surrounds the caster seven feet in diameter invisible to the naked eye any physical attack will be instantly diverted and any energy based attacks will be dissipated but while this armor is active the caster can’t make any physical attacks only sonic based energy attacks and that’s it. (This spell follows the usual spell rulings on shields for a casters and spells of this rank.)
Duration: 6 post long.
Cooldown: 10 post long.
Strengths:
• Defensive – Can make up some sort of stop or negate attack to help protect the caster.
• 360 – Can be used/protect from anywhere on caster’s body from head to toe.
• Sonic – Does Sonic/Air DMG to target who was touched or made contact with this spell.
Weaknesses:
• Short Range – It has a short range and small diameter that makes it only real effective in close combat.
• Defensive – Can only really be used for defensive purposes only and nothing else.
• Friendly Fire – Caster can’t control who or what is affected by the shield so it will affect allies and ally spells.
• Restrictive – Can only cast certain spells under this spell power type such as sonic, fire, water, and etc.
Name: Rune’s Wrath
Rank: Rank-D
Type: Sonic, Offensive Rune Stones: - 8
Fused Spells: None
Description: The Caster is the center of this spell from the caster a thirty-two foot wide and ten feet tall sonic wave/pulse goes out from the caster’s location in all directions hitting everything within the diameter of this spell. (This spell follows the usual spell rulings on AoE effects for a casters and spells of this rank.)
Duration: 2 post long.
Cooldown: 10 post long.
Strengths:
• Sonic – Does Sonic/Air DMG to target who was touched or made contact with this spell.
• 360 – Can be used/protect from anywhere on caster’s body from head to toe.
• Versatile - Can switch between Single target and large area damage easy.
Weaknesses:
• Friendly Fire – Caster can’t control who or what is affected by the spell so it will affect allies and ally spells.
• Open – After discharged from caster the caster is open for attack and has to wait for spell to resolve.
• Slow – This spell has a very slow start up by which I mean this magic will not be fast by any means.
• Un-Stoppable – Once spell is discharged it will go off no matter what can be stopped or diverted.