MAGIC
PRIMARY MAGIC: Arc of the Moon
CASTER OR HOLDER: Caster
DESCRIPTION: The Arc of the Moon is a lost form of magic which uses the power and properties of the moon to channel mana into different spells. The spells that the magic boasts can range from light-based (moonlight), water-based (tides), among other things -- which includes folklore and other things like that. The magic is lost and very complicated, therefore powerful. However; unlike most magic which are more commonly focused on offense. It includes a variety of defensive and support oriented spells while having brute force as backup if the other magics fail. The magic, said, is versatile, but is more for the team-player, supporting their allies and does not do well if the caster is singled out. Most of its spells are mid-to-long ranged, with a lack of melee spells. The magic is elegant and beautiful, perhaps to its advantage, and utilizes pale blue light or iridescent purple water to do its bidding.
The magic was created by an old sage who spent many of his last living hours enamored with the beauty of the moon. He created and recorded the magic. In a magic tome called ‘Luna’, which he declared to be one of beauty and grace, but died before he could teach or redistribute the old journal he recorded. (See lineage.) Later, when his spirit eventually found a child able to bear its power, he would then guide them to his old cottage, still occupied by his descendants for them to retrieve it.
STRENGTHS:
~ Just in general, a very powerful magic with many spells that can change the tide of a battle very quickly.
~ Plethora of supportive spells -- including healing.
~ Lost magic: one of a kind and unpredictable to those who have not encountered him before.
WEAKNESSES:
~ Not subtle and very obvious. Almost impossible to use while trying to stay hidden.
~ Relatively few offensive spells, which can make attacks repetitive and therefore can be planned against. (Offensive spells are not weaker than similar magics.)
~ Few to no melee-range spells.
~ Any (light-based -- disincluding water based and stuff like that) spell of this magic can be reflected or disabled by mirrors. (Does not affect semi-reflective surfaces like stainless steel, glass, water, etc..)
LINEAGE: Magician’s Spirit
Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good/evil, elements, and general nature). Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D), for 200% user-ranked spell damage. Range is 30 meters + 15 per rank above D away from the user.
UNIQUE ABILITIES:
~ Lunar Gifts: If the moon is out, the magic draws power on the moon to amplify their own magical abilities. The power that they borrow from the moon depends on the lunar phase: at a perfect full moon, they are granted 50% increase in spell effectiveness; gibbous moon, 40%; half moon, 30%, and crescent moon which gives them 20% spell effectiveness. If the moon is rebellious and appears in the day it gives 10% effectiveness. This ability does not take place if there is a new moon.
~ Moonlight Tan: Arete’s many years under the moon has passively given him an ‘invisible tan’ which nullifies 10% of incoming magical damage. This skill ranks up beginning when the player passes C rank: 20% at B rank, 30% at A rank, 40% at S rank, and then 50% at SS rank.
~ Glowing Complexion: The channeling of the moon’s magic through his body like a conduit has had physical effects on him. His skin, when in the dark glows a pale blue and to many, he appears significantly more romantically and/or sexually attractive due to this magical light than his peers.
SPELLS:
NAME: Refraction (Unnamed)
RANK: D
TYPE: Offensive: Light
DURATION: Instant
COOLDOWN: 2 posts
DESCRIPTION: A beginner ‘spell’ of his magic. Not really a true spell, not one made by the sage -- just a halo of the magic’s potential and Arete’s basic control over light. With a wave of a limb, a bright flash of light is redirected and aimed towards the opponent, with many rainbows spiraling behind it. Causes D rank burning damage with no knockback. Is ineffective at less than 6 feet away, but can travel up to 26 feet before fading. Travels, ironically not at the speed of light, but at around 3 yard/sec.
STRENGTHS:
~ Can hit from afar for a spell of this rank.
~ Flash of light at the beginning of the spell can be used to stun enemies.
~ Does not have an incantation.
WEAKNESS:
~ Requires a limb to hurl the light.
~ Cannot attack at point blank.
~ No knockback.
~ Cannot pass through opaque objects.
NAME: Luna (Unnamed)
RANK: D
TYPE: Supportive: Buff
DURATION: 1 post (current post if it is self-inflicted or the target’s next post if not)
COOLDOWN: 5 posts
DESCRIPTION: Arete, by channeling his basic understanding of the supportive properties of his magic, Arete can increase one target’s (can include himself) spell effectiveness by 20%. Can effect someone of his choosing in a 26 feet radius but is ineffective in a 6 feet counter-radius around the caster. He does this by releasing a pulse of light that engulfs the target and covers them in blue aura.
STRENGTHS:
~ Powerful buff for D rank.
~ Can be self-inflicted.
~ Does not have an incantation.
WEAKNESS:
~ Does not work in close quarters.
~ Only has a single target.
~ Long cooldown proportionate to its effects.
~ Target has to be visible for him to properly cast the spell.
NAME: Mirror (Unnamed)
RANK: D
TYPE: Defensive: Shield, Counter
DURATION: Until it breaks (Automatically disappears after three posts if it is broken yet.)
COOLDOWN: 4 posts longer than how long it took for the shield to be broken (i.e. If the shield was broken two turns after it was summoned, the cooldown would be 2+4)
DESCRIPTION: A basic grasp of a more advanced spell of his magic. It works, but maybe not to its full potential. He channels light in front of him, into a plate-like structure that can defend against 2 spells of its own rank and 1 of the rank above it. The shield, when struck, releases a ray of light that deals 20% of the incoming spells damage up to 20 feet away. The countering effect only works if it is hit by a spell of its rank or below.
STRENGTHS:
~ Can counter magic.
~ Useful at melee range.
~ Good in a pinch.
WEAKNESS:
~ Not a full sphere -- leaving exposed on the back, flanks, etc.
~ Long cooldown
~ Can only counter spells of the same or lower rank.
~ More easily broken than other shield spells of the same rank.
NAME: Martyr (Unnamed)
RANK: D
TYPE: Supportive: Healing
DURATION: Instant
COOLDOWN: 2 posts
DESCRIPTION: A twist of his magic that he uses despite his inexperience, he uses nonetheless. He can effect someone of his choosing (not himself) in a 26 feet radius but is ineffective in a 6 feet counter-radius around the caster with D-rank (20 HP) healing but takes half of a D-rank damage (10) to himself. Is not affected by Quiet Burn (buff at night/debuff at day) or his lineage buffs. To do this, he sends a burst of light that circles around the target.
STRENGTHS:
~ Small cooldown in comparison to his other magics.
~ A healing spell available at a low rank.
~ Does not have an incantation.
WEAKNESS:
~ Has HP recoil.
~ Unable to use on himself.
~ Does not work in close quarters.
~ Target has to be visible for him to properly cast 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?)
EDIT LOG:
~ 4/12/17, D Rank: Changed the description and the elemental alignment of the magic, changed all of the abilities to things more useful, and changed the name of a spell and the wording of the description.
PRIMARY MAGIC: Arc of the Moon
CASTER OR HOLDER: Caster
DESCRIPTION: The Arc of the Moon is a lost form of magic which uses the power and properties of the moon to channel mana into different spells. The spells that the magic boasts can range from light-based (moonlight), water-based (tides), among other things -- which includes folklore and other things like that. The magic is lost and very complicated, therefore powerful. However; unlike most magic which are more commonly focused on offense. It includes a variety of defensive and support oriented spells while having brute force as backup if the other magics fail. The magic, said, is versatile, but is more for the team-player, supporting their allies and does not do well if the caster is singled out. Most of its spells are mid-to-long ranged, with a lack of melee spells. The magic is elegant and beautiful, perhaps to its advantage, and utilizes pale blue light or iridescent purple water to do its bidding.
The magic was created by an old sage who spent many of his last living hours enamored with the beauty of the moon. He created and recorded the magic. In a magic tome called ‘Luna’, which he declared to be one of beauty and grace, but died before he could teach or redistribute the old journal he recorded. (See lineage.) Later, when his spirit eventually found a child able to bear its power, he would then guide them to his old cottage, still occupied by his descendants for them to retrieve it.
STRENGTHS:
~ Just in general, a very powerful magic with many spells that can change the tide of a battle very quickly.
~ Plethora of supportive spells -- including healing.
~ Lost magic: one of a kind and unpredictable to those who have not encountered him before.
WEAKNESSES:
~ Not subtle and very obvious. Almost impossible to use while trying to stay hidden.
~ Relatively few offensive spells, which can make attacks repetitive and therefore can be planned against. (Offensive spells are not weaker than similar magics.)
~ Few to no melee-range spells.
~ Any (light-based -- disincluding water based and stuff like that) spell of this magic can be reflected or disabled by mirrors. (Does not affect semi-reflective surfaces like stainless steel, glass, water, etc..)
LINEAGE: Magician’s Spirit
Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good/evil, elements, and general nature). Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D), for 200% user-ranked spell damage. Range is 30 meters + 15 per rank above D away from the user.
UNIQUE ABILITIES:
~ Lunar Gifts: If the moon is out, the magic draws power on the moon to amplify their own magical abilities. The power that they borrow from the moon depends on the lunar phase: at a perfect full moon, they are granted 50% increase in spell effectiveness; gibbous moon, 40%; half moon, 30%, and crescent moon which gives them 20% spell effectiveness. If the moon is rebellious and appears in the day it gives 10% effectiveness. This ability does not take place if there is a new moon.
~ Moonlight Tan: Arete’s many years under the moon has passively given him an ‘invisible tan’ which nullifies 10% of incoming magical damage. This skill ranks up beginning when the player passes C rank: 20% at B rank, 30% at A rank, 40% at S rank, and then 50% at SS rank.
~ Glowing Complexion: The channeling of the moon’s magic through his body like a conduit has had physical effects on him. His skin, when in the dark glows a pale blue and to many, he appears significantly more romantically and/or sexually attractive due to this magical light than his peers.
SPELLS:
NAME: Refraction (Unnamed)
RANK: D
TYPE: Offensive: Light
DURATION: Instant
COOLDOWN: 2 posts
DESCRIPTION: A beginner ‘spell’ of his magic. Not really a true spell, not one made by the sage -- just a halo of the magic’s potential and Arete’s basic control over light. With a wave of a limb, a bright flash of light is redirected and aimed towards the opponent, with many rainbows spiraling behind it. Causes D rank burning damage with no knockback. Is ineffective at less than 6 feet away, but can travel up to 26 feet before fading. Travels, ironically not at the speed of light, but at around 3 yard/sec.
STRENGTHS:
~ Can hit from afar for a spell of this rank.
~ Flash of light at the beginning of the spell can be used to stun enemies.
~ Does not have an incantation.
WEAKNESS:
~ Requires a limb to hurl the light.
~ Cannot attack at point blank.
~ No knockback.
~ Cannot pass through opaque objects.
NAME: Luna (Unnamed)
RANK: D
TYPE: Supportive: Buff
DURATION: 1 post (current post if it is self-inflicted or the target’s next post if not)
COOLDOWN: 5 posts
DESCRIPTION: Arete, by channeling his basic understanding of the supportive properties of his magic, Arete can increase one target’s (can include himself) spell effectiveness by 20%. Can effect someone of his choosing in a 26 feet radius but is ineffective in a 6 feet counter-radius around the caster. He does this by releasing a pulse of light that engulfs the target and covers them in blue aura.
STRENGTHS:
~ Powerful buff for D rank.
~ Can be self-inflicted.
~ Does not have an incantation.
WEAKNESS:
~ Does not work in close quarters.
~ Only has a single target.
~ Long cooldown proportionate to its effects.
~ Target has to be visible for him to properly cast the spell.
NAME: Mirror (Unnamed)
RANK: D
TYPE: Defensive: Shield, Counter
DURATION: Until it breaks (Automatically disappears after three posts if it is broken yet.)
COOLDOWN: 4 posts longer than how long it took for the shield to be broken (i.e. If the shield was broken two turns after it was summoned, the cooldown would be 2+4)
DESCRIPTION: A basic grasp of a more advanced spell of his magic. It works, but maybe not to its full potential. He channels light in front of him, into a plate-like structure that can defend against 2 spells of its own rank and 1 of the rank above it. The shield, when struck, releases a ray of light that deals 20% of the incoming spells damage up to 20 feet away. The countering effect only works if it is hit by a spell of its rank or below.
STRENGTHS:
~ Can counter magic.
~ Useful at melee range.
~ Good in a pinch.
WEAKNESS:
~ Not a full sphere -- leaving exposed on the back, flanks, etc.
~ Long cooldown
~ Can only counter spells of the same or lower rank.
~ More easily broken than other shield spells of the same rank.
NAME: Martyr (Unnamed)
RANK: D
TYPE: Supportive: Healing
DURATION: Instant
COOLDOWN: 2 posts
DESCRIPTION: A twist of his magic that he uses despite his inexperience, he uses nonetheless. He can effect someone of his choosing (not himself) in a 26 feet radius but is ineffective in a 6 feet counter-radius around the caster with D-rank (20 HP) healing but takes half of a D-rank damage (10) to himself. Is not affected by Quiet Burn (buff at night/debuff at day) or his lineage buffs. To do this, he sends a burst of light that circles around the target.
STRENGTHS:
~ Small cooldown in comparison to his other magics.
~ A healing spell available at a low rank.
~ Does not have an incantation.
WEAKNESS:
~ Has HP recoil.
~ Unable to use on himself.
~ Does not work in close quarters.
~ Target has to be visible for him to properly cast 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?)
EDIT LOG:
~ 4/12/17, D Rank: Changed the description and the elemental alignment of the magic, changed all of the abilities to things more useful, and changed the name of a spell and the wording of the description.
Last edited by Arete on 21st April 2017, 6:33 pm; edited 4 times in total