Username: Elyx Reiaki
Secondary Magic Name: Fabled Equilibrium
Evidence of Accomplishment: First Secondary Magic Thread With Evidence
Description: When one falls too far into the darkness, it tends to be rather difficult to come back from. Elyx is no exception to this, as he too was unable to contain the darkness within. Shima was able to enhance his magic to take on a new form, though not as a slayer. In this case, she gifted him the power of chaos by destroying any form of wind based around the magic. In doing so, she was able to manipulate a new form of magic, memory. Manipulating the memories of one can cause chaos, affecting their timelines and how everything worked. Elyx didn’t resist, since more power was not generally something that was supposed to be refused anyways. So he embraced the darkness completely at the drain of his emotions to hold the new power within his nervous system. It required a lot of his Lerale blood to hold up the magic, and of course unable to make the magic as perfect as possible thanks to his human body. However, he was able to shift the objective of his newfound power from chaos to time and matter. There is still hope for him to one day be able to live a better ending, which is why he refuses to surrender all hope for Fiore. Shima is indifferent to this and will play whatever games necessary in order to obtain more power.
The purpose of this magic is to manipulate time and space. Elyx Reiaki’s new magic declares him the Time Monarch, allowing him to use Time itself as an essence in order to manipulate opponents attacks and make them far more of a nightmare than one could ever expect. This is often by manipulating matter in order to make them a better image in his head. For example, he can cast a D rank spell, but use illusional techniques in order to make them appear like devastating S ranked abilities. This set is not just about physical damage, but mental damage as well. An opponent will suffer from a massive amount of mental damage from the ends of these attacks using the new system that the abilities provide.
Strengths:
-The ability to manipulate time allows for one to have many options. This perhaps is one of the most versatile sets of magics.
-Along with time comes matter, the ability to manipulate matter allows for all sorts of creations to be made from the users mind. This is a creative magic designed to bend reality.
Weaknesses:
-Time on it's own tends to be far more defensive than anything, and tends to lack a lot of defensive abilities.
-Heavily reliant on magic, those based on physical abilities do not have a problem if they are based on shutting down magic. Though Slayers are physically fit, they don't try to focus their fighting based on physical attacks.
-Eventually, if the user is not careful and grows too angry during battle, the darkness of the spell set will take over their emotions and actions. No one is considered an ally anymore, allies and enemies can not be told apart anymore.
Secondary Magic Name: Fabled Equilibrium
Evidence of Accomplishment: First Secondary Magic Thread With Evidence
Description: When one falls too far into the darkness, it tends to be rather difficult to come back from. Elyx is no exception to this, as he too was unable to contain the darkness within. Shima was able to enhance his magic to take on a new form, though not as a slayer. In this case, she gifted him the power of chaos by destroying any form of wind based around the magic. In doing so, she was able to manipulate a new form of magic, memory. Manipulating the memories of one can cause chaos, affecting their timelines and how everything worked. Elyx didn’t resist, since more power was not generally something that was supposed to be refused anyways. So he embraced the darkness completely at the drain of his emotions to hold the new power within his nervous system. It required a lot of his Lerale blood to hold up the magic, and of course unable to make the magic as perfect as possible thanks to his human body. However, he was able to shift the objective of his newfound power from chaos to time and matter. There is still hope for him to one day be able to live a better ending, which is why he refuses to surrender all hope for Fiore. Shima is indifferent to this and will play whatever games necessary in order to obtain more power.
The purpose of this magic is to manipulate time and space. Elyx Reiaki’s new magic declares him the Time Monarch, allowing him to use Time itself as an essence in order to manipulate opponents attacks and make them far more of a nightmare than one could ever expect. This is often by manipulating matter in order to make them a better image in his head. For example, he can cast a D rank spell, but use illusional techniques in order to make them appear like devastating S ranked abilities. This set is not just about physical damage, but mental damage as well. An opponent will suffer from a massive amount of mental damage from the ends of these attacks using the new system that the abilities provide.
Strengths:
-The ability to manipulate time allows for one to have many options. This perhaps is one of the most versatile sets of magics.
-Along with time comes matter, the ability to manipulate matter allows for all sorts of creations to be made from the users mind. This is a creative magic designed to bend reality.
Weaknesses:
-Time on it's own tends to be far more defensive than anything, and tends to lack a lot of defensive abilities.
-Heavily reliant on magic, those based on physical abilities do not have a problem if they are based on shutting down magic. Though Slayers are physically fit, they don't try to focus their fighting based on physical attacks.
-Eventually, if the user is not careful and grows too angry during battle, the darkness of the spell set will take over their emotions and actions. No one is considered an ally anymore, allies and enemies can not be told apart anymore.
- Abilities:
-Fear Aura: Being able to control matter and time, the imagination can run wild for the one who controls such power. This one in particular set up an intimidating aura that can be sensed around the user, but not seen until they get within range. When they do, the users imagination runs wild, and the victims are bound to the feeling of fear while so close. Whenever an opponent is within 200 meters of the user, they lose 5% HP. Every post they are within the Aura, they gain 1 "Fear" counter per post of exposure. This affects equal ranking or lower beings.
-Mirror Fear System: Seems there are a few who look into the aura like a mirror. Well that mirror is to shatter, as Shima does not approve of herself to be viewed in such a way. A punishment to inflict onto one who does such a thing is what when their total fear counters hits four, the targeted jester ends up finding their body bound to recovery. In short, one who would like to bring their health status back up by things of equal or less ranking than this ability will find themselves unable to for the next three turns. This only triggers when the targeted one takes damage from the user, and refreshes should they take a hit before the three turn punishment is finished. The mirror has been shattered, just the way the lucky spirit enjoys it. When the opponent spends one full post outside of the aura, they lose one fear counter. However, this occurs at the end of the post that the counter was lost on. This affects equal ranking or lower beings.
-Chaos Theory: Shima does not like her attacks to be avoided without any form of effort. If someone is going to be her little punching bag, they need to be hit. So to make sure this is the case, she placed the body of the user in her hands, amplifying it so that anything from it or around it is absolute. They have been infused so that the damage is not only physical. Attack connections will inflict damage onto the existence of a being. Because of this, the user's attacks can pierce elemental/ethereal/incorporeal bodies and forms. When beings with no potential to harm an enemy are under attack, for the exchange, the damage between the attack and the being are switched, and both strikes are guaranteed. At the end of the exchange, the being will be destroyed. However, this can only affect one being per post. This being however may not be Elyx Reiaki or any other forms that he may assume.
- Pocket Zip:
- D-Rank Spell Name: Name: Pocket Zip
Rank: D
Type: Support/Defensive
Duration: Instant
Cooldown: 2 Posts
Description: When an attempted attack hits the user, their body will shatter into the wind before reappearing up to 60 meters away in any direction (But in a straight line towards on direction alone), resulting in that specific attack missing the user.
Strengths:
-Allows an evasion of an attack alongside a teleportation a small distance away
Weaknesses:
-Requires an attack to touch the user first, and can't be activated in any other way.
-They only travel in a line towards one direction, the movement can't change directions.
- Magic Pocket Dimension:
- C-Rank Spell Name: Magic Pocket Dimension
Rank: C
Type: Support
Duration: 4 turns
Cooldown: 5 turns
Description: The user places their palm out, opening a Pocket Dimension. In doing so, the user ends up being able to store up to 2 Strong Items or lower, or 1 C rank or lower spell for the duration. The user can access these items during the duration, but if the dimension is empty at anytime, the cooldown immediately starts.
Strengths:
-Can store a spell or up to 2 Strong Items.
Weaknesses:
-Can't store legendary items or higher
-Can't hold B rank spells or higher.
- Swift Timeskip:
- B-Rank Spell Name: Swift Timeskip
Rank: B
Type: Support
Duration: 4 Turns
Cooldown: 6 Turns
Description: The user targets one being up to 200 meters away from himself, that target is relieved of their fears during the duration. During the duration, they gain 25% Movement speed. This spell can not be used on the user himself.
Strengths:
-No fears for the target that had been chosen by this spell.
-25% Movement speed for the target.
Weaknesses:
-This spell can't be used on the user himself.
-Target must be within 200 meters, which can be short in battles with long-ranged mages.
-Only one target may be chosen by this spell.
- Force Palm:
- A-Rank Spell Name:Force Palm
Rank: A
Type: Support
Duration: Instant
Cooldown: 9 Turns
Description: When the user is attacked by a physical attack, they can trigger this spell to block however they feel needed. The user throws off the balance of matter, allowing this to be used. The user can use their palm to have one physical attack or one A rank spell move around his body. This can be considered an evasion.
Strengths:
-Allows the user to control damage gusts of winds to launch opponents
Weaknesses:
-S or H rank attacks can't be redirected with this method
-Only one attack can be redirected past the user this way
- Shepherd's Gamble:
- S-Rank Spell Name: Shepherd's Gamble
Rank: S
Duration: 10 Posts
Cooldown: 12 Posts
Type: Summon
Description:
"Play my game or DIE!"
A struggle it is to get Elyx, is it not? Now being in range of him is going to make things worse. If one is within two-hundred meters in the range of the user when the user triggers, they are forced into this bet. To prevent this, simply avoid getting in range. But this game is purely fifty-fifty, and the payout can either be a game changer, or perhaps make things far worse. The game is simple, and cannot end until the loss condition is triggered. Two sheep are formed by the sides of both players. The sheep have no attack power, and their health is determined by the users dice roll.
The user must roll a monster dice first to determine how much health both sheep have, but they are unable to edit the post used to roll the dice. They have to make their actual battle post in the post after the dice roll. On top of this, no other gambling spells can be used on the same post this one is used.
The sheep obtain HP based on the monster dice rolls listed:
Dice Roll Results:
Weak: 100 HP
Normal: 200 HP
Strong: 300 HP
Boss: 400 HP
Big games come with big chances. Big games come with big sacrifices. Both sides accept the penalty by playing this game, and are unable to avoid the consequences, but can brace for them. Both sheep will move in between both of the players, though none of them will obtain any attack power. On top of that, they do not act upon either users free will, they just hover and prance around, just like regular sheep. They are unable to increase their health in any way, nor are they allowed to reap the benefits of damage resistance related effects. In fact, they can only obtain attack power through outside buffs, but that's it.
The first one to lose their sheep triggers to loss condition, in which they will pay dearly. The one who loses takes direct damage equal to the maximum health the sheep had. To avoid the damage, you have to win. But you lost, a loss to be prevented, and now the loser accepts the consequence. This damage cannot be evaded in any way, but it can be reduced with things that can block it, though they will take the brunt of it (Blocking with your body doesn't reduce the damage any).
If the duration ends, the one with the lowest HP will be deemed the loser.
If it's a tie, the next sheep to take damage will be the losing sheep.
There is no advantage in this spell that the user has, it's fifty-fifty.
Strengths:
-Damage inflicted onto the loser
Weaknesses:
-The luck factor is included, this could be either really effective or useless
-The loser can't evade the damage, but they can reduce the damage with thing designed to block damage
-Opponent must be within two-hundred meters to trigger this spell
-Genuinely a fifty-fifty game, nothing in this spell gives the user an advantage
-Both sheep are dumb, just like regular sheep should be. You guard them, no matter how much a pain they can be
- Shima's Heal:
- Name: Shima's Health
Rank: S
Type: Support
Duration: Instant
Cooldown:1 Post
Description: This is a simple restoration spell. Of course, the body needs to be kept in the best condition so that no fool can just blatantly rip through the defenses and have nothing left. So Shima simply added a little health engine in case the barrage of attacks somehow manages to reach the user and actually touch their health bar. This simply restores health equal to the amount of damage a spell of this rank would inflict.
Strengths:
-Restores health
Weaknesses:
-A signature spell with a cooldown, fak
-Most healing spells are very effective. This is just too simple, and will not hold up on its own.
Last edited by King Elyx on 22nd September 2017, 1:55 pm; edited 2 times in total