Secondary Magic: Day Magic
Caster or Holder: Caster
Description: Night magic is a very rare magic. Very few know about it and even fewer get the chance to learn the magic of the Night Goddess. Mostly becuse she rarely see's that people in man kind have the heart to to learn and use her magic. He turned to the Night Goddess after his family was killed and she took him in and taught him night magic. She saw the pain his families death caused him and she also saw how he had devoted his life to rid the world of dark guild's. So she picked him to learn her very rare magic. Very rarely does she see those fit to learn her magic of night. It is very tiring for the student and hard to learn this magic. He learned the magic in her realm through complete devotion to her and learning the art of night. It can also be used to heal and attack as well. Also it's kind of a fire based magic because the caster uses a black flame to fight. ( a flame form's around the caster's body from time to time)
Strengths:
- Gives the user impeccable sight at night.
- The user gains a 15% magical damage gain, and a 25% physical damage increase at night.
- At night, all spell radiuses increase by 10 feet.
- When using dice, at night, since the user's flames are black, their attacks are harder to see, which means all offensive spells are to be rolled twice as usual. If one of the rolls hits, the attack lands.
Weaknesses:
- The user retains a 15% magic damage loss, and a 25% physical damage decrease during the day.
- During the day, all spell radiuses decrease by 10 feet.
- Light-based magics do 25% more damage than usual against Night Magic.
Abilities/Powers:
Nocturnal Alliance: Neko can speak with animals that are noted for being nocturnal, such as bats. These animals, unless they are magically affected, will usually not hurt Neko. Note: Neko cannot give these animals commands. Only talk with them and understand them.
Lunar Positioning: When it is nighttime, Neko cannot get lost and he will have a very precise sense of time by knowing the exact place of the stars and moon that are only the most visible at night.
Scorn of the Goddess: At night and when Neko is furious, the heat of his flames exceed 200 degrees Fahrenheit for all spells.
Note: These abilities are only active at night.
Spell Template
D-Rank
- Spoiler:
Name: Night Style: Dusk Gauntlets
Rank: D
Type: Flame/Offensive
Description: Neko holds his arms out to either side of his body and calls out the name of the spell. Two bright and sparkling purplish black magic circles appear in front of his fists as he balls them. The magic circles each move down his hand, and keep going until they are at his elbows. As they pass through his arms, the elapsed part of his arm are engulfed in the jet black flames that signify his Night Magic.
Strengths:
- These gauntlets empower Neko's physical hand-to-hand combat with the ability to cause 1st degree burns during the day, and 2nd degree burns at night.
Weaknesses:
- Maintaining these gauntlets takes a lot of Neko's concentration. So much, that he cannot cast any other offensive spells while these gauntlets are in use. However, defensive spells are available.
- The gauntlets can be expelled early, but if they are, the cooldown with raise by one post.
Cooldown: 3 posts
Duration: 3 posts
Name: Night Style: Nyx's Circle
Rank: D
Type: Ethereal Flames/Offensive/Supporting/Debuffing
Description: Neko claps his hands over his head as he calls out the name of the spell. Immediately after that, a magic circle spreads out five meters from Neko's feet. After the spells reaches it's maximum length, the edge of the circle sets on fire, and the inside of the circle is set on fire as well. While it may look like these flames will burn your feet, they are actually ethereal, meaning that they are seen but have no physical effect on our plane.
While inside this circle, Neko's flames increase in power by 15%.
Strengths:
- People might stray from physically attacking Neko while he is in the circle because they might think they will get burnt by the flames.
- While inside the circle, Neko's flames are stronger.
- All cold-based magic is weakened by 15% if it encounters the circle. For C and D rank mages only
Weaknesses:
- All heat-based magics will gain the power boost if they enter the circle as well, regardless of who they are.
- The circle does not move with Neko, meaning he is trapped inside the borders of the circle if he wants to receive this power boost.
- Neko can be kicked out of the circle, and the circle will remain. This means that someone may be able eject Neko from the circle and use it to empower their magic, as long as it is heat-based.
- This spell can affect terrain as well, which means that Neko must watch where he uses this spell. If he is standing on a iceberg, the ice underneath him will weaken.
Cooldown: 4 posts
Duration: 3 turn
Range: 5 meters during the day. 8 meters at night.
Name: Summer Equinox
Rank: D
Type: Defensive
Description: Neko brings his hands together as a large magic circle blooms from his hands. Neko then calls out the name of the spell as the magic circle grows and begins to harden. The shield then forms as a 6 foot wide and 7 feet tall mass of burning black flames. This shield can absorb 4 D-Rank attacks or 1 C-Rank attack before exploding outwards, dealing D-Rank fire damage to all except Neko for the next five feet from the epicenter.
Strengths:
- Shield can be moved by Neko moving his arms. It can be moved with him if he choses.
Weaknesses:
- Does not cover a very large area.
-weak against light magic
Cooldown: 6 turn's
Duration: 3 attack's or five turn's
Name: Moon's Reflection
Rank: D
Type:Illusion
Description:
Neko say's the name of the spell and for 4 post's the enemy's view on him in harder to hit. When they look at him they cant see where he is exactly. Say an enemy went to attack one place he would be a few inches away from enemy. With the dice system they would half to roll twice to hit him. If both rolls hit then damage is doubled.
Strength:
Help's dodge attack's
Weaknesses:
Cant use during the day
Dosent work as strongly on anything higher then D Rank
Duration: 4 post's
Cool Down:3
Name: Night Arch Seven Hell's
Rank: D
Type: Attack
Description: Caster cast's the spell and seven black flame's form around the caster. The caster can then chose to send the all at you at once or use them one by one or so on and so forth. If hit with one it's a 1st degree burn If hit with 4 it's a second degree burn. If hit will all it's a third degree burn
Strengths:
It doesnt cause much magic to be used. It can be used over a period of time and not all at once.
Weaknesses:
You can only cast one other spell while this spell is effect.
Cooldown: 2 post's
Duration: 4 posts
C-Rank
- Spoiler:
Name: Nyx's Star
Rank: C
Type: Attack
Description:
The caster Builds up magic and says the spell " Let Nyx's Star Fall on you!" Then five silver circles form in the sky. I silver line connect's the as they form and it draws out a star. Then each magic circle shoot's out a silver magic at the enemy. The first ray does some damage and the final ray does an extream amount of damage. Each attack is stronger then the last. The first blast being a half strength D rank and the last being a full force C Rank.
Strengths:
Does a lot of damage
Weaknesses:
You can only cast this spell. No other spell's are allowed to be in affect when this spell is cast. If there are any ally's they can use spell's just not the caster of this spell
Last's one turn
Cool Down: 3 posts
Name: Star Jumper
Rank: C
Type: Fast Travel
Description:
Neko cast's the spell and for 5 post's the caster is able to move instantly. The cast could be once place one minute then the next hes somewhere els. Neko turn's into a silver moon light beam shoot's to the sky and back down in a matter of second's. Neko cant how ever move from one side of the earth. He can only move within the general area. Say he's in the wood's he cant shoot back to his guild hall. Neko can only jump 15 time's during spell's activation. Also if neko choses he can wait a bit before coming down. He also has the ability to see what's happening where he's going to jump. He can only jump half a mile at a time and only stay in the stars a maximum of 20 seconds.
Strength:
Move's instantly and fast.
Help's Dodge attack's.
2 People can jump with him
Weaknesses:
Cant use spell repeatedly.
Must wait a few second's in between jump's
Jump's are slower during the day.
If other's jump with him he can only jump 7 times
Duration: 5 Post's
Cool Down: 5 post's
Name: From Day to Night
Rank: C
Type: Supportive
Description: Only useable during Day Time hours. If you approach the area this spell is in effect in; it will literally become and the stars will come out. Affects a parking lot sized area. (500ft). Flips the current time. If it's 1PM it becomes 1AM. If it's 4PM it becomes 4AM. Not useable after 6PM. The sun drops and the moon rockets up into the skies in it's place, stars come out and as far as everyone can see it is now night time. You can escape the range of the spell; but it would take you well out of combat range (unless you're a Sniper of some kind). From outside the spell it just looks as if the area affected by the spell is in Night Time. (The Town, The Arena, the Area). Lasts for 4 posts. Environment returns to Day Time when the spell wears off. Grants Neko a 50% increase the damage of all his spells and a 50% increase too all of his healing and defensive spells. From outside it looks as if a nighttime most is covering the area. But it is possible to be half in and half out.
Strengths:
Switches Day too Night
50 % Increase on Healing and Defense
Weaknesses:
Can only be used twice per thread / fight.
Cool Down: 4 Post's
Duration: 4 Post's
Name: Starry Night
Rank: C
Type: Supportive
Description: Allows Neko to blast his way through Darkness abilities, and environments and illusions used by Darkness Wizards. For 4 posts Neko is surrounded in an aura that literally looks like a Starry Nightime Sky. During these 4 posts he is immune to Darkness damage, and can shoot blasts of Starlight that do no damage unless the person is using some type of Darkness Shield or Armor. Removes effects or buffs that generate from the element of Darkness. Causes those effects to explode upon their caster / user for damage Equal to Neko's Rank. Useful for causing Darkness attacks shot at Neko to explode in their owners face, or for causing a Darkness effect that's being charged up or protecting someone to go haywire and explode on them.
Strengths: Reflects all dark and shadow magic equal to Nekos rank. At B Rank it halved and A nothing.
Weaknesses:
This is a spell that will only really work on Dark And Shadow Mages.
Doesn't effect any one other then that really.
Cool Down: 4 Post's
Duration: 4 post's
Name: Flareing Cresent
Rank: C
Type: Counter Attack
Description:
Neko see's an on coming C-rank or below attack or spell he cast's the spell. Neko swing's his sword or hand in an arch to nullify the magic or block the attack. As soon as the spell or attack is blocked Neko has the choice to counter attack.If he chooses to he waves his hand in the same motion again and silver night fire equal to C-Rank Shoot's out as soon as the Attack or magic is nullified
Strength:
Good for a counter attack
Can use is sword or hand for this Spell.
If hit by fire enemy suffer's first degree burn
Stronger if used with sword by 10%
Weaknesses:
It is easy to dodge the fire if expecting it.
If hand is used then it's weaker.
Cant nullify anything higher then C-Rank
Cooldown: 4 post's
Duration: 1 post
- Day Magic:
Caster or Holder: Caster
Description:
The art of day magic was created by the Day Goddess Hemera. Hemera being Nyx's daughter gifted Nyx's other children with the power of day light and healing. Hemera knew that when she walked the sky's Nyx's children would be greatly weakened by her light so she gave them a gift. The power of day. On there back just below there neck the caster has the tattoo of a sun. This has branded them child of night and sibling of day. Now because Nyx's children where never ment to have this power they had to complete a few task's. The first task was to pass all of Nyx's test's with the best possible. Task number two prove your worth to your sister (Hemera) by bringing her something of so great importance. So important that there where only one of these item's and it ment risking your life. Task number three the last task was to pass all of her tests ( which where twice as hard as Nyx's) with the same flying color's you Nyx's tests. If you where special enough or strong enough to earn Hemera's gift then you where considered the best of the night mage's and considered a revered Day mage as well. This magic was a very hard one to earn.
Strengths:
Takes away the drowsy and sluggish effect you would have during the day being a night mage.
In stead of loosing 15% magic damage and 25% physical it stay's normal. None gained none lost.
In stead of light magic doing 25% damage it is reduced to 15%
Increases Day spells effects during the day at noon
All night magic spells and effects are normal at daytime.
Weaknesses:
Not all night magic spells can be activated because of this.
Day magic only works to fight darkness.
Abilities/Powers:
Early Twilight - once per thread neko has the ability to make day time shorter by 2 hours.
Hot Spot- twice per thread neko can have a ray of sun scorch the earth. In that spot no darkeness can be there. No shadow or dark magic. This spot disappered after three posts. The spot is one meter wide.
Light Watcher - anything that moves at the speed of light slows down for neko for three seconds. This lasts for 10 posts and can only be used once per thread.
Spell Template
Name:Endless Natsu
Rank: D
Type: Supportive
Description: Magically increases the humidity and dryness in the air to peak levels. Making it easy for Wildfires to break out, increasing Fire damage by 100%, and reducing the effects of Ice and Water spells by 50% (Melt and Evaporate inthe intense heat)
Strengths:
Increases fire attacks 100%
Decreases water and ice by 50%
Weaknesses:
Only can be used once per thread
Duration: 5 post
Cooldown: only allowed once per thread.
Name:Daybreak
Rank: C
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Description: Turns off all active positive effects orienting from Darkness Magic. Returns magical shadows to normal shadows; meaning the Darkness Wizards can still manipulate Shadows, but none of their Magical Effects work under Daybreak.
Strengths:
Leaves darkness, shadows etc magical effects useless.
Weaknesses:
Can only work on dark mages
Only be used three times
Duration: 4 posts
Cooldown: 5 posts
Will finish later
Last edited by SilverRose on 14th July 2013, 12:49 pm; edited 27 times in total