PPrimary Magic: Tarot Arcana
Caster or Holder: Holder
Description: Tarot arcana is a Lost Holder magic art that uses special made tarot cards from long ago. The user holds up a card and crates a magic circle that uses a seal inside of these cards to make various effects. Some Tarot Arcana users can hold two cards together to create a verity of different spells. In total there are 26 arcanas to choose from.
Nature's Blessings:
Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
[spoiler=unique abilites]
Unique Abilities:
[skill over luck] when beginning battle Yoshi gets a rush of convidence in himself giving him a boost in a stat. Roll a dice and depending on roll that stat gets a 25% buff for the duration of the battle. once the battle ends the stats return to normal.
• 1 hp
• 2 mp
• 3 speed
• 4 deffence
• 5 attack
• 6 player’s choice
[My skills are flying] through consecutive 3 hit Yoshi has gottnen an ego boost allowing him to be more confident in winning this battle Gains 2% on all stats then falls point .5 after every post from the opponent. This effect stacks for every consective hit he gains 1% gets after this effect activates, caps off at 10%
Caster or Holder: Holder
Description: Tarot arcana is a Lost Holder magic art that uses special made tarot cards from long ago. The user holds up a card and crates a magic circle that uses a seal inside of these cards to make various effects. Some Tarot Arcana users can hold two cards together to create a verity of different spells. In total there are 26 arcanas to choose from.
- Strengths/Weaknesses:
Strengths:
• The cards cannot be destroyed. Because these cards have a special seal o them they cannot be ripped, folded burned, or any way destroyed. If you are some how able to remove the lost seal they are normal tarot cards
• They have a verity of power. Since these cards are based off of aracnas they can have a verity of different abilities from projectiles, augmentation, and even equipment.
• They can be layered. The tarrots have a special ability to have multiple cards used at once, which uses a lot of magic resource from the user.
Weaknesses:
• The cards are massive drainers. These cards rely on the users magic as well as the special seals inside of them so they use a lot of magic in order to use.
• You have to have the cards. Since this is a Holder magic you must have the cards in your possession with you in order to use them. If you lose them they aren’t instantly reappearing in your deck
• These cards have a recharge time. These cards are not be used to spam the seasl have to power up in order for the cards to be used again. The higher the level of magic the more time it takes for these cards to recharge.
• It is easy to reconized which tarot card the opponent has in his inventory once he uses it.
Nature's Blessings:
Description: Aeons ago, when ancient and mythic beings roamed the world. There was a race called the children of the forest. They are one with nature and as such they were bestowed with longevity and the ability to vanish within the trees. Eventually, with the uprising of the humans, they were forced to the innermost sanctum of the forests. However, a handful of them insisted on staying where they were, regardless of the impending human contact. Some say some of them managed to co-mingle with the humans, but that was just hearsay...or is it?
Ability: It grants the user greater stamina allowing them to last longer in battles. Also grants the ability Vanish, a skill that allows the user to be invisible so as long as he/she is near vegetation(group of trees,shrubs or tall weeds) if they are not moving.
Usage: Passive. The user can still be sensed through magical presence and other senses but this will only help others know the vicinity the user is in and not their exact position.
[spoiler=unique abilites]
Unique Abilities:
[skill over luck] when beginning battle Yoshi gets a rush of convidence in himself giving him a boost in a stat. Roll a dice and depending on roll that stat gets a 25% buff for the duration of the battle. once the battle ends the stats return to normal.
• 1 hp
• 2 mp
• 3 speed
• 4 deffence
• 5 attack
• 6 player’s choice
[My skills are flying] through consecutive 3 hit Yoshi has gottnen an ego boost allowing him to be more confident in winning this battle Gains 2% on all stats then falls point .5 after every post from the opponent. This effect stacks for every consective hit he gains 1% gets after this effect activates, caps off at 10%
- Spell list:
Name: Tarot arcana: Star
Rank: D
Type: Light, Burst, Offensive
Duration: 1
Cooldown: 2 posts
Description:
• The spell is created by holding up the star arcana tarot making a summoning circle. And creates small multiple orbs that are green, blue, yellow, red, and white the attack then cones out hitting a wide range so it’s good for ambush attacks. these orbs do 25% rank d damage
• Speed: 20 mps
• Range: 30 meters
Strengths:
• Spell is quick and ready to iniate and goes over a wide range of targets.
Weaknesses:
• Since the spell fires small projectiles they don’t do a great amount of damage
• Because the spell is a burst there is not much controller on where the projectiles will hit
Name: Tarrot arcana: hanged man
Rank: D
Type: Immobilization, Debuff, Single tartget
Duration: 1 turns
Cooldown: 2 turns
Description: The user holds up his cards creating a magic circle and chains and ropes suddenly appear heading towards the enemy. Once it hits it binds the enemy making it hard for them to move the enemy it is completely unable to move if they're the same or lower rank than this spell. if this spell is used on someone of one rank higher than this spell they will get a 25% debuff to their speed.
• Range: 30 meters
• Speed: 20 mps
Strengths:
• This attack is slightly homing as it tries to head towards the rival magic it senses
• Because of it’s high range the user can stay a pretty safe distance away
• The spell makes the opponent unable to move because them being tied up
Weaknesses:
• Low accuracy, even though it’s hone it cannot hit a lot making it pretty hard to grab something
• This attacks breaks on intersection. this if it touches another part of it it will disappear.
• It is easy pretty easy to dodge as it is kinda slow
• This spell does not last long
Name: Tarrot Arcana: Moon
Rank: D
Type: Offense, Charge, single target
Duration: 1 post(instant), 2(Charged)
Cooldown: 2 posts(instant), 3 posts(charged)
Description: User holds up the card and creates a magic circle that fires 3 crescent shaped disk that can cut through trees as they meet in the are honed to intersecting and disappears these do full D Rank damage. the user can also charge it to make 1 disk that can cut through a barrier and do full D rank damage to an opponent.
• Range: 20 meters(instant), 60 meters(charged)
• Speed: 15 mps(Instant), 45 mps(Charged)
Strengths:
•This spell can be charged to one post one post to combine all 3 into 1 disk that can cut through anything.
• When not charged the spell goes in multipul and meets in one center.
•The spell can still be charging even if the opponent if you are hit. The circle will remain in place even after a collision from an opponents attack.
Weaknesses:
• It takes an extra post to charge so the spell will not be complete after the opponents post
• Charging leaves the opponent vulnerable
• The spell cannot kill humans but will merly damage them.
• It has lower speed and range when not charged
Name: Tarrot Arcana tower
Rank: D
Type: Deffence/offense, Area of effect, Instant
Duration: 2
Cooldown: 3
Description: User holds out the card and creates a magic circle. A giant stone collom appears out of the ground in the middle of the two and it starts to crumble letting the the the rubble fall anywhere. The column is approximately 30 in height 5 meters
Range: 25 meters radius. After the 2nd turn the tower starts to crumble and break cuasing rubble to rain down in random places
The tower can defend from one D-rank spell worth of damage; if hit with a spell that does more damage the tower will collapse immediately and do no extra damage. If it is less it can remain standing and start crumbling the second post, where it will do 50% D-rank damage to anyone within the rubble's range if they were hit.
Strengths:
• This card can cuase a great amount of damage to enemies it lands on.
• The attack is also a wild card as you never really know where the rubble will land
• The spell is also a good defensive as you can use it for cover.
Weaknesses:
• Because it is a wild card can also cause damage to the controller.
• If the opponent is under ground the spell is basically useless on the the opponent.
• If the opponent is in the air above this tower it will not hit the opponent.
• Allies are also likely to be hit by the rubble of this attack
Last edited by KitsuneUrsaVision on 5th November 2017, 10:52 am; edited 1 time in total