Magic Name: Atmokártamancy
Magic Type:
-Prevalent: Weather (Ancient, +30% to Spell Damage)
-Auxiliary: Cards (Holder, +10% MP)
Description:
Weather (Ancient) Magic:
Card (Holder) Magic:
Unique Abilities:
Environmental Empowerment
Whenever the surroundings happen to have the natural versions of his weather spells occurring, the corresponding weather spell types in the first part of this magic (ancient weather magic) can be cast at reduced MP cost starting at a 10% reduction at D-rank and scaling with the user (Zieg) to a maximum of 50% reduced MP cost at S-rank. This cost reduction cannot stack in the event that multiple natural weather conditions are occurring simultaneously in the same location. Only one natural weather condition can be used to receive the MP cost reduction perk at any one time.
Spells:
Weather:
D-rank:
Card Magic:
D-rank:
Name: Armor of Asclepius
Rank: D
Type: Single Target, Healing Shield
Durability: can guard against up to 80 HP damage, and also heals up to 15 HP/round of the spell’s duration.
Range: 60 m
Speed: 60 m/s
Duration: 3 posts
MP Cost: 20 MP
Description:
Zieg builds up his magic power and while infusing it into his chosen deck of talisman cards, he draws one from the top of the deck. He then touches it to his own body (if he is using the shield on himself) or hurls it at any 1 target within the range of this spell. Upon successful activation/contact, the card creates a glowing, jade green colored, form fitting armor like aura construct around the target (either himself or another) that bears the sigil of an ancient god of healing, Asclepius, on its surface for the duration of this spell.
While it is active, this shield not only protects the bearer by warding some small amount of damage from them, but also does some minor healing on them for however long it lasts before dissipating completely.
Unlike his other spells, this one can affect Zieg or any other target of his choice. Even if the healing shield is destroyed, Zieg can pay the spell’s cost in more magic power investment to reboot this healing shield again. Both the guard and heal effects of this spell disappear immediately upon its destruction.
NOTE: THIS SPELL CANNOT AFFECT ENEMIES AND ZIEG CAN CANCEL THIS EARLIER THAN NORMAL IF NECESSARY.
Effect: Creates a shield with 80 HP + 15 HP healing/post for 3 posts. Can be rebooted if destroyed by paying the 20 MP cost of the spell again.
Downside:
Unlike his other spells that can regenerate without him paying extra MP, this does require additional MP investment to bring back online.
Magic Type:
-Prevalent: Weather (Ancient, +30% to Spell Damage)
-Auxiliary: Cards (Holder, +10% MP)
Description:
Weather (Ancient) Magic:
- Spoiler:
Long ago, when the rest of the nations of Earthland were still young and primitive, there existed a nation-empire that spanned an entire continent. This primeval nation was advanced well beyond its time and its neighbors who were rather underdeveloped by comparison in the realm of culture and technology. It was apparently given the name “Murilantis” by an ancient ocean god named “Meolalon” who was allegedly not only its founder, but also its first emperor. At least…that's what the legends say about this ancient lost empire anyway.
For the longest time, this empire and its denizens enjoyed the greatest things the world of their time had to offer and were both feared and respected throughout all of Earthland of that age due to the blessings they received from a mysterious power source that took the shape of a megalithic crystal which they had carved into the shape of their founder and enshrined in the massive temple located in the exact center of the capital city of the nation.
However, fortune did not continue to smile on them for during the span of one fateful day and night, the tensions that had been building up between the populace before very long due to the rich hoarding the blessings of the crystal while cutting the poorer parts of the people out of the running for said blessings, finally boiled over and angered their god, whose spirit resided in the giant crystal in the center of the empire.
In a fit of white hot overflowing rage, the legends say that the god called forth a massive continent spanning earthquake that decimated the nation-empire and then had the ruins seemingly vanish without a trace off the ocean surface within that 24 hour period of time. Thus the saga of “Murilantis” came to an abrupt, terrifying end because its people had lost the favor of their god. The truth had long since been buried in the many tales that were written and sung about it in the ages that came afterwards, with each tale being more grandiose and embellished than its predecessor.
These tales were mainly propagated by the modern day descendants of the survivors who had been lucky enough to survive the cataclysm that had devastated their once great people. As the ages passed on, many a greedy treasure hunter sought the relics of the ancient empire for the power and wealth they were said to grant those who were fortunate enough to discover it. However, all of them disappeared without a trace as mysteriously as had the target of their search so very long ago.
Finally, the time came when mention of the tale of this lost empire had reached the ears of the young Ziegfreud von Schrödinger who was 17 years old at the time he had heard it from the pirate captain who was allied with his own pirate captain, James the Swallow. Naturally, this story had piqued his curiosity and aroused his lust for adventure to fever pitch and as a result, he had convinced his captain to accompany him on this adventure along with their entire crew. Unlike those who came before him though, Zieg was cautious and smart enough to direct his energies into tracking down those modern day descendants of the lost mystical empire.
By doing so, he hoped that he could glean some valuable leads on how to proceed on his quest to eventually find the ruins of the lost empire so he could not only harvest the treasure long buried inside but also so that he could study the ruins and learn the absolute truth behind the disappearance of that empire. He was incredibly lucky, for after a long and hard search that took him several months to bring to a close, he had successfully tracked down that tribe and led his entire crew to them.
Once there, he had successfully negotiated terms with the tribe and upon meeting the priestess who was the spiritual guide to the members of the tribe, he convinced her through a mixture of his usual silver tongued sweet talk and outright seduction to lend him her aid and to guarantee both his safety and that of the entire crew. After that, while the rest of the crew enjoyed a warm welcome from the tribe and built cordial relations with them, he had spent all his time attending to the priestess.
She eventually came to trust him after he and his crew had protected the tribe from a rash of marauders who were looking to pillage and plunder the tribe’s land. He had also led his crew in helping the tribe rid themselves of an ancient malady that had been plaguing their people from the days of yore till present day and solved a series of other problems the tribe was having at the time he had stayed with them.
As a result, the priestess had begun to trust him. To his great fortune, she had then opened up to him and confided in him that she knew the secret of the location of an ancient and powerful relic of her people from their once lost empire which was said to hold the secrets of an ancient form of weather manipulation magic.
She told him that she also knew the ancient script required to decipher the writing on the relic. So, Zieg pleaded with her to teach him all she knew and she agreed to the offer on the condition that he and his crew bring back the ancient relic so that she and her fellow tribe members could once again do their duty of guarding it and the other imperial relics in their care. It took about a year, but by his 18th birthday, he was full ready to search for the ancient relic.
He, his captain and the rest of the crew then bade a temporary farewell to the tribe and set off in search of the relic and a few months before the time when Zieg was about to turn 19, they finally found it. The relic turned out to be the “Emerald Tablet”, and sure enough, upon it were a series of ancient glyphs chiselled by what seemed like an expert hand over the course of several years.
Zieg, his captain, along with the rest of the crew brought the tablet back to the tribe safely and as promised, after he handed the tablet over to the priestess, she helped him decode the ancient glyphs and learn the basics of the ancient weather manipulation magic that the glyphs depicted when studied as a whole. Zieg was a quick study thanks to his superior intellect and by the time he had actually turned 19 years old, he had learned all the spells of the most basic level of weather manipulation magic that the tablet held locked away in its glyphs with the help of the priestess. Once that was done, he, his crew, along with its captain bade a final farewell to the tribe and after the tribe had lavished them with enough gold and silver to last them several months.
They set off on the hunt for whatever the next adventure was to bring, this being the search for the source of all the imperial ruins they had been finding while out at sea. Of course before they could successfully find their target, that accident happened where the entire crew with its captain except for Zieg vanished into the clutches of the “Satan’s Square” region of the ocean, never to be seen again. Zieg had vowed to never forget them and to search for them if at all possible once he had mastered the basics of the little ancient weather magic he had learned from the “Emerald Tablet” and honed his navigational skills to the finest level.
Zieg’s ancient weather manipulation magic has four basic natural forces he manipulates to conjure his weather manipulation spells which are of course based off the various weather phenomena out there. These are: water, fire, wind, and electricity. Zieg either uses these by themselves or in various permutations and combinations in different ratios to perform his spells. These spells are mostly mid to long range spells which serve as his only means of offensive ability in this magic.
The spells in his weather magic go from conjuring weather phenomena such as obscuring swirling mist/fog, producing small lightning orbs which serve as an automatic attack and defense platform, and producing focused wind blasts with nothing more a simple hand gesture or some focused, active thought at the lowest ranks to being able to create massive thunderstorm fronts, hurricanes, and even super-cells and everything else in between.
Card (Holder) Magic:
- Spoiler:
Zieg picked up this particular magic, again from someone he had met while out on his travels with his pirate captain and crew under whom he worked at first as a cabin boy and later as an assigned navigator. If his reports are to be believed, one fine day when his captain had decided to dock at a certain port town in a certain nation of Earthland, the crew had gone out for finally enjoying some much needed, quality downtime. All of them had split up according to whatever groupings their whims dictated at that time, some going solo while others formed small squads of 3 or 4 people maximum so as to avoid as much unwanted attention as possible and to limit the traces of their passage through the town as much as possible. This time, however, Zieg, decided to do something different. Usually, he made a conscious effort to spend time with the rest of the crew and their captain, drinking the night away and making merry.
This time, however, he had no time for that so he was roughing it alone while being on the lookout for a certain somebody about whom he had heard many a fancy tale from the various pirates and sailors he used to come across while out at sea. This person whom he was searching for this time around was a voodoo priestess by profession, and quite the talented and widely respected one at that. As a testament to that, almost all the sailors and every one of the pirates he had encountered throughout his career going from a simple cabin boy to a skilled an respected navigator had heard of her and had always praised her skills in divination and voodoo card magic to the high heavens.
As a result, Zieg was enthralled and had decided that when next they sailed into the harbor of that port town where she was said to have set up her current base of operations, he would pay her a visit and attempt to convince her to teach him at least a little of her renowned skills. That was why he had given himself over to traipsing through town trying to find any leads he could as to her whereabouts despite feeling like every fiber of his being screaming at him in protest, demanding that he let it rest and take it easy. He realized if he could pick up even a mere fraction of her card magic, it would go a long way in making him more capable as a wizard, especially since at that time, he was still in training and had virtually no means of support magic at all, and her card magic skills had that very element that he was missing in his own repertoire all that while.
After what had seemed like several hours worth of searching, he had finally managed to find it. His lucky stars had apparently been in the correct alignment that day, for she had actually been at her home, and apparently somehow knew he was coming to visit her. When they started conversing, she had also revealed she had foreseen the reason why he needed her assistance.
So, after a few rounds of back and forth negotiations, Zieg had finally managed to convince her to teach him her particular, and rather unique form of card magic. From then, it took approximately all the time for which the crew had come into port for him to learn all that she could teach him, but eventually he got good enough that he passed her graduation exam with flying colors. That was how he came to acquire the card magic skills that had later served him so well, at least until he lost his memories and magic skills when he went comatose due to the emotional trauma he suffered as he watched helplessly while the “Satan’s Square” region of the ocean sucked his captain and his fellow crew into oblivion. Thus, in the present day, Zieg has regained his magic abilities but his prowess has fallen from what it had been in the past to that of a mere D rank wizard and his spells in both holder type card magic as well as his ancient weather magic have devolved to reflect this regression.
This part of Zieg’s Atmokartomancy magic, as the name suggests, is based around cards and falls under the category of holder magic. This means that eventually, he will have a deck of 12 to 15 spells of various types. However, the unique thing about this portion of Zieg’s Atmokartomancy magic is that it has not a single offensive spell in it. It is purely support and defensive in nature, and the various spells inside can afford him abilities such as remote reconnaissance to anti-magic and anti-melee shields to blessings that he can apply to himself or allies and curses that he can cast on the enemy to hamper their activity and abilities to granting temporary stealth capability and everything in between.
Unique Abilities:
Environmental Empowerment
Whenever the surroundings happen to have the natural versions of his weather spells occurring, the corresponding weather spell types in the first part of this magic (ancient weather magic) can be cast at reduced MP cost starting at a 10% reduction at D-rank and scaling with the user (Zieg) to a maximum of 50% reduced MP cost at S-rank. This cost reduction cannot stack in the event that multiple natural weather conditions are occurring simultaneously in the same location. Only one natural weather condition can be used to receive the MP cost reduction perk at any one time.
Spells:
Weather:
D-rank:
- Spoiler:
Name: “Water Style: Malevolent Mist - “Akuikiri”
Rank: D
Type: Damage over Time, AOE
Damage: 10 HP/post, 30 HP total
Range: 30 m
Speed: 15 m/s
Duration: 3 posts
MP Cost: 20 MP
Description:
Zieg builds up his magic power and while leaning backwards and inhaling deeply, he mentally invokes the Water Element & Fire Element simultaneously. After that, he infuses his magic power into the air in his lungs that he has collected during the inhalation he did earlier and performs a powerful exhalation which brings forth a completely white, very thick, fully opaque, highly ominous looking, seemingly malevolent mist that looks somewhat…alive, but really isn’t so.
This mist spreads out rapidly to eventually encompass a dome shaped area with a 30 m radius and height (with Zieg either at the epicenter of this are or totally outside this area). This spell damages all targets caught in its grasp while also afflicting them with temporary blindness. During this time (for the 3 posts this spell is active), all targets caught in the attack range of this spell will suffer an attack range decrease to their own spells for the duration of this spell (if they are animate entities, whether human or otherwise).
Unlike the potentially unfortunate units caught in this mist, Zieg is immune to the effects of this spell since it is his own. It is pointless to try to dissipate this mist while the spell is active because it can automatically reform whenever it is forced to disperse during this time.
NOTE: THIS SPELL CANNOT AFFECT ALLIES AND ZIEG CAN CANCEL IT EARLIER THAN ITS NORMAL DURATION IF NECESSARY
Effect: 10 HP damage/post + a -30% debuff to maximum spell range & - 20% debuff to maximum sensory range + full 3 post long blinding effect to all entities (except for Zieg) caught in the range of this spell for 3 posts (damage caps out at 30 HP total by the 3rd post).
Downside:
If the enemy has some special vision ability/spell/item, etc. that lets them see through the mist, then they will not be affected by the range debuff or the blinding effect of this spell. If the target/enemy has some other means of sensing besides sight, they can alway use it to try to sense Zieg's presence and counter him.
====
Name: “Lightning Style: Lightning Drum Array - "Raijintaiko”
Rank: D
Type: Instant, Multi-Target
Damage: 30 HP (base)
Range: 45 m
Speed: 30 m/s
Duration: 3 posts
MP Cost: 20 MP
Description:
Zieg builds up his magic power and then radiates it up into the clouds in the sky after having invoked the Lightning Element. A split second later, a set of 6 large orbs packed full of pure concentrated lightning elemental magic energy come down from out of the clouds and stop once they are around Zieg. These then morph to become satellite drones which resemble the taiko drums of the ancient lightning & thunder god, Raijin. After forming completely, they start to continuously orbit around him and move with him until called into action, lasting 3 posts total. Whenever any enemy enters their attack range, they will autonomously fire off a series of 6 medium size bolts of lightning elemental energy in the general direction/area from which the incoming target is approaching Zieg.
They can also be made to do this on conscious command should he need to do so. Their maximum attack radius is up to and including Zieg’s visual field and line of sight which spans a maximum of 270° , the range of attack capping out at the maximum range of this spell. Whenever they make successful impact, these needles will inflict a base of 30HP worth of lightning damage on the targets and paralyse them on the 1st and the 3rd posts during the 3 post limit when this spell is active.
Unlike the potentially unfortunate units caught in the attack range of this spell, Zieg is immune to its effects since it is his own. Furthermore, it is pointless to try to destroy these drum satellites while the spell is active because they automatically regenerate whenever destroyed during this time.
NOTE: THIS SPELL CANNOT AFFECT ALLIES AND ZIEG CAN CANCEL IT EARLIER THAN ITS NORMAL DURATION IF NECESSARY
Effect: 30 HP damage/post + a complete stun effect to all entities hit by this spell for 3 posts (stun effect only applies on the 1st and 3rd turns of this spell’s duration)
Downside:
This spell can only attack in the direction Zieg is facing at the time it is used and cannot hit any targets in his blind spot directly behind him. So, if the enemy party were to approach him from that position, they would be safe from the auto attack feature of the spell.
====
Name: “Wind Style: Gale-Force Strike - "Fūjinyashi”
Rank: D+
Type: Instant, Multi Target
Damage: 45 HP (base)
Range: 67.5 m
Speed: 45 m/s
Duration: Instant (1 post)
MP Cost: 30 MP
Description:
Zieg builds up his magic power and then invokes the Wind Element. After that, he concentrates a tremendous amount of wind elemental energy around his forearms and hand, shaping the magic energy into the form of a quasi-solid, 3 m long, 1 m thick elemental armored gauntlet that resembles the forearm and hand of the ancient wind god, Fūjin. He then performs an open palm thrust toward the enemy/target from any position along a straight line, the maximum length of which equals the maximum range of this spell, causing the giant elemental gauntlet to fly forth and strike anything that happens to be present on the straight line trajectory of this spell. Upon successful impact, the gauntlet explodes, releasing the densely concentrated wind elemental energy inside it into the air immediately surrounding the target.
This, in turn, whips the air currents in the space immediately surrounding the target into a gale-force frenzy, causing a miniature whirlwind to form around it that buffets it repeatedly for the 1 post duration of this spell and deal the full extent of this spell’s damage to the aforementioned target. As with his other spells, Zieg is immune to being affected by this unlike any potential target of this spell.
NOTE: THIS SPELL CANNOT AFFECT ALLIES AND ZIEG CAN CANCEL IT EARLIER THAN ITS NORMAL DURATION IF NECESSARY
Downside:
This spell only flies and attacks in a straight line, so if the enemy/target should move from the attack range and path this spell takes, it will not be able to affect them.
Card Magic:
D-rank:
Name: Armor of Asclepius
Rank: D
Type: Single Target, Healing Shield
Durability: can guard against up to 80 HP damage, and also heals up to 15 HP/round of the spell’s duration.
Range: 60 m
Speed: 60 m/s
Duration: 3 posts
MP Cost: 20 MP
Description:
Zieg builds up his magic power and while infusing it into his chosen deck of talisman cards, he draws one from the top of the deck. He then touches it to his own body (if he is using the shield on himself) or hurls it at any 1 target within the range of this spell. Upon successful activation/contact, the card creates a glowing, jade green colored, form fitting armor like aura construct around the target (either himself or another) that bears the sigil of an ancient god of healing, Asclepius, on its surface for the duration of this spell.
While it is active, this shield not only protects the bearer by warding some small amount of damage from them, but also does some minor healing on them for however long it lasts before dissipating completely.
Unlike his other spells, this one can affect Zieg or any other target of his choice. Even if the healing shield is destroyed, Zieg can pay the spell’s cost in more magic power investment to reboot this healing shield again. Both the guard and heal effects of this spell disappear immediately upon its destruction.
NOTE: THIS SPELL CANNOT AFFECT ENEMIES AND ZIEG CAN CANCEL THIS EARLIER THAN NORMAL IF NECESSARY.
Effect: Creates a shield with 80 HP + 15 HP healing/post for 3 posts. Can be rebooted if destroyed by paying the 20 MP cost of the spell again.
Downside:
Unlike his other spells that can regenerate without him paying extra MP, this does require additional MP investment to bring back online.
Last edited by Zieg7 on 20th January 2019, 5:28 pm; edited 11 times in total