Magic
Primary Magic: Chess Magic
Secondary Magic: n/a
Caster or Holder: Caster - Lost
Description: Chess Magic is simply the name for a series of unorthodox spells created by Nora Kuroki which utilizes the same logic as the game Chess, most likely an outwards manifestation of her own imagination and inherit magical power. This magic was first awakened when Nora visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.
Chess magic is utilized by Nora using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to N13" as she was using the Knight spell on someone named Nora. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Nora always plays black.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Nora can end a spell by touching it so long as the spell would effect her in some way, and the spell is of Nora's rank or lower. Doing this costs her the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.
Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Nora casts a spell with the same name as a chess piece, she gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a maximum of two motes per spell. Once used, it requires a three post cool-down.
Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by affecting up to two allies within 15m, increasing one outgoing buff of choice by 35%, so long as it buffs physical attributes such as strength, speed, or reflexes - it cannot buff an abstract quality such as Damage Resistance.
Elevated Breakthrough: Strangely, it seems that support magic isn't very malleable to the will of the strategist, they seem to taper off and falter quickly when attempting to invigorate wizards of higher rank and so some strategists have sought a way for their support spells to carry more oomph. As such, Nor has had a breakthrough on how to elevate her spells, so that any spell with the Supportive/Buff type acts as if two ranks higher for the purpose of buff effectiveness loss.
C-rank Spells:
D-rank Spells:
Primary Magic: Chess Magic
Secondary Magic: n/a
Caster or Holder: Caster - Lost
Description: Chess Magic is simply the name for a series of unorthodox spells created by Nora Kuroki which utilizes the same logic as the game Chess, most likely an outwards manifestation of her own imagination and inherit magical power. This magic was first awakened when Nora visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.
Chess magic is utilized by Nora using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to N13" as she was using the Knight spell on someone named Nora. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Nora always plays black.
Strengths:
- Chess magic is unorthodox and surprising to one who hasn't seen it before, they won't know what to expect of it.
- The caster's allies become more powerful from the magic in most cases, and can become power-houses.
Weaknesses:
- Chess Magic, while somewhat versatile, must follow the idea and logic of the game chess in some way, restricting it's creativity.
- Most if-not-all spells of Chess Magic cannot effect or buff Nora herself, which weakens her as a physical fighter.
- Chess magic is restricted from spells with elemental effects, effectively removing most ranged attack options.
Lineage:
- Spoiler:
Power Of Apocalypse:
Description: Long ago, an ancient king in search of the ultimate power seized the outer lands of the kingdom, only to fail. He sent his armies to the ends of the Earth, still, it was not found. His frustration was sent out to all the lands; armies would kill families, animals, and each other for "crimes" they had done. The devil took notice of this and one night contacted the king. He gave the king two choices - the ability to manipulate others, or the ability to turn himself into a malicious demon, giving him the power of Hell's Flames. The king foolishly picked to turn himself into a demon. The devil granted him the request, giving the king total and absolute power, however, the price to it was the king's consciousness, making him the devil's slave, sending all into chaos. The name that was later given to the demon was Oblivion, and those who are his descendants are said to have Oblivion's Might.
Ability: Oblivion's Might has both a passive and active effect. The passive ability gives the user the strength of Oblivion (50% strength boost), while as the active form turns the user into a demon, capable of mass destruction. The user in their "demon state" also have access to 3 fire spells (One of which is user-rank and two of which are a rank lower. S-rank max and D-rank minimum). While transformed the 50% strength increases to 100% and they will attack literally any and everything they can, starting with the living. Any post in which they kill something they gain 15% of their total HP back.
Usage: The user passively gains a 50% strength boost. The transformation lasts for 3 posts with a 8 post cool-down and increases the user’s strength boost to 100%. While transformed the user gain the use of 3 fire spells (one of the user’s rank and two of a rank lower, S-rank max and D-rank minimum). These spells must be made in addition to the user’s own magic and must be stated that they can only be used while transformed. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
Name: ?
Rank: C
Type: ?/Fire
Duration: ?
Cooldown: ?
Description: ?
Strengths:
Weaknesses:
Name: ?
Rank: D
Type: ?/Fire
Duration: ?
Cooldown: ?
Description: ?
Strengths:
Weaknesses:
Name: ?
Rank: D
Type: ?/Fire
Duration: ?
Cooldown: ?
Description: ?
Strengths:
Weaknesses:
Unique Abilities:
Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Nora can end a spell by touching it so long as the spell would effect her in some way, and the spell is of Nora's rank or lower. Doing this costs her the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.
Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Nora casts a spell with the same name as a chess piece, she gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a maximum of two motes per spell. Once used, it requires a three post cool-down.
Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by affecting up to two allies within 15m, increasing one outgoing buff of choice by 35%, so long as it buffs physical attributes such as strength, speed, or reflexes - it cannot buff an abstract quality such as Damage Resistance.
Elevated Breakthrough: Strangely, it seems that support magic isn't very malleable to the will of the strategist, they seem to taper off and falter quickly when attempting to invigorate wizards of higher rank and so some strategists have sought a way for their support spells to carry more oomph. As such, Nor has had a breakthrough on how to elevate her spells, so that any spell with the Supportive/Buff type acts as if two ranks higher for the purpose of buff effectiveness loss.
C-rank Spells:
- Spoiler:
Name: Forced Move
Rank: C
Type: Offensive/AoE
Duration: Instant
Cooldown: 2
Description: Forced Move, a word which is used to describe a regulation in tournament versions of the game. In tournament versions of the game of chess, when your piece can take another of the enemy's, they must take that opportunity or receive a violation. This is similarly reflected within the spell. When the spell is cast, enemies within an area of 20 meters will be dragged up to 10 meters towards the caster - from where the aura originates. Those caught within the area of effect feel themselves being dragged by gravity itself, and take 75% of C-rank spell damage.
Strengths:- One of few offensive spells of this magic, Forced Move is an AoE damaging spell.
Weaknesses:- The damage is part of the dragging action, so if you can't be moved you suffer no damage.
- The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.
Name: The Bishop
Rank: C
Type: Supportive/Buff
Duration: 4
Cooldown: 5
Description: Upon the field of chess, the Bishop is the masterful wizard who deals with his foes by channeling the very power of magic, so modeling the spell after these aspects results in a spell which imbues the power of 'The Bishop' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'bishop' chess piece at a location of their choosing. Those targeted will receive a 40% increase to spell strength/damage.
Strengths:- The spell target is endowed with the power of 'The Bishop', becoming a greater wizard.
- The Bishop is a high augmentation spell that was created to empower allies.
Weaknesses:- The spell cannot, under any circumstances, be used as a self-buff to Nora.
- Those targeted by the spell must maintain within 20m of Nora or it will end and cooldown will begin.
- When cast the spell expends a mana drain per post of 2% for the spells duration.
Name: Summon Pawn - Apprentice
Rank: C
Type: Summon
Duration: 4
Cooldown: 5
Description: ?
Strengths:
Weaknesses:
Name: King
Rank: C
Type: Requip
Duration: 4
Cooldown: 5
Description: King was born from the spark of several celestial spirits who were pitted against each other in the 'finality game'; and was one of eleven weapons which were constructed by the celestial spirit 'Nivek the King of Games' with the intention of being given to the Spirit King but was never delivered. The sword can be summoned forth by the chosen of Nivek as a requip spell, and contains some of the powers of Nivek himself. King is a long and slender sword wrapped with blue silk at the hilt with a rounded silver pommel - black and gold 'King' crown sitting atop. The guard of the sword is filled with an ornate feathered design over a glowing sapphire gem, and leads to the sword's thin blade that tapers at a straight point. King has a durability of 90 HP and deals 14 HP damage.
Strengths:- This sword is not as easily breakable, having a heightened durability
Weaknesses:- The sword is not as powerful in terms of damage as other Requips of it's rank.
- The guard of the sword tends to restrict arm movement at times.
Abilities:- The Knighting (Active): For the next two posts, this ability may be triggered when King touches an ally; King's Gambit is a unique ability which copies the buffs of an ally to the sword's wielder, so long as they are of equal or lower rank. Though they may copy 50% of a buff one rank higher, they cannot copy a buff of two ranks or more higher. This may not be used for another three posts.
- Subservience (Passive): The touch of King brings subservience to it's victims, causing them to bend low with the weight of their sins. As such, when a foe is struck with the sword they lose -5% speed to a maximum of-35%. The weight of the struck object or location will increase by 25%, causing the debuff to speed.
- One of few offensive spells of this magic, Forced Move is an AoE damaging spell.
D-rank Spells:
- Spoiler:
Name: The Knight
Rank: D
Type: Supportive/Buff
Duration: 3
Cooldown: 4
Description: Upon the field of chess, the Knight is the skilled warrior who charges in when you least expect to claim victory, so modeling the spell after these aspects results in a spell which imbues the power of 'The Knight' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 30% increase to speed and a 30% increase to base melee damage.
Strengths:- The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
- The Knight is a high augmentation spell that was created to empower allies.
Weaknesses:- The spell cannot, under any circumstances, be used as a self-buff to Nora.
- Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
- When cast the spell expends a mana drain per post of 2% for the spells duration.
Name: The Rook
Rank: D
Type: Supportive/Buff
Duration: 3
Cooldown: 4
Description: Upon the field of chess, the Rook is the skilled defender who watches over his charges carefully, so modeling the spell after these aspects results in a spell which imbues the power of 'The Rook' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive a 30% resistance against all damage, which cannot exceed the cap of 75%.
Strengths:- The spell target is endowed with the power of 'The Rook', becoming a greater guardian.
- The Rook is a high augmentation spell that was created to empower allies.
Weaknesses:- The spell cannot, under any circumstances, be used as a self-buff to Nora.
- Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
- When cast the spell expends a mana drain per post of 2% for the spells duration.
Name: Summon Pawn - Neohpyte
Rank: D
Type: Summon
Duration: 3
Cooldown: 4
Description: ?
Strengths:
Weaknesses:
Name: The Hanging
Rank: D
Type: Offensive
Duration: Instant
Cooldown: Two
Description: The Hanging, a word which is used to describe the movement of a piece in the game. In the game of chess, the knight piece has a peculiar movement that somewhat resembles a hanging post when completed. This is similarly reflected within the spell, 'moving' the caster to the right or left first and then down to a spot within two meters so long as a foe is at the ending point - though it is closer to teleport than movement - and deals D-rank spell damage to the targeted foe.
Strengths:- One of few offensive spells of this magic, The Hanging deals heavy damage to a targeted foe.
Weaknesses:- The movement of The Hanging is confined to certain patterns and easier to discern after being observed at-least once.
- The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.
- The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
Last edited by Nora Kuroki on 8th June 2017, 5:19 pm; edited 23 times in total