Magic
Primary Magic: The 10 Bonds of Artemis
Secondary Magic: N/A
Caster or Holder: Holder/Lost
Description: This special type of holder magic has been brought down and taught to only those possessing the Aurora bloodline. Each power forged within the chains are magic which has been deeply trained in to mastery levels and then contained into one of the chains, the bloodline trait for the power is chosen every third generation. Those not of Aurora blood who try to learn it will have their chains completely obliterate them as they do not have the same aura presence. The chains themselves are concealed within the users body and can appear and reappear at will, they are connected to little black circlets on Artemis' fingers. Since the chains are materialised, they can be extended and swelled to a certain degree dependant on the mindset of the user, this type of magic is known to be balanced as it possesses healing capabilities, offensive and defensive abilities.
These bonds possesses elemental fused magic within them out of the ten circlets the known types of magic are as follows: Water, Lightning, Ice, Poison, Light, Shadow, Fire, Air and Stone. The other two circlets have yet to be used as Arty hasn't dared to try them out however she suspects it to hold some form of holy / devil magic within them, this is due to her hearing voices when they wish asking to be "used" or "unleashed" If she becomes brave enough to experiment and risk it then only time will tell.
Primary Magic: The 10 Bonds of Artemis
Secondary Magic: N/A
Caster or Holder: Holder/Lost
Description: This special type of holder magic has been brought down and taught to only those possessing the Aurora bloodline. Each power forged within the chains are magic which has been deeply trained in to mastery levels and then contained into one of the chains, the bloodline trait for the power is chosen every third generation. Those not of Aurora blood who try to learn it will have their chains completely obliterate them as they do not have the same aura presence. The chains themselves are concealed within the users body and can appear and reappear at will, they are connected to little black circlets on Artemis' fingers. Since the chains are materialised, they can be extended and swelled to a certain degree dependant on the mindset of the user, this type of magic is known to be balanced as it possesses healing capabilities, offensive and defensive abilities.
These bonds possesses elemental fused magic within them out of the ten circlets the known types of magic are as follows: Water, Lightning, Ice, Poison, Light, Shadow, Fire, Air and Stone. The other two circlets have yet to be used as Arty hasn't dared to try them out however she suspects it to hold some form of holy / devil magic within them, this is due to her hearing voices when they wish asking to be "used" or "unleashed" If she becomes brave enough to experiment and risk it then only time will tell.
Strengths:
- Tempest Chain has a passive of flight to enable quick getaway or pursuit on the enemy
- Boulder Chain has a passive giving the user almost impenetrable skin.
- Chains can be used on self for other purposes.
- Cannot be broken as it is the will of the user.
Weaknesses:
- Chains need to be thought of beforehand for all abilities to be used, i.e if chains are forged during battle only one ring will be available and that will be randomised.
- Length of chains is only 20m due to the length being an extension of Arty, at this stage 20m is her max where most mages can get away
- Most of the chains if not all (excluding the poison chain) move slower at 15mph which can be easily evaded if paying attention
- She cannot use her physical power if she uses her chains.
- If drained/out of MP the chains will turn back to normal chains also becoming slightly heavier for her.
Lineage:
- Ariel's Descent:
- Ariel's Descent:
Description: There was once a mage who fell in love with a mermaid, and was loved by that same mermaid in return. Her name was Ariel. Because of their love, the mermaid taught him her ways. Eventually, his knowledge of the species and techniques became so great that it allowed him to redirect water attacks and also gave him the ability to breath under water. Eventually, Ariel's love for the sea grew so great that she decided to turn into a true mermaid, leaving her husband and daughters behind. The father taught his knowledge to his daughters, who then had children of their own, and continued passing the knowledge to their children; it became a tradition that was passed down through the ages.
Ability: Gives the ability Aqualung. An ability to redirect water attacks up to the user's rank, and to breath under water; finally, it gives the user a passive 25% resistance against water spells regardless of spell rank.
They gain a single user-ranked water spell (S Max) or a user-ranked minus one signature water spell (A Max) in addition to their spells.
Usage: Can be used when battling water mages to redirect spells for the MP cost the spell would cost the user for their rank plus half(S Max) with a 4 post cooldown after use. Water breathing and resistance is passive. Spell is dependent on spell creation, cooldown/duration up to the spell.
- Unique Abilities:
- Princess of the Deep : In her aquatic form she gains the ability to breathe underwater without hassle as well being able to redirect water attacks from her rank and lower. In this form her hair grows down to her back and changes colour to auburn, her chains also become coated in metals and have their attacks boosted by 15%. Arty herself gains metallic scales allowing her to become more defensive upping her defence by 10%, causing it two C-Rank damage to break off the armour. This increases every rank up.
- Chain Link : Years of training in the arts of chainery she is able to combine her chain attacks to inflict numerous effects on the opponent, ranging from poisoned ice, aqua lightning etc. However, if she combines two fused attacks in quick succession she will become fatigued and weak which is why she steers from it. As well as the chains being a part of her very being her range is better than that of a normal D-Rank Mage and will continue to get better overtime
- Affinity : Due to her affinity with water she is able to draw out the moisture in the air and use it however she wants, if she uses it defensively a gel-type aura will be coated over her causing 2 D-Rank hits in order to break away the barrier. If offensively it will increase her chain attacks or physical attacks by 15%. Increases hit damage over rank up.
- Princess of the Deep : In her aquatic form she gains the ability to breathe underwater without hassle as well being able to redirect water attacks from her rank and lower. In this form her hair grows down to her back and changes colour to auburn, her chains also become coated in metals and have their attacks boosted by 15%. Arty herself gains metallic scales allowing her to become more defensive upping her defence by 10%, causing it two C-Rank damage to break off the armour. This increases every rank up.
- D Ranked Chains:
- Name: Nullified
Rank: D
Type: Poison/Defensive
Duration: Instant
Cooldown: Two posts
Description: Using her right middle finger a metal chain will fly from beneath her gauntlets, at a first glance it seems to be an ordinary chain with a hook at the end. The hook is measured at three centimetres. It's known range is 15m. However upon closer inspection it is covered in a poisonous aura with special properties, when hooked/stabbed into the enemy it flushes the poison aura into the enemy paralysing and slowly draining the magical power of the enemy. The speed it flies at is 7.5mph and it is sent in a straight direction unless moved by Arty.
Strengths:- Fastest Chain in her arsenal
- Hooked end can be held as you would a karambit
- Poison energy takes a mere second to seep into the enemy
Weaknesses:- Is able to be evaded if closer to Arty.
- Due to hook edge it needs to be launched in an arc to let off/do any damage.
- Needs to draw on the poisonous energy from within the chains meaning she needs time to envision it.
- If fused with lightning the effects will be sent straight into Artemis.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Icy Embrace
Rank: D
Type:[./b] Ice/Offensive
Description: Artemis utilises her left index finger to flick the icicle chain into the atmosphere, the chain's end is shaped like a normal chain link and doesn't have a sharp edge or hook. However the speciality behind this is that as soon as it's whipped out ice magic forms out of the chain and onto it coating it in ice, and making the end an incredibly sharpened point of ice. During mid flight the chain will split into ten smaller ones and home into the opponent, all chains possessing the sharpened ice point. These newer chains are 1/10th of it's original damage. Flying at speeds of 7mph and a range of 15m it is deadly to get caught with this attack as the icicles will go straight through the enemy and be wrenched back out.
Duration: Instant
Cooldown: Two posts
Strengths:- Able to split and home into enemy
- Nature of attack allows for multiple enemies to be struck
- Hard to evade/dodge
Weaknesses:- One of the slower chains
- When split it can be destroyed by an attack in the sense that they will reform slower giving the target enough time to make a move
- Ice can get melted off of the chain causing the bluntness to return
- If thrown in an arc it will be much harder to control
Name: Sol Burst
Rank: D
Type: Fire/Support/Offense
Duration: Instant/Two posts (The fire aura gained lasts for two posts)
Cooldown: Three posts
Description: From her right hand thumb a ball on chain will eject onto the ground unravelling at fast speeds, instantaneously the ball and chain will light up with fire magic seething from the chain. Arty is able to swing the chain around around herself, if she is able to wrap it around herself she will gain Flame Aura which looks like a radiating orange hue, increasing her defence by 25% meaning that all fire based attacks will be absorbed into the aura giving a 2% MP regen per post however on it's own it gives 1%. When the aura has been activated the energy is just enough to send out three long waves of fire into the enemy's vicinity, the waves are 1 meter in length and are akin to fire discs. They can zoom at speeds of 7mph and a range of 15m Flame aura can be used on allies but at only a 25% armour increase and a larger drain to Artemis.
Strengths:- Flame Aura gives benefits
- Good supportive move
- Basic level water mages cannot douse it
[b]Weaknesses:
[/b]- Skilled water or wind mages can handle the ability with ease
- If previously injured she won't be able to make the attack move due to the force and strain needed
- The fire power is intense meaning that if she isn't focused she could hurt herself
- Only chain to take some time to use
Name: Shadowy Presence
Rank: D
Type: Shadow/Defensive
Duration: Three Posts
Cooldown: Four Posts
Description: Very similar in terms of appearance and spot as Sol Burst, this specific chain is a ball and chain is placed on the left thumb of her hand. Arty's chain glows a spectacular shade of black which pulsates through the chain, she has to spin in in a fashion akin to her Sol Burst over her head and in moments her presence is hidden as her body becomes a shadow. Moving in and out of places easily she can go undetected for quite some time, she is also able to go invisible by bending the shadows around her. Only those with a skilled eye will be able to see past this illusion. This chain usage is 50% less effective on those of equal ranking and those on a higher rank than wont be affected by this.
Strengths:- Many escape options
- Stealthy
Weaknesses:- Skilled magus' can spot her
- Takes a little time to conjure as she needs to spin the chain around her body
- In order to attack she'd need to unravel herself
- Fastest Chain in her arsenal
Last edited by Vagrant on 26th November 2016, 5:21 pm; edited 2 times in total