ARC OF EMBODIMENT
Secondary Magic: N/A
Magic Type: Solitary Ancient Magic (+50% Spell Damage)
Reaching a decent proficiency in the Arc not only promotes healthy brain activity, but also develops a special subspace native to the caster, where all the construct 'blueprints' are stored in a manner similar to memories, which are then synthesized into spells whenever the need arises. It is believed that this cognitive space is located on an entirely different plane of existence, but that doesn't inhibit its function to store constructs as much as the caster pleases. It's to be noted, however, that the subspace is heavily dependent on the host body's mental capacity and strength - a weaker mental and emotional fortitude results in a weaker cognitive space at the risk of crumbling, but this also means there will be a significant growth to it whenever the caster experiences a development in their mentality.
Restrictions on constructs are not endemic to the original practice, but are instead tailored by their caster accordingly. They say the limits of a construct speaks a lot about the host's current psyche and confidence.
LINEAGE:
- Description:
- DRAGON SPIRIT
Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future. Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
For 1 post they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything. The very skilled can react to the user's reactions however and cause splits in these echos. If the enemy predict your own actions or has a similar ability this may cause multiple echos to the point that they are useless.
Usage: The ability lasts 1 post with a 10 post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see a into the future as a passive.
UNIQUE ABILITIES:
◆Alpha Principle: However versed in the construction of magically-imbued objects, the Arc does not limit its user's cognitive dominion or their creativity to this theme. As they see fit, the caster is allowed to embody constructs that don't possess any magical property, which may be used for smaller functions or the more menial of jobs. All objects created under the influence of the Alpha Principle will not demand a respective amount of MP to manifest - unless within a battle setting, where each construct will instead cost the caster a relative amount of MP for a proper embodiment. The cost is largely dependent on the area that the object consumes, which will follow ranked burst spell areas, with the base price being 2 MP for everything within D-rank burst area and bellow. The amount increases by 4 MP once the object's area goes BEYOND the threshold of each of the burst ranks (ex. for constructs reaching 16-30 meters, they will cost 6 MP and so on). In terms of durability, each object will manage at least 1 spell worth of damage from their respective burst area rank: constructs within and below 15 meters will break when hit with 1-D rank spell, things with an area of 16-30 meters will break with cumulative damage amounting to 1 C-rank spell etc. If the construct is a weapon/armor, then the damage follows the rank of the caster (e.g. D = weak melee damage). *Note: The user cannot access the burst areas above their own rank, thusly limiting them to their own rank's extent. This ability is limited to real-world objects, and all the objects will remain in existence outside combat unless the caster revokes it of their own accord. Otherwise, they will disintegrate when broken. 20 per construct is the current limit of the Alpha Principle.
◆Metasynthesis [UNLOCKS AT B]: Ordinarily, because the magic does not incline toward a particular element, it's up to the discretion of the caster to attach them to their constructs during the conceiving phase. Yet it is entirely possible to embody a basic element through sheer memory. Provided that the caster is aware of how the element works on an atomic level, the Arc can enable them to briefly release it in a geometrical form of the user's devising through their palm. Metasynthesis I is limited to the four primary elements: fire, water, earth, and air; whilst their structure and travel numbers cannot deviate from 3 meters in width, 3 meters in height, a total distance of 15 meters and a speed of 15 m/s. Only one elemental embodiment made from Metasynthesis I can be released in a single post with each cast amounting to 5 MP and a burst damage equivalent to the caster's rank. *Note: The elemental construct traces a very linear path, and may not change course, nor move through obstacles.
◆Beta Principle [UNLOCKS AT S]: Prior to the constructs existing in the physical plane, the caster must first achieve a preconceived mental image of their desired product. While it is recommended to immediately 'drop' the image out into reality, the caster is allowed an alternative method: instead of aptly making an embodiment of the construct, it may instead be presented to an audience through projection. The object as a projection is essentially an illusion of the caster's design, displaying an ability to mimic everyday objects, scenes, or even people. The Beta Principle may also extend to abstract concepts like emotions, and can be 'projected' unto a target/environment accordingly. Concrete projections cast at a rate of 2 MP and affect a burst area equivalent to the caster's own, whilst Abstract projections go for 4 MP with the same burst area terms as their concrete counterpart. Higher-ranked mages may easily disperse the projection and, should emotions be projected, ignore the effects induced by them. *Note: The Abstract Projection's effects have a total duration of 1 post. This can increase by 1 per rank-up.
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Last edited by Oswald on 12th December 2018, 11:47 am; edited 41 times in total