Link to Character : Copy
Magic – Broken Dreams
Primary Magic: Aura Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: The root of Broken Dreams when weakly manifested simply appears in near un-seeable waves of energy; which is ultimately their ‘aura’ by manipulating and molding an aura of no color it is often confused for controlled heat waves. This aura once in a powerful enough individual appears in an almost space constellation fashion, being transparent black with specks of light breaking within’.
In combat the aura surrounds the user, flowing much like a flame would. With the usage of will and mana the caster can manipulate the aura to take shape and solidify in certain shapes and conditions. For example, swords, massive hands, spears, shields, waves of energy.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Spells:
Magic – Broken Dreams
Primary Magic: Aura Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: The root of Broken Dreams when weakly manifested simply appears in near un-seeable waves of energy; which is ultimately their ‘aura’ by manipulating and molding an aura of no color it is often confused for controlled heat waves. This aura once in a powerful enough individual appears in an almost space constellation fashion, being transparent black with specks of light breaking within’.
In combat the aura surrounds the user, flowing much like a flame would. With the usage of will and mana the caster can manipulate the aura to take shape and solidify in certain shapes and conditions. For example, swords, massive hands, spears, shields, waves of energy.
Strengths:
- Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency.
- Fortress : With the aura endlessly surrounding the user in a mold of dancing constellations, they can swiftly and accurately solidify the aura in places to buffer and or negate damage outright from impacting the user.
- Multi-Form : Due to the aura never truly existing as any one shape; it can branch out on a whim from the core (The caster) in multiple directions for defensive and offensive purposes.
Weaknesses:
- Poor Long-Range : In contrast to the strength of the aura's distances, it falls short in the longer ranges; struggling to maintain shapes and consistency. Sometimes not even capable of forming a physical manifestation.
- Exhaustive : Although multi-functional, for the caster to remain attentive and focused on so many varied points in combat their energy-levels deplete at an excessive rate to maintain the aura. The more points of attack and defense steadily ramp up the costs from demand.
- Disorientating : Paired with the reserves required to sufficiently maintain the user's aura; it comes hand-in-hand the greater points of defense and offense draw the user's attention in scattered places. Because of this their minds are more devoted towards those points that they typically struggle to protect their minds during the process.
- Limits : While it seems the aura-user can endlessly expand their arsenal they are limited to the branches of defense and attack based off of their skill-level, because of this once their limit is discovered it can often be exploited by exceeding the potential.
Lineage:
- Shinigami Protection:
Shinigami Protection:
Description: The Gods of death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
Ability: The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution. Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami lasts until killed, having 50% of the HP the user has. It can deliver melee attacks equal to the user's rank in melee damage and is considered to wield a legendary weapon.
Usage: 5 post duration with a 10 post cooldown if the shinigami is slain or if the duration runs out.
Unique Abilities:
- UA - Aura:
Name: Aura
Rank: D
Type: Permanent/Unique Ability
Duration: Permanent
Cool-down: --
Description: This ability is the fundamental existence of an Auramancer's magic. The creation of an aura follows a similar principle to a Sorceror's use of blood to mold and manipulate other-worldly magic. However, in contrast an Auramancer uses a steady flow of magic to create a shared-consciousness aura that flows like a flame around their body; this is displayed as a near-colorless manifestation, as the stronger the caster gets the more vibrant and colored it gets from no color, to black constellations that leads all the way to a blindingly bright colored aura. This magic itself presents a vast repository of options the caster can work with, be it defense, offense or utility; at a steep cost of energy corresponding with the strength that they will.
In combat, the constant flow of mana into the aura often leaves them nearly entirely dedicated to utilizing it; as it requires a consistent source of mana for its maintenance and inevitably more and more the longer and more powerful creations they utilize with it. By bending, stretching and manipulating the aura that flows around them they are capable of creating weapons, armor, shields and varying formations at the cost of a constantly ramping mana cost. Although providing a vast amount of versatility, most users often find themselves exhausted far before a battle of attrition can occur.
Strengths:- Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency. (20% Damage Increase if combat is within' 20FT; 10% Increase if it is between 20-30FT)
- Fortress : With the aura endlessly surrounding the user in a mold of dancing constellations, they can swiftly and accurately solidify the aura in places to buffer and or negate damage outright from impacting the user. (20% Damage Resistance Increase if combat is within' 20FT; 5% Increase if it is between 20-30FT)
- Multi-Form : Due to the aura never truly existing as any one shape; it can branch out on a whim from the core (The caster) in multiple directions for defensive and offensive purposes. {Note: Because of this, the user does not lose damage totals when utilizing AOEs})
Weaknesses:- Poor Long-Range : In contrast to the strength of the aura's distances, it falls short in the longer ranges; struggling to maintain shapes and consistency. Sometimes not even capable of forming a physical manifestation. (If Offense/Defense extends passed 30 Feet there is a 5% Fall off on Damage or Damage Reduction)
- Exhaustive : Although multi-functional, for the caster to remain attentive and focused on so many varied points in combat their energy-levels deplete at an excessive rate to maintain the aura. The more points of attack and defense steadily ramp up the costs from demand. (At the beginning of a fight. Each 'Round' costs 2% Mana {The Mana lost this way cannot be recovered in combat})
- Disorientating : Paired with the reserves required to sufficiently maintain the user's aura; it comes hand-in-hand the greater points of defense and offense draw the user's attention in scattered places. Because of this their minds are more devoted towards those points that they typically struggle to protect their minds during the process.
- Limits : While it seems the aura-user can endlessly expand their arsenal they are limited to the branches of defense and attack based off of their skill-level, because of this once their limit is discovered it can often be exploited by exceeding the potential. (C-Rank = 4 Branches Offensive and Defensive come from the same limits)
- Excellent Close-Mid Range : The aura is swift to narrow distances when foes are close to mid-ranges (approximately 20 feet). Capable of molding into combative shapes and formations to compliment the range with deadly potency. (20% Damage Increase if combat is within' 20FT; 10% Increase if it is between 20-30FT)
- UA - Aura's Titan:
Name: Aura's Titan
Description: In conjunction with an auramancer's aura, the user can empower their aura in certain points that have been created. Through the empowering it can be used to move objects that otherwise couldn't be by their own power, or with enough force can cause an immense increase in strength.
Effect: Increases User's Aura Spell-Damage by 40%
Role-play Benefit: When using the user's aura they are capable of moving and breaking objects up to 500 Lbs
- UA - Aura Reserves:
Name: Aura Reserves
Description: Due to the sheer exhaustion that an Auramancer encounters from the usage of Aura, the magic-type users often have to train themselves to utilize less mana for the techniques, or eventually develop larger stores.
Effect: Increases Users Mana Reduction by %25
- UA - Wanderer's Soul:
Name: Wanderer's Soul
Description: It's no mystery that Copy is a being that was birthed to have his feet to the ground and explore the world in all of its wonders and horrors. Fortune and misfortune; be it a beautiful sky or horrendous storm that could freeze blood. He will continue trudging as if his life depended on it, which in some twisted way. It does.
His body, soul and ultimately aura began to reflect his restless nature. Literally. His body had grown resistant to the ailments of the world and inevitably so did his aura. Showing signs of being able to completely ignore what was afflicting him based off the environmental circumstance. Of course, it wasn't as if it didn't come with conditions he soon found out. But something he could- In some way alter based off need.
Notably the man's aura took a different hue of color based off what he had become resistant too as well. A flaw that in some ways can be exploited by his enemies.
Effect: Depending on the area Copy is in, he grows an immunity based off the dominant weather or land condition reflected below. However, on the flip-side he grows easier to injure on the polar element of what he is resistant too. (If he's resistant to fire, water will hurt him more). Once every 2 turns, he can spend 5% Mana to change the immunity to a different type.
Sunny/Hot (Red): 25% Fire Resistance
Ocean/Misty (Blue): 25% Water Resistance
Thunder-Storm/Electric-Plants/Sky (Yellow): 25% Lightning/Electricity Resistance
Forest/Earth/Indoors (Green): 25% Earth/Stone Resistance
Plains/Windy (White): 25% Wind Resistance
Winter/Snowy/Cold (Silver): 25% Ice/Water Resistance
Caves/Night-Time (Black): 25% Darkness Resistance
Churches/Extreme Light/Holy-Lands (Gold): 25% Light Resistance
Metal Structures, Warehouses, Etc (Grey-Steel): 25% Metal Resistance
Role-play Benefit: Weather effects cannot bother Copy or hinder him in role-play/combat environments.
Spells:
D-Rank
- Armor of the Broken (D-Rank):
Name: Armor of the Broken
Rank: D
Type: Defensive/Elementless [Activated]
Duration: 1
Cool-down: 2
Description: While the aura is willed, the user can focus directly on their position and fortify the aura into a solidified state; while remaining transparent to an extent. So long as the user does not have too many branches out of their close-range they can typically cast this instantaneously. While it only offers minimal defenses, it is crucial for the combatant to know this to situate themselves in a defensive position. The defense of this technique surrounds only the user by a foot around them. This spell can withstand x3 D-Rank spells or x1 C-Rank Spell. If used to defend against melee attacks; it adds an additional 30HP to Copy's Armor for the duration with an increase of 5% damage reduction.
Strengths:- Instant : Unless the user is heavily distracted in combat, they can typically cast this spell without hesitation or delay (This can be casted at any point during combat, so long as the user is not capped in their branch limit; if it is, there is a two-second delay before the armor is casted)
- Durability : Presents the user a fast and reliable defense that can buffer or negate incoming damage with a high-consistency. (5% Damage Reduction from attack.)
Weaknesses:- Auramancer : Requires 'Aura' to be active to cast.
- Attrition : In battles of attrition this spell falls off, after too many uses the cost of the spell begins to take a toll on the users magical pool. (After two consecutive uses, the cost of the spell increases by 5% per use. Third use is full cost of spell does not gain the negative to costs, fourth increases to +5% Mana Cost, etc.)
- Physical : At first glance it seems this defense is nearly perfect for a low-tier mage, and beneficial regardless for a high-tier. It does however suffer a very painful realization that it cannot defend against attacks to the mind (Cannot be used in Mental Defenses of any Kind; if declared against a Mind-Attack, the mind-attack will always succeed)
- Instant : Unless the user is heavily distracted in combat, they can typically cast this spell without hesitation or delay (This can be casted at any point during combat, so long as the user is not capped in their branch limit; if it is, there is a two-second delay before the armor is casted)
- Arm of the Broken (D-Rank):
Name: Arm of the Broken
Rank: D
Type: Offensive [Activated]
Duration: 1
Cool-down: 2
Description: The caster takes a steadfast position, planting both feet firmly to the ground at shoulders width and bending their knees slightly. The positioning of their body would have their torso facing their primary target, both feet pointed in the same direction. By harnessing their a store of their aura into both of their palms, positioning them to their stomach. Upon situating their target in sight, or multiple-targets, they extend their hands with open palms.
Through the steps the aura will erupt from their position and fire out a wave of aura to crash into their foes. The shape and consistency of this spell is ultimately decided by the caster, be it a spear, lance, sword, fist, sheep.
This technique can reach a maximum of 10 Meters (32 Feet) Single Target. Or 5 Meters (16 Feet) if targeting multiple people.
User may add an additional 5% Mana to the Spell cost for +5HP Damage (To a maximum of +15 Damage)
Strengths:- Destructive Torrent : Due to the sheer destructive nature of this attack it possess an immense amount of force behind the wave. Empowering it beyond the user's typical limits.
Weaknesses:- Auramancer : Requires 'Aura' to be active to cast.
- All or Nothing : This attack typically inflicts a lot of collateral damage to the surroundings.
- Destructive Torrent : Due to the sheer destructive nature of this attack it possess an immense amount of force behind the wave. Empowering it beyond the user's typical limits.
- Shell of the Broken (D-Rank):
Name: Shell of the Broken
Rank: D
Type: [Activated]
Duration: 1
Cool-down: 3
Description: While one's aura is active, the caster can will it to extend outwards in order to mask and solidify around an ally to assist in their defense from an incoming attack. While fast, it still requires the user to have some knowledge and time in order to protect them. Due to the necessity to guide and solidify each take some few seconds to enact.
Defends up to x3 D-Rank spells, x1 C-Rank Spells; or if defending against melee adds an additional 30HP Armor and 5% Damage Resistance
Strengths:- Benevolent : Allows the user to protect an ally from an attack
Weaknesses:- Auramancer : Requires 'Aura' to be active to cast.
- Longer Cool-down : Extends the cool-down to 3 Rounds, instead of minimum 2.
- Benevolent : Allows the user to protect an ally from an attack
- Tethers of the Broken (D-Rank):
Name: Tethers of the Broken
Rank: D
Type: [Activated]
Duration: 3
Cool-down: 4
Description: Harnessing their aura. The user can extend their palm and unleash a tether (Chain, rope, wire, etc) to fire towards a target, wrap around them and then with creation further into the aura fires anchors into the ground to maintain the hold; during this time the aura creation will bury deeper and deeper into the flesh of their target causing a burning pain to shoot through their external systems. Although it does not necessarily limit the caster they do lose usage of one-arm while maintaining the spell.
This technique can reach a maximum of 10 Meters (32 Feet)
Note: You cannot bind people of higher-rank
Strengths:- Tether : Binds a single target and prevents any actions and movement for the duration
- Searing : While the target is bound they take D-Rank damage over time.
Weaknesses:- Auramancer : Requires 'Aura' to be active to cast.
- Limits : User cannot tether more than one target, no matter the power of the caster with this spell.
- Maintained : User loses the use of one hand/arm during the duration of the spell (If the spell misses, the user can reuse their arm).
- Tether : Binds a single target and prevents any actions and movement for the duration
C-Rank
- Mocking Blade (C-Rank):
Name: Mocking Blade
Rank: C
Type: [Active/Maintain]
Duration: 5
Cool-down: 6
Description: Channeling a gargantuan amount of force of his Aura. Copy is able to wreathe himself in a ultra-dense energy. Weighting him down to proportions difficult to measure due to it not necessarily increasing his weight; but anchoring him to that point in the cosmic position. This energy flows with destructive intent however, creating such a force around him prevents a great deal of getting too him. While having enough spiritual damaging power that anything that comes in-contact begins to get torn apart.
During this state Copy is placed into an invulnerable state; he cannot run (Only walk & jump). He is incapable of casting spells or attacking with his body. Anything that comes within' 10ft radius around Copy is forced into a state of burden and begun to suffer internal damage; structures suffer extreme breakage and crack under the force of the energy. For every round enemies are within' the range they suffer x.5 C-Rank Damage. During this time Copy's maximum movement speed is 8m/s.
Copy can end this early.
Strengths:- Makes the caster invulnerable to damage and displacement
Weaknesses:- Forces the user to be extremely slow
- User cannot attack or use other spells while this is active
- Makes the caster invulnerable to damage and displacement
- Arsenal of the Broken (C-Rank):
Name: Arsenal of the Broken
Rank: C
Type: [Active/Supplementary]
Duration: Instant
Cool-down: 3
Description: Manifesting a field of weapons, blades, axes, spears, fans, hammers of aura around Copy in a 10-foot radius. He can control them without direct connection; due to this it allows him to raise the weapons from the earth and fire them as projectiles to slash, impale, bash and bludgeon his foes from multiple angles.
This can target up to five targets (Unaffected by 'Aura' restrictions) and follows 'Multiple-Hit' ruling. Dealing D-Rank damage per 'weapon' (Total 3 can hit one target); the spell conjures up to 5 'weapons' to attack with. Each type of weapon afflicts different statuses to targets, which Copy can choose what are created.- Swords/Axes - Bleeding
- Spears - 10% Resistance Piercing Per Spear
- Hammers/Blunt - Daze/Disorientating
Strengths:- Versatile, causes a large array of status effects and high-damage potential
Weaknesses:- Limited to how focused attacks can be
- Can be silenced
- Swords/Axes - Bleeding
- Will of the Broken (C-Rank):
Name: Will of the Broken
Rank: C
Type: [Active/Supplementary]
Duration: 5
Cool-down: 6
Description: Extending out his aura in a wave of energy that surrounds each ally with a small form of aura once contact is made. When the aura is present around them, it enhances their resilience; providing a similar second-nature defense against attacks that it does for Copy. Allowing means to deflect, buffer and ward off damage from both magic and physical attacks. While active Copy and allies receive a free-defense against x1 C-Rank spells (Or x2 D-Rank spells) and afterwards gain +25% Damage Resistance to Spells & Physical attacks for the duration.
Strengths:- Provides ample defense for all of Copy's allies, including himself
Weaknesses:- Allies must be within' a 30ft radius of Copy for the benefits to work
- Can be silenced mid-usage
- Provides ample defense for all of Copy's allies, including himself
Signature Spells
- Transportation of the Broken (D-Rank):
Name: Transportation of the Broken
Rank: D
Type: Transportation
Duration: Sustained (Out-of-Combat) | 1 (In-Combat)
Cool-down: None | 1 (In-Combat)
Description: By harnessing his aura, Copy is capable of extending an 'arm/hand' to reach out large distances (50FT) and drag his body with him at 25km/h. Out of combat he may use this in-sequence with little to no intervals. In-combat he must wait a turn before he can use it again. This can grab onto people and drag him to them, or vice versa. Dealing no damage to either party (As long as they're not higher rank; unless the character is fine with it).
Strengths:- Can be used to zone himself or enemies in combat.
Weaknesses:- Requires 'Aura' to be active
- Deals no damage
- Can be used to zone himself or enemies in combat.
- Destiny Destroyer/Divider (C-Rank):
Name: Destiny Destroyer/Divider
Rank: C
Type: Offensive [Melee/Ranged]
Duration: Instant
Cool-down: 0
Description: Harnessing the density and power of his aura. Copy is capable of wreathing a weapon of choice in the energy. Raising the weapon to the sky he can either slash/swing forwards sending a wave at 30feet/s that can reach up to 80feet; the width of the attack is 10-feet wide. However, the energy that fires from his aura like most other techniques wields a huge collateral of damage; given the circumstance, he can choose to wield the power solely as a melee-ranged attacked and instead of ranged force; can merely cause a knockback of the hit target up to 50ft (Only affects equal or lower ranks).
Strengths:- Versatile, Ranged/Melee
- Is considered a weapon attack, meaning any bonuses applies to weapons apply to this technique
Weaknesses:- When used in range, it can cause a large amount of collateral damage
- Can target allies as the width cannot be altered
- The direction of the attack cannot be altered once it has been fired.
- Versatile, Ranged/Melee
Last edited by Copy on 10th March 2017, 5:46 pm; edited 30 times in total