Magic
Magic Name: Particle Transmission
Magic Type: Caster
Description: This magic allows its user to move collections of particles from one location to another, by passing them through a pocket dimension that is under the user's control. The degree of control the user has over this dimension varies depending on the strength of the mage. While particles are passing through the pocket dimension, certain qualities can be temporarily altered. This includes things like velocity and mass. Living beings are made up of an exact number of particles, and any spell cast transmitting more or less than this amount will fail. Due to the precise manipulation needed to transmit living beings, direct line of sight or an equivalent amount of information is needed in order to do so.
In order to sync timing between the mental calculations of for determining particle coordinates and the activation of transmission, a physical motion must be made by the mage (referred to as the somatic component). This can be any physical motion made by the mage, but must be engrained in muscle memory as strongly as breathing would be. Without this motion done in sync with the magic, spells cannot be cast.
Ashe chose to make her somatic component a finger pistol when preparing to cast a spell. Index and middle fingers extended, ring and pinky fingers folded in touching her palm, with thumb lifted up as the hammer. To activate the spell, Ashe brings her thumb down as if to fire the imaginary gun. She can do this with either hand, and does not need aim them towards the target of her spell. She can also do this motion without activating a spell.
When casting Transmissions spells, bright blue light illuminates the target and destination space. After a short delay, the light in both locations briefly intensify, then wink out. Rudimentary forms of transmission magic swap particles 1 to 1, where later forms are able to move particles without target particles to swap with.
However complex the end result, the base function of this magic always remains as moving particles from one location to another.
Unique Abilities:
Spells
Magic Name: Particle Transmission
Magic Type: Caster
Description: This magic allows its user to move collections of particles from one location to another, by passing them through a pocket dimension that is under the user's control. The degree of control the user has over this dimension varies depending on the strength of the mage. While particles are passing through the pocket dimension, certain qualities can be temporarily altered. This includes things like velocity and mass. Living beings are made up of an exact number of particles, and any spell cast transmitting more or less than this amount will fail. Due to the precise manipulation needed to transmit living beings, direct line of sight or an equivalent amount of information is needed in order to do so.
In order to sync timing between the mental calculations of for determining particle coordinates and the activation of transmission, a physical motion must be made by the mage (referred to as the somatic component). This can be any physical motion made by the mage, but must be engrained in muscle memory as strongly as breathing would be. Without this motion done in sync with the magic, spells cannot be cast.
Ashe chose to make her somatic component a finger pistol when preparing to cast a spell. Index and middle fingers extended, ring and pinky fingers folded in touching her palm, with thumb lifted up as the hammer. To activate the spell, Ashe brings her thumb down as if to fire the imaginary gun. She can do this with either hand, and does not need aim them towards the target of her spell. She can also do this motion without activating a spell.
When casting Transmissions spells, bright blue light illuminates the target and destination space. After a short delay, the light in both locations briefly intensify, then wink out. Rudimentary forms of transmission magic swap particles 1 to 1, where later forms are able to move particles without target particles to swap with.
However complex the end result, the base function of this magic always remains as moving particles from one location to another.
Unique Abilities:
- Ability 1: Vector
The mage is able to alter the current vector of particles that they transmit. This means the direction, and velocity, of particles being transmitted can be altered. They can be accelerated, or slowed, by up to 10m/s. The direction of the resulting velocity can be chosen at will.
Spells
- Transmit Enemy:
Name: Transmit Enemy
Rank: D+
MP Cost: 30MP
Category: Offensive
Type: Burst
Damage: 60HP
Range: 30m
Speed: 60m/s
Duration: 1 Post
Downside: Due to the complicated nature of casting transmission spells on living beings, this spell is ill-suited for moving targets. There is a 50% chance this spell will miss if the target is moving (roll 1d100, 1-50 results in a miss).
Description: After the mage produces their chosen somatic component, bright blue light envelopes the target entity and destination particles. When transmission occurs, the light flares bright for a moment then dissipates. The mage can designate any translucent particles within range of the target that have the same approximate volume as the target (dust, water, air, glass, ice etc.). The target and destination must both be visible to the mage. Both the target and destination must be within 30m of the mage.
- Transmit Self:
Name: Transmit self
Rank: D
MP Cost: 20MP
Category: Offensive/Auxiliary
Type: Burst
Damage: 40HP
Range: 15m
Speed: 30m/s
Duration: 3 Posts
Downside: N/A
Description: After the mage produces their chosen somatic component, bright blue light envelopes them and the destination particles. When transmission occurs, the light flares bright for a moment then dissipates. The mage can designate any tranlucent particles within range of them that have the same approximate volume as themselves (dust, water, air, glass, ice etc.). The destination particles must be visible to the mage. The destination must be within 15m of the mage. The first melee attack made directly after transmission carries the additional velocity from the spell with it. This is considered a magical attack, and does not include any additional melee damage with it.
- Transmit Object:
Name: Transmit Object
Rank: D
MP Cost: 20MP
Category: Offensive
Type: Single Target / Multiple Target
Damage: 40HP / 30HP
Range: 60m / 45m
Speed: 60m/s / 30m/s
Duration: 1 Post
Downside: N/A
Description: The mage targets a single large cluster of particles, or several smaller clusters. Each cluster can have its own separate destination, and can be manipulated by the pocket dimension independently. Living entities cannot be targeted by this spell. After the mage produces their chosen somatic component, bright blue light envelopes the target particles and destination particles. When transmission occurs, the light flares bright for a moment then dissipates. The mage can designate any tranlucent particles within range of the target that have the same approximate volume as the target (dust, water, air, glass, ice etc.). The target and destination must both be visible to the mage. Both the target and destination must be within 60m or 45m of the mage respectively when targeting a single cluster, or multiple. Large clusters can be no bigger than 2m in any dimension, and small clusters 1/2m.
- Transmission Combat:
Name: Transmission Combat
Rank: D
MP Cost: N/A
Category: Auxiliary
Type: Passive
Damage: +40% melee damage
Range: N/A
Speed: N/A
Duration: Constant
Downside: N/A
Description: Ashe has become used to utilizing transmission magic in close quarters combat. Ashe is able to make smaller transmissions on herself, without expending mana, to deliver close quarters strikes. These transmissions amplify her damage in melee combat via the additional momentum. Ashe gains 40% increased melee damage. These smaller transmissions are intended for roleplay purposes only, and do not grant any additional benefits aside from the aforementioned buff.