Primary Magic: Cards of Fate
Secondary Magic: Nope
Caster or Holder: Holder
Description:
Cards of Fate (CoF) is as the name suggests a type of card magic. It allows Ace to freely manipulate cards of any kind so that they can either cut or strike a target with great force (half the damage of a normal D-Rank spell). But CoF also involves using a special deck that has cards with different effects depending on how they are used and only these cards can have these effects through CoF. The deck used here is one that possesses cards in 5 colors with 5 different symbols: blue, red, gold, green and black/violet. Blue cards have an eye as a symbol; red cards have a sword; gold cards have chains depicted on them; green cards have an infinity symbol; black cards have a question mark.
Each card has its own purpose and to utilize these effects they must be used in spells. The cards also have other effects when used in spells that require more than one card:
Blue:
This card is meant to sap magic from an opponent and transfer it to Ace whilst dealing damage. They can also be used as a catalyst for more powerful spells.
Red:
This card is an all-out offensive card made for damaging an enemy and to physically drain them and/or hinder them. For spells that use multiple cards it is these that determine how much damage a spell does, the ore red is in it, the more power is behind the spell.
Gold:
This card’s purpose is to disable the enemy(s) whilst dealing lesser damage. If used in combination with blue cards it becomes an AoE.
Green:
This is a support card that is used for buffs, defense and/or healing. If used with blue its potency can be enhanced. Using only a green card allows teleportation which is unsuited for battle due to a far too long charge-up. This teleport has a limited range of 7 miles but can be used to travel to any point within the radius. Free usage of this card also allows the creation of any element/material he desires, but only non-offensively (camp fires, drinking water, electricity to charge something, metal needed to patch up a train etc.)
Black/Violet:
An almost omnipotent card and the most powerful one in the deck. It uses principals of dark magic and possesses great power. Depending on how it is used it can be used to do things like creating intense beams of massive energy or even summoning forbidden creatures from the deepest pits of darkness.
How each of these effects materialize can vary. The red card for example can become and explosion, landslide, a lava ball or even a sword. And depending on how the cards are combined they can be used for any number of spells. 5 different cards with no number limitation allows infinite combinations. This magic also requires physical fitness. Due to the dependence of cards and no natural or magical passive physical resilience the user must be swift and have A LOT of stamina.
Strengths:
-Massive unpredictability: Because there are so many combinations no one but Ace can remember them. And since different combinations cause different things the enemy cannot tell what’s really coming – only roughly what it may do. And this is only if they know what each card stands for.
-Versatility: Since the combinations can be made to become nearly anything the situations Ace can adapt to is almost infinite.
-Blue Cards: Its effect is also a great strong point as it allows to drain the enemy of its magic and returning more magic to Ace.
-The cards used are indestructible and duplicate themselves after usage.
- Since the cards are propelled by magic, wind doesn’t affect spells.
- The mere fact that CoF allows the free manipulation of any type of cards gaining access to such a common item is easy.
Weaknesses:
-Versatility: As more and more of his spells are ruled out in a situation he only has few available to use (so if he has spells that predominantly use fire Ace can’t use them against water or fire mage)
-Cost: While cool down and individual magic cost is usually low it allows fast repeated usage of spells. However this repeated usage must be done with heed as fast agile enemies will evade the attacks and force Ace to mow through his magic reserves.
-If his cards were to be seal away from him or are hidden; Ace can only control cards that he has access to AND knows the rough location of.
-This magic gives no passive resilience what so ever so Ace is quite vulnerable to any form of attack.
Abilities/Powers:
Teleport
Card manipulation
Recourse creation
D-Rank Spells
Name: Simply Blue
Name: Hammered red
Name: Lucky Gold
Name: Kindred Green
Secondary Magic: Nope
Caster or Holder: Holder
Description:
Cards of Fate (CoF) is as the name suggests a type of card magic. It allows Ace to freely manipulate cards of any kind so that they can either cut or strike a target with great force (half the damage of a normal D-Rank spell). But CoF also involves using a special deck that has cards with different effects depending on how they are used and only these cards can have these effects through CoF. The deck used here is one that possesses cards in 5 colors with 5 different symbols: blue, red, gold, green and black/violet. Blue cards have an eye as a symbol; red cards have a sword; gold cards have chains depicted on them; green cards have an infinity symbol; black cards have a question mark.
Each card has its own purpose and to utilize these effects they must be used in spells. The cards also have other effects when used in spells that require more than one card:
Blue:
This card is meant to sap magic from an opponent and transfer it to Ace whilst dealing damage. They can also be used as a catalyst for more powerful spells.
Red:
This card is an all-out offensive card made for damaging an enemy and to physically drain them and/or hinder them. For spells that use multiple cards it is these that determine how much damage a spell does, the ore red is in it, the more power is behind the spell.
Gold:
This card’s purpose is to disable the enemy(s) whilst dealing lesser damage. If used in combination with blue cards it becomes an AoE.
Green:
This is a support card that is used for buffs, defense and/or healing. If used with blue its potency can be enhanced. Using only a green card allows teleportation which is unsuited for battle due to a far too long charge-up. This teleport has a limited range of 7 miles but can be used to travel to any point within the radius. Free usage of this card also allows the creation of any element/material he desires, but only non-offensively (camp fires, drinking water, electricity to charge something, metal needed to patch up a train etc.)
Black/Violet:
An almost omnipotent card and the most powerful one in the deck. It uses principals of dark magic and possesses great power. Depending on how it is used it can be used to do things like creating intense beams of massive energy or even summoning forbidden creatures from the deepest pits of darkness.
How each of these effects materialize can vary. The red card for example can become and explosion, landslide, a lava ball or even a sword. And depending on how the cards are combined they can be used for any number of spells. 5 different cards with no number limitation allows infinite combinations. This magic also requires physical fitness. Due to the dependence of cards and no natural or magical passive physical resilience the user must be swift and have A LOT of stamina.
Strengths:
-Massive unpredictability: Because there are so many combinations no one but Ace can remember them. And since different combinations cause different things the enemy cannot tell what’s really coming – only roughly what it may do. And this is only if they know what each card stands for.
-Versatility: Since the combinations can be made to become nearly anything the situations Ace can adapt to is almost infinite.
-Blue Cards: Its effect is also a great strong point as it allows to drain the enemy of its magic and returning more magic to Ace.
-The cards used are indestructible and duplicate themselves after usage.
- Since the cards are propelled by magic, wind doesn’t affect spells.
- The mere fact that CoF allows the free manipulation of any type of cards gaining access to such a common item is easy.
Weaknesses:
-Versatility: As more and more of his spells are ruled out in a situation he only has few available to use (so if he has spells that predominantly use fire Ace can’t use them against water or fire mage)
-Cost: While cool down and individual magic cost is usually low it allows fast repeated usage of spells. However this repeated usage must be done with heed as fast agile enemies will evade the attacks and force Ace to mow through his magic reserves.
-If his cards were to be seal away from him or are hidden; Ace can only control cards that he has access to AND knows the rough location of.
-This magic gives no passive resilience what so ever so Ace is quite vulnerable to any form of attack.
Abilities/Powers:
Teleport
Card manipulation
Recourse creation
D-Rank Spells
Name: Simply Blue
- Spoiler:
Rank: D
Type: Energy
Description:
Ace flings a Blue card at the enemy(s). If it hits the target the card deals damage to the enemy and transfers 10 times the used amount of magic for this spell back to Ace from the targets magic supply. If it hits a D-Rank defensive spell or other creations of magic that is either D or C rank it converts the spell into pure magical energy and transfers it to Ace; no damage is dealt to the enemy in this case (barriers and Summons must be hit by two cards). The same applies for any other objects/subjects that contain/possess magic.
Strengths:
-Drains enemy of same amount of magic returned which would be 10 times the used amount (10*0.3)
-It can also be used against things such as lacrima, wyvern or any other source of magic to restore Ace’s reserves; even Spells can be completely negated with this spell (only D and C-Rank spells).
-Simply Blue uses only 0.3% of Ace’s total magic
-Up to 2 cards can be thrown at once
Weaknesses:
-Because Simply Blue uses so little magic the returned amount isn’t all that great.
-Precondition of hitting something with magic already stored within: If Ace were to miss multiple times with this spell, its total effect would amount to nothing.
-Cool down and cost increase with each card
Cool Down: 3,5
Name: Hammered red
- Spoiler:
- Rank: D
Type: Physical
Description:
Ace flings a red card at his enemy(s). This card deals great amounts of physical damage. The damage is dealt in form of heavy impact and fractures bones and/or causes internal bleeding on impact, physically crippling the enemy.
Strengths:
-large amount of physical damage (breaking bones/internal bleeding)
- This spell can also be used to quickly crush defenses of equal rank (1 hit) and those of C-Rank in 3 hits
-As it causes serious physical harm to Ace’s opponents it provides him with a physical advantage. if two cards hit bones will break.
-Up to 4 cards can be thrown at once.
Weaknesses:
-In return for more damage it uses a whole 2% of Ace’s total magic
-It also disables all his D-Rank spells for one post. Disable caps at 2 posts.
-If another spell is still on cool down then the cool down duration is increased by 1 post.
-Cool down and cost increase with each card.
Cool Down: 3,4,5,6
Name: Lucky Gold
- Spoiler:
Rank: D
Type: Physical
Description:
Ace flings a Gold card at his target(s). Its damage half that of his normal attack but in exchange causes paralysis for 2 posts (the first being the post that the spell hit) by disrupting all electric impulses of the body through a burst of harmless magic.
Strengths:
-It gives Ace a chance to land a free blow.
-Up to 4 cards can be thrown at once
Weaknesses:
-Lucky Gold’s effect can be negated through healing spells
-Does not transfer through object or magical creations of any sort; a direct his is necessary
-Cost and cool down increase with each card
-The stun only stacks once
Cool Down: 3,4,5,6
Name: Kindred Green
- Spoiler:
- Rank: D
Type: Heal
Description:
Ace throws a green card above him. It then stops 2 feet above him and encases his body (or that of an Ally) in a cone of faint green light. It either negates status effects/bindings or heals him for a quarter of the damage he has taken in total. Repeated healing always heals a quarter of the damage he currently has.
Strengths:
-This spell can only be disabled through the effects of Ace’s own spells or during cast.
-It can free Ace from problematic situations.
Weaknesses:
-It uses a substantial amount of magic to cast (for a D-Rank).
-Kindred Green’s very long cool down for a D-Ranked spell
-Kindred Green heals less and less damage the better the condition of Ace’s body is whilst still consuming the same amount of magic (5%).
Cool Down: 5
Last edited by Twisted Fate on 12th February 2013, 12:20 am; edited 4 times in total