Primary Magic: Requip Musica
Caster or Holder: Caster and Holder
Description: Requip Musica is essentially a Requip magic where the user switches between a variety of musical instruments, each with a different list of spells and abilities. The higher the rank of the wizard, the more instruments and spells at their disposal.
To use Requip Musica the user has to have some affinity with the musical arts. Afterall, nobody can just pick up an instrument and master it in seconds. By summoning a different instrument the user is able to play a different role in combat. For example, Requipping an electric guitar allows the user to play a more aggressive attacking role in a range of distances, while requipping a bass guitar allows them to play a more supportive role while still allowing close range attacks. There are multiple instruments each with differing effects, but as stated before, the user must be of a high enough rank to successfully requip certain instruments and use them for magical purposes.
Strengths:
- As this is requip magic, it does allow for a lot of versatility in battle roles and the distance the user can attack from. This versatility means that, until the instrument is requipped, the user is very much unpredictable.
- The majority of offensive spells can be boosted by allied magics, and works particularly well with Thunder-based Wizards
- Defensive spells such as Magica Rhythmus can be used to the benefit of allies, thus allowing the user to keep track of his surroundings. Most defensive spells also allow for a small burst of offence for close-radius threats (not directly in front, but a few metres away).
Weaknesses:
- Due to the nature of the magic, the user is unable to use it in close quarter combat. Attempting to do so would be in vain, as the body of the opponent would immediately mute any sound coming from the instrument.
- There is also the issue that the attacks dealt cannot distinguish between friend or foe. For this reason the user must stay on the frontline if they’re using attacking magic so as not to harm an ally.
- Although the magic from some instruments can hit from an impressive range, it does get progressively weaker the further it has to travel (with the upside being it can hit a larger amount of targets).
- Weak to water and ice magic; Water magic damages the instruments while ice magic prevents the user from playing to a decent level due to having cold hands.
Abilities/Powers:
Adrenaline Rush - While an instrument is equipped the user gains a 10% boost in movement speed (+5% per rank) due to the rush of energy experienced through the sound of the music being played. This will decrease by 5% (+2% per rank) if the user takes significant damage although can be increased by 5% (+2% per rank) if the user deals significant damage, in the same way a performer would become more hyped if the performance is going well, or can become sluggish if it's going poorly.
Spells
Secondary Magic: -
Caster or Holder: Caster and Holder
Description: Requip Musica is essentially a Requip magic where the user switches between a variety of musical instruments, each with a different list of spells and abilities. The higher the rank of the wizard, the more instruments and spells at their disposal.
To use Requip Musica the user has to have some affinity with the musical arts. Afterall, nobody can just pick up an instrument and master it in seconds. By summoning a different instrument the user is able to play a different role in combat. For example, Requipping an electric guitar allows the user to play a more aggressive attacking role in a range of distances, while requipping a bass guitar allows them to play a more supportive role while still allowing close range attacks. There are multiple instruments each with differing effects, but as stated before, the user must be of a high enough rank to successfully requip certain instruments and use them for magical purposes.
Strengths:
- As this is requip magic, it does allow for a lot of versatility in battle roles and the distance the user can attack from. This versatility means that, until the instrument is requipped, the user is very much unpredictable.
- The majority of offensive spells can be boosted by allied magics, and works particularly well with Thunder-based Wizards
- Defensive spells such as Magica Rhythmus can be used to the benefit of allies, thus allowing the user to keep track of his surroundings. Most defensive spells also allow for a small burst of offence for close-radius threats (not directly in front, but a few metres away).
Weaknesses:
- Due to the nature of the magic, the user is unable to use it in close quarter combat. Attempting to do so would be in vain, as the body of the opponent would immediately mute any sound coming from the instrument.
- There is also the issue that the attacks dealt cannot distinguish between friend or foe. For this reason the user must stay on the frontline if they’re using attacking magic so as not to harm an ally.
- Although the magic from some instruments can hit from an impressive range, it does get progressively weaker the further it has to travel (with the upside being it can hit a larger amount of targets).
- Weak to water and ice magic; Water magic damages the instruments while ice magic prevents the user from playing to a decent level due to having cold hands.
Abilities/Powers:
Adrenaline Rush - While an instrument is equipped the user gains a 10% boost in movement speed (+5% per rank) due to the rush of energy experienced through the sound of the music being played. This will decrease by 5% (+2% per rank) if the user takes significant damage although can be increased by 5% (+2% per rank) if the user deals significant damage, in the same way a performer would become more hyped if the performance is going well, or can become sluggish if it's going poorly.
Spells
- Rhythmus Spells:
Name: Requip - Rhythmus
Rank: D
Type: Spell Weapon
Description: Requips Rhythmus, Kihen's signature bass- Rhythmus:
Strengths:
- Allows the user to project magical energy to an ally through playing certain basslines.
- Can create a wall of low-end noise that can reflect wind, fire and water magic.
- Is able to release a burst of Low-end noise to deal low damage to an enemy, but push them away.
Weaknesses:
- Water and Ice Magic can prevent the weapon from working entirely.
- Has a very limited range of attack
- Has a limited range of support
- Attack power is incredibly low compared to other Spell Weapons.
- Limited to D-C rank spells only.- D-rank Rhythmus Spells:
- Technique: Magica Rhythmus
Rank: D
Type: Support (ally)
Description: The user plays a progressive bassline that gives a constant 10% (+5% at rank C) boost to the magical abilities of their allies so long as the user continues to play.
Strengths:
- Although it isn’t a massive boost, the boost given by Musica Rhythmus is still noticeable. As it is boosting the magical ability of the ally rather than an element, it may be used on any wizard.
- Musica Rhythmus can distinguish between friend or foe, thus does not risk boosting a foe’s magical strength.
- If the user is stood directly beside an ally then that ally's boost is doubled as the magical link between the user and ally is undisturbed. (This only works for one ally and cannot be done if stood in a large group.)
Weaknesses:
- Cannot be used for a long period of time, as the spell actually drains the users magic in order to boost their allies.
- While the spell is being used, the user is unable to use any other spells, and must stop the effects of the spell in order to requip.
- The spell is completely ineffective at long distances.
- If the user is struck while using this spell then the spell is stopped immediately.
- The user cannot use the spell on themselves, as the spell is projecting their own magical power.
Duration/Cooldowns: The spell goes on for three posts before the user must rest. It has a 4 post cooldown.
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Name: Roar of Rhythmus
Rank: D
Type: Earth
Description: The user hits low-end notes to emit a blast of bass into a nearby enemy, potentially knocking them off their feet and potentially leaving them dizzy.
Strengths:
- Has the force to knock an enemy back away from the user, so can be used in offence or defence if needed.
- Can cause an enemy to become dizzy for 1 post due to the loud sound and vibrations coursing through their head.
- Cannot be dodged within 5 meters in front of the instrument.
Weaknesses:
- Range is limited to 10 meters, with the dizziness effect only kicking in within 7 meters
- Can only really affect one enemy due to the short sustain of the sound and the low end frequencies being drowned beyond 12 meters.
- Water magic can prevent any sound from coming out of the instrument whatsoever.
- Wind magic can disperse the sound if launched early enough, significantly reducing the already low range.
Duration/Cooldowns Lasts one post, secondary effect lasts one post. 1 post cooldown.
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Name: Wall of Sound
Rank: D
Type: Support
Description: The user plays a bass chord that creates a wall of sound that is 8 feet high and 5 feet wide, blocking any wind, water or fire magic for one turn.
Strengths:
- Allows the user to protect themselves in tough situations.
- Gives the user a chance to prevent water damage to Rhythmus, something that would otherwise be catastrophic.
- Effect is immediate, so can be used at the very last moment and still take effect.
Weaknesses:
- While the wall of sound is up the user is unable to use any other spell.
- The wall of sound is not able to block spells of any other element.
- The wall of sound only protects the user and anyone immediately beside them.
- Over time the strength of the wall will decrease as the sound lessens, thus using this spell prematurely may not help at all.
Duration/Cooldowns 1 turn effect with 2 turn cooldown.
Secondary Magic: -
Last edited by Legacy on 26th November 2013, 9:49 am; edited 7 times in total