Magic
Magic Name: “Asclepian Arts”
Magic Type:
Description:
Since ancient times, presumably during the age of the dragon war or even before that, there were three groups of mages who were said to have mastered the magic of life itself. The one from Disierto was renowned for its use of medical themed magic while the one from Midi was famous for its talent with biological alchemy, and the one from Iceberg was pre-eminent in its use of surgical themed magic. Shortly after the end of the dragon war, these three groups had apparently encountered one another and there began intermingling between their members and there was a great deal of information exchange between them. As a result, over the subsequent centuries and the many generations that came and went during that time, the three groups had finally merged into a single, large, entity which was unified in not only its resources, but also the magic practiced by its many members. With each new generation that arose, the head family that came out of it set about refining the magic that both they and their subordinates practiced further and further so that it could be far more focused in both potency and applicability. Eventually, with the advent of the modern age, Zhāng D. Frankenstein who was born into the current head family as its sole heir, ended up inheriting the conglomerate clan’s talent for bio-alchemical magic, medical magic, and surgical magic in its purest, most potent form.
He had shown a lot of promise with all three and even invented customized spells of his own design from the basics he had learned in the three aforementioned branches of his clan’s magic which made him famous among the clan’s members. However, at one point, he went too far in his thirst for magical knowledge by making the heinous mistake of trying to explore the dark side of the three branches of magic practiced by his clan. Due to this, he was punished by being exiled from the homeland where his clan had set up its compound and left to wander throughout Earthland till he finally arrived in Fiore and was allowed to set down roots there. Since then till present day, he has remained there and continued his research into the three types of magic he possessed as well as new ones that piqued his curiosity thenceforth.
Zhāng/Stein can use the medical themed spells primarily to augment or heal himself and/or any allies through techniques such as poison removal, fever reduction, hormonal boosts, setting bones, and revitalizing damaged parts of the body. He can also use the spells from this aspect of his magic to inflict debilitating effects on any enemies/targets through techniques such as paralysing nerves with precise strikes, making their temperature fluctuate wildly, introducing toxic drugs or other customized pathogens into their bodies, or even attacking their bodies right down to the sub-cellular level. His skills in alchemy allow him to not only perform feats such as transmutation on himself and on others to achieve various results, but also to craft things such as various potions, alchemical constructs (e.g golems, homunculi), magical items, and even the legendary items such as the Philosopher’s Stone to aid himself or any allies who need them or to use against his enemies/ targets in the event they stand against him.
Lastly, his talent with surgical magic spells allow him primarily to treat various kinds of wounds or conditions in himself or his allies in order to restore the original level of functionality or perhaps to improve the baseline level of functionality through various surgical augmentations. However, as with his medical and alchemical spells, he can also use these surgical themed spells in combat against his enemies/targets to achieve effects such as hampering their movements by cutting nerves, weakening them through profuse bleeding caused by clinically precise and accurate incisive strikes to major blood vessels, using their own flesh to strangle them, afflict them with deafness, blindness, as well as a plethora of other ill effects. Thus, because he can use these three magic systems to great effect, he usually proves a valuable ally and a troublesome enemy.
Unique Abilities:
Life Leech:
Spells:
BIOALCHEMY TECHS:
Name: Integument Mastery
Rank: D
Type: AOE
Damage: N/A
Range: Self (when boosting user’s damage resistance) to 30 m away (when hindering enemies/targets)
Speed: N/A
Duration: 3 posts
Description:
The user infuses the biomaterial that makes up his skin and related components with his magic energy in order to stimulate and gain complete control over the behavior of said biomaterial. This allows him to freely manipulate his skin and related components (e.g hair, nails, etc.) to achieve various results as per the needs of any given situation (e.g. make his skin tougher, grow his nails into claws/talons, lengthen/shorten his hair, change his hair, skin, or nail color/texture, etc.) which can allow him to accomplish feats like tanking attacks better, inflicting more melee damage to all enemies within range, or even hampering their ability to sense his presence for the 3 posts before fading away when the spell’s effects wear off.
Summary: (Both of these are applied simultaneously for the entire duration of the spell)
Downside: N/A
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Name: Claw/Talon CQC Arts
Rank: D
Type: AOE
Damage: 20 HP
Range: Point Blank to 1.5 m away
Speed: 60 m/s
Duration: 3 posts
Description:
The user focuses his magic energy into his hands and feet to transform his fingernails and toenails into a set of thick, large, razor sharp claws (on the hands) and talons (on the feet) which boost his melee damage capacity while this spell is active. Then, after taking the proper stance, he launches himself at all enemies/targets within his striking range swiftly, attempting to attack them with a variety of close combat maneuvers that take advantage of his claws and talons. Upon successful execution, this spell allows the user to inflict not only a baseline amount of damage, but also afflicts several kinds of profusely bleeding wounds all over the bodies of all enemies/targets of the user. These wounds last 3 posts before fading away when the spell’s effects wear off.
Summary: (Both of these are applied simultaneously for the entire duration of the spell)
Downside: N/A
====================
IRYOJUTSU:
Name: Detection Probe
Rank: D
Type: Multi Target
Damage: Heals 30 HP/post for each target
Range: Touch to 45 m (Self and/or others)
Speed: 30 m/s
Duration: 3 posts
Description:
First, the user channels his magic energy to the palm of his hand and concentrates it there. Then, he lays his hands on the target (s) or points them in the target’s direction, letting the energy flow into the target’s body (whether single or multiple). While the user’s energy is flowing through the target(s), he will be able to analyse the target's body thoroughly, thus allowing him to assess the current state of the target (s) and identify unusual conditions, including injuries, poisons, and diseases and be able to heal the target(s) to some degree (up to 30 HP/post for each target). The user can also cast this in order to enhance his ability to detect the presence of any entities in the immediate vicinity. All of these effects last for 3 posts before fading away when the spell’s effects wear off.
Summary: (Both of these are applied simultaneously for the entire duration of the spell)
Downside: N/A
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Name: Improvised Cast/Bandage Creation
Rank: D+
Type: Multi Target
Damage: Heals up to 45 damage total
Range: Touch to 68 m (Self or others)
Speed: 45 m/s
Duration: 5 posts
Description:
First, the user channels his magic energy into his palms. After that, he funnels this magic energy into suitable, common materials he can find in the immediate vicinity in order to attract them together in order to craft a makeshift bandage or cast by hardening and compacting said materials into a single unit which he places around the injured body part of any given target(s). This impromptu cast or bandage helps the injured body part or even the entire body heal to some degree
(up to 45 damage total) for as long as the healing process is active on it. The cast/bandage manifested by this spell also protects the target(s) against damage to some degree (up to 22 damage total). This spell is primarily meant for use in those emergency situations where the user is not in possession of the necessary bandage or cast and cannot take the target(s) to a nearby place of healing. This spell can also be cast in a combat situation to hinder the target(s) capacity to move at their top speed for the 5 posts during which it is active.
Effect: -75% to target(s)’ character speed for 5 posts of spell’s duration.
Downside: N/A
Magic Name: “Asclepian Arts”
Magic Type:
- Primary: Bio-alchemy (Ancient, +30% to Spell Damage)
- Auxiliary: Iryojutsu (Caster, +10% to Cost Reduction)
Description:
Since ancient times, presumably during the age of the dragon war or even before that, there were three groups of mages who were said to have mastered the magic of life itself. The one from Disierto was renowned for its use of medical themed magic while the one from Midi was famous for its talent with biological alchemy, and the one from Iceberg was pre-eminent in its use of surgical themed magic. Shortly after the end of the dragon war, these three groups had apparently encountered one another and there began intermingling between their members and there was a great deal of information exchange between them. As a result, over the subsequent centuries and the many generations that came and went during that time, the three groups had finally merged into a single, large, entity which was unified in not only its resources, but also the magic practiced by its many members. With each new generation that arose, the head family that came out of it set about refining the magic that both they and their subordinates practiced further and further so that it could be far more focused in both potency and applicability. Eventually, with the advent of the modern age, Zhāng D. Frankenstein who was born into the current head family as its sole heir, ended up inheriting the conglomerate clan’s talent for bio-alchemical magic, medical magic, and surgical magic in its purest, most potent form.
He had shown a lot of promise with all three and even invented customized spells of his own design from the basics he had learned in the three aforementioned branches of his clan’s magic which made him famous among the clan’s members. However, at one point, he went too far in his thirst for magical knowledge by making the heinous mistake of trying to explore the dark side of the three branches of magic practiced by his clan. Due to this, he was punished by being exiled from the homeland where his clan had set up its compound and left to wander throughout Earthland till he finally arrived in Fiore and was allowed to set down roots there. Since then till present day, he has remained there and continued his research into the three types of magic he possessed as well as new ones that piqued his curiosity thenceforth.
Zhāng/Stein can use the medical themed spells primarily to augment or heal himself and/or any allies through techniques such as poison removal, fever reduction, hormonal boosts, setting bones, and revitalizing damaged parts of the body. He can also use the spells from this aspect of his magic to inflict debilitating effects on any enemies/targets through techniques such as paralysing nerves with precise strikes, making their temperature fluctuate wildly, introducing toxic drugs or other customized pathogens into their bodies, or even attacking their bodies right down to the sub-cellular level. His skills in alchemy allow him to not only perform feats such as transmutation on himself and on others to achieve various results, but also to craft things such as various potions, alchemical constructs (e.g golems, homunculi), magical items, and even the legendary items such as the Philosopher’s Stone to aid himself or any allies who need them or to use against his enemies/ targets in the event they stand against him.
Lastly, his talent with surgical magic spells allow him primarily to treat various kinds of wounds or conditions in himself or his allies in order to restore the original level of functionality or perhaps to improve the baseline level of functionality through various surgical augmentations. However, as with his medical and alchemical spells, he can also use these surgical themed spells in combat against his enemies/targets to achieve effects such as hampering their movements by cutting nerves, weakening them through profuse bleeding caused by clinically precise and accurate incisive strikes to major blood vessels, using their own flesh to strangle them, afflict them with deafness, blindness, as well as a plethora of other ill effects. Thus, because he can use these three magic systems to great effect, he usually proves a valuable ally and a troublesome enemy.
Unique Abilities:
Life Leech:
- Effect: Afflicts any 1 chosen target with a 2% HP/post drain (Active, target specified when this spell is cast)
- Duration: 2 posts
- Cooldown: 3 posts
Spells:
BIOALCHEMY TECHS:
Name: Integument Mastery
Rank: D
Type: AOE
Damage: N/A
Range: Self (when boosting user’s damage resistance) to 30 m away (when hindering enemies/targets)
Speed: N/A
Duration: 3 posts
Description:
The user infuses the biomaterial that makes up his skin and related components with his magic energy in order to stimulate and gain complete control over the behavior of said biomaterial. This allows him to freely manipulate his skin and related components (e.g hair, nails, etc.) to achieve various results as per the needs of any given situation (e.g. make his skin tougher, grow his nails into claws/talons, lengthen/shorten his hair, change his hair, skin, or nail color/texture, etc.) which can allow him to accomplish feats like tanking attacks better, inflicting more melee damage to all enemies within range, or even hampering their ability to sense his presence for the 3 posts before fading away when the spell’s effects wear off.
Summary: (Both of these are applied simultaneously for the entire duration of the spell)
- +20% to user’s physical damage resistance
- -30% to magic sensory range of all targets/enemies within range
Downside: N/A
------
Name: Claw/Talon CQC Arts
Rank: D
Type: AOE
Damage: 20 HP
Range: Point Blank to 1.5 m away
Speed: 60 m/s
Duration: 3 posts
Description:
The user focuses his magic energy into his hands and feet to transform his fingernails and toenails into a set of thick, large, razor sharp claws (on the hands) and talons (on the feet) which boost his melee damage capacity while this spell is active. Then, after taking the proper stance, he launches himself at all enemies/targets within his striking range swiftly, attempting to attack them with a variety of close combat maneuvers that take advantage of his claws and talons. Upon successful execution, this spell allows the user to inflict not only a baseline amount of damage, but also afflicts several kinds of profusely bleeding wounds all over the bodies of all enemies/targets of the user. These wounds last 3 posts before fading away when the spell’s effects wear off.
Summary: (Both of these are applied simultaneously for the entire duration of the spell)
- +50% to user’s melee damage capacity
- 3 post bleed effect (5% of total HP drained/post to each target/enemy)
Downside: N/A
====================
IRYOJUTSU:
Name: Detection Probe
Rank: D
Type: Multi Target
Damage: Heals 30 HP/post for each target
Range: Touch to 45 m (Self and/or others)
Speed: 30 m/s
Duration: 3 posts
Description:
First, the user channels his magic energy to the palm of his hand and concentrates it there. Then, he lays his hands on the target (s) or points them in the target’s direction, letting the energy flow into the target’s body (whether single or multiple). While the user’s energy is flowing through the target(s), he will be able to analyse the target's body thoroughly, thus allowing him to assess the current state of the target (s) and identify unusual conditions, including injuries, poisons, and diseases and be able to heal the target(s) to some degree (up to 30 HP/post for each target). The user can also cast this in order to enhance his ability to detect the presence of any entities in the immediate vicinity. All of these effects last for 3 posts before fading away when the spell’s effects wear off.
Summary: (Both of these are applied simultaneously for the entire duration of the spell)
- 30 HP/post healing to target (Self and/or Others)
- +50% to user’s magic sensory range
Downside: N/A
------
Name: Improvised Cast/Bandage Creation
Rank: D+
Type: Multi Target
Damage: Heals up to 45 damage total
Range: Touch to 68 m (Self or others)
Speed: 45 m/s
Duration: 5 posts
Description:
First, the user channels his magic energy into his palms. After that, he funnels this magic energy into suitable, common materials he can find in the immediate vicinity in order to attract them together in order to craft a makeshift bandage or cast by hardening and compacting said materials into a single unit which he places around the injured body part of any given target(s). This impromptu cast or bandage helps the injured body part or even the entire body heal to some degree
(up to 45 damage total) for as long as the healing process is active on it. The cast/bandage manifested by this spell also protects the target(s) against damage to some degree (up to 22 damage total). This spell is primarily meant for use in those emergency situations where the user is not in possession of the necessary bandage or cast and cannot take the target(s) to a nearby place of healing. This spell can also be cast in a combat situation to hinder the target(s) capacity to move at their top speed for the 5 posts during which it is active.
Effect: -75% to target(s)’ character speed for 5 posts of spell’s duration.
Downside: N/A
Last edited by Stein66 on 20th May 2019, 9:12 am; edited 6 times in total