Primary Magic: Reinforcement Magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Reinforcement magic is any and all kinds of self-casting buffs that will raise the user’s physical capabilities. These boosts can range from strength boosts or speed boosts, and can even focus on a specific body part. Reinforcement can also be cast on objects the user is holding/touching to a degree.
The user enchants themselves with magic to raise the physical capabilities; lesser reinforcement on objects that are held by the weaker. These boosts on the self last for as long as the user wants (Unless they run out of magic or something)
Strengths:
-Great utility potential
-Great physical offensive/defensive capabilities
-Lesser weapon durability increase (Temporary)
-Great for solo fights
Weaknesses:
-Can only be used on self
-Weapon increase is weak and temporary
-It’s only a physical boost
-Total lack of magic attacks*
-Majority of abilities only work close-combat*
Lineage: Knight Of Honor
Description: One of the Seven Knights of King Kuroryu, this Knight was from a foreign land to the King and the other knights. He was found washed up by the beach and pulled ashore. He became a knight after saving the king's life from an assassination attempt. This knight had the ability to become invulnerable to spells and physical damage, but due to his specific fighting beliefs he only used this lineage in times of need. However, his descendents either followed his beliefs, or were against them - abusing the ability constantly.
Ability: The user of this lineage can become invulnerable for 1 post. After usage, the user loses ability to use both arms for 1 post after.
Usage: The user of this lineage turns invulnerable for 1 post which is shown by a barrier of light outlining their body. After usage the user is suffers temporary paralysis in both arms for 1 post. 5 post cooldown between uses and can only be used twice per thread
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)
Full Cowl Tech: Regen Boost: Recover 3% HP per post
Full Cowl: Enhance the entire body with Reinforcement magic, increasing strength by 25%*
Boost Tech: Bolster Shield: Supportive; touch an ally’s shield to increase defense by a rank (3 Post Cool down)*
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 or spells?? 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:
Note:I really wasn't 100% sure with everything that I have is viable as a D-Rank so I think you should expect a lot of mistakes here 'n there. Thank you!
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Reinforcement magic is any and all kinds of self-casting buffs that will raise the user’s physical capabilities. These boosts can range from strength boosts or speed boosts, and can even focus on a specific body part. Reinforcement can also be cast on objects the user is holding/touching to a degree.
The user enchants themselves with magic to raise the physical capabilities; lesser reinforcement on objects that are held by the weaker. These boosts on the self last for as long as the user wants (Unless they run out of magic or something)
Strengths:
-Great utility potential
-Great physical offensive/defensive capabilities
-Lesser weapon durability increase (Temporary)
-Great for solo fights
Weaknesses:
-Can only be used on self
-Weapon increase is weak and temporary
-It’s only a physical boost
-Total lack of magic attacks*
-Majority of abilities only work close-combat*
Lineage: Knight Of Honor
Description: One of the Seven Knights of King Kuroryu, this Knight was from a foreign land to the King and the other knights. He was found washed up by the beach and pulled ashore. He became a knight after saving the king's life from an assassination attempt. This knight had the ability to become invulnerable to spells and physical damage, but due to his specific fighting beliefs he only used this lineage in times of need. However, his descendents either followed his beliefs, or were against them - abusing the ability constantly.
Ability: The user of this lineage can become invulnerable for 1 post. After usage, the user loses ability to use both arms for 1 post after.
Usage: The user of this lineage turns invulnerable for 1 post which is shown by a barrier of light outlining their body. After usage the user is suffers temporary paralysis in both arms for 1 post. 5 post cooldown between uses and can only be used twice per thread
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)
Full Cowl Tech: Regen Boost: Recover 3% HP per post
Full Cowl: Enhance the entire body with Reinforcement magic, increasing strength by 25%*
Boost Tech: Bolster Shield: Supportive; touch an ally’s shield to increase defense by a rank (3 Post Cool down)*
- D-Rank Spells:
- Spells:
--
Name: Cowl Tech: Guillotine Kick!!
Rank: D
Type: Physical/Offensive
Duration: Instant
Cooldown: 2 Post
Description: Reinforce that leg! In case I can’t use my arms, I’ll use my feet! The user powers up their legs to jump forward and kick with all their might. The user can propel themselves about 30 feet forward and moves 25mph
Strengths:- Great as a quick caster
- Long range attack
Weaknesses: - Can’t control trajectory mid-jump
- Since it’s a kick, it’s not efficient as a long-range attack
- One hit wonder - doesn't do much damage*
Name: Cowl Tech: Illusory Cuts
Rank: D
Type: Physical/Offensive
Duration: Instant
Cooldown: 4 Posts
Description: You can’t see all these cuts! User moves super fast to the point where the attacks leave afterimages. The attacks can be focused on one or many, but it becomes more concentrated the less people there are to attack. User’s range of movement and attack stretches roughly in a 15 foot radius.
Strengths:
-Potent on a single target
-15ft AoE, able to hit multiple enemies.
Weaknesses:
-Becomes less powerful the more enemies targeted
-Requires both swords/Two hands
-Nigh useless against the physically defensive
-Can't stop unless the move is finished*
Name: Full Cowl Tech: Meteor Burst
Rank: D
Type: Physical/Offensive
Duration: 1 Post (To charge)
Cooldown: 5 Posts
Description: Surpass the limit; User reinforces their entire body and jump high into the air. Coupled with the force of gravity, the user crashes down into the ground like a meteor with all of their strength, creating a 30-50 feet raidus crater and sending a shockwave about 50 feet in radius
Strengths:
-Great AoE
Weaknesses:
-Requires a charge up
-Can hurt allies
-Destroy the ground
-Hurts the user
Name: Boost Cowl: Home-Run is Glorious!
Rank: D
Type: Defensive/Counter
Duration: Instant
Cooldown: 4 Posts
Description: User enchants their sword with reinforcement magic making it much harder to break. Due to this power, the user swings their sword like a baseball bat, sending projectiles back to the source for half the damage. The countered projectile will fizzle out if father than 30 feet*
Strengths:
-Counter attack projectiles and magic projectiles
Weaknesses:
-Does not do much in the way of melee attacking
-Requires both hands and a sword
-If a spell one ranks higher than it is cast, it basically nullifies the reinforcement* - Great as a quick caster
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 or spells?? 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:
Note:I really wasn't 100% sure with everything that I have is viable as a D-Rank so I think you should expect a lot of mistakes here 'n there. Thank you!
Last edited by AtsuroRock on 16th March 2017, 2:22 pm; edited 1 time in total