Magic
Primary Magic: Dream Make Magic
Secondary Magic:
Caster or Holder: Caster
Description: Dream Make Magic is a type of Molder / Maker magic, a magic that specializes in crafting your specific element into that of which you desire. With Dream Make, it is much like that, except the mage creates something from their mind - their dreams. This works very similar to Memory Make, but instead of crafting things you've seen before, the mage CAN craft things they've seen before, but not just that. It can be anything they dream about. This makes the magic very diverse, since it's based on what the mage is dreaming of, and can be extremely different depending on the day. This also gives the mage little choice when crafting, as it's limited to what they're dreaming about. In essence, it's diverse, yet limited, all at the same time.
In Alex's case, this is much easier to decide what to craft, as, in their mind, they live in a permanent "dreamland," where all of their dreams exist. They can choose what to craft into existence, because of everything being in plain sight. Again, even though this is easier for Alex, it still is random in battle, as everything they craft is solely dependant on the dreams they are having.
Spells are broken down into two categories - Dream Make, the natural form of the spells, and Nightmare Make, spells deriving from the darker dreams that Alex Has. Basic Dream Make spells are normal, crafting things in Alex's dreams into reality to use in battle. Nightmare Make spells are inheritantly more powerful, however damage Alex physically and mentally when using them, due to the spells forcing more energy out of them, and the spells deriving from Alex's negative emotions and fears. Otherwise, there is no difference to the spells, as they both are used the same way.
As for spells themselves, the basis of spells can be extremely random. They could range from Alex dreaming about being a masterful Yoyoer, so they'd craft a yoyo into real life, to them dreaming about cotton candy coming back for revenge. It's random, as are dreams. The spells have a variety of effects, ranging from buffs to damage to defense, and some crafting everyday tools for basic use. The limit is quite literally Alex's imagination (and the amount of spells I'm limited to having...).
Strengths:
*Unnatural: This magic is definitely unpredictable to anyone who can't read minds or tell dreams or whatever, as it's nature isn't something basic like a one-element magic, summoning magic, or something else of the like where most of the spells have something in common that the opponent can deduce quickly.
*Spectrum: This magic contains the whole spectrum of what can be used in battle, be it offense, defense, support, AoE, it isn't limited to one type.
*No specific weaknesses: There are no specific counters to Dream Make. There are weaknesses, yes, but no specific counters such as Water vs Fire or Acid vs Metal for example.
Weaknesses:
*Sleep: The user must be asleep. While this isn't a problem for Alex most of the time, as they're naturally asleep, if someone were to have the ability to force Alex awake with a spell or something else, Alex's magic would be null.
*Nightmares: Nightmare spells all deal 50% of total damage output back to Alex, and the damage is there regardless (meaning even if the spell has no effect on the enemy).
*Hands: The user requires both hands touching their head when the spell begins. If only one is there, the spell has half potency (damage if damaging spell, durability if defensive spell, buff / effect if a support spell, etc), and will not work if neither are there.
*Drowsing: When using the magic, Alex is in a state where they are wobbly on their feet due to only being half conscious to the outside world. This makes them unable to perform drastic feats of agility, and lowers their ability to dodge.
Lineage:
Unique Abilities:
*Dreamland: At the beginning of every combat topic (done on the very first post and the effects last for the entire topic), Alex goes into one of five different dreamlands (chosen at random by a die roll). Each dreamland influences their magic, and gives them the perception of a different battlefield. The battlefield doesn't actually change, of course, but Alex's perception of it does. The five different dreamlands are:
*Dreamland Dimensions: Due to the unnatural dimensions of Alex's dreamland, they're able to walk on any solid surface, regardless of gravity. They can walk on walls, cielings, pillars, slopes, and also sit, stand, run, and do everything as if they were on normal gravity.
*Gateway to Dreamland: (combat effect)When in combat, Alex can transport sjort distances through doors, going directly into their dreamland and then out into the real world. To the opponent, Alex is just simply teleporting, but in Alex's eyes, they are physically enterring and walking through a doorway. The range of this teleport is 5 meters in any direction from Alex, and increases in range by 5 meters per rank up.
(out of combat / plot effect) When making physical contact, Alex can transport someone into their dreamland by inducing sleep on them. It won't literally transport their body, but instead their mind will "share" the dreamland that Alex goes into while asleep.
Primary Magic: Dream Make Magic
Secondary Magic:
Caster or Holder: Caster
Description: Dream Make Magic is a type of Molder / Maker magic, a magic that specializes in crafting your specific element into that of which you desire. With Dream Make, it is much like that, except the mage creates something from their mind - their dreams. This works very similar to Memory Make, but instead of crafting things you've seen before, the mage CAN craft things they've seen before, but not just that. It can be anything they dream about. This makes the magic very diverse, since it's based on what the mage is dreaming of, and can be extremely different depending on the day. This also gives the mage little choice when crafting, as it's limited to what they're dreaming about. In essence, it's diverse, yet limited, all at the same time.
In Alex's case, this is much easier to decide what to craft, as, in their mind, they live in a permanent "dreamland," where all of their dreams exist. They can choose what to craft into existence, because of everything being in plain sight. Again, even though this is easier for Alex, it still is random in battle, as everything they craft is solely dependant on the dreams they are having.
Spells are broken down into two categories - Dream Make, the natural form of the spells, and Nightmare Make, spells deriving from the darker dreams that Alex Has. Basic Dream Make spells are normal, crafting things in Alex's dreams into reality to use in battle. Nightmare Make spells are inheritantly more powerful, however damage Alex physically and mentally when using them, due to the spells forcing more energy out of them, and the spells deriving from Alex's negative emotions and fears. Otherwise, there is no difference to the spells, as they both are used the same way.
As for spells themselves, the basis of spells can be extremely random. They could range from Alex dreaming about being a masterful Yoyoer, so they'd craft a yoyo into real life, to them dreaming about cotton candy coming back for revenge. It's random, as are dreams. The spells have a variety of effects, ranging from buffs to damage to defense, and some crafting everyday tools for basic use. The limit is quite literally Alex's imagination (and the amount of spells I'm limited to having...).
Strengths:
*Unnatural: This magic is definitely unpredictable to anyone who can't read minds or tell dreams or whatever, as it's nature isn't something basic like a one-element magic, summoning magic, or something else of the like where most of the spells have something in common that the opponent can deduce quickly.
*Spectrum: This magic contains the whole spectrum of what can be used in battle, be it offense, defense, support, AoE, it isn't limited to one type.
*No specific weaknesses: There are no specific counters to Dream Make. There are weaknesses, yes, but no specific counters such as Water vs Fire or Acid vs Metal for example.
Weaknesses:
*Sleep: The user must be asleep. While this isn't a problem for Alex most of the time, as they're naturally asleep, if someone were to have the ability to force Alex awake with a spell or something else, Alex's magic would be null.
*Nightmares: Nightmare spells all deal 50% of total damage output back to Alex, and the damage is there regardless (meaning even if the spell has no effect on the enemy).
*Hands: The user requires both hands touching their head when the spell begins. If only one is there, the spell has half potency (damage if damaging spell, durability if defensive spell, buff / effect if a support spell, etc), and will not work if neither are there.
*Drowsing: When using the magic, Alex is in a state where they are wobbly on their feet due to only being half conscious to the outside world. This makes them unable to perform drastic feats of agility, and lowers their ability to dodge.
Lineage:
- Calorie Shave:
- Calorie Shave
Description: You had a fat ancestor. We all have in some point of our lineage, but yours was a particularly determined one. Maybe it was for the bullying or for the discomfort, but he strove to lose his excess weight. His journey in search for this 'cure' was a true epic, marking him as a legend of the heavyweights. In the end, however, he failed to find one and in his sorrow he planned to drown himself, only to see on his reflection in the pool that his efforts themselves were the cure. He died on the spot from exhaustion, though. Pitying him for his labors, an obesity god decided to do the man a favor and decreed that the strength of his soul will help his descendants in their future endeavors. As a result, his descendants have gained the strength of his spirit and can sacrifice body mass for a temporary boost. However, go too far, and they risk facing the same fate as their ancestor. Alas, had he heard of Gravity Magic, maybe he would not need to work so hard after all.
Ability: The user of this lineage can choose to call upon the spirit to take away some of their body mass and in exchange gain huge amounts of energy. However, once it runs out, they will fall to the ground, exhausted from the effort for one post and only able to carefully walk and fire spells below their rank (D-ranks will still have access to their spells) for the next 3 posts.
Usage: A dangerous technique, the user will only have enough body mass to fuel one usage of the lineage per thread. But in return, expect yourself to gain enough energy to fuel one of your spells of your rank or lower for free once per post and you gain enough strength to make your durability extreme, meaning that spells one rank above you and below are rendered with 50% their damage and no push-back. This ability can only be used once per thread and the effect will last for 2 posts , so you will have to make it count.
Unique Abilities:
*Dreamland: At the beginning of every combat topic (done on the very first post and the effects last for the entire topic), Alex goes into one of five different dreamlands (chosen at random by a die roll). Each dreamland influences their magic, and gives them the perception of a different battlefield. The battlefield doesn't actually change, of course, but Alex's perception of it does. The five different dreamlands are:
- Spoiler:
- 1) Fear Zone: A battlefield that looks like the aftermath of an apocalyptic war. Things creep in the darkness and there is a darkened sky. The effect of this is that Nightmare spells have their potency increased by 75%, however in return basic Dream spells have half potency, and instead of 50%, Nightmare spells deal 100% of total damage back to Alex.
2) Happiness Plains: The battlefield changes into a lush field of flowers and grass, with the blue sky and rainbows, something you'd see in a children's show. The effect is that basic Dream spells have their potency increased by 25%, however Nightmare spells have their potency lowered by half.
3) Cloud land: The battlefield is changed into a land of clouds, the walls, floors, ceilings, anything solid is made of clouds. This has no effect on the battle or Alex's magic.
4) Memory lane: The battlefield is changed into a street, with all walls or structures around Alex changed into buildings. Through the windows of these buildings show all of Alex's memories. The effect of this is that after each use, a spell's mana cost is reduced by 1 MP, however after every subsequent use from the first, the cooldown of the spell is increased by one. The effect applies solo to each spell, meaning each singular spell has its own cooldown increased and mana cost decreased after its own usage. If Alex doesn't use a spell, it won't be affected.
5) Cursed Sanctuary: The battlefield is changed into a dark sanctuary, with glowing symbols on the walls. Here, the effects are that after every turn, Alex has their life force sapped and transferred into mana force. Every turn, Alex loses 2 HP, and gains 2 MP. If Alex is unable to provide the 2 HP (meaning they're at 1 HP), they'll pass out, however will be left with 1 HP.
*Dreamland Dimensions: Due to the unnatural dimensions of Alex's dreamland, they're able to walk on any solid surface, regardless of gravity. They can walk on walls, cielings, pillars, slopes, and also sit, stand, run, and do everything as if they were on normal gravity.
*Gateway to Dreamland: (combat effect)When in combat, Alex can transport sjort distances through doors, going directly into their dreamland and then out into the real world. To the opponent, Alex is just simply teleporting, but in Alex's eyes, they are physically enterring and walking through a doorway. The range of this teleport is 5 meters in any direction from Alex, and increases in range by 5 meters per rank up.
(out of combat / plot effect) When making physical contact, Alex can transport someone into their dreamland by inducing sleep on them. It won't literally transport their body, but instead their mind will "share" the dreamland that Alex goes into while asleep.
- For Reference:
- Code:
[spoiler=SPELL NAME][b]Name:[/b] ( Name of the Spell )
[b]Rank:[/b]
[b]Type:[/b]
[b]Duration:[/b]
[b]Cooldown:[/b]
[b]Description:[/b] [spoiler=Image][/spoiler]
[b]Strengths:[/b]
*
*
*
[b]Weaknesses:[/b]
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*[/spoiler]
- D Rank Spells:
- Señor Porkchop:
- Name: Dream Make: Señor Porkchop
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description:- Image:
Strengths:
*Can shatter stone and other obstacles with ease
*Knocks back opponents
*Can function as a pseudo-shield for Alex due to the sheer size of the pig
Weaknesses:
*Moves in a linear path
*Too much destruction may cause buildings to collapse when Alex doesn't want them too
*The pig is easily hit with spells because of his size
*Requires Alex's hands to touch the ground
- Combat Armor:
- Name: Dream Make: Combat Armor
Rank: D
Type: Offensive / Defensive
Duration: 3 posts maximum (can be stopped before then, however)
Cooldown: However long it was kept out + 1
Description:- Image:
Strengths:
*Both offensive and defensive
*Doesn't limit movement
*Isn't actually made of metal, so faces no weaknesses that normal metal-based spells would have
Weaknesses:
*Has set damage mitigation per post, not per attack.
*Once the energy ball is fired, spell automatically goes into cooldown
*Energy ball moves in a linear path
*Suit of armor is destroyed once it takes 2 hits of D rank damage or one hit of anything above that
- Spirit Animal:
- Name: Dream Make: Dilon the Hawk
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description:- Image:
Strengths:
*Heals Alex
*Fake out, as the falcon charges at the opponent and then moves upward
Weaknesses:
*If the hawk is hit by a spell before it shoots the beam, nothing else will happen
*Beam goes in a linear path
*Beam is small in radius, only having a foot radius, making it easier to avoid without external factors
- BFH:
- Name: Dream Make: Big Friggin Hands
Rank: D
Type: Offensive
Duration: 3 posts
Cooldown: 4 posts
Description:- Image:
Strengths:
*Increases the range of physical combat
*Force allows Alex to destroy obsticles that could impede progress
*Alex can still use their hands normally, if someone were to truly get into CQC
Weaknesses:
*Only the giant hands deal bonus damage (meaning Alex's regular hands won't)
*Reckless movement of Alex's regular hands can harm allies
*Destroying terrain could cause buildings or the like to collapse
*Suffers the normal weaknesses of metal, id est corrosion, melting, etc.
- Magical Door:
- Name: Dream Make: Magical Door
Rank: D
Type: Defensive
Duration: One to three posts
Cooldown: 4 posts regardless
Description:- Image:
Strengths:
*Protects against damage
*Can be used to attack someone with their own spell
*Freedom of choice as to when Alex wants to use it, and where. Gives the element of surprise
Weaknesses:
*Costs 50% more mana cost to resummon the magic circle
*Only works on projectiles
*Attacking someone with their own spell is nigh useless if they have an immunity / resistance to it
*Door can only be summoned in front of Alex
- Nightmare - Furious Storm:
- Name: Nightmare Make: Furious Storm
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description:- Image:
Strengths:
*Deals bonus damage
*Lightning elemental attack
*Higher damage allows for easier shattering of barriers
Weaknesses:
*CQC
*Rain has no effect
*Slayers can consume both the rain or lightning, assuming that's their element
*Anything that doesn't conduct electricity will resist the spell
- Nightmare - Meteor:
- Name: Nightmare Make: Meteor
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description:- Image:
Strengths:
*AoE effect allows multiple people to be hit
*Allows for a way to clear space with the shockwave
Weaknesses:
*Can hit allies
*Alex must stand still while using the spell
*If anything is above the fighting area, the meteor will hit that instead of its target
- Panty Robot:
- Name: Dream Make: Panty Robot
Rank: D
Type: Offensive
Duration: 3 posts
Cooldown: 4 posts
Description:- Image:
Strengths:
*Range + CQC
*Has massive force and strength, easily holding and lifting things Alex couldn't
Weaknesses:
*Moves at half the speed of a D rank mage
*A simple flame makes panty robot go bye bye
*Explosion can harm Alex, or any other ally
- Nightmare - Deterioration Wave:
- Name: Nightmare Make: Deterioration Wave
Rank: D
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description:- Image:
Strengths:
*Ranged combat
*Can be split into two different beams, to cover more options
Weaknesses:
*Linear motion / path
*If split into two, damage for each beam is halved
*Must remain stationary for the first part of the spell
- Nightmare - PAA:
- Name: Nightmare Make: Parasitic Armored Arachnid
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description:- Image:
Strengths:
*Acidic DoT
*2 different attacks, for possible mix ups
Weaknesses:
*Acid slayers can eat the spider venom
*Lunging forward has no additional element added to it
*Alex must remain stationary while performing the spell
- 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 Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Shipping Goddess on 8th May 2017, 7:13 pm; edited 3 times in total