Primary Magic: Psyche Feline Magic
Caster or Holder: Caster
Description:
Psyche Feline magic is a mental magic dominating the realm of consciousness and imparting the traits and body of the Psyche Feline. It is a unique magic special to the "Psyche Feline", thus why it gets its name.
Details:
- Spoiler:
- Psyche Feline magic is the magic of, aptly, the Psyche Feline. A ferocious and terrible beast that has a penchant for catnip. This magic grants all the powers available to the Psyche Feline which governs over aspects of consciousness usually in a manner to generate fear, despair, or horror. The Psyche Feline feeds on excessive emotions of all sorts with different emotions having different 'flavors', the strongest usually being negative while 'pure' emotions tend to be sweet and crisp with Lust being a great balance of both strong flavor and sweetness.
The nature of the Psyche Feline isn't so strictly of consciousness however, it is largely also that of the nature of the Psyche Feline itself. Physically the Psyche Feline is a huge creature with fur like flames that shines prismatic with all sorts of color reflecting in it's wispy coat. It has long-ish ears probably a little close to fox-like while retaining feline traits to them, with an obvious cat like bone structure. The Psyche Feline has two long tails and vicious claws almost as ferocious as it's fangs. It's eyes shine like with bright color-tinged luminescence, with the same bright light shining out of it's mouth.
With the Psyche Feline Magic the mage takes the Psyche Feline into her very being and becomes the new incarnation of the Psyche Feline. Utilizing this status comes with the most noted ability to manipulate consciousness to conjure various illusions using their own person as a perimeter, taking effect after a chime is sounded out of thin air dancing on the edge of imperceptibility. The illusions are capable of causing it's victims to see an image different than the one they should be seeing. In most cases, this creates an illusion in relation to the environment the Psyche Feline and her victim are in, which causes the latter to view a distorted version of the setting, either minimally or severely. In relation, the Psyche Feline can conjure physical illusions that range from non-moving objects, such as a wall, or moving objects, such as an human. In the case of an illusion that portrays a living creature, she can have it so that they possess unique traits, such as voice and movement. Perhaps the most basic, yet also a very dangerous effect found in the Psyche Feline's magic, is its ability to distort her victim's five senses. People affected by illusions are automatically inflicted with a perceptive twist, causing them to believe that what they are seeing is actually occurring. Their entire five senses are vulnerable to warping in such a state particularly sight and touch.
Even natural disruptions in their true environments, such as rain, are incapable of being perceived by the victim until the illusion has been dispelled.
The most intimidating of the Psyche Feline's powers over consciousness is the ability to directly manipulate the memories of those around her and implant new ones. She can lead a person to believe in an identity that was never theirs to begin with. Likewise, she can force a massive group of people to believe that someone they never knew is actually a close friend, classmate, student, ect. Through a more elaborate process, the Psyche Feline is able to force actual memories into a person's mind, thus allowing them to remember a point in their life that they have actually experienced but have forgotten. The memory that she has them remember can date back to a point before she has even met the person. However, she can only use this in a certain area. Much of such effects rely on distance between the Psyche Feline and the prey, meaning certain changes and influences to memory will usually revert back to normal when out of range and may or may not return once the Psyche Feline comes back in range.
Strengths:
The "Psyche" element is the element of the mind, and exists on a dimension of thought and will. Psyche Spells will unless otherwise noted pass through material obstructions like a ghost through a wall. This also means Psyche Spells will overcome a lot of general defenses. Conjuring a wall to try to block a Psyche Spell is futile, and turning your body into an elemental base is similarly futile.
Weaknesses:
Psyche reacts normally with other Psyche effects, Force (Like "The" force), Sonic, and life spells. Force spells include psychic effects such as telekinesis or force-pushes while Sonic is a magic of sound that uses high frequency vibrations or waves to produce force-like effects as well as manifest on the hearing range of the senses to produce effects brought on through things such as music. Life spells refers to magics that utilize healing or light powers.
Because Psyche Spells don't react with most effects, it can't be used in the typical sense of defense. Meaning just as most defenses can't stop a Psyche effect neither can a Psyche effect stop most attacks.
Taking on aspects of a Feline, the Psyche Feline has an innate weakness for catnip, red dots of light, and a distaste for getting wet.
Psyche Feline often relies on illusions and fabrications, meaning effects that aren't really there.
The Psyche Feline will eventually die if it does not feed on emotion.
Abilities/Powers:
- Ability to shift her body along from kitten to her original human form.
- Feline prowesses in dexterity, reflex, durability, senses.
- Claws, and retractable fangs that erase memories of her.
- Small health regeneration.
- Close quarters combat ability.
- Agelessness (being a magical beast).
- A keen sense of impending danger and the presence of the supernatural (ghosts).
- Authority and communication with feline creatures. [With Exceptions]
- Immunity to effects that would change her Ego (Consciousness, sense of self, ect.) and soul (as she has a blend of three souls).
Details:
The physical and passive traits are important for the Psyche Feline to function properly.
- Spoiler:
- Minor Alternate Form: The Psyche Feline can shift along through several forms blended through the physical body it possesses. By altering the levels of influence the true form has on her material space she can shift through these different forms from a small white kitten to a human-cat hybrid (Note the size of the Hybrid can be human sized or cat sized). More powerful alternate forms can be accessed through spells.
Having a cat form tends to make her smaller, hearing sharper, nose stronger, claws and fangs to bite with, fur to keep her warmer, and other such things. Climbing is much easier when you have strong retractable claws. In addition, cats have magic purrs.
When Elen purs she invokes an enhanced health generation that causes her and anyone cuddling or holding her to heal 5% health every two posts. It also helps build bone density over time to reduce the likely hood of future bone damage by tiny fractions.
Her fangs, which can be manifested on their own independent from a special form, resonate with her power as the Psyche Feline. When these two fangs touch the living flesh of a living creature this resonance erases knowledge of the Psyche Feline from the last 24 hours as if she was never there. Events caused by her being there still occur, but the Psyche Feline is not in any of the memories. No voice, smell, touch, taste, sight, nothing. Actual biting of the victim causes all memories of her to be erased completely. In either case, all this leaves is an eerie 'silence' in the memories where she would be. This effect can't take hold until after the victim loses sight of her.
Feline Body: The Psyche Feline has all the enhanced reflexes and dexterity of a cat. She has enough dexterity to move her body in ways impossible to even some of the most skilled gymnasts with the a reaction speed enough to react at a moment's notice at a level only possible through her enhanced Eagle Vision. This is helped along to avoid stress on the body due to increased durability and endurance, her bones are denser then normal and resist strain and help support her body when performing all manner of acrobatic feats.
Cats are great predators and hunters, the Psyche Feline is an expert at close quarters fighting.
She always lands on her feet and has uncanny maneuverability in weightlessness (like a fall), Agelessness (Quasi Immortality, death through combat only).
However, she goes through periods of heat in which certain desires are greatly enhanced along with her fertility. She tends to hate this, and during such times will often remain solitary- Lust is her choice, not her sickness!
Danger Sense: The Cat. Often regarded as an omen of luck, a sign of evil. Cats are very commonly regarded as being tied to the supernatural. Elen, as the Psyche Feline, has an intuitive sense for danger and spirits. She can see ghosts and the like. She can also communicate with all felines through this sense as easily as talking with a human.
However, sharp red dots of light drive her crazy and she cant resist the smell of catnip.
Psyche Feline Authority: The Psyche Feline is a powerful figure in the realm of cats and it echoes through all realms. Among the great cat-gods (Any powerful entity can be considered a 'god'), the Psyche Feline's presence can be felt by anything related to cats. Lions, Tigers, domestic house cats, even other supernatural cat creatures. This ability can be suppressed by diminishing this aura until it is undetectable to all but other great feline figures (Such as some cat deity) who will always detect it.
What this does is all those felines who sense it and are lower on the hierarchy (all natural feline creatures and lesser supernatural felines) will revere the Psyche Feline and defer to her judgement unless loyal to another figure.
As the Psyche Feline, she is immune to psyche effects that would damage her mind, inhibit her mind, alter her emotions, or alter her memories. In a similar vein, the Psyche Feline's soul (Elen in particular having her Human soul, the Stained soul, and the Psyche Feline infusion) is overwhelming and cannot be destroyed/eaten/removed/ect.
Spells.
- Spoiler:
- D:
Name: Psyche Feline's Sight
Rank: D
Type: Psyche
Description: Allows Elen to see directly the Consciousnesses surrounding her. This is a wholly new and individual sense of hers permitting her to see Psyches, which look like auras of creatures that are hued and tinted in a manner pertaining to the creature's emotions including a harder center in which the emotional states that are more central to the creature's ego/being are set and then the more vaporous temporary emotions burn surrounding it.
Strengths:
In conjunction with Eagle Vision there isn't much about a person that Elen cannot see. She can determine exactly when someone lies, something naturally done with Eagle Vision regardless but with now much more accuracy. She can read these flames to tell how someone is feeling, the nature of their past, see their state of being, predict what they're going to do, ect. Someone with lots of suicidal thoughts for example is very easy to pick out.
Sees things within 150 meters.
Weaknesses:
Can't effect non-living things without a psyche. A mindless puppet, no effect. A golem, a plant, a zombie, a wall obviously, ect. None of it is seen.
Thus when Elen's sight is overcome with this she can't see the ground, the walls, an arrow coming at her, ect. Magic tends to have a psyche imprint of it's caster, magic being a semi-sentient force in and of itself. Thus she can still see magic like this.
But generally the world is pitch black except for the psyches of those things around her.
Duration/Cooldowns: Sustained. Lasts until she ends the effect or runs out of MP through repeat castings to keep it going. 2 post cooldown.
Name: Psyche Feline Form, Stage 1.
Rank: D
Type: Psyche Feline
Description:
http://www.zerochan.net/1484624
Elen takes a hybrid Cat/Human form that is more heavily influenced by her Psyche Feline power.
While in this form Elen's speed and strength are increased to the point of running 50mph (From 40mph unaided), lifting 300lbs (from 250lbs unaided), and capable of causing deep slashes in flesh with her serrated retractable claws that appear on the inside and jutting out a little from her fingers, which allow for climbing on nearly any surface.
Strengths:
Physical enhancement.
Nice claws.
Weaknesses:
Aversion to water. (Panicked when submerged in water, Shaken when swimming or squirted with water).
Penchant for catnip. (Will always attempt to eat and rub furiously against catnip for at least 1 post)
Distraction by red-dots of light. (Small red dots will break train of though and cause a distraction reducing Awareness when a Red dot is visible due to the unspeakable desire to catch the bastard)
Duration/Cooldowns Sustained spell is active until magic is drained with repeat castings once per post. 2 post cooldown after use.
Name: Shadow Spell
Rank: D
Type: Psyche
Description: Makes an illusory clone of any other D-rank spell with all it's apparent strengths and weaknesses. Illusory spells appear to function just as if they were real, with sight, sound, and smell senses attached to it. It will appear to counter other D-rank spells as appropriate and deal damage to surroundings as appropriate. Any damage becoming part of a joint illusion.
Strengths:
Obviously this will seem very versatile and will play havoc on the subject's mind.
The illusions are very convincing.
Weaknesses:
Physical interaction will break the illusion. No matter how many times you throw fake fireballs at someone, it will never burn them. For a moment you can make them think you burned their clothes off or something but you cannot actually hurt anyone or any thing with a Shadow Spell.
Shadow Spell itself doesn't have a cooldown but it will mirror the individual cooldowns of individual effects.
Shadow Spells can only be used if the mage who can perform such a spell is present within the topic.
Mages who can sense their element will notice that they cannot sense that element when it would appear to be produced by a Shadow Spell.
Duration/Cooldowns Instantaneous. Illusory damage lasts until revealed to be fake or Elen is knocked out. This is Elen's sort of basic attack. It doesn't have a cooldown, and since it's not even real it doesn't impact much that it doesn't have one.
Name: Psyche Feline's Perception Filtration
Rank: D
Type: Psyche
Description: Elen cloaks herself in perceptive filters that render her imperceptible to one sensory input. This can make her invisible, but heard, smelled, tasted(?), or touched. Or it could make her perfectly silent but visible, smelled, ect. And so on.
Touched just makes it so they can't perceive being touched or touching Elen.
Elen can use this on others instead to block that one sense, a sort of reversed use.
This isn't limited to the typical five senses, but there are many other senses a human has. Such as the "sixth sense".
Strengths: Perfect nullification of one type of sensory output.
Weaknesses: There are still at ~least~ four other senses.
Duration/Cooldowns 5 post cooldown. Lasts 10 posts on herself or for the entire next post and half of the post after that on an enemy mage in combat, out of combat in non-combat roleplaying scenarios it can last up to 10 posts OR up to 1 hour. Permanent against non-mage NPCs. Can be used again without a cooldown or in disregard to a cooldown in order to undo an effect caused by itself.
- C:
Name: Thought for food; Psyche Eat
Rank: C
Type: Psyche
Description: Thought for food, or Psyche Eat, allows the Psyche Feline to consume the emotions around her. This is a restorative effect and is not without it's limits.
Consuming an emotion prohibits that emotion from being felt by the victim for three posts (which also prevents it from being eaten again during that time).
For simplicity there are stages emotion.- Deadened. - incapable of feeling emotion. -15%
- Apathetic. - Feeling no emotion. -10%
- Placid. - Feeling precious little. -5%
- Standard. - The average state of emotion. 0%
- Roused. - Feeling some emotion. 5%
- Heightened. - Feeling strong emotion. 10%
- Psyched. - the point an emotion drives one crazy with it. 15%
Every time an emotion is consumed it either provides a percent of health or a percent of magic back to the consumer. Emotion can only be consumed from one victim at a time. The listed percentage includes the cost of casting this 'spell'.
In addition, different emotions have different flavors. For further simplicity we have the Four Primary Emotions paired with the Four Primary Tastes.
sweet- Happiness, salty-sadness, sour-fear and bitter-anger.
Naturally that is a very rough sketch.
Fear: anxiety, nervousness, suspicion, prejudice, panic
Joy or Happiness: love, delight, enjoyment, relief, pride
Grief or Sadness: melancholy, despair, humiliation, shame, remorse, embarrassment
Anger: hatred, contempt, resentment, irritability, exasperation, jealousy
Elen's preferred Flavor is Spicy, which she can find in Lust. However, I can't produce Lust in IC topics without getting banned so her second favorite is Savory which she finds in Horror.
Elen's least favorite taste is Salty.
What this means is when eating Savory emotions Elen will receive twice the given benefit, meanwhile she will lose the given would-be benefit when eating Salty flavors.
I think I pretty much covered strengths and weaknesses in the description...
Strengths:
Method to recover health or magic.
Steal Emotion for a time.
Favored flavors recover more.
Allows Elen to eat emotion/psyche/memory spells ongoing effects that are on a creature, curing them of it.
Weaknesses:
Emotion-based, relies on different levels of emotion with different people and different people react/feel different emotions. Thus making it unreliable.
As it's eating emotions Elen can't eat when there are no emotion-feeling creatures around.
Going a week without eating at least Roused emotions twice or Heightened emotions once will result in a 50% loss of MP that remains until recovered through Psyche Eat. This will become 25% on the second week, 15% on the third, and result in death on the fourth.
Consuming emotion requires a physical touch with her lips/teeth on the would-be victim.
Cannot eat emotions directly created in a creature via her own spells.
Duration/Cooldowns Instantaneous. Emotion once eaten is gone for 3 posts before it leaves the Deadened state and becomes Standard until naturally risen or lowered through other means. Can't be used against the same victim for 3 posts.
Name: Manifest Illusion
Rank: C
Type: Psyche
Description: This spell makes an illusion seem to appear out of nowhere. The illusion can be shaped essentially anyway the Elen wants it up to a maximum equivalent area of a 30 by 30 meter cube however the illusions can use tricks of perception to make it appear much more then that from a vantage point. Though an illusion, it has sensory anchors and effects that make it seem wholly real. If witnessed appearing it can be heard grinding up from the ground or out of a wall, the ground might seem to break apart where it emerges. The Sight, Sound, even the smell of stone or wood is so accurate it is for all intense and purposes there for real until the moment the illusion is broken by physical interaction. Casting a fireball at the illusion will make it appear to hit though not actually cause more then scorch marks, but in actuality the fireball passed right through it (includes blocking the sound of the real fireball hitting behind the illusion).
The illusions can vary greatly to making walls appear, to making statues, buildings, rivers or holes.
Strengths:
Versatility in design. Designing illusions allows for a lot of imagination.
Weaknesses:
It's just an illusion. Physically interacting with it reveals it as false. Bullets will appear to bounce off, shallow sword strikes will appear to hit the wall, scratches might even appear on the illusion, but it holds fast. But the moment you really try to get that sword through it vanishes. The moment you try to stroke the wall or put an ear to it, it vanishes, the moment you would walk or be thrown into it, it vanishes.
Duration/Cooldowns Small static illusions can last indefinitely (like a fake paintjob or hiding a small hole), but anything larger than a paintjob of a standard sized bedroom or taking up an area of more then a basketball lasts for up to ten posts. Cooldown is equal to posts active.
Name: Perception Filter
Rank: C
Type: Psyche
Description: This spell functions kind of opposite to Manifest Illusion and similarly to Perception Filtration except this spell rather then effecting others or herself this simply creates a bubble up to 5 meters in diameter in which all outgoing perception is intercepted. This means no sight, sound, smell or otherwise will escape this bubble meanwhile perception coming from the other side goes straight through, making it see mas if that bubble-shaped area isn't there at all and as though space has folded to cover up the unseen area. The manner in which perception redirects through this bubble can be altered, so that only perception from certain sides will leek through to view in a similar manner to lenses reflecting light.
Strengths:
Protect a small area from perception, in order to hide things. Can be used on the entrance to a hallway to make it seem as though the walls join together- erasing the hallway until someone tries to enter it- thus entering the bubble and revealing the hallway.
Weaknesses:
Just a visual change that has no effect on physical spells or movement. However it will distort and redirect perception based spells.
The Perception Filter wont mask Thermal signatures.
Markers identifying that something should be somewhere may lead the highly intuitive to determining that something isn't right. Such as a set of muddy footprints that just end.
Physical forms of perception are not blocked. Thus sonic/echo perception, or perception based on tremors /vibrations are not locked (Not including typical soundwaves) such as listening to the ground, or sonar.
Duration/Cooldowns Lasts until broken. Cooldown 5 posts or 10 minutes, whichever is shortest.- Deadened. - incapable of feeling emotion. -15%
- B:
Name: Psyche Ward
Rank: B
Type: Psyche
Description: As a touch attack this spell will shatter a person's Psyche. The world around them will crumble and they'd see everything differently. Buildings become worn, pain shrived, rusted when visible- usually being covered in fleshy growths. The sky shrouded in black clouds. Blood soaked corpses and body parts litter the streets hung from walls and impaled on poles or branches. Some corpses aren't yet dead and struggle to move towards the victim of Psyche Ward. They will see grotesque monsters drawn from the victim's fears as well as a pool of "Generally Pretty Fk'n disturbing" monsters. All living creatures will take on fleshy bloody and distorted features to the victim's eyes, and every action they take seems threatening and hostile towards the victim.
To everyone else they can see the victim start to cry tears of blood, their eyes looking as though hidden behind a layer of ink.
Every time someone touches or gets within 5ft of the victim he or she is dealt C-rank equivalent mental damage from what ever imagined horrible ordeal the action inflicted upon the victim.
Every three times this happens the victim suffers a permanent mental disorder.
Strengths:
Cause the victim to become a fear filled mess.
Cause the victim himself to frighten those who see him (Crying tears of blood, wide-horror filled ink-like eyes, obviously mad and maybe attempting to kill or maim anyone who gets hear it...)
Cause the victim to turn against would-be allies or neutral parties incapable of telling friend from foe; as everything seems threatening now.
Weaknesses:
The victim becomes unpredictable and a threat to any and everything, including themselves. Some individuals might go as far as to try to level the whole area.
Some victims aren't victims at all, but may find the experience enjoyable and not intimidating in the least.
May not divert attention from allies as everyone is a threat to the victim thus the victim may continue to attack the caster and allies.
Certain effects may cure this mindstate, including Elen's own Psychosurgery and Psyche Ea, as well as her Lover's Tunic's Heart Shot Fever.
Duration/Cooldowns Permanent until cured. To cure yourself you can use an applicable spell to do so, level the area so there is nothing left frightening, meditate for 2 posts uninterrupted, Kill Elen, use Antimagic, ect. There are really quite a few ways to do so. Elen can stop it at any time. Even a non-mage cure someone of this, though a non-mage can't cure themselves, by hugging the victim long enough to realize that they aren't being eaten alive or whatever.
Name: Psychosurgery
Rank: B
Type: Psyche
Description: This spell causes Elen's hands/claws to light with a multicolor misty glow and lets her hand and arm pass through solid objects as it becomes resonated with the Psyche. When the hand passes through a mind it can perform Psychosurgery.
Psychosurgery can add or remove permanently certain mental traits, perceptions, and memories.
This can cure mental conditions, get rid of bad memories, add good memories, remove blocks on the mind or senses, or it can add mental conditions, add bad memories, remove good memories, add mental blocks on memories or senses, ect.
Strengths:
Can effectively re-write the mental state of an individual.
Versatility in mental effects.
Consequently, this gives Elen's arms the Psyche property, making them deal Psyche damage.
Weaknesses:
One alteration per post, thus taking time to rewrite someone.
The mind can reject alterations (Player's choice), limiting them to temporary changes.
Within the heat of combat this can only implant basic suggestions that can be summarized in 1 word.
Duration/Cooldowns If the changes are not rejected, permanent. If the changes are rejected a change only lasts five posts. Five post cooldown however, the spell can be Chained to avoid cooldown by repeat casting when the last duration would run out, a duration of 2 posts. Outside of combat it can perform one alteration per 5 seconds and spend 5% MP for each 5 minutes performing Psychosurgery. Out of combat any alterations can last as long as convienient for plot if temporary, or might be reversed by specific triggers if made quasi-permanent. If made wholly permanent then another Psychosurgery could undo changes.
Name: Psycho Fist
Rank: B
Type: Psyche
Description: Elen channels psychic energy to enshrouded her fist or claws with a powerful illusion of a roaring feline creature's head wrapped in prismatic fur with eyes and a maw that shines with multicolor light. Surrounding this head, which seems partly fox like and partly cat like, are twisted illusions of creatures so aberrant they twist the mind and instill panic.
Anyone who gets within five feet of the Psycho Fist become shaken and miss a step, even if just for a moment, and if they focus too much on the head they will suffer a snap of their Psyche which leaves them with a headache and for the next five posts they'll see imaginary creatures that threaten them and may even appear to damage them. These illusory creatures are up to the victim's own fears to produce.
The illusory creatures cause minor psyche wounds on the victim's consciousness the equivalent of getting hit with a D-rank effect.
The fist itself is roaring with psychic power and when actual contact is made the victim believes that they got hit with an attack far more powerful then it is, the fist impacting with C-rank psyche damage. The victim believes they received damage comparable to getting chunks bitten off by a lion, which only reveals itself otherwise once combat is over one way or another.
Strengths:
A small damage over time effect, repeat imagined attacks rake the victim's psyche.
Effective in getting enemies to submit without causing too much harm...
Effective harassment tool.
Weaknesses:
Has no use against:
Objects
Constructs
Undead
Plantlife
Fear mages, or mages who use Emotion based magic.
Blind people.
BlindED people.
The illusion relies entirely on Sound and Sight. Without Sound the Shaken effect is lost. Without Sight everything else is lost.
Has no effect in areas of pitch darkness.
Is reduced by half in areas of Silence (Where sound is nullified).
Duration/Cooldowns Charges the fists for 3 posts or until a blow is landed. 3 post cooldown.
- A:
Name: Psyche Feline Form, Stage 2.
Rank: A
Type: Psyche Feline
Description:
http://www.desktopas.com/files/2013/06/Black-And-White-Demon-Women-Fangs-Digital-Drawing-1920x1080.jpg
This spell floods Elen's body with access to a greater amount of Psyche Feline characteristics.
While in this form Elen's speed and strength are increased to the point of running 100mph (From 40mph unaided), lifting 3/4ths of a ton (from 300lbs unaided), and capable of ripping through flesh like paper with her serrated retractable claws that appear on the inside and jutting out a little from her fingers, which allow for climbing on nearly any surface.
All Elen's cooldowns are reduced by 2 post while in this form, excluding S-rank or higher.
Elen's body becomes shaded out, like a shadow, her white fanged teeth remain pristine and visible. Her hair roils with shadow making it alternate between inky black and stark white. Her eyes are pits of multicolor light.
Strengths:
Physical enhancement.- as seen above.
Nice claws.
Weaknesses:
Aversion to water. (Panicked when submerged in water, Shaken when swimming or squirted with water).
Penchant for catnip. (Will always attempt to eat and rub furiously against catnip for at least 1 post)
Distraction by red-dots of light. (Small red dots will break train of though and cause a distraction reducing Awareness when a Red dot is visible due to the unspeakable desire to catch the bastard)
Duration/Cooldowns Drains A-ranked magic every 3 posts it is active. 5 post cooldown once ended.
Name: Psyche Feline's Mind Shift
Rank: A
Type: Psyche
Description:
Shifts the Psyche Feline's entire person away from the Physic and into the Psyche. Fading away from reality the Psyche Feline seems to become less 'there', dwindling away until only a smile and/or eyes remain before finally vanishing entirely. While the spell is active she can shift through these different levels of "there-ness" at her leisure.
When Shifted, she sees a different world painted with color on a black base.
This is the Psyche dimension, the realm of thought. While in this dimension Elen can still see everything on the normal dimension, just not in their natural colors as colors here are expression of emotion and emotion paints everything. Lingering emotions empower different areas. The thoughts and hardships that went into building a structure, to pave a street, or of those events that happened in an area.
This lets the Psyche Feline see the past in the impressions set into the area, determining where love was made, where love was lost, where horrible things happened. It doesn't give any good detail at all only "Something bad happened here" or "Two people totally fiddlefaddled in these bushes yesterday, lol".
The main effect however is that to the real world, the Psyche Feline is like a ghost now. The realm of Psyche is closely connected to the realm of Souls.
Strengths:
Intangibility. - The Psyche Feline when "Not There" is in fact "Not There", she has slipped into a closely affiliated dimension in which Emotion rules over other forces and takes residence. In effect, the Psyche Feline becomes a ghost. This behaves effectively like an elemental mage's Elemental Body spell with clear benefits and weaknesses that overcome those benefits.
Minor Prostcognition. - A small measure of ability to see into the past, though with no detail.
Creep Factor. - Utilizing this spell to it's maximum, it can be used to build up 'creep factor'. When used properly it has the natural effect of potentially enhancing already eerie situations.
Weaknesses:
Anything that effects spirits can effect the Psyche Feline in the Psyche realm. - This includes many Necromancer type spells, or straight up soul/spirit/ghost magics.
Psychic effects will still damage her. - Such as telepathy, telekinesis (When used in raw form like you see them do in comics often enough, but using it to throw a pebble wont do anything), Psychic "Stabs", ect. This is hit and miss occasionally, as the Psyche Feline's mind itself cannot be altered so no Memory type spells, and no psychic spells that merely make the victim think they're being hurt.
Negative and Positive energy effects will still effect her. - This includes many dark or light type spells.
Sonic and Force effects will still effect her. - Spells that deal with sound, such as musical magic, shrieking magic, ect. And spells that deal with Force, which is raw effort of will over reality manifesting as a clear projection of energy (Star Wars type force)
Duration/Cooldowns Lasts four posts. Can be Chained for sustained casting (Spending the MP again to keep it going for another duration). 5 post cooldown.
Name: Sensory Containment
Rank: A
Type: Psyche
Description: The Psyche Feline eats all the victim's emotions all at once and pillages all it's senses. The victim is left with the ability to only sense two things. Pain. and the next incoming attack the Psyche Feline sends it's way, meanwhile the victim's perception of time is skewed to such a degree that one second appears to be ten years.
This is only A-ranked because it takes ten posts to take effect. Each post the victim's reaction speed increases by 100% until the mind snaps on the 10th post. In addition, with the sped up processing they recover 5% MP every 2 posts instead of 10% every 5.
Fortunately for Elen, during this time she has a little kick-off benefit as she just ate so much of their Psyche (though the effect isn't set yet on their end) that Elen recovers 30% MP and 30% HP, but doesn't have any further benefit while the victim continues to regenerate MP and double their reaction speed each post.
Special: Nonmages receive the full effects instantly. Boss level nonmages feel the full effects after five.
Strengths:
A count down timer of sorts. - Once the effect is landed the fight will get increasingly paced, rushed even. If Elen can survive the ten posts then she is likely to win as the enemy takes a serious blow to their chances.
If the effect takes hold, the victim is rendered helpless. More then helpless, the victim will go through decades (mentally) in which he cannot do anything but feel pain and experience a singular attack or other sensation. (The one sensation is determined by the Psyche Feline
Recover some MP and HP. - The spell replenishes the Psyche Feline's magical stores of magical mojo and accelerates her healing factor in a short flare of induced regeneration.
Weaknesses:
Takes a harsh 10 posts to take effect in the meantime becoming harder to defeat, becoming increasingly harder to hit and being more able to spam spells.
Has to be used on touch. - Meaning Elen has to get up and close to land the initial effect and start the 10 post timer. This can be impossible against some enemies, but never really gets easier against anyone then normal.
Duration/Cooldowns 5 post cooldown. Takes 10 posts to take effect. Lasts 2 posts (The rest of the post their mind breaks on, [ Elen's Post], All the first half at least of this post).
- S:
Name: Psyche Feline Roar
Rank: S
Type: Psyche
Description: Elen may not be a dragon slayer, but she is the Psyche Feline and there is another creature renown for it's roars just as well as Dragons... The Lion. The original king of the roar.
As the Psyche Feline, Elen has a powerful roar that shakes the foundations of those who hear it.
All who hear it, approximately a 10 mile area (Twice that of a normal Lion's roar), feel a sense of awe and respect. All felines in the area feel ten times that and will on their own and in their own ways fight for the Psyche Feline.
The roar itself manifests as great interweaving bands or ribbons of psychic energy with such force that they will shatter buildings and objects in it's path as well as ignoring objects that it wouldn't destroy, passing through it to deal S-ranked psyche damage as a result of a sudden overpowering migraine that shreds the mind easily proving fatal in many instances and dealing A-ranked physical damage as these ribbons of energy manifest with such force that they resonate with what they pass through on a level which causes physical strain on the object or body. Objects or things destroyed in this manner appear to crumble along various degrees of destruction from gravely to fine powder depending on the material and it's durability.
These two stack together up to a maximum of S-ranked level damage to a creature (Meaning if one is resisted they'd stack together to potentially retain S-ranked damage).
This projection looks like a swirl of prismatic ribbons taking up a 6 meter thick beam that extends out to 800 meters, losing power by 1% per meter there after (For a butterflies kiss sensation at 900 meters x3) (Note: I'm using that one roar Natsu used as a basis for this range, which seemed far larger then even this. I'm assuming it's the equivalent of an S-rank roar). The 8 meter area away from the inner 6 meter area is thick with psychic influence to retain S-ranked psyche damage within this area and B-ranked physical damage. Then S and C 4 meters past that, then A and D 4 meters past that, B rank psyche damage 4 past that, and C-rank psyche damage to those within 2 meters past that.
The beam leaves a dwindling 'trail' behind it that remains for 3 posts reducing in size b 25% each before disappearing. The trail deals only C-ranked damage to those who enter it. This trail area is manifest clearly and visibly by a roiling cloud of multicolor energy that visibly shrinks until it disappears.
Strengths:
Heavy damage that has some penetrating power through the use of overlapping psyche/physical damages. - Dealing both psyche and physical damage that overlaps, it's more likely to deal full damage.
Passes through objects and buildings like they were made of cake or not there. - Meaning that as a Psyche effect it passes through objects but since it also deals physical damage it tears apart said objects quite easily, thus causing massive damage to the environment.
Difficult to defend against by conventional means. - Conventional means being physical obstruction, the most commonly used method of defense. The best defense of all however is to not get hit in the first place, thus people with very evasive fighting styles aren't going to be effected by this so much.
Weaknesses:
Using Psyche Feline Roar cuts her off from using other Psyche Feline spells except those of D-rank for 2 posts after use. In return however it resets all cooldowns by sort of blank-slating everything and covering them all with a 2 post cooldown. This doesn't count for the roar however, which still has it's normal cooldown.
Using Psyche Feline Roar deals 5% health damage to Elen. Meaning she takes damage about the same as getting hit with a typical d-ranked spell.
Psyche Feline Roar has a very long range and attacks with impunity. It is a very dangerous spell to use if allies are in the direction of the roar, which may not have to be said at all but still.
Psyche Feline Roar, as obvious, cannot be used with any hope of not being immediately discovered. As the roar can be heard for miles around, and is unmistakably more leonine then a dragon slayer's roar which since there are so few other mages or creatures that can roar like that it tends to be a very good marker of where Elen is, in the case of trying to be stealthy (and she does try to be stealthy).
Duration/Cooldowns The roar itself is instantaneous, but Psyche Feline Roar has a cooldown of 6 posts.
Name: Game of Life
Rank: S
Type: Psyche
Description: When used this spell sets a target point. All events after this target point effectively take place in the Psyche and function at a rate of perceived time that is far greater then normal.
Upon the calling of this spell after a point is established, the Game of Life can be broken and events will revert to as they were when the point was made. All MP expended after the fact is returned, All damage and harm mended, all of it- except the memories Elen made.
This creates a "Reset" or "Save" button, essentially.
Game of Life can only revert to a "Save" made within that topic, unless for pre-established fancy plot reasons.
The effect manifests by a sudden flash of multicolor light that spills out then a rush of violet light that returns, all taking place within a momentary flash. This is the marker that the effect has taken hold and when the Game of Life reverts, there is another flash which seems to slip in seamlessly back to the first flash, the memories of the time between the two flashes having been lost. (In addition to having taken place in tiny fractions of seconds).
Not even someone with Eagle vision will notice any change in the surroundings after the flash, as barely a second at most would have passed in the real world (to which they return after the flash) so there is nothing new to see. A seamless transition.
Strengths:
Since this is a Psyche-State and not real, being killed will break the state rather then resulting in death. Same holds true for others within the Psyche State. Elen can choose to have someone not forget what happened within. This allows for Elen to set up a Game of Life and literally play a game with life. This can be used for intimidation value in most cases, or provide a thrill. Meanwhile it can be used for self-benefit when choosing not to allow them to remember the Psyche State, by learning about the enemy first-hand without risk (in most cases).
Weaknesses:
Not a lot of room for weaknesses here. The MP used by Game of Life is still expended obviously, when the effect ends.
This doesn't effect time, it only alter's the perception of it meanwhile what happened in the Game of Life actually did happen, and still happens. It just occurs within a Psyche-State of greatly sped up mental capacity (think Inception on the last layer).
This means that characters immune to memory manipulation will remember what happened within the Psyche State.
Being a Psyche effect, Memory Mages will be able to break themselves out of this Psyche State prematurely by expending S-rank MP and realize that their being manipulated.
Time Mages will sense that their perception of time has been distorted due to inconsistencies.
Due to everything in the Game of Life being fake and not real, taking place in a shared Psyche Space, no one is truly threatened. Even though the damage the Psyche Feline does is Psyche and is itself mental as well, the second flash will erase all the damage dealt even with Psyche damage. The only exception to this is if Elen lets them exit with the time still intact or they break themselves out thus never passing the second flash.
Duration/Cooldowns The Game of Life can only be in use for 10 posts total (Counting only Elen's posts), but it can be broken up within and using a 1 post cooldown between uses. The 10 post total limit cannot be replenished within 1 topic.
Meanwhile it can only be used Once within a combat scenario within the topic. Thus if she ends it early lasting only 3 posts she has 7 remaining posts but cannot use it anyway because she's already used it within combat. This is to prevent irritation of other players.
Last edited by Fuujin on 2nd August 2013, 8:16 pm; edited 20 times in total