Negative Magic
Magic Name: Negative Magic
Magic Type: Solitary Ancient (+50% Physical Strength)
Description: Joseph Crowler was a legendary demon summoner from a long forgotten kingdom. There was a long standing rivalry between himself and his cousin, Jesse, who also was a summoner. In an attempt to end their fighting once and for all, Joseph Crowler explored the possibilities of his magic, and began to develop a way of using the power of summoning magic in an alternative way to move things between planes of reality in order to defend or attack. This was ultimately successful, however, Crowler kept his findings a secret for as long as possible, with his legend fading into history as a quiet victory against a threat none were truly aware of. Only recently were the scrolls containing his research excavated, falling into the hands of the Oak Town Library. His exploits long forgotten, no one paid particular interest in the unassuming and confusing writings other than Sigurd, who himself was facing a similar situation to the one Joseph had all those years ago, and thanks to the Chevaliers technically being a descendent of the Crowler family, had heard of the tale through legends.
In battle the primary use for this magic would be allowing Sigurd to fight more valiantly alongside his summons, rather than taking a backseat. This allows him to execute plans with more control and finesse, as well as defend himself without even needing to bring out any allies. Though the potential for destruction using this magic is great, Sigurd aims to find ways around that in order to reduce unwanted damage. As a result, Sigurd is careful not to throw around attacks willy nilly, and only uses more offensive spells from his arsenal if he feels like there's a good chance of him landing the hit. On the other hand, he will freely use more defensive spells, and if something important is on the line, won't hesitate to go all out.
Magic Name: Negative Magic
Magic Type: Solitary Ancient (+50% Physical Strength)
Description: Joseph Crowler was a legendary demon summoner from a long forgotten kingdom. There was a long standing rivalry between himself and his cousin, Jesse, who also was a summoner. In an attempt to end their fighting once and for all, Joseph Crowler explored the possibilities of his magic, and began to develop a way of using the power of summoning magic in an alternative way to move things between planes of reality in order to defend or attack. This was ultimately successful, however, Crowler kept his findings a secret for as long as possible, with his legend fading into history as a quiet victory against a threat none were truly aware of. Only recently were the scrolls containing his research excavated, falling into the hands of the Oak Town Library. His exploits long forgotten, no one paid particular interest in the unassuming and confusing writings other than Sigurd, who himself was facing a similar situation to the one Joseph had all those years ago, and thanks to the Chevaliers technically being a descendent of the Crowler family, had heard of the tale through legends.
In battle the primary use for this magic would be allowing Sigurd to fight more valiantly alongside his summons, rather than taking a backseat. This allows him to execute plans with more control and finesse, as well as defend himself without even needing to bring out any allies. Though the potential for destruction using this magic is great, Sigurd aims to find ways around that in order to reduce unwanted damage. As a result, Sigurd is careful not to throw around attacks willy nilly, and only uses more offensive spells from his arsenal if he feels like there's a good chance of him landing the hit. On the other hand, he will freely use more defensive spells, and if something important is on the line, won't hesitate to go all out.
- Glory of the Slayer:
Glory of the Slayer
Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)
- Unique Abilities:
- Soar (Locked until B Rank):
- Gravity Negation: Soar: Sigurd is able to shift the plane of certain areas to distort the fabric of reality and cause gravity to behave strangely. The result of this effort is that Sigurd can touch an object or entity to free it from the gravitational field. This allows them to move through the air at a speed equal to their normal movement speed. Sigurd cannot control objects under the effect of this ability, meaning he can't touch a box and send it hurtling through the air, or touch an enemy and toss them around, the purpose of this spell is only effective for movement. To be used on a player controlled character it requires express OOC permission to be used on them. This ability stops working if the target moves outside of the maximum range for a burst spell equal to Sigurd's rank. This ability can be used on himself.
- In Plain Sight:
- Presence Negation: In Plain Sight: Using his skills as a summoner to move his presence to the "Negative Zone," Sigurd is capable of reducing it in a number of ways, such as reducing his sound and scent to zero or completely hiding his magical energy. Even people who are deliberately searching would not be able to identify him through these means, though he can't use this ability to turn invisible. This unique ability only works when Sigurd has not yet used magic in the thread. As soon as Sigurd casts a spell, this ability dissipates, and his presence can be sensed like normal.
- Signature Spells:
Name: Space Negation: Teleport
Rank: C
Type: Burst, Movement
Damage: N/A
Range: 30 m
Speed: "30 m/s"
Duration: 1 post
Downside: A cooldown of 1 post.
Description: Sigurd drops his guard for a number of seconds equal to the number of meters he wishes to travel. Then using his multi-planar magic, he phases the distance between him and that location, which causes him to phase into that space, allowing him to make a quick dodge.
Note: This spell can travel greater distances, but requires much more prep time and concentration, and thus, can't be used in this matter in combat. For plot purposes, however, Sigurd could transport himself all around Fiore if given enough time to prepare.
- C-Rank Spells:
Name: Space Negation: Pistol
Rank: C-Rank
Type: Multiple Target, Instant
Damage: 45 HP
Range: 90 m
Speed: 65 m/s
Duration: 5 posts
Description: Sigurd raises his left hand with both his index and middle fingers extended. He then creates and launches multiple small, round, opaque projectiles in quick succession. These projectiles are actually portals flickering back and forth between planes, and when they make contact, rip holes through most inanimate objects. Beings with souls however, and for some reason, sometimes their equipment, merely receive impact damage. Enemies that are impacted by these "bullets," however, have their magical resistance reduced by 55% for their next post, thanks to their dimension warping.
Name: Time Negation: Redo
Rank: C-Rank
Type: Single Target
Damage: 60 HP
Range: 120 m
Speed: 120 m/s
Duration: 5 Posts
Description: In order to perform this spell, Sigurd must first personally make the motion of a physical attack in the direction of an enemy. Once Sigurd has done this, he can activate this spell. Once activated, a glimmering orb of energy flies from Sigurd's body towards his foe. If contact is made, time flickers in and out of planes, and whatever action Sigurd mimed is delivered multiple times over the span of a second, in total dealing C-Rank single target damage. When an enemy is hit by this attack their physical defense is reduced by 55% for the next post, thanks to dimension warping magic.
Name: Time Negation: Pass
Rank: C-Rank
Type: Defensive, Multitarget
Damage: N/A
Range: 90 m
Speed: 65 m/s
Duration: 5 Posts
Description: In response to an enemy or enemies' attack, Sigurd waves his hand. Rather than landing the attack, the enemy finds as though the time in which they had attacked him past, and whatever attack is now past where Sigurd is standing, however Sigurd actually sucked the time in which he was hit into the "Negative Zone." Though this effect might seem confusing, it's truthfully just a defensive spell, which upon casting gives Sigurd the ability to perform this maneuver to defend against 180 HP worth of damage, but no more than that over the 5 post span. Any damage exceeding that both ends the spell and Sigurd takes the damage.
Name: Space Negation: Line
Rank: C-Rank
Type: Single Target
Damage: 60 HP
Range: 120 m
Speed: 120 m/s
Duration: 5 Posts
Description: Sigurd swipes his hand in front of him in the direction of a single target, and what feels like a gust of wind travels towards Sigurd at 120m/s up to 120m. If the target is caught in this "gust of wind" they'll experience what it actually is. Sigurd flickered the space in front of him in the reverse way that he uses for his teleport maneuver, and actually pulls his opponent so they're only a couple meters in front of him, as well as dealing damage from the force.
Name: Space Augmentation: Breathing Room
Rank: C-Rank
Type: Single Target
Damage: 60 HP
Range: 120 m
Speed: 120 m/s
Duration: 5 Posts
Description: Sigurd swipes his hand in front of him in the direction of a single target, and what feels like a gust of wind travels away from Sigurd at 120m/s up to 120m. If the target is caught in this "gust of wind" they'll experience what it actually is. Sigurd added space from the "Negative Zone" between them, and actually pushes his opponent so they're as far away from him as possible, as well as dealing damage from the force.
Name: Time Augmented: Slow
Rank: C-Rank
Type: Single Target
Damage: 60 HP
Range: 12 0m
Speed: 120 m/s
Duration: 5 Posts
Description: Sigurd selects a target and points at them with his index finger before firing an opaque beam of magical energy. If it connects with the target they'll find, not only are they in pain from the blast, but they're also significantly slowed, in fact by 55%. The time that it takes for them to make movements has been "augmented" by time stolen from the "Negative Zone"
- Advanced Spells:
Name: Time Negation: Undo
Rank: C+ Rank
Type: Multiple Target, HoT
Damage: 0 HP (1st Post) + 37.5 HP (2nd, 3rd, 4th posts) (Max. 112.5 HP)
Range: 90 m
Speed: 45 m/s
Duration: 1 Post for contact, 3 posts of healing.
Description: This spell is a unique healing spell which "heals" damage dealt to a target. Sigurd raises his hand, and fires out glimmering beams at each target within range. On the first post round, nothing happens. On the second post round, however, the target begins to feel time reverting as it is sucked into the Negative Zone. Their wounds will heal slowly over time, over the course of 3 posts, after the initial post where they make contact with the beam.
Name: Space Negation: Dome Shield
Rank: Ranks with User to S rank
Type: AoE, Defensive, Movement
Damage: N/A
Range: 90 m
Speed: 45 m/s
Duration: 6 Posts
Description: Sigurd channels his magic into the space around him, and hexagonal plates appear in a circle around him between 5m and it's max range from the source. These then build up into a full dome. Anything that comes in contact with the dome comes out of the other side of the dome. The way this works is that if it enters at ground level, it exits directly across. If it enters at an angle from above, it exits at an inverted angle on the other side. This means that if one enters from directly above, they're spit out right back where they came from. Sigurd can decide as well what can exit the dome, and it can be used to trap someone or something. Nothing, however, not even Sigurd, can reenter if they leave. This dome has a limit to how much aggressive magic it can transport, and if attacks that equal 2x C+ rank pass through it, it will dissipate with a shattering effect.
Last edited by Axilmeus Steel on 4th March 2019, 7:53 am; edited 6 times in total