Magic
Primary Magic: Luck
Secondary Magic: N/A
Caster or Holder: Lost Caster
Description: The versatile nature of magic combined with the curious nature of man, and with the institution of gambling as an additional catalyst, gave way to the discovery and practice of luck magic. It originated as a cultural discovery in a small desert tribe, nomads of Persian/Egyptian descent, but it turned into an art that was passed down to whoever was deemed worthy by the practitioners. Over time, it disintegrated into a rare phenomenon found among some of the gypsies that had migrated to Fiore and their spawn. Luck magic is itself manipulating the universe and fate to grant a better outcome to the mage, twisting that destiny which lay beyond the sight of mortals. The nature of it is rather incredible, and only those who naturally have unlikely occurrences surrounding them are capable of practicing more than the most basic idea. A man with no luck who practiced his whole life would likely end up little more than a gambler with a wild record, and a child born under a ladder in front of a black cat might be a semi-functional mage after a couple weeks of education. When heavily utilized or specialized in, luck magic naturally grants the user more luck in their life. It is important to acknowledge that there is far more to luck than more fortunate circumstances, as bad luck comes in just as much force; naturally, bad luck is itself a rather powerful weapon when used with precision. Luck is dangerous and fickle, but fortune favors the bold in certain times of need. The only thing to be certain of is that utilizing this magic will impact a person in an irreversible manner, whether nominal or major, because after altering one’s own fortune it never returns to the same state. Luck works in a nonlinear, unquantifiable fashion, and that is exactly where the truest difficulty in practicing it lies. There are no points to determine how fortunate you are, and no way to determine the chance that you slip out of the way of a spell. The art fell out of practice because it could not be taught via a reliable method, rather hoping that your pupil can catch on to how to work the fabric of fate in their favor.
Using luck to do anything in particular is rather difficult, especially very specific tasks, and Lahkey is well aware of this; he uses the magic to accomplish a variety of small feats that are rather incredible for a person who uses no such thing, but if compared to a mage, he never exceeds exactly what one would expect. Typically, very little movement is required to do much of anything as long as the movement is associated with the effect, normally a wave of the hand or the hurling of a projectile. Lahkey keeps himself in constant motion, with little flourishes and lithe strides to keep his opponent on guard as well as to disguise his use of the magic in general. At the lower levels that he functions at, luck magic has almost no ability to cause a specific scenario, instead only altering outcomes of simple situations by degrees to cause different outcomes; for example, Lahkey would be capable of altering the draw of a card to a specific suit but not a particular card with something as simple as a wave of his hand over the deck. Every individual who makes use of this magic has their own experiences and interactions with its peculiar effects, and each must figure out their own individually. As the case always has been, Lahkey suffers from being an incredibly lucky human being, which leads his own interactions with not only magic but life in general to lean toward ridiculity. He is incapable of seeing his own situation from a fully objective point of view, and it can lead him astray in judging what kind of luck is affecting him. In his earlier days of practice, he won a poker game for a rather large sum of money and took it as a good day when one of the players had preemptively decided that if the boy had won then he had to be cheating, which was harsh but not entirely untrue, and the younger lad had been mugged for every last cent and beaten senseless. This lead to him taking shelter with a kindly family that had happened across him. This all could have occurred naturally, but it just wouldn’t have without his magic. It is a source, though not the only one, of his fortunes, as well as his means of manipulating them. Using his magic is something Lahkey kind of does all the time, at least by taking advantage of the magic’s constant impact, and he uses it to control this incredible luck to some extent as well.
Looking towards exactly what Lahkey uses this magic for, one sees a reflection of his character. Under almost every circumstance, he tries to avoid using it for violence, instead attempting to prevent physical confrontation derived from conflicts, especially ones he instigated. When faced directly with combat, he prefers to flit about and use what magic he has to protect himself and wear out his foe. Causing physical harm to someone else is something that he is willing to do, albeit disdainfully, and he has no problem resorting to violence if need be. Luck is simply very dangerous, and it is not hard for a simple fight to devolve into a tragedy with a couple unfortunate occurrences, as Lahkey well knows.
Strengths:
Wow! - Luck magic has nigh infinite uses applicable to all variety of circumstances, and the diversity of abilities lends an unpredictability to the magic that is undeniably useful. Almost anything could happen, and that means all variety of pleasant times.
Stealth - The nature of passive luck magic makes it undetectable, and many spells have no real sign that they are occurring; although it doesn’t take very long for an intelligent mage to realize that something isn’t quite normal, the usual lack of any huge glowing circle keeps many common folk unaware of anything more peculiar than good fortune.
Weaknesses:
Whoops! - Luck cuts both ways, and using any of this magic can have rather unpleasant consequences, from a missed spell to the untimely death of a pet. The luckier a person is, the worse it can be, and luck doesn’t discriminate allies from foes.
Unpredictable - Lahkey himself has very little idea how any of his magic could end up working, what the risks of it are, what could happen, and what waits around literally every corner. Backfiring spells of luck are terrifying, especially when you have no idea what exactly could happen because of it.
Lost - There is a higher chance, regardless of any magical interference, that a modern practitioner of luck magic would find hay crawling in a warehouse full of needles than they would be to find a person capable of mentoring them, as it is not only a nearly extinct brand of magic but also a very personal art that requires a special bond to train.
Lineage:
Unique Abilities:
Lucky - Varying levels of extraordinary occurrences surround the user, completely randomly and with no mind to circumstance. This is purely for RP sake and provides no tangible benefit other than a more interesting time.
Gamble - The user may make a dice roll every time they cast a spell by paying that spell’s mana cost again, with effects varying based upon what the spell specifies the number rolled to do.
Walking Charm - Lahkey has a tendency to refrain from taking damage, granting him a passive 25% damage reduction bonus.
Spells:
Spell Template
Name: Lucky Shot
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Simply enough, Lucky Shot is a projectile thrown by the mage that is simply better than a normal one. It appears almost as a normal throw, except for the hazy visual distortion like a wave of heat between the launcher and the projectile as the spell is cast. The thrown object is unaffected in any physical way, simply moving faster and having a harder impact than it may otherwise. Lucky Shot moves at 45 m/s and to a maximum range of 60 meters, dealing D-Rank damage on contact.
Gamble
1 - Bad luck, and not for the target, causes the spell to backfire. The projectile slips from the user’s hand at the wrong moment and is lobbed with every bit of the same force into the mage that attempted the spell, causing D-Rank damage to the user.
2 - The user completely whiffs the spell, hurling their weapon with absolutely no spell power but costing half mana for the spell; the mana to use Gamble is still consumed.
3 - The shot just isn’t as good as it should have been, the range and damage becoming half.
4 - The throw makes contact with more force than it would have originally, dealing 50% more damage.
5 - A lucky landing makes the throw crippling, hitting a kneecap and dealing no extra damage but immobilizing an opponent of equal rank to the caster for one post.
6 - Some absurd degree of luck causes the shot to land on a vital or tender area, doubling the damage.
Strengths:
Stealth - It’s difficult to discern this spell from any normal throw in most cases.
Gamble - A lucky Gamble could have fantastic results of the user.
Weaknesses:
Predictable - Lucky Shot is still just an object being hurled like any other, and anybody can figure that out with a glance.
Gamble - The same reason it has the potential to be fantastic, a bad Gamble could seriously hinder a mage in a fight.
Weapon - To use this spell at all, the user must have a weapon of some form that can be thrown within reason; one may use a staff, for example, or even a bar stool, but nothing large like a sofa or television.
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: Safety Stumble
Rank: D
Type: Defensive, Self
Duration: 3 post
Cooldown: 5 posts
Description: With a wave of the arm and a flick of the wrist, a golden spell circle would appear around the user’s fingertips, and they weave the web of destiny to keep themselves out of danger. The user would have some glowing yellow mark left wherever they please on their skin for the duration of the post, and they next time they would be struck by an attack while this mark exists, the user finds their way out of harm’s way by some lucky slide, stumble, or trip. After two attacks have been dodged, the mark will disappear.
Gamble
1 - The spell does nothing, leaving no mark and refunding no mana spent on the spell or Gamble.
2 - When the user stumbles out of the way of an attack, instead of making a smooth recovery, they fall and are immobilized for one post; the accompanying mark is also gold and black.
3 - A glowing golden and black mark, the same in placement as the user’s, appears on one opponent as well; both the user and the opponent are granted one attack dodge, but both will also stumble afterward and be immobilized for one post.
4 - As before, the mark of Safety Stumble appears on an opponent as well, except neither the user nor the opponent will suffer from the immobilization stated in the above roll description.
5 - Instead of anything appearing on the mage who cast the spell, a black marking appears on an opponent of their choosing, causing them to fall by either tripping over their own feet, slipping, or some other strange universal machination of person-toppling upon their next spell. They are immobilized for one post, and this only works on mages of equal or lower Rank than the caster.
6 - The user is endowed with the incredible fortune to completely dodge an extra attack, taking three before their mark disappears
Strengths:
Defense - One simple, straightforward evasion is a fairly potent defense.
High Payout Gamble - The highest two results from Gamble are impressively helpful, with potentially massive impact on a battle.
Offensive Aptitude - This spell is defensive and yet can have an offensive effect on a good Gamble.
Weaknesses:
Chaotic - A Gamble on this spell is very risky and highly unpredictable.
Color Coded - Gold for good luck and black for bad luck is predictable, and the markings can reveal the results of the spell to anyone who has experience with it.
Double Edged - Safety Stumble can provide a wizard’s opponents with the same sort of shield they have on themselves, providing the risk of buffing an enemy.
Long Cooldown - Because of how influential it can be on the outcome of a battle, Safety Stumble takes a while to become available again.
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: Targeted Flurry
Rank: D
Type: Offensive, Melee, Chain
Duration: 1 post
Cooldown: 2 posts
Description: Requiring the user to close to melee range, Targeted Flurry is a series of strikes that deal D-Rank spell damage plus the user’s melee damage for each one that makes contact. This is the luck mage’s chosen self-defense in a fist fight, allowing them to dish out a fair amount of damage in a short period. Each strike is delivered with a glowing, golden hand, the signature mark of almost any strike imbued with good luck, and with a post to charge into the fray, the user can have another cast on the spell to be used in the following post. Targeted Flurry can be cast three times in one round before it must go on cooldown.
Strengths:
CQC - Luck magic has little close combat application, but Targeted Flurry allows for strong spell attacks that incorporate melee damage for an effective brawling spell.
Low Cooldown - The lower cooldown allows more frequent usage.
Weaknesses:
Close - The spell absolutely requires that the mage close in on their opponent, which is a vulnerable position to put oneself in.
Chain - The chances of landing a second strike at melee range isn’t likely if the target moves out of melee range, making the ability to chain valuable but not often useful. Although one additional casting of the spell can be charged, it requires that the user take no action but charging at their opponent for a turn.
No Gamble - The precise nature of the spell prevents any interference from the riskier luck magic.
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: Charm
Rank: D
Type: Buff
Duration: 3 posts
Cooldown: 6 posts
Description: Charm is cast with no motion, although there is always some emblem of change on the mage utilizing it; Lahkey’s thirteen tattoo turns completely golden and commences glowing, though it normally remains hidden. If the user chooses to use Gamble with this spell, the tattoo will flash very brightly. Fate around the person bends in their favor passively for a brief time, but with far more intensity than it would without the spell. The user gains +15% damage reduction, and Gamble is free with this spell because of the risky nature.
Gamble
1 - The user literally faceplants, becoming immobilized for a post as well as having Charm completely flop.
2 - +25% Speed, -100% melee damage. The user becomes a deal faster than usual, but any attempts on melee attacks automatically miss.
3 - +25% Spell Damage, -25% Damage Resistance. Spells cast by the user suddenly become more potent, but the mage becomes more vulnerable.
4 - Nothing extra happens.
5 - The user, upon casting a spell and using the Gamble ability in conjunction with it, can dismiss Charm to choose which Gamble effect to use, but only once.
6 - Pay the Gamble cost, and Charm does nothing.
Strengths:
Defensive - Charm alone makes the user harder to kill, and for long enough for them to make an efficient use of it.
Ante Up - Gamble has some very powerful potential benefits with Charm, and they stack with the nice 15% damage reduction.
Weaknesses:
One Trick - All the spell does is grant a damage reduction, making it a predictable spell at its foundation.
Risky - The powerful Gamble of the spell could backfire disastrously, temporarily stunning the user or draining their magic while invalidating the spell, and it has a sizeable cooldown.
Drawback - The benefit of any Gamble effect caused by this spell comes with an additional price.
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!)
Primary Magic: Luck
Secondary Magic: N/A
Caster or Holder: Lost Caster
Description: The versatile nature of magic combined with the curious nature of man, and with the institution of gambling as an additional catalyst, gave way to the discovery and practice of luck magic. It originated as a cultural discovery in a small desert tribe, nomads of Persian/Egyptian descent, but it turned into an art that was passed down to whoever was deemed worthy by the practitioners. Over time, it disintegrated into a rare phenomenon found among some of the gypsies that had migrated to Fiore and their spawn. Luck magic is itself manipulating the universe and fate to grant a better outcome to the mage, twisting that destiny which lay beyond the sight of mortals. The nature of it is rather incredible, and only those who naturally have unlikely occurrences surrounding them are capable of practicing more than the most basic idea. A man with no luck who practiced his whole life would likely end up little more than a gambler with a wild record, and a child born under a ladder in front of a black cat might be a semi-functional mage after a couple weeks of education. When heavily utilized or specialized in, luck magic naturally grants the user more luck in their life. It is important to acknowledge that there is far more to luck than more fortunate circumstances, as bad luck comes in just as much force; naturally, bad luck is itself a rather powerful weapon when used with precision. Luck is dangerous and fickle, but fortune favors the bold in certain times of need. The only thing to be certain of is that utilizing this magic will impact a person in an irreversible manner, whether nominal or major, because after altering one’s own fortune it never returns to the same state. Luck works in a nonlinear, unquantifiable fashion, and that is exactly where the truest difficulty in practicing it lies. There are no points to determine how fortunate you are, and no way to determine the chance that you slip out of the way of a spell. The art fell out of practice because it could not be taught via a reliable method, rather hoping that your pupil can catch on to how to work the fabric of fate in their favor.
Using luck to do anything in particular is rather difficult, especially very specific tasks, and Lahkey is well aware of this; he uses the magic to accomplish a variety of small feats that are rather incredible for a person who uses no such thing, but if compared to a mage, he never exceeds exactly what one would expect. Typically, very little movement is required to do much of anything as long as the movement is associated with the effect, normally a wave of the hand or the hurling of a projectile. Lahkey keeps himself in constant motion, with little flourishes and lithe strides to keep his opponent on guard as well as to disguise his use of the magic in general. At the lower levels that he functions at, luck magic has almost no ability to cause a specific scenario, instead only altering outcomes of simple situations by degrees to cause different outcomes; for example, Lahkey would be capable of altering the draw of a card to a specific suit but not a particular card with something as simple as a wave of his hand over the deck. Every individual who makes use of this magic has their own experiences and interactions with its peculiar effects, and each must figure out their own individually. As the case always has been, Lahkey suffers from being an incredibly lucky human being, which leads his own interactions with not only magic but life in general to lean toward ridiculity. He is incapable of seeing his own situation from a fully objective point of view, and it can lead him astray in judging what kind of luck is affecting him. In his earlier days of practice, he won a poker game for a rather large sum of money and took it as a good day when one of the players had preemptively decided that if the boy had won then he had to be cheating, which was harsh but not entirely untrue, and the younger lad had been mugged for every last cent and beaten senseless. This lead to him taking shelter with a kindly family that had happened across him. This all could have occurred naturally, but it just wouldn’t have without his magic. It is a source, though not the only one, of his fortunes, as well as his means of manipulating them. Using his magic is something Lahkey kind of does all the time, at least by taking advantage of the magic’s constant impact, and he uses it to control this incredible luck to some extent as well.
Looking towards exactly what Lahkey uses this magic for, one sees a reflection of his character. Under almost every circumstance, he tries to avoid using it for violence, instead attempting to prevent physical confrontation derived from conflicts, especially ones he instigated. When faced directly with combat, he prefers to flit about and use what magic he has to protect himself and wear out his foe. Causing physical harm to someone else is something that he is willing to do, albeit disdainfully, and he has no problem resorting to violence if need be. Luck is simply very dangerous, and it is not hard for a simple fight to devolve into a tragedy with a couple unfortunate occurrences, as Lahkey well knows.
Strengths:
Wow! - Luck magic has nigh infinite uses applicable to all variety of circumstances, and the diversity of abilities lends an unpredictability to the magic that is undeniably useful. Almost anything could happen, and that means all variety of pleasant times.
Stealth - The nature of passive luck magic makes it undetectable, and many spells have no real sign that they are occurring; although it doesn’t take very long for an intelligent mage to realize that something isn’t quite normal, the usual lack of any huge glowing circle keeps many common folk unaware of anything more peculiar than good fortune.
Weaknesses:
Whoops! - Luck cuts both ways, and using any of this magic can have rather unpleasant consequences, from a missed spell to the untimely death of a pet. The luckier a person is, the worse it can be, and luck doesn’t discriminate allies from foes.
Unpredictable - Lahkey himself has very little idea how any of his magic could end up working, what the risks of it are, what could happen, and what waits around literally every corner. Backfiring spells of luck are terrifying, especially when you have no idea what exactly could happen because of it.
Lost - There is a higher chance, regardless of any magical interference, that a modern practitioner of luck magic would find hay crawling in a warehouse full of needles than they would be to find a person capable of mentoring them, as it is not only a nearly extinct brand of magic but also a very personal art that requires a special bond to train.
Lineage:
- Gold Rush:
- Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
Unique Abilities:
Lucky - Varying levels of extraordinary occurrences surround the user, completely randomly and with no mind to circumstance. This is purely for RP sake and provides no tangible benefit other than a more interesting time.
Gamble - The user may make a dice roll every time they cast a spell by paying that spell’s mana cost again, with effects varying based upon what the spell specifies the number rolled to do.
Walking Charm - Lahkey has a tendency to refrain from taking damage, granting him a passive 25% damage reduction bonus.
Spells:
Spell Template
Name: Lucky Shot
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Simply enough, Lucky Shot is a projectile thrown by the mage that is simply better than a normal one. It appears almost as a normal throw, except for the hazy visual distortion like a wave of heat between the launcher and the projectile as the spell is cast. The thrown object is unaffected in any physical way, simply moving faster and having a harder impact than it may otherwise. Lucky Shot moves at 45 m/s and to a maximum range of 60 meters, dealing D-Rank damage on contact.
Gamble
1 - Bad luck, and not for the target, causes the spell to backfire. The projectile slips from the user’s hand at the wrong moment and is lobbed with every bit of the same force into the mage that attempted the spell, causing D-Rank damage to the user.
2 - The user completely whiffs the spell, hurling their weapon with absolutely no spell power but costing half mana for the spell; the mana to use Gamble is still consumed.
3 - The shot just isn’t as good as it should have been, the range and damage becoming half.
4 - The throw makes contact with more force than it would have originally, dealing 50% more damage.
5 - A lucky landing makes the throw crippling, hitting a kneecap and dealing no extra damage but immobilizing an opponent of equal rank to the caster for one post.
6 - Some absurd degree of luck causes the shot to land on a vital or tender area, doubling the damage.
Strengths:
Stealth - It’s difficult to discern this spell from any normal throw in most cases.
Gamble - A lucky Gamble could have fantastic results of the user.
Weaknesses:
Predictable - Lucky Shot is still just an object being hurled like any other, and anybody can figure that out with a glance.
Gamble - The same reason it has the potential to be fantastic, a bad Gamble could seriously hinder a mage in a fight.
Weapon - To use this spell at all, the user must have a weapon of some form that can be thrown within reason; one may use a staff, for example, or even a bar stool, but nothing large like a sofa or television.
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: Safety Stumble
Rank: D
Type: Defensive, Self
Duration: 3 post
Cooldown: 5 posts
Description: With a wave of the arm and a flick of the wrist, a golden spell circle would appear around the user’s fingertips, and they weave the web of destiny to keep themselves out of danger. The user would have some glowing yellow mark left wherever they please on their skin for the duration of the post, and they next time they would be struck by an attack while this mark exists, the user finds their way out of harm’s way by some lucky slide, stumble, or trip. After two attacks have been dodged, the mark will disappear.
Gamble
1 - The spell does nothing, leaving no mark and refunding no mana spent on the spell or Gamble.
2 - When the user stumbles out of the way of an attack, instead of making a smooth recovery, they fall and are immobilized for one post; the accompanying mark is also gold and black.
3 - A glowing golden and black mark, the same in placement as the user’s, appears on one opponent as well; both the user and the opponent are granted one attack dodge, but both will also stumble afterward and be immobilized for one post.
4 - As before, the mark of Safety Stumble appears on an opponent as well, except neither the user nor the opponent will suffer from the immobilization stated in the above roll description.
5 - Instead of anything appearing on the mage who cast the spell, a black marking appears on an opponent of their choosing, causing them to fall by either tripping over their own feet, slipping, or some other strange universal machination of person-toppling upon their next spell. They are immobilized for one post, and this only works on mages of equal or lower Rank than the caster.
6 - The user is endowed with the incredible fortune to completely dodge an extra attack, taking three before their mark disappears
Strengths:
Defense - One simple, straightforward evasion is a fairly potent defense.
High Payout Gamble - The highest two results from Gamble are impressively helpful, with potentially massive impact on a battle.
Offensive Aptitude - This spell is defensive and yet can have an offensive effect on a good Gamble.
Weaknesses:
Chaotic - A Gamble on this spell is very risky and highly unpredictable.
Color Coded - Gold for good luck and black for bad luck is predictable, and the markings can reveal the results of the spell to anyone who has experience with it.
Double Edged - Safety Stumble can provide a wizard’s opponents with the same sort of shield they have on themselves, providing the risk of buffing an enemy.
Long Cooldown - Because of how influential it can be on the outcome of a battle, Safety Stumble takes a while to become available again.
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: Targeted Flurry
Rank: D
Type: Offensive, Melee, Chain
Duration: 1 post
Cooldown: 2 posts
Description: Requiring the user to close to melee range, Targeted Flurry is a series of strikes that deal D-Rank spell damage plus the user’s melee damage for each one that makes contact. This is the luck mage’s chosen self-defense in a fist fight, allowing them to dish out a fair amount of damage in a short period. Each strike is delivered with a glowing, golden hand, the signature mark of almost any strike imbued with good luck, and with a post to charge into the fray, the user can have another cast on the spell to be used in the following post. Targeted Flurry can be cast three times in one round before it must go on cooldown.
Strengths:
CQC - Luck magic has little close combat application, but Targeted Flurry allows for strong spell attacks that incorporate melee damage for an effective brawling spell.
Low Cooldown - The lower cooldown allows more frequent usage.
Weaknesses:
Close - The spell absolutely requires that the mage close in on their opponent, which is a vulnerable position to put oneself in.
Chain - The chances of landing a second strike at melee range isn’t likely if the target moves out of melee range, making the ability to chain valuable but not often useful. Although one additional casting of the spell can be charged, it requires that the user take no action but charging at their opponent for a turn.
No Gamble - The precise nature of the spell prevents any interference from the riskier luck magic.
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: Charm
Rank: D
Type: Buff
Duration: 3 posts
Cooldown: 6 posts
Description: Charm is cast with no motion, although there is always some emblem of change on the mage utilizing it; Lahkey’s thirteen tattoo turns completely golden and commences glowing, though it normally remains hidden. If the user chooses to use Gamble with this spell, the tattoo will flash very brightly. Fate around the person bends in their favor passively for a brief time, but with far more intensity than it would without the spell. The user gains +15% damage reduction, and Gamble is free with this spell because of the risky nature.
Gamble
1 - The user literally faceplants, becoming immobilized for a post as well as having Charm completely flop.
2 - +25% Speed, -100% melee damage. The user becomes a deal faster than usual, but any attempts on melee attacks automatically miss.
3 - +25% Spell Damage, -25% Damage Resistance. Spells cast by the user suddenly become more potent, but the mage becomes more vulnerable.
4 - Nothing extra happens.
5 - The user, upon casting a spell and using the Gamble ability in conjunction with it, can dismiss Charm to choose which Gamble effect to use, but only once.
6 - Pay the Gamble cost, and Charm does nothing.
Strengths:
Defensive - Charm alone makes the user harder to kill, and for long enough for them to make an efficient use of it.
Ante Up - Gamble has some very powerful potential benefits with Charm, and they stack with the nice 15% damage reduction.
Weaknesses:
One Trick - All the spell does is grant a damage reduction, making it a predictable spell at its foundation.
Risky - The powerful Gamble of the spell could backfire disastrously, temporarily stunning the user or draining their magic while invalidating the spell, and it has a sizeable cooldown.
Drawback - The benefit of any Gamble effect caused by this spell comes with an additional price.
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!)
Last edited by Lahkey on 18th September 2017, 12:37 pm; edited 2 times in total