Magic
Magic Name: Arachnea Dance of the Sun and Moon
Magic Type: Caster
Description: The Arachnea Dance of the Sun and Moon is a special type of celestial magic that exists pretty much exclusively in the deep deserts. This magic signifies the 'dance' of celestial bodies and the intimate dance of the sun and the moon, the magic channeling the various forces associated with these bodies, the sun's revealing light and soothing warmth, the moons concealing glow and purifying, piercing eye. This magic grants the ability to weave these aspects into threads as well, granting boons such as glowing threads or flaming thread, or something as simple as tough silk.
Inkormine projects the glow of the heavenly bodies through himself, and amplifies the existing light, projecting warmth to sooth or amplifying the sunlight above from gentle to piercing to cut down opponents, revealing hidden things with the light of the moon, or weaving together blazing whips of solidified fire that last just long enough to strike down opponents, while maintaing a gentle rythmic step, going from step to faster movement as he calls out the powers within him.
Strengths:
Weaknesses:
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you can have 3 unique abilities.
Spells: As a starter character at D rank, you start off with 4 spells.
Magic Name: Arachnea Dance of the Sun and Moon
Magic Type: Caster
Description: The Arachnea Dance of the Sun and Moon is a special type of celestial magic that exists pretty much exclusively in the deep deserts. This magic signifies the 'dance' of celestial bodies and the intimate dance of the sun and the moon, the magic channeling the various forces associated with these bodies, the sun's revealing light and soothing warmth, the moons concealing glow and purifying, piercing eye. This magic grants the ability to weave these aspects into threads as well, granting boons such as glowing threads or flaming thread, or something as simple as tough silk.
Inkormine projects the glow of the heavenly bodies through himself, and amplifies the existing light, projecting warmth to sooth or amplifying the sunlight above from gentle to piercing to cut down opponents, revealing hidden things with the light of the moon, or weaving together blazing whips of solidified fire that last just long enough to strike down opponents, while maintaing a gentle rythmic step, going from step to faster movement as he calls out the powers within him.
Strengths:
- Able to weave silken threads for fabrics and magic
- Versatile, capable of multiple elemental types of attacks and non-damaging abilities
- Can target single targets or areas
- Threads can be used to buff items
Weaknesses:
- User loses abilities to cast as they lose abilities to move, immobilization of all limbs renders their magic unusable
- Threads for anything besides direct attack spells cannot be made in combat
- Cannot be used to specify multiple targets, only an area that hits everything inside
- Items affected by the threads only effect the wearer if the entire item is touching their bare skin.
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you can have 3 unique abilities.
- Ability: Spider Dance - The caster is able to move freely across almost any solid material, at any degree of rotation, meaning they could run up a rough wall and across a ceiling covered in stalactites as quickly and nearly as easily as a plain carpeted floor, and perform their movement-based magics just as easily.
- Ability: Beloved of the Stars - The caster is empowered by the stars he dances among, amplifying all spells damage by 50%
- Ability: Spinneret Strike - the user has learned to use his webbing directly for combat, able to fire off a web blast that can immobilize a target on a succesful hit for 1 post. Thanks to the strain and volume of webbing, the caster can only do this once every 5 posts.
Spells: As a starter character at D rank, you start off with 4 spells.
- Base Spells:
- D-Rank:
Name: Celestial Hammer
Rank: D Rank
Type: Single Target Attack Heat/Cold
Damage: 40 HP
Range: 60 meters
Speed: 60 meters per second
Duration: Instant
Cooldown: 2 Posts
Description: Celestial Hammer is cast by rythmic tapping of the users legs on the ground, summoning up an amplifying circle that amplifies solar light into a beam attack on the target. The circle can also retroreflect the beam forward as lunar energy, allowing lunar cold strikes during the day. Solar hits burn the target while lunar freeze the target.
Strengths:- Can do heat or cold damage.
- Difficult to see coming without knowing what it is.
Weaknesses:- Can be difficult to target from above on a moving opponent.
- Can only be used with a straight line path from the outdoors to the target.
Name: Orbital Bolt
Rank: D
Type: Single Target Heat&Cold
Damage: 40
Range: 60 Meters
Speed: 60 Meters per Second
Duration: Instant
Cooldown: 2 Posts
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: Cast by the user rotating both hands around their torso, one at the navel and one at the neck, around until each hand was in the others position, as they step sideways opposite the lower hands direction, the action manifesting the bolt of burning white energy and the completion of the motion firing it at the target, inflicting half heat and half cold damage.
Strengths:- Multiple elements in a single shot
Weaknesses:- Complex casting ritual for a D-Rank spell
- Must be fully mobile to use
Name: Sun's Whip
Rank: D
Type: Burst Fire
Damage: 40
Range: 15 Meters
Speed: 15 Meters per Second
Duration: Instant
Cooldown: 2 Posts
Description: A whip made of woven thread empowered with solar fire, lashed out at the enemy and guided by magic toward the target, woven of threads coming from the users pressed together fingertips, then swirled around, pressed together in a ball, then pulled taught and struck towards the enemy as the threads grow out to their maximum range in an instant, dissipating after striking a target or extending to maximum range as the fire burns itself away.
Strengths:- Easy to use
Weaknesses:- Short but still present casting time leaves an opening in combat for quick acting opponents
Name: Closing the Moons Eye
Rank: D
Type: Single Target
Damage: -25% Incoming Physical and Magical Damage
Range: 60 Meters
Speed: 60 Meters per Second
Duration: 2 Posts
Cooldown: 3 Posts
Description: Closing the Moons Eye shields the caster from the all revealing gaze of the moon, throwing them into eclipse-like shadow, that somehow conceals equally well in shadow or light, actually reducing the presence of the caster somewhat, making it hard to look directly at them, although not hard to see, and even attacks that connect don't connect fully. This spell has the caster bring their hands over both shoulders and across the face, covering both eyes as they exhale the night itself across their forms.
Strengths:- Makes the user harder to focus on
- Reduces incoming attack damage
Weaknesses:- Doesnt actually make the user harder to see
- Requires voluntary temporary blinding during the end of the casting, leaving a critical opening.
- Can do heat or cold damage.
- Advanced:
Name: Nova Blast
Rank: D+
Type: Damage over Time Area of Effect
Damage: 30
Range: 45 Meters
Speed: 25 Meters per Second
Duration: 5 Posts
Cooldown: 6 Posts
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: Nova Blast unleashes the pounding heart of a star onto the battlefield, blasting outwards with the heat of solar fury after the caster builds the stars glow in their hand and then smashes it, forcing the nova eruption at the targeted location.
Strengths:- Area of Effect powerul DOT blast
- Enemies caught in the area will erupt in flame for the duration of the blast for DOT
Weaknesses:- Nova Blast requires some buildup as the star core powers up with mana.
- This spell indiscriminantly hits everyone and everything within its range
- Area of Effect powerul DOT blast