Magic
Primary Magic: Spacial Manipulation (Yeah, I'll probably think of something snappier)
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description:
Reality is not something that should be toyed with lightly. Bending it tends to have more dire effects than positive, but such power can be wielded if contained. This is exactly what wielders of spacial manipulation magic excel at. They can claim areas of space, and bend the laws of reality within those boundaries. This magic excels at controlling the battlefield and defending allies from harm, although it certainly has offensive capabilities, especially at higher ranks. The main draw of a magic focused on area-of-effect is that striking foes while safely avoiding allies can be... difficult.
Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it. Remember to separate each individually and bullet point them!)
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them.)
Lineage:
Primary Magic: Spacial Manipulation (Yeah, I'll probably think of something snappier)
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description:
Reality is not something that should be toyed with lightly. Bending it tends to have more dire effects than positive, but such power can be wielded if contained. This is exactly what wielders of spacial manipulation magic excel at. They can claim areas of space, and bend the laws of reality within those boundaries. This magic excels at controlling the battlefield and defending allies from harm, although it certainly has offensive capabilities, especially at higher ranks. The main draw of a magic focused on area-of-effect is that striking foes while safely avoiding allies can be... difficult.
Strengths: (What are the strengths of your magic? List all strengths possible, if the magic is strong in stunning, burning, large area damage, single targeting, etc, list it. Remember to separate each individually and bullet point them!)
- Excellent area of effect variety
- Spacial charges unlock extra potential in some spells
- Formidable defensive features
Weaknesses: (What are the weaknesses of your magic? List all weaknesses possible, if the magic requires channeling -time- to use, able to hit self or allies, drains life if used, etc, list it. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them.)
- The main portion of this magic is AoE based, so if friend and foe are close Nikomar will struggle to avoid collateral friendly damage, or accidentally helping his enemies.
- The user's loses many of it's benefits when outside a Spacial Sphere. Crowd control spells can knock the user out of the spheres. Similarly, as the user will mostly remain in a sphere, their movements are predictable.
- Limited offensive abilities at lower ranks. Even at high ranks, offense will be costly.
Lineage:
- Blessed by the Fourth Wall:
Description: The ancestor in here could have turned into a god, but nooooo, he had to preserve the fabric of reality or something. For this lineage, this ancestor, known as the One Who Got Close, is the only one to have found the Fourth Wall of the world, giving himself the chance to break it and ascend to the heights that are unknown, basically, us. However, when told by the wall that breaking it would sacrifice everyone else in the world, the noble goody-two-shoes chose to stop himself instead and as a result, he was blessed by the Fourth Wall. This blessing would go down to his bloodline and now you, oh lucky guy, are one of his kin.
Ability: The Fourth Wall respects the user's bloodline and has given those of it the Glimpse, the ability to see what the user should not be able to see. Of course, to respect the purpose of the Fourth Wall, the user can only see one "Thing" at a time. Such as a snippet from a magic or character app (See 2 strengths or 2 weaknesses, see 2 likes or 2 dislikes, and so on.), or from another post to know someone is for example pursuing them or that someone is going to make a certain attack on them within the current post.
Usage: 5 post cooldown between uses.
- Unique Abilities:
Spacial Charge - Every full post Nikomar spends in a spacial sphere he gains a Spacial Charge for a maximum of 1 at D, with a maximum increase of 1 per rank. Likewise, every full post he spends outside of a Spacial Sphere causes him to lose a charge. These charges can be used to maximise the potential of certain spells. They appear as black marbles that orbit around Nikomar's body.
Adaptive Environment - Nikomar can make small adjustments to the space inside of his Spacial Spheres to defend against incoming spells, such as slowing down a hostile projectile. When inside a Spacial Sphere, he gains 25% damage resistance from all spells that are cast from outside that Spacial Sphere, not including DoT affects after the initial strike or debuffs.
Sixth Sense - When inside a Spacial Sphere, Nikomar gains a deep understanding of the physical properties of everything inside, as well as their location. This insight makes him excellent at understanding mechanical objects, such as non-magical locks and puzzles. He is unaffected by illusions from spells of his rank (if from a unique ability the rank of the caster is used) of below if they are within a Spacial Sphere. Even outside of spacial spheres he can feel changes to nearby space within his sensory range, able to sense if a teleportation occurred recently, or if a portal opens regularly at a certain location.
Favour (WIP) - Nikomar can control the environment around individuals within his Spacial Spheres, shielding them from harm or preventing enemies from benefiting from positive effects. For every Spacial Sphere Nikomar has the ability to cast (2 at C, increasing by 1 each rank until a maximum of 5 at S) Nikomar can apply Favour to that number of people on the battlefield. There are two variations to this ability:
[/color]- Nikomar's Blessing: The target becomes immune to damage and hostile effects of Nikomar's magic within a Spacial Sphere. The target is also able to open Nikomar's journal.
- Nikomar's Nemesis: The target becomes immune to positive buffs and effects of Nikomar's magic when within a Spacial Sphere
The ability can only be used once a post, but lasts until Nikomar dispels it or loses consciousness. He can dispel as many of these effects per post as he likes.- Nikomar's Blessing: The target becomes immune to damage and hostile effects of Nikomar's magic within a Spacial Sphere. The target is also able to open Nikomar's journal.
- Signature Spells:
Spacial Sphere -[Rank Scaling] This spell is the bread and butter of this magic, as the majority of other spells must be cast along with this spell. A dark blue, glassy sphere is summoned at a location of Nikomar's choosing within rank range. The sphere itself does very little. Space is slightly distorted inside of it, those who are inside feel slightly... peculiar. Light and sound are partially distorted, like being underwater, but not severe enough to impede any actions reliant on those senses. As he casts the Sphere and the chosen AoE spell separately, he can focus on each a little more than usual. The sphere can have a maximum size of 120% rank AoE range, and can be cast at any size under the maximum. They also last indefinitely as they have little effect by themselves, until Nikomar dispels them or is knocked unconscious. If he is knocked unconscious, all spheres vanish once their current AoE spell duration ends. However, the number of spheres he can have at any moment is limited to 2 at C, and increases by 1 for each rank above that up to a maximum of 5 at S
Name: Sheathed Strike
Rank: D
Type: Offensive, Melee, Physical
Duration: Instant
Cooldown:0
Description: Even when locked in it's sheath, Nikomar's dagger charges from the surrounding magical energy, and can deal a minor blow in a pinch. if the strike is reinforced with a pulse of expanding space behind the hilt. The attack will deal 30 damage if he is outside of a Spacial Sphere, and 50 damage if inside one.
Strengths:- Deals above-average damage when inside a Spacial Sphere
Weaknesses:- Deals less-than-average damage when outside a Spacial Sphere
- Deals above-average damage when inside a Spacial Sphere
- Rank D Spells:
Rank D spells are fairly crude manipulations of space. Contractions, pulses and tears that have basic offensive and utility uses.- Spacial Tear:
Name: Spacial Tear
Rank: D
Type: Offensive, Single Target
Duration: Instant
Cooldown: 2
Description:
The caster reaches out in front of themself with both hands together, twists them, then suddenly pulls them apart. A small tear in space is created, much like how paper tears. Between the two edges of reality is a roughly 20cm gap of emptiness. The tear travels towards a single target at 60m/s. Upon hitting the target up to 60m away, the force of reality splitting deals 50 damage before the two sides of the tear re-seal. However, if the spell fails to hit or is countered, the tear closes aggressively, dealing 10 to the caster
Strengths:- Increased damage
Weaknesses:- Risk of dealing 10 damage to the caster if the spell misses, or is countered
- Increased damage
- Duel Pulse:
Name: Duel Pulse
Rank: D
Type: Offensive, Multi-Target, DoT
Duration: 1
Cooldown: 2
Description:
The caster extends both hands towards two targets within 45m before clenching them into fists and dragging them down slightly. His targets feel a contraction in space around them, crushing them inwards before a sudden expansion of that space, the force of expansion crushing them further. The initial strike deals 10, with the following dealing 20 next post, for a total of 30 damage per target.
Strengths:- Strikes multiple enemies for two attacks
Weaknesses:- Both strikes cannot be stacked on a single enemy
- Strikes multiple enemies for two attacks
- Rebound Tether:
Name: Rebound Tether
Rank: D
Type: Offensive, Single Target, AoE, Gravity
Duration: 3
Cooldown: 4
Description:
The caster waves two fingers towards the target within rank 60m, before condensing his hand into a fist. A strange warp in space appears at the target's current location at that time that distorts light, like looking through a sphere of water around the size of a human head. If the target moves over the duration, a similarly light-warpy tendril links the sphere to the target's waist. On the final post of the duration, the tendril tightens and pulls the target back. The target takes damage depending on how far from the sphere they moved. They take 0 rank damage if they move less than a meter, 40 damage at 1-15 meters, 80 damage at 16=< meters. If the target is within 30m of the sphere when the spell ends then the tendril pulls them towards the sphere, moving the target 0.5 x their distance from the sphere back towards the sphere.
Strengths:- Potentially deals double normal damage
- Potentially moves target
Weaknesses:- Potentially deals 0 damage if the target remains still.
- Potentially doesn't have a crowd-control affect if the target moves out of range, or not at all.
- Potentially deals double normal damage
- Alcubierre WIP:
Name: Alcubierre )
Rank: (What rank is your spell? D+)
Type: Burst, Mobility
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like
- Rank C Spells:
This is when Nikomar begins to unlock spells that allow him to truly manipulate space within his Spacial Spheres.- Spacial Sphere - Superposition:
Name: Spacial Sphere: Superposition
Rank: C
Type:Buff, AoE
Duration: 3
Cooldown: 4
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable) The caster targets one of their Spacial Spheres, the interior of it becomes darker. Matter inside of the sphere becomes uncertain of it's location, and everything (including people) inside appears in doubles. Everything splits into hazy images of itself, around 1/4 of both images overlapping with each other. Anyone within the sphere gains a 50% resistance to all attacks that specifically target them (Single target attacks and multi target attacks, but not AoE attacks) as that attack can only hit half of them, unless a multi-attack targets both images. Then they will take normal damage, as if they were struck by the two attacks as normal. Melee attacks are able to strike both targets as they're fairly close together, and so aren't resisted.
Strengths:
[/color][/color]- Can grant resistance to a large number of people in an AoE
Weaknesses:
[/color][/color]- AoE and Multi-Target spells can bypass the resistance, as well as melee attacks
- Can grant resistance to a large number of people in an AoE
- Spacial Sphere - Fissure WIP:
Name: Spacial Shift: Fissure
Rank: C
Type: Offensive, AoE
Duration: 5
Cooldown: 6
Description: The caster targets a Spacial Sphere, the inside of it turns cloudy as space shatters within it's boundaries, white-edged cracks spiraling around the interior of the sphere, resealing themselves after tearing open. Each person inside the sphere takes 30 damage per post over the duration of the spell.
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Spacial Sphere - Bastion:
Name: Spacial Sphere: Bastion
Rank: C
Type: Defensive, AoE
Duration: 5
Cooldown: 7
Description:
The caster targets a spacial sphere within 120 meters. The surface of the sphere solidifies into a tough, glass-like material, retaining it's dark blue colour. This barrier is physically impassable, and can withstand 90 damage before shattering. Once one break is created, the structure becomes unstable and can be further breached with little effort. If the barrier is not destroyed, Nikomar can spend a Spacial Charge to reinforce it for 30HP, up to a maximum of 90HP. He can only do this once per casting of this spell.
Strengths:- 360 defensive spell
- Can be repaired
- Combos with the following spells:
- Spacial Sphere: Cheval de Frise - If both spells are active on the same sphere, anyone who makes a melee attack against the barrier will receive damage as if they had passed through it (68 per attack)
Weaknesses:- 50% weaker than an equivalent C rank defensive spells.
- Allies without Nikomar's blessing will also be unable to pass or attack through the barrier
- Increased cooldown
- 360 defensive spell
- Spacial Sphere - Cheval de Frise:
Name: Cheval de Frise
Rank: C+
Type: Offensive, AoE
Duration: 6
Cooldown: 8
Description:
The caster targets a spacial sphere within 90 meters. The surface of the sphere becomes embedded with dark blue, glassy, double-edged spikes, around 30 cm long. Anyone who crosses the boundary into or out of the Spacial Sphere becomes impaled by several of these spikes, and will take 68 damage.
Strengths:- Can affect a target multiple times if they enter/leave the sphere repeatedly
- Combos with the following spells:
- Spacial Sphere: Bastion - If both spells are active on the same sphere, anyone who makes a melee attack against the barrier will receive damage as if they had passed through it (68 per attack).
- Increased cooldown
Weaknesses:- Only effects the edge of the AoE range, not the interior
- Can affect a target multiple times if they enter/leave the sphere repeatedly