Primary Magic: Mythryl magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Mythryl magic is a type of metal or iron magic. But mythryl being not a straight up damage magic but a more of a physical enhancement magic and supportive. It can be used to shield oneself or to power up their magic and body strength. The magic also has some disabling effects but when used render the user immobilized as well. Can be supportive for a team.
Mythryl magic is always green colored and when a spell is used the users hands or eyes glow green. The magic type Mythryl came to existence in the times where the world was still young. A being of pure hatred used it, he was called the Mythryl Devil. But when people started to grow strong and gained power they slayed the devil and claimed his power. The power was passed on and finally put into a lacrima. It was forbidden then because of its harm to its user. Finally, after years of it being sealed into the lacrima a young mage came and broke the lacrima claiming the magic his own. The young mage worked on the magic, made it not so dangerous but few effects still remain( like clarity). Mythryl magic was then not a well know magic and the young mage hid it. He travelled alone never using it in front of people. But people grow old. The mage who was now on his death bed gave had thought the magic to his grandchild. That grandchild being Indar.
Strengths:
-Strong against requip mages unless they have ranged weapons, that because mythryl most strongest spells are close ranged and requip mages with melee weapons have to be close range too.
-Mythryl magic can power up the users physical properties, like spell damage, but only with higher ranked spells.
-Has strong disables which can help in a team.
-Has supportive spells like buffs and shields.
Weaknesses:
-Is weak against fire magic because it is a metal and can melt that goes for magma spells as well.
-Disables also immobilize the user so in a solo fight can be used to stall or give time to think but that is it.
-High ranked spell require a post or two to be cast.
-All magic in mythryl can harm allies, physical changes only if you would want to hit your
allies.
-While a spell is active no other spell can be cast. Except buffs for other mages.
Abilities/Powers:
-Mythyril magic users are naturally resistant to dark or shadow magic.
-Mythryl mages can activate a long cooldown power that will make them resistant to lightning magic but more vulnerable to fire or water magic. The duration is 4 posts and cooldown is 15 posts
-Mythryl magic users body is blocked with mythryl aura that will block some damage done to them but when a spell is cast the aura goes away.
Secondary Magic: N/A
Caster or Holder: Caster
Description: Mythryl magic is a type of metal or iron magic. But mythryl being not a straight up damage magic but a more of a physical enhancement magic and supportive. It can be used to shield oneself or to power up their magic and body strength. The magic also has some disabling effects but when used render the user immobilized as well. Can be supportive for a team.
Mythryl magic is always green colored and when a spell is used the users hands or eyes glow green. The magic type Mythryl came to existence in the times where the world was still young. A being of pure hatred used it, he was called the Mythryl Devil. But when people started to grow strong and gained power they slayed the devil and claimed his power. The power was passed on and finally put into a lacrima. It was forbidden then because of its harm to its user. Finally, after years of it being sealed into the lacrima a young mage came and broke the lacrima claiming the magic his own. The young mage worked on the magic, made it not so dangerous but few effects still remain( like clarity). Mythryl magic was then not a well know magic and the young mage hid it. He travelled alone never using it in front of people. But people grow old. The mage who was now on his death bed gave had thought the magic to his grandchild. That grandchild being Indar.
Strengths:
-Strong against requip mages unless they have ranged weapons, that because mythryl most strongest spells are close ranged and requip mages with melee weapons have to be close range too.
-Mythryl magic can power up the users physical properties, like spell damage, but only with higher ranked spells.
-Has strong disables which can help in a team.
-Has supportive spells like buffs and shields.
Weaknesses:
-Is weak against fire magic because it is a metal and can melt that goes for magma spells as well.
-Disables also immobilize the user so in a solo fight can be used to stall or give time to think but that is it.
-High ranked spell require a post or two to be cast.
-All magic in mythryl can harm allies, physical changes only if you would want to hit your
allies.
-While a spell is active no other spell can be cast. Except buffs for other mages.
Abilities/Powers:
-Mythyril magic users are naturally resistant to dark or shadow magic.
-Mythryl mages can activate a long cooldown power that will make them resistant to lightning magic but more vulnerable to fire or water magic. The duration is 4 posts and cooldown is 15 posts
-Mythryl magic users body is blocked with mythryl aura that will block some damage done to them but when a spell is cast the aura goes away.
- D-rank spells:
Name: Mythryl Gauntlets
Rank: D-rank
Type: Mythryl, Physical
Description: When cast Gauntlets made of a small layer of mythryl metal cover the user arms. These gauntlets will increase the punch strength. They appear a lot bigger than the user hands and look like a titans hands but in a fist shape. They can't move the fingers only punch.
Strengths:
-Very strong in close range
-Can be used to break through walls or magical barriers. Barriers only if the barrier is c-rank or below.
Weaknesses:
-Melee range. So ranged spells are really good against this.
-Can't do anything to fire. Because of mythryls weakness to fire.
-No other spells can be cast while the gauntlets are active. (There is an exception, but it is a b-rank spell so i won't talk about it right now.)
Duration/Cooldowns Duration of the gauntlets is 2 posts and cooldown is 3 posts.
Name: Mythryl blockade
Rank: D-rank
Type: Mythryl, Shield
Description: When cast blockade creates a shield in front of the user that can be used to block allies as well. Shield size is 7 inches height and 5 inches length. The shield is green colored and in made up of hexagons.
Strengths:
-Shield can block allies or even civilians if needed.
-If an ally is blocked by the shield their magic is not blocked by it.
-It completely blocks one spell.
Weaknesses:
-Shield has no effect against fire magic.
-It can't block spells above C-rank.
-After one spell the shield disappears.
-No other spells can be cast while shield is up.
Duration/Cooldowns Duration is posts or when it is destroyed. Cooldown is 5 posts.
Name: Mythryl clarity
Rank: D-rank
Type: Mythryl, Status effect clear
Description: Casting Mythryl clarity on an ally will clear a status effect like immobilize or poison from them. Clarity will remove it but the same status effect will come over to the caster on the next post unless the battle is over.
Strengths:
-Can rescue an ally from a dangerous situation.
-Can remove a dangerous poison from an ally.
Weaknesses:
-The status will come back to the user.
-The user can take themselves out of battle with this spell.
-If the immobilize is a C-rank or above it will not take it away.
-The spell is useless without a team.
-Can't remove C-rank or above spells status conditions.
Duration/Cooldowns Doesn't have a duration being instant. The duration for the status effect coming to the user of clarity is 2 posts. Cooldown is 5 posts.
Name: Mythryl Straal
Rank: D-rank
Type: Mythryl, Ranged
Description: When cast a small mythryl sphere appears behind the caster and fires a laser (width is 5 inches). The laser does damage over the area it moves and anything that gets in its way. The laser can't move through objects. Also it does no damage to C-ranks or above. It has a designated path that it moves on and won't stop until it reaches the end. Max range of the laser is 15 feet and the path that it moves on is 5 feet. Moves at a fast speed.
Strengths:
-Can do damage to multiple targets.
-Is very effective against bigger targets.
-Has a long cast range.
Weaknesses:
-Does low damage.
-Is very easily avoidable.
-In a tight area can't go its full length.
-Difficult to land against smaller enemies.
-Can't do anything do a C-rank or above
-Pretty much all shields will block this spell, actually all spells can block this spell.
-It's penetration power is D-rank or even lower. So now penetration.
Duration/Cooldowns Cast is instant. Cooldown is 4 posts. It move 1 feet per second so all together it takes 5 seconds from the moment it is cast to reach the final destination.
Last edited by Indar on 24th July 2013, 7:53 am; edited 5 times in total