Magic
Primary Magic: Runic Fencer
Secondary Magic: N/A
Caster or Holder: Holder
Description: Runic Fencer is a holder-type magic co-created by Theo Lucis, his father and his fencing tutor. It is a magic designed to blend a natural affinity and ability within the arts of fencing with the power of ancient runic magics with the intention of boosting Theo's natural capabilities and adding a multitude of effects to his attacks to create further devastation to his opponents.
Runic Fencer is mostly focused on pushing Theo's agility to the maximum and hailing foes with rapid-fire combinations and near-instantaneous parrying and sidestepping manoeuvres, making it extremely useful in duels and small group scuffles. However, partially down to the design of the magic and mostly down to the limitations to the range of a rapier, the magic is less efficient in situations where Theo is vastly outnumbered, particularly should his opposition be an actual challenge.
Strengths:
- The magic has a surprising amount of versatility courtesy of the various effects runes can have.
- The magic goes hand-in-hand with Theo's natural capabilities and his strong affinity with his fighting style of choice.
- Runic Fencer is incredibly effective in short-range, one-on-one combat.
Weaknesses:
- Runic Fencer can only be cast while Theo is wielding a weapon.
- Runic Fencer only affects Theo. None of its effects can be used on another person.
- While versatile, Runic Fencer is fairly limited in AoE spells. This is due to the main focus of the magic being down to either one-on-one dueling, or simply striking down multiple opponents with rapid movements.
- Runic Fencer has very few offensive spells, with the majority of Theo's damage output being limited to his weapon damage.
Lineage: N/A (planning to make my own, so please remove/ignore my current lineage)
Character Perks:
These are perks that Theo has unlocked in accordance with the 'Character Perks' thread in the 'Rules' section. This is here purely to keep track and remind myself.
Steadfast - When being hit by any spells (of equal or lower rank) that would inflict slow, roll a 6-sided die. If a 5 or 6 is rolled, the slow effect is negated. Damage is still dealt as normal. If the spell is one rank higher than Theo then a 6 MUST be rolled to be successful. Any spells of 2+ ranks higher cannot be negated.
Quickfeet - Theo can move and dodge at a faster rate than most other mages of equal rank. He moves 10% faster at each rank starting from C rank.
D - Equal speed
C - 10% faster
B - 20% faster
A - 30% faster
S - 40% faster
H - 50% faster
Un-parry-lelled - When an opponent attacks Theo with a weapon there is an increased chance that Theo will parry the attack, dealing weapon damage equal to his rank in immediate retaliation. Roll a six-sided die and follow the rules below;
2+ ranks below - Parried regardless of the dice roll.
1 rank below - Theo must roll either a 4, 5 or 6.
Equal rank - Theo must roll either a 5 or 6.
1 rank above - Theo must roll a 6.
2+ ranks above - Parry fails regardless of the dice roll.
Master Swordsman - As a trained swordsman, Theo's damage with a sword is higher than most. Increased damage output is dependent on the weapon strength and Theo's rank.
Weak; 6 + rank damage
Strong; 8 + rank damage
Strong+; 10 + rank damage
Legendary; 12 + rank damage
Legendary+; 14 + rank damage
Artifact; 16 + rank damage
Artifact+; 20+ rank damage
Mythical; 24 + rank damage
Runic Elements - Theo can add various coloured runes to his weapon that add elemental affinity. This affinity does not override the elemental affinity of any spells, only to his weapon attacks. Elements and colours are as follows;
White - Holy
Black - Dark
Red - Fire
Yellow - Lightning
Green - Wind
Indigo - Water
Brown - Earth
Purple - Venom
Blue - Ice
Primary Magic: Runic Fencer
Secondary Magic: N/A
Caster or Holder: Holder
Description: Runic Fencer is a holder-type magic co-created by Theo Lucis, his father and his fencing tutor. It is a magic designed to blend a natural affinity and ability within the arts of fencing with the power of ancient runic magics with the intention of boosting Theo's natural capabilities and adding a multitude of effects to his attacks to create further devastation to his opponents.
Runic Fencer is mostly focused on pushing Theo's agility to the maximum and hailing foes with rapid-fire combinations and near-instantaneous parrying and sidestepping manoeuvres, making it extremely useful in duels and small group scuffles. However, partially down to the design of the magic and mostly down to the limitations to the range of a rapier, the magic is less efficient in situations where Theo is vastly outnumbered, particularly should his opposition be an actual challenge.
Strengths:
- The magic has a surprising amount of versatility courtesy of the various effects runes can have.
- The magic goes hand-in-hand with Theo's natural capabilities and his strong affinity with his fighting style of choice.
- Runic Fencer is incredibly effective in short-range, one-on-one combat.
Weaknesses:
- Runic Fencer can only be cast while Theo is wielding a weapon.
- Runic Fencer only affects Theo. None of its effects can be used on another person.
- While versatile, Runic Fencer is fairly limited in AoE spells. This is due to the main focus of the magic being down to either one-on-one dueling, or simply striking down multiple opponents with rapid movements.
- Runic Fencer has very few offensive spells, with the majority of Theo's damage output being limited to his weapon damage.
Lineage: N/A (planning to make my own, so please remove/ignore my current lineage)
Character Perks:
These are perks that Theo has unlocked in accordance with the 'Character Perks' thread in the 'Rules' section. This is here purely to keep track and remind myself.
- Character Perks:
- Limit Transcendence:
This perk allows mages to exert more of their power to prolong/channel any spell that they have with a duration. To do this the user will have to pay 25% of WAT the spell originally cost them to keep it going for an additional post. This can be used multiple times for any spell with a duration or each spell that is active at that time. Also the cooldown of the spell that was increased by this perk will be increased by 1 post for every 2 posts added on. There is no cooldown for this perk and it can be used as many times as the user can use it if they'd like.
This perk has no effect on things that could end a spell abruptly like the durability being exceeding or it breaking by other means. This perk only adds to the duration.
- Sensory:
A mage's sixth sense. It is the ability to sense auras of magical energy and how powerful they are, be it items or the auras of living beings.
The base sensing ability for sensing a D rank mage is 5ft at D rank. This doubles for every rank the mage is. So for example a C rank mage could sense a D rank mage at 10ft whilst a H rank could sense it at 160ft.
As a mage gets stronger the easier they are to sense as their magic power is bigger. Essentially, it doubles for each rank. So a H rank could be sensed by a D rank at 160ft at 5120ft. Mages of course can hide their strength making them harder to sense.
However, whilst they can sense a mage's presence they cannot know WAT direction they are coming from till B rank and this will give them just a rough estimation. At A rank this becomes more precise and at S rank the mage becomes able to tell the distance as well. At H rank they can almost flawlessly pinpoint where a target is unless they are using some method to hide.
However, whilst a mage can identify the location of someone they are unable to use this perk, even when combined with magic items, to form maps or anything of that kind.
Steadfast - When being hit by any spells (of equal or lower rank) that would inflict slow, roll a 6-sided die. If a 5 or 6 is rolled, the slow effect is negated. Damage is still dealt as normal. If the spell is one rank higher than Theo then a 6 MUST be rolled to be successful. Any spells of 2+ ranks higher cannot be negated.
Quickfeet - Theo can move and dodge at a faster rate than most other mages of equal rank. He moves 10% faster at each rank starting from C rank.
D - Equal speed
C - 10% faster
B - 20% faster
A - 30% faster
S - 40% faster
H - 50% faster
Un-parry-lelled - When an opponent attacks Theo with a weapon there is an increased chance that Theo will parry the attack, dealing weapon damage equal to his rank in immediate retaliation. Roll a six-sided die and follow the rules below;
2+ ranks below - Parried regardless of the dice roll.
1 rank below - Theo must roll either a 4, 5 or 6.
Equal rank - Theo must roll either a 5 or 6.
1 rank above - Theo must roll a 6.
2+ ranks above - Parry fails regardless of the dice roll.
Master Swordsman - As a trained swordsman, Theo's damage with a sword is higher than most. Increased damage output is dependent on the weapon strength and Theo's rank.
Weak; 6 + rank damage
Strong; 8 + rank damage
Strong+; 10 + rank damage
Legendary; 12 + rank damage
Legendary+; 14 + rank damage
Artifact; 16 + rank damage
Artifact+; 20+ rank damage
Mythical; 24 + rank damage
Runic Elements - Theo can add various coloured runes to his weapon that add elemental affinity. This affinity does not override the elemental affinity of any spells, only to his weapon attacks. Elements and colours are as follows;
White - Holy
Black - Dark
Red - Fire
Yellow - Lightning
Green - Wind
Indigo - Water
Brown - Earth
Purple - Venom
Blue - Ice
- Spell Fusions:
Name
Rank:
Type:
Fused Spells
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Legacy on 18th April 2017, 11:13 am; edited 11 times in total