Magic
Primary Magic: Kinetic Karma
Secondary Magic: N/A
Caster or Holder: Caster
Description: Kinetic Karma allows the user to manipulate the kinetic energy of people and objects around them. It was once thought to be a form of Wind magic, but after extensive testing, it was found that it was more akin to something like Gravity magic, manipulating basic laws of physics of the world around the caster by increasing, decreasing, or redirecting the kinetic energy of a target. It has good defensive options, wide support versatility, and decent offensive ability, though is almost completely lacking in any healing options.
Vhesira's use of it depends on the situation. Offensively, she can use it to increase the kinetic energy of her physical attacks, thus increasing their power. She can also exert her willpower on thrown objects or even the air for a brief moment, forming a sort of 'air bullet'. Defensively, she can remove the kinetic energy of an enemy attack, or send out a wave of force to keep an enemy at bay. For support purposes is where it shines. Allowing herself or others to move faster, jump higher, hit harder, slow a fall, or various other things.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Kinetic Buffer (Passive): A thin field of kinetic energy automatically forms around the body upon entering a dangerous situation. Any attack that makes physical contact will have it's damage reduced by 30%. Magical effects that cannot by physically interacted with (light, darkness, gravity, etc.) ignore this.
Kinetic Lock (Active): The user completely removes kinetic energy from the target, within single target range, effectively paralyzing them. Inanimate objects, normal animals, non-mages, and Mages 1 rank or more below the user can be held for 2 posts. Mages of equal rank can be held for 1. Mages of 1 rank above cannot be held; only slowed by 50% for 1 post. Mages of 2 or more ranks above are unaffected. Magic that does not require movement on the target's part can still be used by them, and they can still speak. The user cannot use other magic while holding a target unless they are at least 1 rank below, due to the effort to hold them. Has a cooldown of 3 posts.
Kinetic Boost (Passive): The user passively accelerates their own kinetic energy when in dangerous situations, granting them increased speed and force to their attacks. Their Speed is increased by 30(35)%, and their Strength by 10(13)%. These boosts increase by 5%/3% respectively per rank, maxing out at 50% for Speed and 20% for Strength, at S rank.
New Ability:
Spells:
Advanced Spells:
Signature Spells:
Primary Magic: Kinetic Karma
Secondary Magic: N/A
Caster or Holder: Caster
Description: Kinetic Karma allows the user to manipulate the kinetic energy of people and objects around them. It was once thought to be a form of Wind magic, but after extensive testing, it was found that it was more akin to something like Gravity magic, manipulating basic laws of physics of the world around the caster by increasing, decreasing, or redirecting the kinetic energy of a target. It has good defensive options, wide support versatility, and decent offensive ability, though is almost completely lacking in any healing options.
Vhesira's use of it depends on the situation. Offensively, she can use it to increase the kinetic energy of her physical attacks, thus increasing their power. She can also exert her willpower on thrown objects or even the air for a brief moment, forming a sort of 'air bullet'. Defensively, she can remove the kinetic energy of an enemy attack, or send out a wave of force to keep an enemy at bay. For support purposes is where it shines. Allowing herself or others to move faster, jump higher, hit harder, slow a fall, or various other things.
Strengths:
- Most spells are near instant, allowing for quick reactions.
- In most cases, there are little to no visual cues of its use, allowing the caster to surprise opponents.
- The nature of the magic makes the user very dangerous in close combat.
Weaknesses:
- Most spells are single target, with very few AoE options.
- Magical effects with no physical form are unaffected by kinetic force, thus ignore it's defenses.
- Very limited ranged options, meaning ranged fighters hold advantage.
Lineage:
- Shinokishi - Knight of Death:
- Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell. So a Fire spell would become Death/Fire or so on.
Usage: They can envelop death magic around their self to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.
Unique Abilities:
Kinetic Buffer (Passive): A thin field of kinetic energy automatically forms around the body upon entering a dangerous situation. Any attack that makes physical contact will have it's damage reduced by 30%. Magical effects that cannot by physically interacted with (light, darkness, gravity, etc.) ignore this.
Kinetic Lock (Active): The user completely removes kinetic energy from the target, within single target range, effectively paralyzing them. Inanimate objects, normal animals, non-mages, and Mages 1 rank or more below the user can be held for 2 posts. Mages of equal rank can be held for 1. Mages of 1 rank above cannot be held; only slowed by 50% for 1 post. Mages of 2 or more ranks above are unaffected. Magic that does not require movement on the target's part can still be used by them, and they can still speak. The user cannot use other magic while holding a target unless they are at least 1 rank below, due to the effort to hold them. Has a cooldown of 3 posts.
Kinetic Boost (Passive): The user passively accelerates their own kinetic energy when in dangerous situations, granting them increased speed and force to their attacks. Their Speed is increased by 30(35)%, and their Strength by 10(13)%. These boosts increase by 5%/3% respectively per rank, maxing out at 50% for Speed and 20% for Strength, at S rank.
New Ability:
Spells:
- D Rank Spells (4):
- Hammer Blow:
Name: Hammer Blow
Rank: D (20MP)
Type: Offensive, Single-Target
Duration: Instant
Cooldown: 2
Description: This spell is cast by rapidly increasing the level of kinetic energy in the user's chosen weapon or limb. A brief pulse of unseen energy emanating from the user is the only warning of the spell before the user strikes. The speed and force of the strike is greatly increased, dealing D-Rank spell damage(40hp) for that single strike.
Strengths:- Instant activation makes it good for fast paced action.
Weaknesses:- Short range only.
- Instant activation makes it good for fast paced action.
- Burst Wave:
Name: Burst Wave
Rank: D (20 MP)
Type: Defensive/Offensive, AoE
Duration: Instant
Cooldown: 2
Description: The user gathers kinetic energy within their body, and then expels it in a 15 meter AoE wave, at 15mps. Up to two opposing single-target spells are dissipated by the force of the wave unless the opposing caster spends 10mp to push through the effect, and all targets in the radius of the wave take 50% D-rank spell damage(20hp).
Strengths:- Good defensive and offensive utility.
Weaknesses:- Hits friend and foe alike.
- Good defensive and offensive utility.
- Fault Line:
Name: Fault Line
Rank: D (20MP)
Type: Offensive, Multi Target
Duration: 1
Cooldown: 3
Description: The user gathers a large amount of kinetic energy into their chosen weapon or limb, and slams it into the ground at an angle, channeling the energy into the ground as they do. The resulting shock wave causes rubble and kinetic energy to erupt from the ground in a narrow cone in front of the user at 20 meters per second. Everyone caught in the 5 meter by 25 meter cone takes 50% D-Rank spell damage(20hp). Speed is reduced by 25% when trying to move out of the terrain created by this spell.
Strengths:- Wide area of effect.
- Restricts enemy mobility.
- Creation of rubble creates throwing 'weapons' for the user.
Weaknesses:- Hits friend and foe alike.
- Longer cooldown.
- Useless against opponents that can fly in some way.
- Wide area of effect.
- Firing Hammer:
Name: Firing Hammer
Rank: D (20MP)
Type: Offensive, DoT Single Target
Duration: 3
Cooldown: 4
Description: The user starts this spell off much like Hammer Blow. However, they expel all the kinetic energy at the exact moment of impact, creating a powerful explosion of energy. The explosion deals 50% D-Rank spell damage(20hp), and sends the target flying 20 meters. The energy clings to the point of impact, constricting to deal 50% D-Rank spell damage per post for the duration, maxing out at a total of 200% D-Rank spell damage(80hp) overall.
Strengths:- High damage over the course of the spells effect.
- Allows for the use of other spells with the DoT continues to cause damage.
Weaknesses:- Extensive cooldown.
- The knockback effect could make it difficult to use other short range spells effectively.
- High damage over the course of the spells effect.
- C Rank Spells (3):
- Spell:
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Rank: C (30MP)
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Rank: C (30MP)
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Advanced Spells:
- D+:
- Name: Karma Bullet
Rank: D+ (30MP)
Type: Offensive, Single Target
Duration: 2
Cooldown: 4
Description: The user focuses their will on the very air in front of them, halting a small bubble of it, and then firing it at the opponent with a burst of kinetic energy. Traveling up to 50 meters, at 50 meters per second, the invisible 'bullet' slams into the opponent for 100% D+ Rank spell damage(60hp). If it hits on the first post, it then envelopes the opponent and reduces their Speed by 80% for the next post. If it misses on the first post, it will instantly change direction and try to hit again, but without the Speed reduction.
Strengths:- Fast and invisible.
- Ranged spell, which helps counteract the lack of other ranged options.
- Either reduces target speed or homes in.
Weaknesses:- Cooldown is double the duration.
- Moves in a straight line on both 'charges'; predictable.
- Due to being invisible, allies could accidentally get in it's way.
- Fast and invisible.
- C+:
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Rank: C+ (45MP)
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Signature Spells:
- D:
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- C:
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Last edited by Vhesira Lithvir on 27th May 2018, 7:43 pm; edited 2 times in total