Magic
Primary Magic: Kekkai No Maho (Barrier Magic)
Secondary Magic: N/A yet
Caster or Holder: Caster
Description:
As the name suggests, this magic utilizes the creation of barriers that are not limited to only defensive uses. These barriers vary in shape, size, colour, durability and even functions and whatnot, accordingly to the user’s capabilities and strengths, also versatility.
This spell is used in ways that may differ, as some spells provide offensive role, some defensive and can even be supportive. Depending on the situation, the user may be able to use the magic to gain the upper hand, or to apprehend opponents and even gain distance for escapes. The user may and will use this magic in a way that will change people’s perspective of barriers being nothing but a layer of magic that solely protects, with its display of varying functionalities following its vast kind of spells at the caster’s disposal.
Strengths:
1. The spells, except a few, does not need any special body signs to activate, which gives great advantage to the caster in quick battles.
2. They can be casted on anyone, meaning that the user may protect the ones in his/her side by forming barriers that shield them from damage or whatnot.
3. The spell, or the barriers to be exact, can be formed at a specific location that must be in the caster’s eyesight. Accompanied with the lineage Eagle Vision, the specificity and accuracy of the barrier formation is surely increased by a great length.
Weaknesses:
1. The barrier can be touched, if the spell has such characteristic, by anyone, unless stated properties that prevents contact such as the barrier being greased with acid or some sort. This causes the barrier to be able to be used against the caster him/herself.
2. No matter how improved is the eyesight of the caster, he or she cannot ever form a barrier with a specific spell in the caster’s blind spot. For example, the caster cannot form a barrier behind him/her, because she cannot see it. This rule also applies if the eyesight of the caster is blocked, for example, closed by the palms of the opponents, or in dark places where nothing can be seen at all.
3. Some spells require high durability barriers to work, and so requires the caster to concentrate on the sturdiness of the barrier, some even to the point of making the caster immobile as greater concentration is needed. This makes the caster vulnerable during such periods. And a continuation, such kinds of spell may be cancelled if the caster fails to concentrate, for example being attacked by the opponent while concentrating, which will negate the spell.
4. The problem with this magic is that some of the spells may require high supply of concentration, magic power and energy from the caster. This may cause fatigue for the user, which may lead to inaccessibility to spells for a few durations. This will be put in as the weakness in some of the spells that is deemed requiring of this setback.
Lineage:
Eagle Vision:
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive.
Unique Abilities:
1.Improved Eyesight –Due to the spells needing accuracy in targeting and whatnot, the magic provides improved eyesight that can make the user see 1.5x better and further than the maximum clear sight normal mages can which is about 100 metres at most. This, combined with the lineage Eagle Vision, really helps a lot in the eyesight aspect, which is one of the most crucial parts of this magic as a whole.
2. Additional Magic Power – This magic consumes much more than other magics does for a spell of the caster’s rank. Therefore, as a facility, the magic provides an additional 25% to the total of the caster’s total magic power, depending on the caster’s rank. This will be balanced out by the high requirement of magic power of the spells in order to be activated or maintained later on.
3. Utility Uses – This magic gives the caster ability to form weak and small barriers for utility usages only. They cannot be used to attack or defend the caster. These barriers can only be used to be stood on as a platform, or to form a series of steps upwards or downwards, or to catch a falling target. The most number of barriers this ability can provide is 5 instantaneous box-shaped barriers. Each of them can be 90x90x90 cm square boxes, and if the boxes are not split, the single box can be as big as 500x500x500 cm. These barriers cannot take any damage, cannot cause any and can only be use for the sole purpose of utility, as mentioned earlier. Also, the box barriers can be formed in a maximum radius of 10 meters from the caster.
Spells:
Primary Magic: Kekkai No Maho (Barrier Magic)
Secondary Magic: N/A yet
Caster or Holder: Caster
Description:
As the name suggests, this magic utilizes the creation of barriers that are not limited to only defensive uses. These barriers vary in shape, size, colour, durability and even functions and whatnot, accordingly to the user’s capabilities and strengths, also versatility.
This spell is used in ways that may differ, as some spells provide offensive role, some defensive and can even be supportive. Depending on the situation, the user may be able to use the magic to gain the upper hand, or to apprehend opponents and even gain distance for escapes. The user may and will use this magic in a way that will change people’s perspective of barriers being nothing but a layer of magic that solely protects, with its display of varying functionalities following its vast kind of spells at the caster’s disposal.
Strengths:
1. The spells, except a few, does not need any special body signs to activate, which gives great advantage to the caster in quick battles.
2. They can be casted on anyone, meaning that the user may protect the ones in his/her side by forming barriers that shield them from damage or whatnot.
3. The spell, or the barriers to be exact, can be formed at a specific location that must be in the caster’s eyesight. Accompanied with the lineage Eagle Vision, the specificity and accuracy of the barrier formation is surely increased by a great length.
Weaknesses:
1. The barrier can be touched, if the spell has such characteristic, by anyone, unless stated properties that prevents contact such as the barrier being greased with acid or some sort. This causes the barrier to be able to be used against the caster him/herself.
2. No matter how improved is the eyesight of the caster, he or she cannot ever form a barrier with a specific spell in the caster’s blind spot. For example, the caster cannot form a barrier behind him/her, because she cannot see it. This rule also applies if the eyesight of the caster is blocked, for example, closed by the palms of the opponents, or in dark places where nothing can be seen at all.
3. Some spells require high durability barriers to work, and so requires the caster to concentrate on the sturdiness of the barrier, some even to the point of making the caster immobile as greater concentration is needed. This makes the caster vulnerable during such periods. And a continuation, such kinds of spell may be cancelled if the caster fails to concentrate, for example being attacked by the opponent while concentrating, which will negate the spell.
4. The problem with this magic is that some of the spells may require high supply of concentration, magic power and energy from the caster. This may cause fatigue for the user, which may lead to inaccessibility to spells for a few durations. This will be put in as the weakness in some of the spells that is deemed requiring of this setback.
Lineage:
Eagle Vision:
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive.
Unique Abilities:
1.Improved Eyesight –Due to the spells needing accuracy in targeting and whatnot, the magic provides improved eyesight that can make the user see 1.5x better and further than the maximum clear sight normal mages can which is about 100 metres at most. This, combined with the lineage Eagle Vision, really helps a lot in the eyesight aspect, which is one of the most crucial parts of this magic as a whole.
2. Additional Magic Power – This magic consumes much more than other magics does for a spell of the caster’s rank. Therefore, as a facility, the magic provides an additional 25% to the total of the caster’s total magic power, depending on the caster’s rank. This will be balanced out by the high requirement of magic power of the spells in order to be activated or maintained later on.
3. Utility Uses – This magic gives the caster ability to form weak and small barriers for utility usages only. They cannot be used to attack or defend the caster. These barriers can only be used to be stood on as a platform, or to form a series of steps upwards or downwards, or to catch a falling target. The most number of barriers this ability can provide is 5 instantaneous box-shaped barriers. Each of them can be 90x90x90 cm square boxes, and if the boxes are not split, the single box can be as big as 500x500x500 cm. These barriers cannot take any damage, cannot cause any and can only be use for the sole purpose of utility, as mentioned earlier. Also, the box barriers can be formed in a maximum radius of 10 meters from the caster.
Spells:
Name: Object
Rank: D
Type: Offensive, Supportive
Duration: 1 post
Cooldown: 2 post
Description: When the spell is casted, the user is able to create a barrier of varying shape and lengths, but limited to only barriers with a max volume of 10000 cubic centimeters (or 100x100x100 centimeters). The max distance the barriers can be formed is a 2 meters radius from the caster. The max numbers of the barrier-objects the spell can form is up to 4, with the restraining volume still effective. Meaning, the overall volume of the barrier/barriers formed must not exceed 10000 cubic meters. The objects can be used as either impromptu weapons such as a bar of barrier to smack, or projectiles to throw to a maximum distance of 5 meters depending on the user’s creativity. The barriers can only take a max of 1 D-rank hit before they shatter, and if used to smack or attack, and can only cause a combined total of 1 D-rank damage before shattering which is shared equally among the number of barriers formed, if there is multiple of them.
Strengths:
1. The spell can be used to create quick barriers that can help deal physical D-rank damages on the enemy.
2. The spell provides a way for the caster to launch a ranged attack on the opponent, helpful in gaining distance between the caster and the opponent.
Weaknesses:
1. The spell can be touched and used by anyone, meaning the barriers formed may be used by the opponent to cause damage to the caster him/herself.
2. The spell only causes half a D-rank damage to a C-rank mage, whilst being utterly useless towards B ranked and above opponents.
3. The spell deals physical damages, which means without a physical body, the opponent cannot be hurt by this spell. Any spells by the opponent that would render his/her body ghostly will negate the damage dealt by this spell.
Name: Wall
Rank: D
Type: Defensive
Duration: 3 posts max
Cooldown: 4 posts max, if duration is less than 3 posts, then the cooldown is (number of post+1)
Description:
This spell when activated will form a wall in front of the caster, with a maximum height of 200 cm, length of 100 cm and a width of 50 cm. This wall can take up to 3 D-rank damage. It can be moved forward by 50 cm from where it was casted like a moving wall. It can also be formed in a way that it bents outwards from the caster rather than the normal plain straight surface wall barrier. This may help reducing the impact of the attack and avoiding damage to the caster, but still have the same limit of damage it can take before breaking. For each post it is maintained, it will consume 5% of magic power of the caster. Assuming it is used to its post limit, the spell may consume up to 10 + 5 + 5 = 20% mana of the caster.
Strengths:
1. It provides quick protection from damages that may prove to be a huge threat to the caster.
2. It can be moved forward to reduce the leftover impact from the incoming attack that would otherwise hit the caster in case the wall barrier broke without completely stopping the incoming attack.
3. The fact that it can be moved also caused it to be able to be used as an offensive spell. The wall can push the opponent towards another wall, if casted while the target is in between the two. However ,this method is more to immobilizing the target for capture rather than to deal damage. It only deals half a D-rank damage for any target it presses against the wall.
Weaknesses:
1. The spell is utterly useless against B-ranked attack and above.
2. If the spell is hit by more than what it can take, the spell might burst, and the attacks may get through the broken wall and hit the caster with causing the full damage it should.
3. The spell cannot press mages with any kind of hardening magic against the wall and immobilize them. Instead, the wall itself will crack, and if continued, break. Instances of such spells is a spell that makes the skin of the target as hard as iron.
4. The spell is only moveable forward by the little distance. Meaning, it would be useless to maintain it for more than 1 post if the caster needs to constantly be on the move. Otherwise, the caster would’ve need to constantly hide behind the wall, which will then make the caster very vulnerable to attacks if he/she decides to stay put behind it.
Name: Explode
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 1 post
Description:
One of the strongest D-rank spells in this set, this spell is associated with all the other D-rank spells. This spell does not create barriers. This spell destroys them by erupting an explosion from within the barriers themselves. This spell is limited to only destroying the 3 barriers at a time, regardless of the size, with one barrier consuming 13% of the caster's magic power. The explosion caused will affect a radius of 50 cm from the centre of the barrier. One explosion will cause 1 D-rank damage and first-degree burns on hit bodypart. When casted, the caster must point forwards with the pointing and the middle finger of ONE hand, with the rest folded like a fist (kinda like a ninja hand style). This spell can be used to blow ANY barriers within D-rank, including ones created by the opponents even.
Strengths:
1. This is the most offensive D-rank spell in this set of spells, despite not forming any barriers, it blows them up, causing more damage than the barrier should have without this spell, if it was used in an offensive way.
2. This spell can be used to use any form of barrier-related spells of the enemy against him/herself.
3. The spell works well to deal quick heavy damage on enemies, as long as the requirements are met.
Weaknesses:
1. This spell consumes the most magic power out of all the other D-rank spells.
2. This spell works only on D-rank barriers.
3. This spell needs the hand sign, and if the caster’s hands are disabled, the spell cannot be used.
4. This spell only cause half a D-rank damage per explosion to C-rank enemy, and half a half a D-rank damage for B-ranks. Whilst for the higher ranked enemies, the explosions are nothing but a harmless nuisance.
5. This spell may be unusable against fire-type mages that are capable of manipulating explosions in whatsoever ways deemed logical. For example, a fire slayer eating away the explosion.
Name: Immobile
Rank: D
Type: Offensive, Supportive
Duration: 2 posts max
Cooldown: 3 posts
Description:
This spells allows the caster to form barriers of maximum volume of 50x50x50 cm, with a maximum amount of 2. This spell can be casted on anywhere that is in the field of view of the caster’s eyesight, with a limit of 50 meters when the lineage and the eyesight Unique Ability is taken into account. The barrier will form literally on where the caster targets it to be, for example, if casted on an airborne location, the barrier will be formed right where it is, without falling down due to gravity or whatnot. Think of it as making a dot on a piece of paper. The dot doesn’t move, doesn’t bulge except when external force equivalent to a D-rank force is applied on it. It can be used for various uses and has various shapes and colours depending on the need and creativity of the caster. For example, a box shaped barrier can be formed right in front of a target’s feet to make him/her trip on it. It will break if 1.5 D-rank damage and above is applied to the barrier, which is shared equally among the numbers of the barriers formed. To maintain the barrier for 1 post, 2% of the caster's magic power will be consumed.
Strengths:
1. Spell can be used to trap or apprehend the target.
2. Spell can also be used for offensive purposes, e.g creating a box barrier in front of a fast moving target’s head to cause him/her to crash into the barrier and causing a D-rank damage max.
Weaknesses:
1. When used against C-ranked and above targets, the spell will be nothing but a mere hindrance that slows them down, and not able to apprehend or stop the movement as it can easily be shattered. However, the damage that can be dealt as stated in the strength still applies.
2. The spell can be melted away by any spells that has corroding effect in it, for example, acid spells or magic. For instance, if a mage has a corrosive body properties (like being covered in acid), the spell will corrode, and will only need half a D-rank damage to destroy.
3. Due to the spell depending on the eyesight of the caster, it will be of less use if the caster’s eyesight is limited, for example by a haze, or if the target is too far from the maximum reach of the caster’s eyes. Or if the target is simply behind the caster, which is the ultimate blind spot.
Name: Immobile
Rank: D
Type: Offensive, Supportive
Duration: 2 posts max
Cooldown: 3 posts
Description:
This spells allows the caster to form barriers of maximum volume of 50x50x50 cm, with a maximum amount of 2. This spell can be casted on anywhere that is in the field of view of the caster’s eyesight, with a limit of 50 meters when the lineage and the eyesight Unique Ability is taken into account. The barrier will form literally on where the caster targets it to be, for example, if casted on an airborne location, the barrier will be formed right where it is, without falling down due to gravity or whatnot. Think of it as making a dot on a piece of paper. The dot doesn’t move, doesn’t bulge except when external force equivalent to a D-rank force is applied on it. It can be used for various uses and has various shapes and colours depending on the need and creativity of the caster. For example, a box shaped barrier can be formed right in front of a target’s feet to make him/her trip on it. It will break if 1.5 D-rank damage and above is applied to the barrier, which is shared equally among the numbers of the barriers formed. To maintain the barrier for 1 post, 2% of the caster's magic power will be consumed.
Strengths:
1. Spell can be used to trap or apprehend the target.
2. Spell can also be used for offensive purposes, e.g creating a box barrier in front of a fast moving target’s head to cause him/her to crash into the barrier and causing a D-rank damage max.
Weaknesses:
1. When used against C-ranked and above targets, the spell will be nothing but a mere hindrance that slows them down, and not able to apprehend or stop the movement as it can easily be shattered. However, the damage that can be dealt as stated in the strength still applies.
2. The spell can be melted away by any spells that has corroding effect in it, for example, acid spells or magic. For instance, if a mage has a corrosive body properties (like being covered in acid), the spell will corrode, and will only need half a D-rank damage to destroy.
3. Due to the spell depending on the eyesight of the caster, it will be of less use if the caster’s eyesight is limited, for example by a haze, or if the target is too far from the maximum reach of the caster’s eyes. Or if the target is simply behind the caster, which is the ultimate blind spot.
Last edited by Dragofox on Fri 9 Dec 2016 - 7:18; edited 2 times in total