Username: Seryth Essora
Secondary Magic Name: Five Pentagram Sealing
Evidence of Accomplishment: Linky
Description: Five Pentagram Sealing is a form of lost magic that has been forgotten throughout the ages, created for the sole purpose of fighting against those who wielded magic in times of ancient past - believed to have been used by a sect of taoist monks. This magic has since been wielded by many before coming to Seryth's hand. Fire Pentagram Sealing is a varied magic that focuses on sealing away the many strengths that a mage wields and can call to bear. Primarily, it deals with removing a mage's ability to cast magic or at-least makes it a much more laborious affair. This is almost always done through creating a pentagram seal, whether on an item or target, or on oneself.
Strengths:
Weaknesses:
Abilities:
Spells:
Secondary Magic Name: Five Pentagram Sealing
Evidence of Accomplishment: Linky
Description: Five Pentagram Sealing is a form of lost magic that has been forgotten throughout the ages, created for the sole purpose of fighting against those who wielded magic in times of ancient past - believed to have been used by a sect of taoist monks. This magic has since been wielded by many before coming to Seryth's hand. Fire Pentagram Sealing is a varied magic that focuses on sealing away the many strengths that a mage wields and can call to bear. Primarily, it deals with removing a mage's ability to cast magic or at-least makes it a much more laborious affair. This is almost always done through creating a pentagram seal, whether on an item or target, or on oneself.
Strengths:
- Five Pentagram Sealing is an exceptional magic created to combat other mages in particular.
- Each of the sealing spells has it's own theme and use, which allows one a large variety when it comes to combatting mages.
Weaknesses:
- All of these spells have a major flaw in some way that prevents the secondary magic to being perfect.
- Many of the truly useful spells of Five Pentagram Sealing require a powerful mage in order to use them.
Abilities:
- #1:
Name: Great Incarnation
Description: Seryth's sealing spells count as if a rank higher solely for the purpose of disparity between the % of buffs/debuffs and the affected character's rank.
- #2:
Name: Back Breaker
Description: Whenever Seryth is able to trap a victim within one of his seals, he places a -25% debuff to strength and speed so long as they are of equal or lower rank to Seryth. This debuff has a three post duration with a four post cooldown, with an extra post added to both duration and cooldown per rank above D.
- #3:
Name: Kinesthesic Sense
Description: Utilizing a particular aspect of this magic, Seryth is able to attain a passive +15% bonus to his senses, with a +10% additive to his senses for ranks past B-rank all the way up to S-rank for a total +55% bonus to his senses.
Spells:
- Spoiler:
Signature Spell Name: Fifth Point Seal - Magic Breaker
Rank: S
Duration: Instant
Cooldown: Once Per Turn
Type: Offensive/Sealing
Description: Magic Breaker is one of the spells of Five Pentagram Sealing. The caster summons forth the power of Magic Breaker and either their hands or wielded weapon becomes surrounded and swathed with translucent light of pure magical force, with a crimson pentagram affixed to the chosen implement. Upon the attack this seal activates and sheathes the unarmed of weapon strike within crimson light and deals S-rank damage to the victim, however instead of dealing direct damage to the health of the victim their MP is instead drained by the amount of damage that would be inflicted by the spell attack.
Strengths:- Magic Breaker has the opportunity to rob the caster's foe from their own MP, if it hits.
Weaknesses:- The spell has a range of melee (or of a wielded weapon) and can be avoided by simply avoiding the strike itself.
Spell Name: First Point Seal - Binding
Rank: D
Duration: Three Posts
Cooldown: Four Posts
Type: Debuff/Sealing
Description: Masked is one of the spells of Five Pentagram Sealing. The caster forms a single ofuda (japanese sealing paper strip) within one hand which is thrown forwards before burning away and revealing itself to be a series of chains made from pure magical force. These chains have a maximum range of sixty meters with a speed of sixty meters per second, and seek to latch onto a source of magical energy almost as if having a mind of their own. Once these chains latch onto their target they will immediately begin to drain away the victim's MP at a rate of 4% MP per post the victim is trapped. The chains will remain anchored around the caster's wrist and will never move further than 60m from the caster, but can move freely
Strengths:- Binding is a great spell to use against spellcasters, as it deals with their ability to cast spells.
Weaknesses:- The spell has a certain maximum range and speed, which means it can potentially be avoided by a skilled combatant.
Spell Name: Second Point Seal - Masked
Rank: C
Duration: Five Posts
Cooldown: Six Posts
Type: Debuff/Sealing
Description: Masked is one of the spells of Five Pentagram Sealing. The caster must first touch the victim before the spell may be activated, and upon doing so a pentagram will appear on the victim at the location of the touch. The caster will choose one of the five senses (seeing, hearing, touching, tasting, smelling) which to dull, the victim's corresponding sense will be cut to a nearly inoperable level for the duration of this spell. Targets who are of two ranks higher than this spell are simply not affected by the seal. This spell may be used on the caster themselve should they desire.
Strengths:- Masked is a spell which disguises a sense of the chosen victim, providing strong counteractive properties.
Weaknesses:- The spell can be broken out of by anyone who is of B-rank and higher so it's not too much of a threat.
Spell Name: Thirt Point Seal - Desynchronization
Rank: B
Duration: Six Posts
Cooldown: Seven Posts
Type: Debuff/Sealing
Description: Desynchronization is one of the greater spells of Five Pentagram Sealing. The caster raises their hand and uses a mote of magic to draw a pentagram within the air before releasing it unto the targeted victim as a single-target spell with a maximum range of two-hundred meters and a speed of one-hundred fifty meters per second. Should the victim find themselves trapped within the spell, they will find the very act of casting magic to be a chore and have the cost for spellcasting increased by 40% for the spell's duration. Should the affected wizard be of A-rank, they will find this debuff to be only half as effective and mages of even higher rank are wholly un-affected.
Strengths:- Desynchronization is extremely useful to deal with spellcasters should they find themselves bound.
Weaknesses:- The spell has a certain maximum range and speed, which means it can potentially be avoided by a highly skilled combatant.
Spell Name: Fourth Point Seal - Relinquish
Rank: A
Duration: Seven Posts
Cooldown: Eight Posts
Type: Debuff/Sealing
Description: Relinquish is one of the greater spells of Five Pentagram Sealing. The caster raises their hand and uses a mote of magic to draw a pentagram within the air before releasing it unto the targeted victim as a single-target spell with a maximum range of three-hundred meters and a speed of two-hundred meters per second. Should the victim find themselves trapped within the spell, they will be unable to utilize one of their magic's spells chosen by the caster. This spell must have been used in the thread at some point for the caster to be able to target it specifically, and any victims of higher than A-rank can easily break through this seal by sheer force of will.
Strengths:- Relinquish will remove the enmy spellcaster's ability to perform a specific spell, so long as it has been witnessed.
Weaknesses:- The spell has a certain maximum range and speed, which means it can potentially be avoided by a highly skilled combatant.
Spell Name: Final Seal - Vanishing Eye
Rank: S
Duration: Instant
Cooldown: Two Posts
Type: Debuff/Sealing
Description: Vanishing Eye is the final spell of Five Pentagram Sealing. The right eye of the caster becomes pure black hued, revealing a crimson pentagram within the eye itself. This final pentagram allows the caster to release the final seal, which is to banish a single spell that falls under the caster's gaze. This may be accomplished so long as the spell is of S rank or lower, and so long as the caster spends an amount of MP equal to the MP spent in the original casting. This spell will simply end without any tell-tale signs that it had even gone off in the first place, being absorbed into nothingness itself. This can even cause a spell with a set duration to end prematurely, however the spell itself must be seen in order to be negated in such a manner with the only exception being de-buffs that the caster is under effect.
Strengths:- Vanishing Eye is a powerful form of sealing that nullifies the target spell by ocular prowess alone.
Weaknesses:- Vanishing eye cannot be used to seal away things that cannot be seen such as Unique Abilities, or invisibility.
- Magic Breaker has the opportunity to rob the caster's foe from their own MP, if it hits.