Primary Magic: Magitech
Secondary Magic: N/A
Caster or Holder: Holder (Magical Technology)
Description: Approximately 25% of Grema's body is magitech. Her left arm, leg, and eye are completely artificial, along with the left side of her torso. While not originally made for combat Grema upgraded them to first fend off bullies, then purely out of scientific interest and now finally to beat the tar out of others. Her magitech is made out of magical metals, materials, and runes with and is run on both her magic and the blood running through it. She has upgraded the runes in her arm to change into different shapes if she wishes, as long as Grema registered them beforehand, and have made both limbs very durable. She also uses her other magitech creations to aid her in battle that she either brought before hand or are made on the go, such as a good bomb from a toaster. Using her own technology Grema learns how to both attack and defend herself.
Strengths:
- Grema can use other magitech outside of her body parts, such as if she gets mecha armor, and still adds her magitech buffs to it as long as she either build it herself or modifies it to make the item compatible
- Because of her knowledge, she can make items without needing to buy them (such as explosives, or smoke bombs) as long as she gets the materials for it and can even make it magitech and input it into her system
- While blood does run through Grema's magitech limbs, if one or both get destroyed an inner backup system located in her artificial torso cuts the blood off of that area making it so she won't bleed out
- Her magic also allows her to use basic rune and energy magic if she uses it along side her holder magic
Weaknesses:
- To do many of the things with this magic takes time and distracts the user
- All of her magitech on her left side leaves her right side weaker and less easy to defend
- Story-wise her holder items (magitech) can be more easily broken because it can be more easily fixed than other holder items. A purely offensive spell 3 ranks above Grema's own can destroy one of her magitech items and if they are two ranks higher than the object is destroyed after two of that ranks spells.
- It takes Grema over 24 hours to rebuild a single item
- She has to return to her home for the materials to fix her magitech or find good enough materials around her
- Compared to her other magitech items, if Grema loses a limb she is more severely disabled, her arm used to cast almost all of her spells and her leg to keep her mobile
- Because of the way her magic, body, and lineage mix, Grema will not live to see 30
Lineage:
- Pride of a Mercenary:
Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 25%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
- Lineage Spell:
- Name: Lineage Spell: Poison Point
Rank: Based on current rank (caps at A Rank)
Type: Offensive, DoT
Duration: Instant
Cooldown: 3
Description: Using the Needle Magitech Shift Form Grema makes melee contact with the needle and inserts her own poisonous and acidic blood into the victim's body causing them great prolonged pain. Initial attack does her current ranks full dammage and than anpther 25% damage every round its active. The cost of the spell is the same as the cost of a spell the same rank as her.
Strengths:- The pain will distract the victim
- It evolves along with Grema
- She can also withdraw some of her blood for other uses, such as for poisons or for an acidic substance to melt things or even to sell
Weaknesses:- Due to her dislike of cruelty Grema will be reluctant to use this spell except in dire situations or if she feels as if the person deserves it
- She can only use this spell 5 times a day or she will pass out from blood loss
- Using it twice in one day causes her dizziness
- Oddly enough if her blood makes direct contact with her skin or she swallows some of it Grema recives damage
- The pain will distract the victim
Unique Abilities:
- Database:
- Name: Database
Rank: D
Type: Passive, Supportive
Description:
Within her body, Grema has what Bosco calls a Computing Machine. This machine is made out of code, runes and magitech. She made it when she was 13 and has been updating and upgrading it ever since. It can be used in various ways, but Grema uses it as an information database, but is upgradable. This database is also where Grema stores the information needed to use some of her Holder Magic spells. A keypad and screen appear on her magitech arm for her to input and look-up information, but she also has buttons in the same area to instantly activate some things, which Grema calls hotkeys which are buttons next to her keypad with certain symbols on them telling Grema what each button does, such as a sword shaped one summoning her sword Shift. Pressing a hot key instantly makes what it's assigned to happen, such as casting a spell or bringing up q certain page in her database. (Only 10 hotkeys per rank avalible).
- Eye of Magitech:
- Name: Eye of Magitech
Rank: D
Type: Active, Support
Description:
Grema's magitech eye gives her the ability to analyze her opponents. For humans the eye scans to see if the person has magical abilities, or if what their holding does, whether the person uses Caster, holder, takeover, requip or even slayer type magic, along with any data Grema might have imputed about them if she has at all. For monsters Grema has imputed the general Monster grimoire into her database, so she is provided with information on more common monsters along with the analysis done on humans. (For story purposes only, information source thread must be posted)
- Magitech Limbs:
Name: Magitech Limbs
Rank: D
Type: Defensive/Supportive, Passive
Description: Because of them being made of magitech Grema's left arm and leg are faster and stronger for an overall 25% passive buff in strength and speed. For her leg speed is only useful when taking a single strong bound or leaping high.
- Magitech Genius:
- Name: Magitech Genius
Rank: C
Type: Passive, Supportive
Description: Grema has one of the most genius minds in the world, mostly when it comes to knowledge of magical technology and creating it. Because of this she has the ability to modify most metallic things into magitech if she so wishes and create her own holder items that way. But she can do more. Grema can change even her own body into magitech, and upgrade it as she wishes. She also gains the ability to do better against technology of all kinds, and can dismantle anything more complicated than a gun with ease, and with just a glance can see what it is made to do, and calculate ways to avoid it. This gives her a passive 20% boost to speed against anything technological (including most guns and more complicated weapons) and dismantle it if she can get her hands on it for an entire post. She also has a 20% passive defense against these items.
- Recyclo Bug:
Name: Recyclo Bug
Rank: B
Type: Passive, Supportive
Description: These are Grema’s babies, only given that name because of how useful they are to her. They are a mix between a magitech/steampunk centipede and a termite, thankfully looking less scary than the real thing because of Grema’s terrible designing skills. These guys were not meant for battle, and are destroyed easily by any attack Grema’s rank or above. Their main function is to eat materials of all kinds, digest them in their stomach, and poop them out in their raw material forms. The bugs can eat almost anything, organic matter, raw minerals, larchima, as long as it’s solid enough matter. They cannot eat something meant for taking damage upon consumption, such as acids or poisons. They can eat through even the thickest sleet of metal but not through things considered indestructible. They can understand and do basic commands, but only the commands of Grema unless otherwise stated, and do have basic AI features that allow them to flee danger and such. These terminates are initially 7 inches long and 2 inches wide and at that size they move at C rank speed, but can grow to the size of a shipping container when they have enough materials inside of them but then move at half D rank of speed. Hey can carry a lot of weight. They cannot do any damage to anything rolled, and cannot eat anything that is alive. Grema can only have 5 of them at one time in a thread, and only 3 on at once. With them Grema can more easily make magitech equipment on field, gather ingredients for her research, and go through any barriers they can eat through.
Signature Spells
- Ranked:
- Name: Magitech Blast
Rank: Based on current rank (caps at S Rank)
Type: Offensive/Signature/Ranged
Duration: 1
Cooldown: 1
Description: Using her magitech body parts Grema blasts an enemy with a burst of magic, either like a lazar or like a bazooka depending on which body part. Her arm and leg shoots the magic like a bazooka, while her eye shoots it like a lazar. No matter where it’s shot it does 1 Rank of damage equal to Grema’s current rank, maxing as S Rank. It can hit to the maximum distance of her current ranks single target spell range allows. At C Rank the shot moves at 90 meters per second, going faster as Grema get's stronger.
Strengths:- A good ranged spell
- Lazar can be used for other purposes, such as cutting rope, and can be aimed wherever her magitech eye can see
- If she loses a limb she can shoot it from another
Weaknesses:- The farther the target is, the harder it is for Grema to hit them
- If she is in an enclosed space the small blast the spell makes when hit hits a target hits Grema as well
- Her lazar eye can hurt her as well if she’s not careful
- If she loses her leg or eye it is harder for her to aim
- A good ranged spell
- D:
Name: Magitech Spear
Rank: D
Type: Offensive/Signature
Duration: 3
Cooldown: 4
Description: Using rune magic and a small magitech cylinder (5 inches long, 2 inches diameter) Grema can make a spear out of it that can also work as a javelin (7 feet). This spear lasts for 3 posts and can do 50% D Rank of magical damage per post. The spear can also be destroyed by 1 offensive spell any rank above it hitting it. If used defeinsivly this spear will not block damage.
Strengths:- A good long weapon that can be thrown
- Can be wielded in Grema’s normal hand, so her magitech hand is free to cast other spells
- Grema can quickly apply an elemental rune to the weapon by holding it in her magitech hand instead, but only when it is in that hand
Weaknesses:- Can be easily destroyed or broken
- If thrown it breaks
- Grema only carries 7 of these cylinders and cannot get more unless she returns to her house to get more
- She could also make more but it would take 3 posts of being helpless to do so and some metallic material
- A good long weapon that can be thrown
- D-Rank Spells:
- Name: Magi Shift
Rank: D
Type: Offensive/Supportive/Defensive
Duration: 3 posts
Cooldown: 4 posts
Description:
Grema can shapeshift her magitech arm into various forms, but only if she already imputed them into her database. These forms cannot be longer than half a meter from her original arm length (20 inches) or more than 12 inches wide. She cannot change its form to another thing until after cooldown, but can end it early. Any weapon made does melee D-Rank spell damage and any shield can block 2 D-Rank Spell, and 1 of any spell two ranks above. Spells 3 Ranks or higher shatter the Shift object instantly but keeps Grema's Magitech hand intact. The Shift items she has in her database as of now is: Sword, Sheild, Whip, Claws, Needle, key, magitech fixing equipment.
Strengths:- Sword, Sheild, Whip, Claws and Needle are hot keyed for instant use as long as Grema's right hand can reach her left arm.
- Is also Defensive and supportive along with being able to use melee attacks
- Having various types of weapons at hand is very useful
Weaknesses:- All Shift items can only be for melee
- It takes an hour for Grema to create a new item and input it into her database, thus can't be done during battle
- Her shifted items are a lot less durable than her other magitech
- To turn the Shift off or to change to another one Grema must manually open the database and change it even if it's hot keyed
Name: Magitech Bomb
Rank: D
Type: Offensive, AoE
Duration: Instant
Cooldown: 2 posts
Description:
While making it does require outside sources, the blast of this energy bomb requires Grema's magic to use thus making it a spell. To use it Grema grabs a bomb from under her cloak (a 1-inch diameter ball) charges it in her magitech hand which also registers it in her system and plants it for remote detonation. The blast is made out of pure magical energy and its radius is 5 meters of Area of Effect damage, giving D-Rank spell damage to the main target and 75% of that damage to any others within its blast raduis. It is remotely detonated by a hot key on Grema's magitech arm. She keeps about 10 of them on any given basis, but can make more in a hurry if needed be. Once she has items for building it takes five posts to make one bomb.
Strengths:- Small size and remote detonation means it can be sneaky until it blows
- Can be attached to any surface
- She can use almost any type of metallic material to make a new one
Weaknesses:- If she is in the blast radius, Grema and any ally can be injured too
- Creating a new bomb takes 5 posts
- If put under extreme pressure when charged it will explode
- Will destroy the area around it
Name: Magitech Smash
Rank: D
Type: Defensive, AoE
Duration: Instant
Cooldown: 2
Description: By putting at much energy into her magitech limbs as she can handle Grema smashes one of them into the ground. This causes a small local earthquake and an energy wave surrounding her by 15 meters of AoE affecting anyone in the area. It causes her enemies to soar away from her by 20 meters. If they hit something that would cause them damage, then they take that damage. If they are 2 ranks above Grema they are only knocked off their feet, and are unaffected any ranks above that.
Strengths:- A good way of quickly getting a lot of space
- Might knock enemy into a damaging object or off a cliff
- Buys Grema a small amount of time to move
Weaknesses:- If Grema is interrupted after powering up than she takes damage instead
- One of her limbs will also break if above weakness happens
- Will affect allies
- Will not work if Grema lacks both limbs
Name: Tech Fire Shot
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2
Description: Using minor rune/script magic Grema uses the magical rune of fire in combination with her magitech to fire off a ball of flames (4 inch radius) from her magitech arm, from a distance up to 20 meters. This causes D-Rank fire damage to one thing if hit. Grema can also apply the fire rune to other magitech giving it fire damage, though it takes 1 post of Grema being helpless as she needs to input the changes into her database, though fring this spell from her arm is a hotkey.
Strengths:- A good ranged spell
- Can be applied to other spells
- May buff damage depending if the one hit is weak to fire or not
Weaknesses:- Once the rune is powered up Grema must release the fire ball or else she will melt her magitech arm
- If the fireball hits or passes close to anything flammable, it will catch fire and spread
- Grema has no way of stopping any fire on her own, putting her and allies in danger if fire spreads
- Grema must brace herself and stand still while shooting this spell from her arm
- Sword, Sheild, Whip, Claws and Needle are hot keyed for instant use as long as Grema's right hand can reach her left arm.
C-Rank Spells
- C Rank Spells:
Name: Tech Lightning Strike
Rank: C
Type: Offensive/Immobilization
Duration: 1
Cooldown: 3
Description: Using minor rune/script magic Grema uses the magical rune of lightning in combination with her magitech to charge up static from her magitech arm, and with it hit a single person for melee damage. This causes 50% C-Rank lightning damage to one thing if hit. The one hit is also paralyzed for one post, either Grema’s next post of soloing, or her next allies post. Enemies above this spell's rank will be merely slowed down while those two ranks above the spell won't be paralyzed at all. Grema can also apply the lightning rune to other magitech giving it lightning damage, though it takes 1 post of Grema being helpless as she needs to input the changes into her database, though evoking this spell from her arm is a hotkey.
Strengths:- Will paralyze the one hit for 1 post
- Can be applied to other spells
- May buff damage depending if the one hit is weak to lighting or not
Weaknesses:- Once the rune is powered up Grema must release the electricity or else she will melt her magitech arm
- If she hits anything conducted by electricity that she is also attached to, she will be effected by this spell as well
- Grema cannot be wet when activating this spell or else it will just shock her
- If hit with this spell Grema will also be paralyzed for one post
Name: Magitech Ball
Rank: C
Type: Defensive
Duration: 4
Cooldown: 5
Description: Using both rune magic and magitech Grema pulls out a small triangle and either applies it to herself or to another once Grema get's at least 10 meters near to them, then it moves at a speed of 90 meters per second toward the target. The triangle then hovers 1 meter from the target, then traps the target in a ball of glowing yellow runes, entrapping them inside the ball. The size is1 meter diameter around the target, though may be larger if the target is large than average themselves, to the limit of 5 meters in diameter. Any larger than that will instantly cause the spell to not work. The triangle that activates the spell is in the inside of the runes when it encloses Grema, allowing her to turn it off at will while protecting her. For anyone else though the magitech triangle is located on the outside of the runes, unable to be accessed by them. The triangle can be deactivated through Grema’s database or by applying a D-rank or higher spell to it, breaking the spell. Or the one inside the ball (or anyone on the outside who doesn’t hit the triangle) can hit it with 2 spells of its rank, or one spell of a rank above, or by waiting until the duration is finished.
Strengths:- Anyone breaking the spell from inside of the ball has a chance of hurting themselves with their own magic due to the enclosed space
- The ball can be moved around using Grema’s magitech arm, but with nothing else
- Can protect those inside of it as well as entrap
Weaknesses:- Those that can summon magic not from their bodies and control it (such as requip or summoning) can still do so outside of the ball, easily destroying the triangle
- If Grema of an ally is in the ball they are unable to do anything (unless they have the above mentioned abilities) without breaking the spell or hurting themselves
- Grema must be outside of the ball to move it
- Grema only carries 5 of these triangles and cannot get more unless she makes more or returns to her house to get more
- She could also make more but it would take 3 posts of being helpless to do so and some metallic material
Name: Technical Patch-Up
Rank: C
Type: Healing
Duration: 5
Cooldown: 6
Description: Using a combination of rune magic, magitech, and Grema’s interact knowledge of biology and chemistry was able to create magitech that temporarily patches up herself or her allies. She applies a square of magitech to a wound and it latches onto the persons skin, temporarily stopping blood from coming out and adding magical antibiotics, pain killers, and minor healing magic. This gives the wearer a temporary 20% HP boost based on their overall HP, but goes away after 5 of their posts when the device unlatches.
Strengths:- Heals the target for a good amount of HP
- Allows them to keep fighting even after receiving a bad wound
- Adds pain killers to their system, easing their pain
Weaknesses:- Does not last, so if user’s overall HP drops below 20% of their original HP while wearing this, they may be in serious medical danger
- May give the wearer a false sense of security, mostly since pain killers an in effect
- The wound, if bloody, is still in danger of bleeding out when duration ends, and there is danger of internal bleeding
- This spell cannot do much for broken bones other than negate pain
- Grema only carries 5 of these patches and cannot get more unless she makes more or returns to her house to get more
- She could also make more but it would take 3 posts of being helpless to do so and some metallic material
- Will paralyze the one hit for 1 post
B-Rank Spells:
- B Rank Spells:
Name: Tech Ice Burst
Rank: B
Type: Offensive
Duration: 1
Cooldown: 4
Description: Using minor rune/script magic Grema uses the magical rune of ice in combination with her magitech to charge up moisture to form into ice from her magitech arm, and with it hit a single person for full B rank melee damage or ranged damage at a range of 200 meters at a speed of 150 meter per second. This may immobilize her enemy if they are wet and they are her rank of lower for 1 post, but will also immobilize her if her magitech arm is wet for the same amount of time. Grema can also apply the ice rune to other magitech giving it lightning damage, though it takes 1 post of Grema being helpless as she needs to input the changes into her database, though evoking this spell from her arm is a hotkey.
Strengths:- May immobilize wet targets
- Can be applied to other spells
- May buff damage by 25% depending if the one hit is weak to ice or not
Weaknesses:- Once the rune is powered up Grema must release the ice or else she will freeze her magitech arm
- If Grema’s magitech arm is wet then the ice will automatically immobilize her
- If hit with this spell and wet while also in a cold area, Grema might get hypothermia or frostbite
- It is a bright and loud spell that makes subtly hard
Name: Magitech Power Suit
Rank: B
Type: Requip/Defensive/Offensive(multihit) armor
Duration: 6
Cooldown: 10
Description: Grema’s magitech knowledge has grown so much she can cause a powerful suite of armor to form from a small object. Grema pulls out a 4x4 inch cube and places it on top of her hunch, attaches a cord to her magitech arm and presses a hotkey to cause the armor to form around her, giving her better defenses, a new attack, and ability to survive in different environments. It has 180 HP and melee attacks do 6HP extra damage. She can still use other spells while wearing this armor, except for spells that require her to retrieve object (since said object will be to covered to retrieve) such as Magitech Spear, Magitech Bomb, Magitech Ball and Technical Patch-up. Grema is also slowed by 20% and cannot make use of per passive magitech limbs buff while wearing this armor.
It’s passive ability is to allow Grema to survive in different environments, such as underwater or in great heat or cold. The exception is if the conditions are so extreme that if Grema would instantly die out of armor, she would only last 10HP per minute in it. It does not block the effects of any types of attacks though.
It’s active ability is to shoot metallic wires out of her armored arms once per post as long as the armor is on, doing 50% B rank damage at a range of 200 meters at a speed of 150 meter per second. Depending on what it hits Grema can press a hotkey to either bring the thing closer to her, or to send her flying closer to it if the thing is heavier than she is.- Armor Apperance:
Strengths:- Gives the wearer passive HP and attack buffs
- Allows the user to survive in different environments
- Adds a useful multihit attack
Weaknesses:- Grema cannot make use of half of her spells while wearing this armor
- Grema is greatly slowed
- She cannot use a passive ability
- The cooldown is very long
- It is very heavy and can only sink in water, and may cause floors to cave in
- The active ability can be used against her if her opponent is strong enough to pull on the wire against her strength
Name: Magitech Energy Bombardment
Rank: B
Type: Offensive/AoE
Duration: 1
Cooldown: 4
Description: Grema changes her mechanical arm into a blaster, then spins around in a circle, sending several random blasts off into the surrounding area, and one on purpose on her main target. But instead of an energy blast, blobs of magic come out filled with nanobots (3 inch diameter, spreading out). These are dispersed into the general area at a speed of 45 meters per second, sometimes on people, and one main big blob on her main target to a range of 30 meters. Then when she’s ready Grema hits a hotkey and the nanobots activate, causing the slime to explode in a burst of magical energy 3 meters in diameter per blob. This causes full B rank of damage to the main target, and 75% of that damage to any other target.
Strengths:- A good AoE attack
- The slime is very hard to wipe off and spreads in thinner liquid
- Not very much things can ‘put it out’
- Unless you’ve seen the spell in action before, it’s hard to say what it does until the explosion happens
Weaknesses:- If Grema is in range of any of the blobs, or gets any on herself, she will be hit by the blast as well
- Same with allies since every shot but the last is random
- It is slow as a D rank spell when shot out since Grema didn’t want the slime to disperse in mid-air
- Can’t go very far for the same reasons
- Easy for quick main target to dodge their attack
- Easy to dodge in general if not directly hit and one can jump high or fly
- May immobilize wet targets
List of Spell Fusions:
Last edited by Grema Fen on 25th October 2017, 7:04 pm; edited 9 times in total