Spirit Reaper Magic
Primary Magic: Spirit Reaper Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Spirit Reaper Magic is based entirely upon the ideal that spiritual energy exists alongside the universe and its entirety. This magic is founded upon the idea of harnessing that energy and manipulating the world using both the spiritual energy and the spirits within it. This magic is divided into two parts, Sen, the invisible state of spiritual energy (Short for Senzai-tekina) and Dori, the psychical, visible, manifestation of spirit energy (Short for Dōrikigakuteki).
The basic uses of both are down below:
Sen (Invisible Spiritual Energy):
Manipulating Sen allows Pewter to affect the spiritual energy within others and the world around him. This means he is able to push his body to new heights by increasing his Sen, debuff others by destroying their Sen, and manipulate the world around him through spells. Pewter is able to see Sen and the quantity of it within himself and the world around him at will and it appears to be a grey, smoky aura within everything. Manipulating Sen within people and objects can include: levitation and/or movement of said objects, distortion of the senses, distortion of the mind, etc.
Dori (Physical Spiritual Energy):
Manipulating Dori is the second part of this magic that is much more advanced. Dori is the physical form of spiritual energy that takes on grey or black, transparent shapes. Dori is most commonly used to create weapons and armor out of thin air.
Pewter uses his magic with the aim to slowly suck the sen of his victims. He usually uses dori to created weapons that steal the sen from others and absorbs the sen for himself. Commonly, he will focus on withering others down and focuses on single target assassination with his magic. His magic is usually nothing too flashy and can allow him to skillfully trick his opponents and stall out fights. This magic is a very neutral magic to him as it can be both a menacing magic and a godsend. If anything, this magic is one for adapting to the world around you which happens to be crucial for one whom fights like an assassin.
Strengths:
- Very versatile magic that can be used for a great deal of things.
- Manipulating sen is rather hard to notice for opponents.
- Exceptional for long fights.
Weaknesses:
- Weak in short fights.
- Using your own spiritual energy can cause you to lose hp.
- Manipulating another person's sen is difficult and usually requires some form of trigger to cause it.
- Stealing another's sen bends his alignment, depending on the amount of sen gained, towards theirs and usually lasts three posts after a spell. Color of spells changes lighter or darker with negativity and positivity of sen.
Lineage: Marksman's Aim:
Description: One of Fiore's legends talks about a great hunter who chased an infamous predator for forty years. The predator brought death with it everywhere it went. It was so fast that all other hunters that had attempted to kill it could not even hit it once. Instead, it feasted on their bodies. The great hunter was the only one who had survived a fight with the beast. During the fight the predator's blood got into his eyes, and as if dark magic had something to do with it, his eyes became the eyes of the beast and a strange rush of adrenaline went through his body. Both escaped the fight with serious wounds, but survived. Thirty-eight years the hunter finally stuck an arrow through the beast's skull. According to the legend, he used the eyes and blood-rush of the the monster to gain incredible aim and accuracy, unlike any other man. Which is why he was able to kill it. It is only now that historians made the link between other hunters in history, and even in modern times, of equal reputation and the great hunter by retracing their bloodlines back to the great hunter himself.
Ability: One of the user's attacks cannot miss and home in for a post when used. They can still be blocked. The user also has a passive effect of improved sight, being able to see twice as far as other people, and incredible natural aim.
Usage: Duration: 1 spell used in a post. Cool-down: 5 posts and can only be used 2 times per post. Passive sight/aim.
Unique Abilities
Recharge: Pewter passively absorbs the spiritual energy of the world around him, which in turn allows him to replenish his mp by 4% a post and his hp by 5. His hp regeneration increases by 10 for every rank up.
Reaper: Upon killing an enemy from a mission or another player, Pewter may collect their spirit by storing it into him or into an item. Spirits of enemies can be a requirement for items, be consumed to instantly regenerate 3% mp and 10 hp, or be permanently absorbed to increase the damage of Pewter's attacks by 2%. If used as a consumable, the regeneration of his mp increases by 1% per rank up and the regeneration of hp increases by 3 per rank up. If used to permanently increase his damage, the damage increase caps at 10% for D-rank, the cap increases by 10% every rank, and finally caps off at 50% at S-rank. One spirit per monster from a dice roll or from a human.
Death Has No Blind Spots: By feeling the spiritual energy around him, Pewter is able to sense everything within a radius equal to his rank's max range around him (15, 30, 50, 75, 100, 300 meters). By sensing, he is able to see, hear, smell, and feel anything within that range.
Spells
- D Rank:
- Imp's Scythe:
- Name: Imp's Scythe
Rank: D
Type: Offensive
Duration: Sustainable/Until Broken
Cooldown: Duration plus one post
Description: Pewter's hands become covered in grey flames as he gathers sen from within the area to create a light grey, transparent, 5 and 1/2 foot long scythe.
Dimensions: The blade of the scythe is 3 ft long and the height of the blade starts at four inches before narrowing to the curved point of the blade. The shaft of the scythe appears to be wooden and the blade appears to be metal though they are both still made of the light grey, transparent material.
The spell costs 10% mp to activate and costs 5% mp every post following. This scythe can be broken by two d-rank spells or one spell of any rank above d. If Pewter wishes, he can use 10% of his total health for activation instead by drawing the spiritual energy from his own body rather than from the world around him. The scythe deals 10 hp every time it hits, but the damage is not what is worth worrying about. Every time the scythe damages an opponent, it saps a small portion of the victim's spiritual energy through it. The spiritual energy stolen is then used by Pewter to improve the scythe's damage by 2 hp (capping at 10 additional damage) and causes the scythe's color to brighten or darken depending on the victim's alignment. Every time the scythe steals spiritual energy from the victim, it causes them to feel slightly weaker and weaker, but never enough for it to affect their performance.
Strengths:- Can deal a great deal of damage if Pewter manages to land attacks.
- Activation can be paid with his mana or health, allowing him to save mana if needed.
- Scythe allows for a larger reach.
Weaknesses:- Scythe takes up two hands to attack with due to its size.
- If Pewter doesn't land any attacks or if it's broken, the scythe is not at all mana efficient.
- It is obvious to enemies the scythe is stealing energy from them due to the weak feeling they get.
- The scythe is easily broken by spells ranking higher than d-rank.
- Can deal a great deal of damage if Pewter manages to land attacks.
- Sun Chi Latern:
- Name: Sun Chi Lanterns
Rank: D
Type: Supportive
Duration: 4 posts/Chainable
Cooldown: 5 Posts/End of thread if chained
Description: Pewter breathes in deeply, taking in the sen around him, before exhaling out a 1 inch diameter light grey, transparent orb of dori. This orb absorbs the sen from the world around it and floats on its own at a speed of one meter per second within a 3 meter radius of Pewter. The orb is broken by two d-rank spells or one spell above d-rank and is absolutely harmless. If the orb makes contact with anyone, it will act similar to a balloon and just float away from them. The ball of dori will absorb sen and convert it to mana at a rate of 5 mana a post. At any point, Pewter may touch the orb and absorb the mana it has collected. If the orb is destroyed, it will disperse its energy into the environment around it and all the mana collected will be gone. At the end of four posts of collecting, the orbs will fly straight towards Pewter at a speed of 40 meters per second so Pewter may absorb its mana. As the orb converts sen into mana, it will grow an inch larger in radius per post.
Chained: This spell may be chained up to three times for 10% mana apiece. When chained, the orbs all act exactly as above.
Strengths:- Orbs are perfect for gaining mana overtime.
- Hands-free creation.
- Orbs are rather small and hard to hit.
Weaknesses:- If orbs are destroyed, this spell can be 100% inefficient.
- To absorb orbs before four posts, Pewter must touch them himself.
- Ruins cloning techniques as the orbs will float around the real Pewter.
- Horrible for stealth.
- Orbs are perfect for gaining mana overtime.
- Spirit Shadowing:
- Name: Spirit Shadowing
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 3 Posts
Description: This is the most complicated and dangerous spell Pewter has ever learned. He makes a perfect, light grey, transparent clone out of dori within 5 meters of himself. This clone is what Pewter refers to as a "Hollow Pewter" and shares all the same physical attributes as him without being able to use spells or harm anyone. The clone can be broken by two d-rank spells or a spell of a rank higher and moves by his orders. Within that post, Pewter can instantly appear in the place of the clone by completely transferring all of his spirit to that position and reconstruct himself in place of the clone. The clone can move a maximum of 60 meters away from Pewter and has no scent, body heat, or any human attributes but appearance. Pewter knows the clone's position and also knows what the clone sees, hears, smells, touches, and tastes.
Strengths:- Perfect for avoiding attacks or getting into position for an attack.
- At night, the clone can be easily confused for Pewter.
- Can be used to distract or confuse enemies.
- Appearing in place of the clone also takes items, clothing, etc. with Pewter there.
Weaknesses:- If clone is destroyed, the spell is wasted.
- Those who have seen the spell before will know where Pewter is going to end up.
- In daylight, it is very hard to confuse Pewter and his clone.
- Isn't very effective to dodge AOE attacks in a pinch.
- Perfect for avoiding attacks or getting into position for an attack.
- Reaper's Kiss:
- Name: Reaper's Kiss
Rank: D
Type: Offensive
Duration: End of thread/Until Removed
Cooldown: 5 posts if it hits, 3 posts if it misses
Description: Pewter gathers sen from the surrounding areas into his pointer and middle finger and condenses it to the tips of his fingers. The spiritual energy then takes the appearance of light grey flames at the end of his fingertips. Pewter then fires it out as a projectile that is 1/2 an inch thick and 2 inches long at a speed of 40 meters per second up to 60 meters. The projectile appears to be a light grey ball of flames that thins out to a point opposite to the direction it is traveling and closely resembles a comet. The comet-like projectile then will shoot into an enemy and deal a mere 1 hp in damage and leaves a 1/2 inch, black dot on the point of contact. Upon hitting, it acts as a poison to their spiritual energy and, in turn, causes their body to become much more fragile to attacks. Until the victim is healed by any spell d-rank or above, attacks to their body damage them for 5 more hp than usual. This spell, when used on c-rank mages, only causes their body to take 3 more damage from attacks. On B-rank and above mages, this spell doesn't affect them. Those affected by this attack feel nauseous, but not enough to affect their performance.
Strengths:- Absolutely amazing for teamwork.
- Projectile has a great range.
- Attack is quick and easy to hit at close range.
Weaknesses:- The projectile is small and not too fast, making it easier to dodge at longer ranges.
- Only works to its full potential on D-rank mages.
- Easily healed away.
- The damage is so small that the victim may
- Absolutely amazing for teamwork.