Primary Magic: Memory-Make
Secondary Magic: --
Caster or Holder: Caster
Description: Memory-Make is a very odd type of Molding-Magic which allows the user to manipulate memories. With a simple snap of his fingers, Kane can use his Memories to repeat previous events and other things he has experienced, as well as other things. He could, say, use the memory of himself in a previous location, and create an afterimage clone in that location he remembered himself being in. Oddly enough, this magic lets him memorize events, analyze people, and patterns, to an extremely effective degree. Freeform, he can memorize attack patterns,heart-rates,[B-rank] techniques he's seen, and other things. While the use of this info is always menial to outward appearance, he can do a lot with a little bit of info.
There are many uses for Memory-Make, as it is a Molding-Magic. It has two base forms. Soft Memory-Make is used to construct complex memories like the Afterimage spell, which can use pure imagination and doesn't require completely valid info like a memory you think you had. Hard Memory-Make uses things that the user has experienced, and as such is usually how the Caster uses spells he's memorized. By using the memories that are concrete, they can perform damaging spells. So, for better reference, Illusions are Soft Memory-Make, and Damage Spells are Hard Memory-Make. Kane, of course is able to use both of these forms.
Strengths:
Weaknesses:
Abilities/Powers: Extremely high Memorization capabilities.
Ability to use memories for just about every purpose.
Great free-forming potential, as memories happen constantly.
Able to mold without complex hand gestures.
Secondary Magic: --
Caster or Holder: Caster
Description: Memory-Make is a very odd type of Molding-Magic which allows the user to manipulate memories. With a simple snap of his fingers, Kane can use his Memories to repeat previous events and other things he has experienced, as well as other things. He could, say, use the memory of himself in a previous location, and create an afterimage clone in that location he remembered himself being in. Oddly enough, this magic lets him memorize events, analyze people, and patterns, to an extremely effective degree. Freeform, he can memorize attack patterns,
There are many uses for Memory-Make, as it is a Molding-Magic. It has two base forms. Soft Memory-Make is used to construct complex memories like the Afterimage spell, which can use pure imagination and doesn't require completely valid info like a memory you think you had. Hard Memory-Make uses things that the user has experienced, and as such is usually how the Caster uses spells he's memorized. By using the memories that are concrete, they can perform damaging spells. So, for better reference, Illusions are Soft Memory-Make, and Damage Spells are Hard Memory-Make. Kane, of course is able to use both of these forms.
Strengths:
- As a molding magic, it is good for both offense and defense.
- Kane can Memorize spells of a higher rank than himself.
- Users have great ability to memorize things and events.
- Able to use vague, non-solid memories as well as experienced facts.
- New stuff can be learned and used mid-combat (still needs spell slots, only counts for Assimilated Spells)
Weaknesses:
- Usless against Telepaths of Kane's Rank or Higher
- Kane may not Use, Assimilate, or Memory Forge spells unless he is the spell's rank.
- A highly visible magic, it projects a chain of memories when cast, which literally looks like a golden chain of energy behind the caster, which is apparently for nothing other than looking fantastic.
- Limited memorization rate. Kane can't memorize infinitely in an instant, he needs some time to take it in.
- He cannot memorize things that cannot be knowingly experienced, so mind-based powers are actually unable to be memorized.
Abilities/Powers: Extremely high Memorization capabilities.
Ability to use memories for just about every purpose.
Great free-forming potential, as memories happen constantly.
Able to mold without complex hand gestures.
- Major Capabilities:
- Memorization
Kane is constantly watching for details and such, and has magically enhanced memory. Due to this, he can memorize every event he can experience, given that he's paying attention to it. In combat, his magically enhanced memory, lets him pick up onheartbeats[B-Rank] and attack patterns, very quickly. While not actually physically aiding him in any manner, there is a bonus to this wonderful memorization ability.
This ability lets Kane memorize spells he's seen. With it memorized he can simulate the effects with his own magic pool. However when it comes to spells, he is limited in the amount he can have memorized at any particular time, based on how skilled he is, as follows:
Skill Level::Memory Capacity
D-Rank: 5 Spells
C-Rank: 10 Spells
B-Rank: 15 Spells
A-Rank: 20 Spells
S-Rank: 25 Spells
H-Rank: 30 Spells
It does take some time for Kane to Memorize a Spell though. While he is memorizing the spells, it will take him a while of processing what info the spell had to give him. During this time, Kane's eye's will be glowing brightly. Once finished, he'll habitually state, 'Memorized', and his eyes will stop glowing. In the case of D-Ranks, his eyes merely flash as he sees them. He may not memorize two spells at once.
Spell Rank::Memorization Timer
D-Rank :: Instantly Memorized
C-Rank :: 1 Post, Learned on the Next
B-Rank :: 2 Posts, Learned on the Next
A-Rank :: 3 Posts, Learned on the Next
S-Rank :: 4 Posts, Learned on the Next
Attempts to exceed the above spell count by any amount will cause Kane to automatically forget the weakest spells first, but will continue to displace memory capacity until there is enough room for the memorized spell. So say, if Kane was B-rank, and had 5 D-ranks and 10 C-Ranks, and he wanted to Memorize a B-Rank spell, he'd have to unlearn his D-Ranks First, even if he liked them and wanted to unlearn the C-Ranks. If he wants to forget any spell (non-combatively), he may do so at will, but he may not Memorize another spell in the same post. He may non-combatively (meaning not using the forget spell), forget as many spells as he wishes in a post.- Memorized Spells:
- None
Memory Assimilation
Kane has the capabilities of learning to use any spell he has memorized, even within battle. Once learned, it is a permanent part of his arsenal, and he can use it as if he knew the spell since the day he learned Memory Make, and is fluent in its various uses, capabilities, and knows how to toy around with the spell's mechanics to the degree that the original user of the spell themself may be surprised. The only requisite is that Kane have a spell-slot open for that a spell of the spell's rank (he cannot use a D-Rank spell slot for a C-Rank spell or vice-versa). This implies and does in fact mean, that Kane cannot Assimilate a spell that is a higher rank than his own rank. Once assimilated, the spell is no longer Memorized and thusly cannot be used for Forget.
[C-Rank]Memory Forging
When your working with memories, things can start getting creative. While Kane is not a very creative individual, Memory Make lets him mix together certain aspects of Spells he's Memorized to create Forged Memories. These Forged Memories can literally have nothing at all to do with one another in any way, and so long as Kane has put it together, it is a spell that is unique and powerful.
Forged Memories may only use two spells as the basis, no more, no less. When creating a Forged Memory, Kane must remain still, and use magic equal to casting both spells individually before crafting the Memory. Once created, the Forged Memory takes the place of both Memorized Spells used to make it in the Memorization Capacity. Forging a memory with Assimilated Spells will clear the two spell slots used by the Assimilated Spells, and require Kane have a spell slot open for the Forged Memory Spell and it is immediately an assimilated spell. Though, the benefits usually outweigh the cons in some aspects.
Once the Forged Memory is forged, it may be assimilated, as any spell he has Memorized may be. The Forged Memory's power is that of both of the spells used to make its' power combined. The Forged Memory is rounded to the nearest rank when picking a spell slot to use for it (a spell that is 600 power is an A-Rank, not B-Rank). People immune to one element of the Forged Memory but not the other (if another is present) will only be immune to the chunk of the spell that they are not immune to.
- Things that Specifically Cannot Be Memorized:
- Body-Augmentation Magics (Takeover, Fire Dragon's Iron Fist)
Self-Buffs (Muscle Speak)
Slayer Elemental Eating
Summons (Celestial Spirits and their abilities)
Spells That Cannot Be Knowingly Experienced (Mind-Reading, Telekinesis, Some Airspace)
Unneededly Complex Spells (Ice Make: Infinity)
- D-Rank Spells:
- Name: Chain of Memories
Rank: D
Type: Supplementary - Memory
Description: Kane focuses all of his attention to recalling everything he has memorized, which will focus into a brightly glowing visible chain in front of him from which each link represents a memory of his. From this, he can recall all information he has witnessed in the process of memorizing things, allowing Kane to recall even more vague details that people really wouldn't care about. From this chain, he may replay events he's seen as visual and audio illusions. Also, he may cast Memorized Spells of his own rank or lower while in this state, but not other Memory-Make spells.
Strengths:- Allows Kane to access even more excruciating details from the things he's memorized.
- Lets him project his experiences to those around him.
- Allows him to cast Memorized Spells.
- Really flashy-looking. May impress his peers.
Weaknesses:- He must remain stationary to continue this spell's use.
- He may not activate other Memory-Make spells in this state.
- The chain is a highly visible and obviously important piece to the spell that isn't hard to hit.
- The chain can be broken, and if it is, Kane's mind goes blank for a post, so he can recollect the memories.
Duration/Cooldowns Lasts up to 5 rounds, usable up to twice per thread/ 5 post cooldown (after ending)
Name: Forget
Rank: D
Type: Memory - Defense
Description: Kane may make use of all Memorized Spells for the use of great defensive, by forgetting them as a defensive action. He may block a spell by forgetting a spell of equal or higher power, or multiple spells of a lower rank totaling the spell that he's blocking's power (numerical). When Kane forgets these spells, they will explode outwards around him and completely negate all magic around him, effectively blocking spells. Because he forgets the spell, he forgets that he'd ever seen or memorized it, unless he'd seen the spell without memorizing it at any point before memorizing it.
To Block a D :: Must Forget One D Spell Currently Memorized
To Block a C :: Must Forget One C Spell Currently Memorized or Two D Spells.
To Block a B :: Must Forget One B Spell Currently Memorized or Two C's or 4 D's.
To Block an A :: Must Forget One A Spell Currently Memorized or Two B's or 4 C's.
To Block an S :: Must Forget One S Spell Currently Memorized or Two A's or 4 B's.
To Block an H :: Must Forget Two S Spells Currently Memorized.
Strengths:- Counts as a free successful block if he opts to use this on spells.
- Frees up some Memory Capacity.
- May trick opponent into thinking he can do it all he wants.
Weaknesses:- Forgetting a spell means that it is no longer memorized, so he won't remember what it does (unless he already knew)
- He needs to have memorized the sufficient spells ahead of time.
- Forgotten spells are lost to him until he memorizes them again.
- Must remain stationary while Forgetting.
Duration/Cooldowns Instant cast/ No cooldown (technically)
Name: Memory-Make: Afterimage
Rank: D
Type: Supplementary - Memory
Description: By having a vague, possibly incorrect memory that he was in a nearby location, he can leave a projection of himself there, which can respond to words, and move around as if it were Kane himself. Attempted attacks go right through it and dismiss it, as if the image is purely holographic, and the Afterimage cannot successfully attack. When dispelled, Kane will have memorized every bit of information (not spells) the Afterimage had seen.Kane's Rank :: Movement Range:Strengths:
D-Rank :: 500 Feet Around Him In All DirectionsC-Rank :: 1000 Feet Around Him In All Directions
B-Rank :: 1 Mile Around Him in All Directions
A-Rank :: 5 Miles Around Him In All Directions
S-Rank :: 10 Miles Around Him In All Directions
H-Rank :: 20 Miles Around Him In All Directions- Great for gathering info.
- Large range of movement
- Great for distractions.
Weaknesses:- Unable to fight on its own.
- Once outside of the range, it will dispell itself, and Kane won't be able to memorize anything outside of its range.
- Dismissed on 'impact'.
Duration/Cooldowns Lasts until dismissed/ 5 post cooldown afterwards.
Name: Blank D-Rank Spell Slot [In Case I want to assimilate a spell later)
Rank: D
Type: ( Fire, Water, etc. )
Description: ( How the spell is cast, what it looks like, what it does, extra info )
Strengths: ( List all the positive aspects of the spell )
Weaknesses: ( List all the negative aspects of the spell )
Duration/Cooldowns (List how long the spell lasts/How long it takes for the spell to recharge.) - Allows Kane to access even more excruciating details from the things he's memorized.
Last edited by Hesaa on 21st March 2013, 4:15 pm; edited 6 times in total