Primary Magic: Chaos Theory Magic
Secondary Magic:
Caster or Holder: Ancient Magic (Solitary benefit: +50% spell damage.)
Description:
Created by an ancient cult worshiping a goddess of chance and decay, the magic of Chaos Theory helped her followers to better understand the being they worshipped. They have been ever present, hidden, gently nudging events throughout the world to see what will happen.
Chaos Theory Magic covers a wide range of abilities, most of which have to do with the visualization and manipulation of probabilities, causality, and entropy. Chaos Theory is a lost magic, obtainable only through finding a rare focus for it. Chaos Theory foci generally appear as masks, and will only grant the bearer very weak spells and magic, but is quite safe to use. In order to truly become a wizard of Chaos Theory, one must destroy a focus using a special ritual. The ritual and use of the magic without a focus can be very risky, and can permanently alter the mind for the worse, leaving the failed wizard in a state of perpetual confusion, scramble thoughts to being totally random. Powerful users of Chaos Theory can essentially become accurate fortune tellers, however instead of seeing the future, their eyes are opened to all variables effecting the future, allowing them, through mathematics, to predict possible futures and the probabilities of each one, as well as how to alter variables in order to affect the probabilities of various futures. Most Chaos Theory mages have sought to maintain balance between good, evil, order, and chaos, and used this ability to do so.
While it’s not meant for use in combat, the ability to manipulate entropy allows for a variety of combat uses. Increasing the disorder within a creature can cause it to fall apart, while restoring order can heal it. The same can be done to spells in order to negate and protect against them, causing them to fade before they hit her, or predict where they will land and avoid them.
- Lineage:
Armoured Beast:
Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.
Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.
Usage: Passive.
Unique Abilities:
- Unique Abilities:
- Entropy Management (2 Majorly Strong effects):
- Effect 1: Almyra's body is highly resistant to damage and the effects of entropy, including aging. She can fully recover from any non-fatal injury, not even leaving a scar in its trace. This recovery applies to aging, making her body never suffer the ill effects of age.
Effect 2: Almyra is immune to harmful Chaos Theory magic, this protection applies to her personal attire and equipment as well, so long as she has it in her possession. This makes her unable to harm herself with her own AoE attacks, and makes her 25% resistant to any Chaos Theory or Time magic not originating from herself. This includes buffs and heals.
- Entropic Being (2 Majorly Strong Effects):
Almyra's mind and body are so suffused with chaos and entropy that it is harmful to that which pierces her.
Effect 1: Almyra's body carries with it the entropic nature of her magic, damaging anything that pierces her body, be it blades, needles, stitches, or anything else, as long as it goes farther than skin-deep into her. Objects which pierce her skin take 15/22/30/38/45/53 spell damage, depending on Almyra's rank. This damage will only occur once per post per object.
Effect 2: Chaos Theory magic puts such a burden on the mind and the minds of those connected to the Theorist that it harms those without proper training and protection. Attempts to read Almyra's mind or copy her magic without her assistance fail, and 15/22/30/38/45/53 spell damage to anyone who tries to do so.
- Drawbacks:
Entropic Aura- Almyra's aura tends to cause magic effecting her to fade more quickly, halving the duration of any buffs cast on her that are not caused by her own magic.
Healing Tolerance- Almyra can only be healed by magic that operates through entropy manipulation or time manipulation.
Ultimate Mortality- While Almyra does not age, she can still be killed by other means, and when she does eventually die, there is no way to bring her back in any form, living or undead as her soul fades away to nothing instead of moving on to some sort of afterlife.
Mental Focus- Almyra's magic is gained primarily through mental prowess, so much so that she neglects her body. Almyra's strength is fixed to that of a normal human, leaving her effectively at D-rank when it comes to strength and melee damage.
- C Rank Spells – 4:
Name: Consequence
Rank: C
Type: Multi-Target
Damage: 45
Range: Melee
Speed: 0
Duration: 4
Downside:
-Melee only
Description: Almyra creates a field of entropic energy around her. Any melee attack against her causes it to lash out at the attacker, potentially dealing damage. Unarmed attacks that hit Almyra are almost unavoidable, as the energy is conducted straight from Almyra into the opponent, though those made with a weapon can be avoided more easily.
Name: Sensus Participes
Rank: C
Type: Single Target Buff
Damage: 0
Range: Melee
Speed: 0
Duration: 4
Downside:
-Melee only
-Speed boost does not actually make the target move faster, but rather aim and react more quickly and effectively. Their movement speed does not increase.
-Can only be used while Amor Fati is active
Description: Almyra touches another target, bestowing them with the same senses she receives when using Amor Fati. This gives the same effects as Amor Fati, but only provies a 55% buff. Fortunately, its lowered strength presents no side-effects. When using Amor Fati for its out of combat purposes, this spell lasts for as long as she is using Amor Fati, allowing her to show people what it is she sees.
Name: Chaotic World
Rank: C
Type: AoE Debuff
Damage: 0
Range: 60m
Speed: 30m/s
Duration: 4
Downside:
-No damage
-Burst is always centered around Almyra
Description: Almyra lets out a burst of energy that causes opponents to feel the effects of Amor Fati, but without a guide or training, the sensations are useless and disorienting. Their overloaded senses lowers their speed by 55%.
Name: Preparation
Rank: C
Type: Defense
Damage: 120 (shield)
Range: Self only
Speed: 0
Duration: 4
Downside:
-Offers less protection than a normal defensive spell.
-Can only negate if all damage from the spell would be blocked.
Description: Almyra grants herself a burst of insight and veils herself in entropic energy, allowing her to prepare for the next few attacks against her, protecting herself from damage. Additionally, she may choose to negate the effects of any C-rank or lower spells that hit her by paying the original casting cost of the blocked spell, provided their damage is entirely negated.
- C+ Rank Spells – 1:
Name: Probabilistic Teleportation
Rank: C+
Type: Teleport
Damage: 0
Range: 45m
Speed: Instant (after delay)
Duration: Instant
Downside:
-If she is hit while channeling, she loses the MP and spell.
Description: Almyra closes her eyes and focuses intently for 1 second in order to directly manipulate probability, making the odds of her and her gear and up to two other willing people touching her being at a certain place change from nearly 0% to 100%, instantly teleporting her to the desired location. When outside of combat, Almyra can spend several minutes channeling to teleport any distance. Almyra cannot appear inside solid physical objects such as walls or people. If she or anyone else with her would appear inside of an object, they will instead be shunted to the nearest location they can appear, taking 20-rank damage. As a side-effect, this spell also changes the probabilities of other things to change, leading to random phenomenon occurring when she teleports, the farther she moves, the more things happen. Phenomenon are generally neither beneficial nor detrimental to Almyra, her allies, and her opponents (random phenomenon only occur when using the out of combat form).
- B Rank Spells – 5:
- Passives:
Iudicium: Almyra gains 50% additional spell damage. (This is factored into damage numbers)
Salutis: Almyra gains 50% additional healing. (This is factored into healing numbers)
Name: Inevitability
Rank: B
Type: Burst
Damage: 0
Range: 50 Meters
Speed: 50 M/S
Duration: 4
Downside:
-Affects both friendly and hostile spells.
Description: Almyra presses her hands together and unleashes a wave of entropic energy targeted at spell effects. This wave lowers the duration of any spell caught in it by 2 posts. This does not negate instant spells, nor does it affect any Chaos Theory spells, friendly or hostile. This burst is always centered around Almyra.
Name: Ripple Effect
Rank: B
Type: Burst
Damage: 80
Range: 50 Meters
Speed: 50 M/S
Duration: 6 (starts post after Almyra casts it)
Downside:
-Can hit allies
-Does not take effect until the post after it is cast.
-Smaller radius than normal
Description: Almyra channels her magic for a moment, attaining a split second of clarity of probability and causality. She releases a pulse of energy using this clarity, which causes a cascade of energy ripples. The next post, the cascades grow into a powerful burst of entropic energy, exploding and dealing damage to everything the target and everything within 10 meters of them. This burst will follow the target, centering itself around it each time it detonates. There is about a 1 second moment in which there is a strange rippling in the air before detonation, giving the target time to respond.
- B+ Rank Spells - 2:
Name: Amor Fati
Rank: B+
Type: Self-Buff
Damage: 0
Range: 0
Speed: 0
Duration: 8 Posts
Downside:
-When the effect ends, there is a chance the decrease in her mental state will have negative effects, determined by a d6 roll. 1, severe nausea and dizziness for 1 post, leaving her vulnerable and unable to attack or defend herself, 2-3 minor sluggishness (30% slow) for 2 posts, 3+ no side effect. Subtract 1 from this roll if the effect is negated (a roll of 0 is the same as 1)
-Speed boost does not actually make her move faster, but rather aim and react more quickly and effectively. Her movement speed does not increase.
-Only affects Almyra.
Description: Almyra activates her additional sense of causality, making her hyper-aware of all of her surroundings and granting her an additional sense to detect the world around her which cannot be fooled by illusions. When used in combat, Almyra gains perfect awareness of her own physical capabilities and complete knowledge of the speed and power of all spells, physical attacks, and projectiles in a 300 meter radius of her. This allows her to tell exactly what she can and cannot dodge, and how threatening each attack within the radius is. This makes her nearly impossible to bluff, and increases her speed by 90%, but only in respect to dodging and landing blows, as she is able to predict the movements of her opponents. She does not actually move any faster.
When using this spell out of combat with very few distractions (in socials, non-combat jobs, or jobs with minimal combat before any fighting has started), Amor Fati is what allows a Chaos Theorist to feel the ripples in causality in order to record them and make his/her predictions. Depending on the extent to which it is used, with heavier use making the theorist harder to interact with and seemingly go insane as they become seemingly obsessed with their work, a theorist can predict more significant effects farther into the future. With relatively little focus, small things like the outcome of cards, dice rolls, and other games of chance can be predicted by even beginner users. When powerful Chaos Theorists focus on using the spell, predictions of large events can be made, such as political elections, weather forcasts, and natural disasters. If used in a job that includes some combat, it is unable to give her details of the battle itself aside from when and where it may occur. If this function of Amor Fati is used on a job, it can take up to 5 posts to cast and will cost 50% of Almyra's magical power. Additionally, the d6 roll to determine side effects is considered to be 1 lower than the actual roll (a 0 is treated the same as a 1).
Name: Pattern Restoration
Rank: B+
Type: Single Target Heal
Damage: 120 (Heal)
Range: Touch
Speed: 0
Duration: 8 Posts
Downside:
-Touch range only
-Is painful to living targets, like receiving their wounds all over again.
-Cannot heal injuries to living targets that are older than 12 hours.
Description: Almyra either touches or places her hands slightly over her target, using her magic to reverse its entropy, restoring order to its structure to heal or repair it. This spell can both heal the living and repair the non-living, but it cannot bring the dead back to life, only make a corpse have no damage to it.
- Signature Spells:
Name: Hand of Change
Rank: B
Type: Single Target, Drain
Damage: 80
Range: 1 m
Speed: 200 m/s
Duration: 1
Downside:
Description: Almyra reaches out, projecting a burst of entropy that reaches up to 1 meter in front of her hand. This energy breaks down the target at the molecular level and saps away whatever energy animates and empowers it, draining 5% MP, or 2.5% HP if the target has no MP left to drain.
Last edited by Almyra Bys on 3rd January 2019, 9:27 pm; edited 18 times in total