The moment Galad's muscles twitched, Zeno already had his cards at the ready. Magical energy burst from Galad's fist as the pressure and heat in the area intensified. The ground exploded before his eyes, but Zeno didn't flinch a moment. The entire area was turned to magma and black obsidian stones as rising spikes, pools of liquid fire sprung from the earth. Before the chaotic landscape trapped him, Zeno's feet left the ground. Focused, he was hovering above the wasteland, creating some distance between them as his cape waved violently in the wind.
The Eclipse Soul guildmaster took a deep breath as he held out a card.
"
Perfect Form!" Galad roared, but Zeno only replied with a smirk. The magma titan's power materialized on his body as his muscles contracted to commence his charge toward Zeno.
In that instant, the card in Zeno's hand exploded in a bright and blinding flash. As Galad charged, the whole Magma Wasteland warped and twisted instantly. It changed and transformed itself. Magma turned to water, obsidian turned to what seemed to be sand, the area became freezingly cold as an icy wind whipped across the landscape. All magical effects that would boost Galad inverted in all of its aspects. Instead of giving him power, it would take his power away. The charging mage slowed down and the physical boost he had received from his Perfect Form was cancelled out by the inverted landscape. As long as Galad was inside this circle, his powers would be sapped away and be limited.
The young mage's Perfect Form was still dangerous though, even if the physical boosts were taken away, the magma oozing out of him would still harm Zeno. However, Zeno already knew how to deal with that problem. The momentum created by the sudden decreased speed of Galad allowed Zeno to swiftly toss out another card before Galad reached him. As Galad moved in close for what seemed to be an uppercut, a card that was hovering between both mages dissolved into a huge Arcane Tear at the very last moment. Zeno knew that if he had not timed it perfectly, Galad might have still escaped. But the uppercut was all Zeno needed. The Major Arcana spell had already ripped reality apart and created a vaccuum into another world. Galad would be sucked in, all his magic would be expelled and dissolved and he would experience what it was like to travel through the Arcane Realm.
Until the second tear in reality opened to spit Galad out, he would be powerless in a void of strange figures, shapes and colours. Floating around in a peaceful space where everything is untouchable, and one can do nothing but exist. Until that second tear opened, Galad and Zeno would be separated from each other, each in a different world.
Zeno had two advantages though, he knew where the second tear would open and which card he was going to use.
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- Judgment Reverse:
Name: Judgment Reverse
Rank: S
Type: Major Arcana
Description: A card dissolves in the Holder's hand which is then followed by a bright and blinding flash. In that instant, the properties of active spells or buffs, selected by the Holder and with a maximum combined magical power equal to S Rank, within a 1 km radius, are inverted.
Strengths:
- Buffs become debuffs
- Debuffs become buffs
- Disadvantages may become advantages.
Weaknesses:
- Buffs become debuffs
- Debuffs become buffs
- Advantages may become disadvantages
- Cannot affect H Rank Spells
Duration/Cooldowns
Duration: Until targetted Spell runs out.
Cooldown: 8 posts
- The World Reverse:
Name: The World Reverse
Rank: S
Type: Major Arcana
Description: A card dissolves in the Holder's hand and as it does, reality dissolves with it. Zeno then reaches out into a void that is a tear in reality, a passage to the Arcane Realm. Reality is then ripped apart and the tear becomes a vacuum. All within a halfcircle with a radius of 200 meters is sucked in with such force that even light cannot escape. The tear closes at Zeno's will, whether he is inside or outside the of it. Only magical power that exceeds that of the tear can withstand it, but the tear will drain a lot of its power and energy. Once inside the Arcane Realm active magical energy will disperse and living beings will have no control on what happens. Their perception of time and space will be altered as they travel through a void as strange figures shapes and colours pass them by. At Zeno's will, a second tear opens that is the exit rift of the first tear. All living beings sucked in by the first rift will be sent flying out of the second tear at a high speed. Spells and other magical energy will be left behind inside the Arcane Realm.
Strengths:
- Pulls all mages and spells within a halfcircle with a radius of 200m inside the Arcane Realm nearly instantly.
- Once inside the Arcane Realm all active spells are cancelled.
- Nothing from the real world can affect those in the Arcane Realm and vice versa.
- Living beings are tossed back into the real world at the chosen spot when the duration runs out.
Weaknesses:
- H Rank spells can withstand the tear and will not be sucked in.
- Those inside the Arcane Realm cannot cast any spells.
- When Zeno is outside the Arcane Realm as the first tear closes, the duration is halved.
- Allies are not safe from this spell.
Duration/Cooldowns
Duration: 4 posts
Cooldown: 7 posts