Magic
Primary Magic: Card Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: Card Magic involves the use of magic channeled through cards to generate certain effects depending on the card, meaning it is a quite a wide and far reaching type of magic, however only if you have the right cards to do it, and magic draining is still an issue. Just like most holder magic powers, the items can be found in the world but need a suitable mage to use them.
Lanta uses his cards in a very interesting way, having his 'hand' shuffled, meaning that he always fights with a certain hand of five cards at a time, while this may seem at the surface to be a limiting factor, as he has to draw another card each time he uses one, randomly at that, meaning he will never know exactly which cards he may be getting in his hand. However that is the style of using cards that he is most comfortable with, being given a small selection of cards and needing to figure out and plan multiple strategies on the fly, even if only one is used. Luckily for him, this style is tried and tested by gamblers under less lethal conditions.
Strengths:
Weaknesses:
Lineage: N/A
Spells:
Name: Ace of spades
Rank: D
Type: Earth, offensive
Duration: Instant
Cooldown: 2 posts
Description: The user throws a card at the opponent, aiming to hit them, the card looks almost like a ace of spades, however the spade in the center is replaces with a fist, as the card travels, it increases in speed the further it goes until it hits the maximum of 7m/s, gaining more energy as it flies, travelling in a straight line until it hits something or the range of 15 meters expires and it crumbles to dust. As the card flies, it hardens and forms almost a rocky form around it in the shape and size of an average human male's fist, delivering a very heavy blow to the recipient. The attack delivers a crushing blow a lot harder than Lanta himself could throw, able to knock an enemy back and hurt them quite a bit if it connects, even crushing through armour and heavy objects, dealing D rank damage.
Strengths:
Weaknesses:
Name: Ace of clubs
Rank: D
Type: Water, defensive
Duration: 1 post
Cooldown: 4 posts
Description: The user simply holds the card, looking like an ace of clubs, but the tops of the clubs having smaller bubbles coming from them, up or throws it to an ally, the range of the throw being 10 meters at 8m/s, where it creates a shield of water roughly six feet in diameter which can be used to block impacts of magic, but only works to block 1.5x damage of spells up to C Rank.
Strengths:
Weaknesses:
Name: Ace of diamonds
Rank: D
Type: Air, offensive
Duration: Instant
Cooldown: 2 posts
Description: The user throws a card, looking like the ace of diamonds, but with the diamond having a swirled design in the middle, at the opponent, where the card activates at a range of around three feet from the mage throwing it, launching four razor sharp scythes of wind at the enemy in a diamond formation, each one dealing 37.5% of D Rank damage and moving at 10m/s, strong enough to rip through flesh and bone, but not through armour, it continues for 15 meters before dissipating.
Strengths:
Weaknesses:
Name: Ace of hearts
Rank: D
Type: Fire, offensive
Duration: Instant
Cooldown: 3 posts
Description: The user holds up a card, looking like a heart with the top having a flame effect on, the card emitting a large flamethrower effect from it at around two feet in diameter, and travelling around seven meters in front of the card, lasting for around four seconds, dealing D rank damage and having a slight pushback effect on a mage caught in the center of it.
Strengths:
Weaknesses:
Primary Magic: Card Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: Card Magic involves the use of magic channeled through cards to generate certain effects depending on the card, meaning it is a quite a wide and far reaching type of magic, however only if you have the right cards to do it, and magic draining is still an issue. Just like most holder magic powers, the items can be found in the world but need a suitable mage to use them.
Lanta uses his cards in a very interesting way, having his 'hand' shuffled, meaning that he always fights with a certain hand of five cards at a time, while this may seem at the surface to be a limiting factor, as he has to draw another card each time he uses one, randomly at that, meaning he will never know exactly which cards he may be getting in his hand. However that is the style of using cards that he is most comfortable with, being given a small selection of cards and needing to figure out and plan multiple strategies on the fly, even if only one is used. Luckily for him, this style is tried and tested by gamblers under less lethal conditions.
Strengths:
- Versatile- As mentioned, this magic can become extremely versatile as the mage collects more cards.
- How am I meant to plan for this?!- After all, when someone has a range of different cards, planning against a mage who uses them can become a difficult chore for mages who prefer planning before fights unless they do their research
- Portable- Unlike the holder magics involved with things like gun magic, a card mage can hide cards on themselves very easily, and due to this, be able to take, even a few, to places a lot harder to sneak other weapons into.
Weaknesses:
- Too much choice!- A mage can easily become bogged down in which card to use in a moment of battle, leading to missed opportunities among indecisive mages thumbing through cards.
- Don't have that one yet- As it is a magic that involves actually holding the object you need to cast the spell, mages can find themselves limited by not having the card that they would want or need for a certain skillset.
- Practice, practice, practice- When a card mage finds a new card it can very much be like learning a new magic, having to figure out the best way to use the new card, and if they can even figure out a use for it at all.
- All out- Let's be real here. There's only so many cards that can fit on a person, eventually a card mage will run out of cards, no matter how careful they are with mana.
Lineage: N/A
Spells:
Name: Ace of spades
Rank: D
Type: Earth, offensive
Duration: Instant
Cooldown: 2 posts
Description: The user throws a card at the opponent, aiming to hit them, the card looks almost like a ace of spades, however the spade in the center is replaces with a fist, as the card travels, it increases in speed the further it goes until it hits the maximum of 7m/s, gaining more energy as it flies, travelling in a straight line until it hits something or the range of 15 meters expires and it crumbles to dust. As the card flies, it hardens and forms almost a rocky form around it in the shape and size of an average human male's fist, delivering a very heavy blow to the recipient. The attack delivers a crushing blow a lot harder than Lanta himself could throw, able to knock an enemy back and hurt them quite a bit if it connects, even crushing through armour and heavy objects, dealing D rank damage.
Strengths:
- The attack is very useful for dealing with armour on enemies to level the playing field
- The attack gains power as it travels across more distance, before it destroys itself past the effective range.
Weaknesses:
- If the card travels further than 15 meters, it crumbles and fails.
- The stone that covers the card could very much end up as the lunch of a dragon slayer of the same element
- If the card is used in close range to an opponent, it will do very little to them, as distance is key.
Name: Ace of clubs
Rank: D
Type: Water, defensive
Duration: 1 post
Cooldown: 4 posts
Description: The user simply holds the card, looking like an ace of clubs, but the tops of the clubs having smaller bubbles coming from them, up or throws it to an ally, the range of the throw being 10 meters at 8m/s, where it creates a shield of water roughly six feet in diameter which can be used to block impacts of magic, but only works to block 1.5x damage of spells up to C Rank.
Strengths:
- The card allows defense for a mage against offensive magic used against them at a C Rank.
- Can be used either on Lanta or on an ally that needs protection while they create a spell that takes a bit of extra time
Weaknesses:
- No offensive uses; this card can only be used for defense so even if one wanted to attack using it they would find themselves aiding the enemy.
- There is a long cooldown on the card, as it is very intensive to create and sustain a shield that will take an impact.
- It can only block the impact of magic from outside the sphere, if one is inside it with an enemy then there is no chance of any help from it, so it is more of a deterrence for ranged mages.
Name: Ace of diamonds
Rank: D
Type: Air, offensive
Duration: Instant
Cooldown: 2 posts
Description: The user throws a card, looking like the ace of diamonds, but with the diamond having a swirled design in the middle, at the opponent, where the card activates at a range of around three feet from the mage throwing it, launching four razor sharp scythes of wind at the enemy in a diamond formation, each one dealing 37.5% of D Rank damage and moving at 10m/s, strong enough to rip through flesh and bone, but not through armour, it continues for 15 meters before dissipating.
Strengths:
- The attack is very useful for causing actual physical damage to an opponent, being able to cut through limbs or light cover.
- The attack is significantly the fastest one, moving at around 10m/s.
Weaknesses:
- If the card travels further than 15 hundred meters, dissipates.
- The wind can not pierce through armour, so is easily stopped by metal.
- If the attacker is in melee range of Lanta, then the card would not activate so couldn't be used.
Name: Ace of hearts
Rank: D
Type: Fire, offensive
Duration: Instant
Cooldown: 3 posts
Description: The user holds up a card, looking like a heart with the top having a flame effect on, the card emitting a large flamethrower effect from it at around two feet in diameter, and travelling around seven meters in front of the card, lasting for around four seconds, dealing D rank damage and having a slight pushback effect on a mage caught in the center of it.
Strengths:
- The attack is a close range attack, perfect for blocking or distancing the mage from a mage who gets too close for comfort.
- The attack is a strong flame, able to melt through metal if it stays in the stream for close to the full time.
Weaknesses:
- The card is unusable past the range of seven meters, making it far shorter in range than all the other cards at D level in this pack.
- It is a plain fire attack, meaning a water mage could very easily counter it, even at D level.
- The attack stays travelling in the direction it is first used in, so it can be gone around or avoided.
Last edited by Switchblade on 9th December 2016, 5:47 am; edited 1 time in total (Reason for editing : Edited it, and I got fi... I mean four aces.)