Magic Name: Self Summoning Magic Secondary Magic: Chronokinesis Caster or Holder: Caster Description: In a lab, somehow spawning a thousand years before the the current, created a clone. Using that clone, they cloned more clones until an entire genetics lab was created. Near infinite numbers of this clone awaited dormant until the AI reached full sentience. Unleashing the clones onto the world, they summon each other to help fulfil their goals and needs. While one may not do much, a large number of them can work together and overcome any obstacle. |
Description: Name: Clone of the First Clone Wielder: Nao Description: Under Earthland a world of Naos exist under the guise of a genetic engineering lab. Though now derelict from its magical, religious zealot scientists, the factory itself has stored inside it a cloning program that reacts whenever Nao dies. Inside a near infinite stasis chambers house a near infinite number of Naos, all wiped clean of memories, besides a basic program of data about the current planet, and some data from the memory bank of the current clone. Now there is an infinite number of Nao’s hidden in a lab somewhere on Earthland, just waiting for the next Nao to expire before releasing another. These Nao’s have some inkling that they’re not the original, but it’s always in the back of their mind. Currently Earthland is on its 44th iteration of Nao. The lab has learned, and adapted to the previous demises of previous Nao’s, granting effects to better help the next Nao survive and thrive. Abilities: Send in the clone (passive plot effect): When Nao dies, he is instead replaced by another clone from the lab. The lab has never made a perfect clone, so Nao's character and magic change as if making a new character, but keeps the lineage. Because of this Nao also gets existential crisis of his past, flashbacks of former lives as if he lived them, Soulless (passive plot effect):Because Nao is a clone, he doesn’t actually have a soul or anything like that. Instead he’s just got part of the lab knowledge embedded in him like an entity. Finding a soul is actually impossible when it comes to Nao. Centuries Centennial (passive): Being technically hundreds of years old, the Nlab has brought together knowledge against people who had been able to cast spells with quick efficiency, as well as people who have been able to cast freely without getting tired. The knowledge gained from tens of Naos fighting and dying against these kinds of opponents has led to the current Nao gaining one extra signature slot to be used for defensive or support purposes, ranking up to S rank along with him. This must be written up in his primary magic topic. Energy Efficient (passive): From the data banks, Nao has learned to be more conservative with his spells. This has given each now an ability to learn to improve on the way their spells work, making them more improved with each generation of Nao. This has granted the clones 1(+1 per rank to S rank)% mp regeneration per post. Effectively effective (passive):Though Nao hasn’t really got any resistance to people’s effects, the body has a strange chemical that reacts wit debuffs of his rank or below, throwing them back onto people as if they hit themselves with it. However if the person’s body resists it, then his body copies the resistance into antibodies, removing the effects from his own body. Counterfit Cash: Jobs give 100% more jewel rewards. Clone Spell (active): While having gained the knowledge from other clones, the lab also learned how to replicate other people’s spells; copying them with exact detail. This ability is passed on to the current Nao alive. When activated, this copies every detail about the spell used by someone else, and keeps it in a bank for the remainder of the thread. The user can then use that spell, treating it as if it was the spell of the original caster, and gaining the bonuses and effects, strengths, weaknesses, and UA abilities at the time of it being cast. If it allows for other spells and effects to be cast, then it gains them to if they have been seen being used. Nao may also copy his own move to gain a second version of the spell with its own separate cool down, but it is subjected to the same rules such as it must have been cast before, and it follows all strengths, weaknesses, effects and UA changes. The spell must have been seen before it can be used, and it can be forgotten if this ability is used again. It cannot copy spells above the user’s rank, nor can it copy lineage spells. The user may then active this ability to cast the spell without an mp cost, or to forget the last spell used and instead taking up a new ability. To take up a new ability, the old spell must be off of cool down to prevent constantly changing up the spell. If the spell requires a holder item of some sort, or a pocket dimension, or anything of the sort then it creates a synthesised one as if Nao has it. The spell has a 4(+1 per rank) cool down, costs mp equal to the spell rank copied (up to S rank), and requires Nao to have seen the spell. The spell is forgotten after the thread. Usage: Clone Spell is a 4(+1 per rank) post cool down, the rest of the abilities are passives. |
1.Nao Physiology: Firstly any and all units called Nao cannot gain any kind of damage reduction (besides armours). Instead 25% of any damage reduction spell is instead turned into % endurance for their duration (Max of 25% of their max hp). While they can’t gain any long term damage reduction, nor can they gain per round hp (they have to use healing magic),being soulless beings ran by an AI they are 10(+10 per rank up to S)% resistant to attacks that are not purely physical or elemental, and attempts at mind reading will grant a person visions of the monstrous AI that runs them from the lab instead of their own personalities.
2. The More the Merrier: Naos rely on other Naos to boost their powers. Like a weird hive mind that seems to also run independently of each other. A common goal pushes them to work against their opponents while retaining their personality. With each named Nao beyond the original on the field, the cost of spells is reduced by 2 mp to a max of 4 Nao's.
3. Clone Transcendence: Clones have a stronger transendence to match their strengths to other mages. While their limit transendence mp cost is reduced by 3(+1 per rank up to S)% on spells maintained, Limit transendence also costs 2% hp on all Naos. It also grants a small 10% boost to their magic power but also makes them detectable by all mages in a topic.
4. Self Focus: Because many other magics have summons these days, and this magic is solely reliant on summons and pets to do the job, all Naos bar the summoning Nao gain 0(+10 per rank)% more damage and 10% more hp.
5. Cheerleaders: All Naos can join in together and cheer on another person in their actions. For each Nao unit they can grant one person per post 2(+2 per rank)% to their physical stats. This can only be done once every 3 posts. This can be done on one Nao at half effects.
- Great support for summons. - Strong defense and hp. - All looking the same is great for hiding amongst them. | - Relies heavily on summons. - Support spells mostly work only on summons. - Cannot gain from own support spells unless he spends extra mp. - Highly weak to AoE attacks. - A lack of offensive spells, with most of them being hold back spells. |
Last edited by Nao on 8th December 2016, 2:34 pm; edited 2 times in total