Enchantment
Secondary Magic: -
Caster or Holder: Caster
Description: This magic is sometimes referred to as a prototypical form of alchemy, is known to be a core skill of the arcane arts that's well-known all across the dimension of Earth Land. Taking the very basics of invoking the might of the supernatural and bringing them to their absolute zenith, Enchantment involves the one whom harnesses its power using their arcane power in all forms to invoke the manipulation of all forms of particles, which are a minute fragment or quantity of matter; a variably-sized small localized object to which can be ascribed several physical or chemical properties such as volume or mass. This grants the Enchanter the ability to do as the art is described by "bestowing and affixing one's Magic" by manipulating the flow of matter using both science and sorcery through manipulating the composition and structure of the particles which compose the entirety of existence, granting the user the ability to manipulate the particles of all forms of matter and energy in any way that they deem to be suitable through simple imaginative commands and motions, thereby enchanting anything into any form on however way the user desires.
This results in Enchantment having infinite potential with limitless options and effects that the caster is able to install upon a humans, animals, all structures, or the environment, all with very few drawbacks, making Enchantment exceedingly versatile. In summation, it can be considered the core discipline of Magic that inevitably gave rise to Elemental Magic and associated classifications. Unlike regular magic, Enchantment can also be used for the purpose of altercation of matter toward scientifically practical ends, and to the extent, it allows the user to induce complete destruction or recreation of anything they so desire. While antiquated by modern day magicians who specialize in offshoots of the discipline, those who become capable of performing Enchantment on "all things" are touted as "High Enchanters" and individuals of peerless skill within Magic.
Strengths:
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- Versatility - Due to the nature of this practice, this magic is very versatile. It allows the user to cast spells to damage their enemies, create runes to help their allies, or perform rituals to control the battle field. Whatever the need, this magic can satisfy it.
Jack of All Trades... - Due to the nature of this magic, Sam is able to duplicate the effects of many kinds of magic with a simple spell. This gives him more than a bit of a leg up in battle.
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- Casting - Though the utility of this school of magic cannot be refuted, it does possess a very large weakness. All the spells, runes, and rituals of this school require time to set up and prepare. The stronger the spell, the longer the casting time. This can be rather detrimental in battles with enemies possessing speed surpassing Sam's own.
Interruption - Due to the lengthy nature of casting spells, Sam is able to be interrupted, especially when casting higher level spells. When interrupted, the spell is lost or could even backfire and the energy expended to cast it is not returned to Sam.
...Master of None - On the opposite end of this magic's versatility, there is the fact that it is spread a bit too thin. As such, it is not based heavily in any art. This gives it a host of strengths but even more weaknesses.
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- Feeling EmptyDescription: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
Ability: The user in missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage. The user gains MP equal to half the spell used to attack them that they were get hit by.
Usage: 3 posts with a 8 post cooldown. The user can only absorb MP from one spell they are hit by per post and they can only absorb the MP from a spell of their rank or lower(Max S-rank).