The Magic Orphanage
Welcome to this humble abode, prospective mage.
Trying to find a magic that you think will be to your liking. Well, you came to the right place.
Sit down, no, don't be so formal. We are all fellow mages after all.
Now, before you start choosing, let me inform you that I only provide the most basic foundations of magic. Concepts, ideas and suggestions, I can provide them to you. The rest, however, the specific details will have to be done by you. Of course, we can't have me doing all the work, right?
So, what is this about?
Well, while I wait for my fellow RPers to finish their RP posts, I have a tendency to get bored and basically start making some new magic. Unfortunately, given the limitations of the system, I can't try them out, neither do I wish to make alts to do so since I really want to focus on one character. So I came up with this store and what I basically do is make my magic, put it up here and wallah! free for customers to take and try out.
I also know, from my previous stint as a moderator, that some people have problems with their magic application, especially when they are having particular trouble with the description. While no offence to the staff, there is indeed a practise among them where the particularly bad magic applications are basically screened over and left aside due to an unsubstantial or inadequate general description. So for those of you who believe they belong to this group, use the magic I have here as samples, or if you are particularly unwieldy with language, you can ask me directly for help.
Furthermore, all of this is free of charge, since it's just me and my free time. To apply for a magic, you need to complete your character application first, get it approved and send it to me, so that I may see whether your magic synergizes well with your character's personality. Adopted magic will be taken down from the store when a player has successfully applied for it.
THE STORE:
- Particle Magic:
Magic: Particle
Usage: Primary
Caster or Holder: Caster
Description:
The big brother of the legendary Crash, this brand of magic revolves around the manipulation of matter particles by using magical energy, particularly at a particle and structural scale. It does not revolve around using force to break matter apart or power to restructure matter, but is instead more on directly affecting the structural properties of the matter in one’s surroundings. Thus a very experienced and powerful user of this magic is able to break and reform the molecular bonds between matter, strengthen or weaken the toughness of inanimate matter, cause injuries through deliberately imperfect disassembly and reconstruction, crack the air with a fist, use matter-obliteration spells such as Crash and they have the ability to divide the particles of both spells and matter, hence destroying the said target. A user of this magic has to notably be close to the target at hand, at most three meters away, before their magic could be even effective. It is also most effective on inanimate objects and can only work slightly on living things. The names of this magic’s spells are usually single-worded and are very simple, such as Crash, Crush or Assimilate.
Strengths:
-It is a very versatile piece of magic, as it can be used in any sort of surroundings minus an absolute vacuum and the way a person can use the particles controlled number in the hundreds, hence it not only has a diverse utility, but a certain amount of unpredictability.
-It has a great amount of close-combat proficiency, with its user expected to excel in close-combat fights.
-It is notable to be able to affect magic particles, thus giving it Anti-Magic capabilities.
-As the user of this magic will have large control on the atoms within his or her own body, the bonds between them are much stronger than an average human, giving a user heavily added durability and muscular strength to the point that these physical traits usually dwarf a normal mage of the same rank as them or equal to a Slayer of the same rank.
-A Particle mage is effective against any element minus the nothingness of darkness, for all the other elements possess particles. What determines whether a mage can deflect fast elements such as light however would be their own reaction speed.
Weaknesses:
-As its original creators have deemed its power too immense and far too violent, Particle Magic is handicapped to have little effect on animate matter, such as cells or DNA.
-When in use of this magic, the user, much like the canon Gildarts, is forced to remain in one place and stay stationary. It is possible to still move, but the speed of the user will be reduced to walking speed.
-This magic lacks much distance spells and can only be used if the user is maximally 3 metres away from the target.
-Particle spells take a huge amount of concentration to use and hence they can be mentally fatiguing over time. For the average D-rank user, they can manage 6 spells before they need to rest for two posts. With each rank-up, lower-ranked spells no longer have this effect on the user.
-If used too much, i.e. you drain yourself to 0% MP, Particle can go berserk. If such an event happens, the mage will be disintegrated and everything in a 100-metre radius is taken with them as well.
-The main opponents for this magic are Summoners, for the Particle mage will be at a disadvantage against the animate summons of the Summoner.
-Another major opponent is Darkness Users, for the void of darkness contains no particles and is thus impervious to the magic’s manipulation.
Abilities:
-A Particle User can create some of the physically strongest weapons with their particle manipulation. What they create as a weapon with their magic is not expected to break no matter how strong the stress, unless the spell they are up against is notably Anti-Magic, such as Wave.
-Physical durability and strength are massively enhanced due to fine control of the user’s body when the Magic is in use. Durability is increased by 100%, allowing a D-rank user to be able to take a B-rank spell or two without immediately fainting as expected, but with still heavy damage. Strength is increased by 100%, meaning a D-rank user can now lift up to 300 kg of mass, the equivalent of a large log or 5 normal men.
-Particle Density – Active Power
Every time the magic is in use, this ability comes into play and affects the user’s skin. Along with the already massive durability of the user, the mage’s body is granted additional magical and physical resistance as his particles grow denser due to his magic being in action. The percentages below are how much the damage will be reduced if the spell or attack hits.
At Rank D:
Normal Physical Attacks – 30%
Rank D- 20%
Rank C- 10%
Rank B+: None
Spells:- Spoiler:
Name: Crash - Matter
Rank: D
Type: Matter/ Close-Combat/ Anti-Unit
Description:
When using this spell, the user can extend out his arm towards his target and with an open palm aiming at it, manipulate the particles of the target if it is inanimate matter, hence allowing the user to crudely disassemble the target. This imperfect and imprecise disassembly has the deliberate side-effect of outright causing the target aimed at to be obliterated outright, broken up so haphazardly that the molecular energy released from the breaking of the particle bonds erupts out from the matter in a chaotic fashion, thus pressing and destroying the target more and more, resulting in the obliteration of the target. Against an animate object, this spell does not have the ability to completely obliterate it but it has the ability to cause several light cuts to spontaneously rip across the target’s body, barely enough to kill, but enough to cause a large amount of pain. Furthermore the force of an inanimate object exploding is enough to count as an attack if it is two-meters from the opponent, with the force being strong enough to simulate a D-rank impact.
A single target can be targeted with each hand and both hands can be used together to amplify the power and effect of the spell by 50%, as well as boosting the spell’s range to three-metres.
As of now, at this rank, this magic has only enough proficiency to affect physical matter and still cannot affect purely magical spells. However if the attacking spell is made out of physical matter such as Ice Make or Summons, then the spell is capable to obliterating it.
Strengths:
-It has a large amount of close-combat capabilities and will probably be one of the user’s most useful spells.
-It has a very high effect against weapons, being capable of breaking apart Strong(+) weapons or lower.
-Crash has more than just the ability to destroy opposing objects. If used right, it can have adequate utility, such as softening of the ground to form a cushion or the ability to crack the air for an miniature D-rank explosion.
Weaknesses:
-Its effect is not complete on animate objects and is completely ineffectual against spells that use pure magical energy or elements that do not rely on physical matter such as fire, light and darkness.
-When against C-rank spells, Crash cannot work fast enough to destroy them, thus it will only lighten the damage by 20% and cannot cancel out the attack. At B-rank and above, this spell has no effect. This weakness assumes that said opposing spell is vulnerable to Crash in the first place.
-It has a limited number of uses(2 per cooldown) and thus it relies on the user’s own durability to handle opposing attacks.
-Like all Particle Spells, this spell only works if the target is at most 2 metres away from the user’s palm.
-Cooldown: 3 posts.
Name: Assimilate
Rank: D
Type: Utility/ Weapon/ Anti-Unit
Description:
By flexing and steadying either of their forearms as they point them at the choice of material, a Particle User is able to attract the material to form a large, dense gauntlet around their chosen forearm. Once this happens, the user is able to use the gauntlet to both defend and to attack. The added weight of the gauntlet would make normal physical attacks utilizing that particular arm to be raised to D-rank for as long as the effect lasts and the hardiness of the gauntlet by default is able to block two D-rank spells before the gauntlet cannot withstand the impact. However, as the gauntlet’s power depends on the material that is in use and the heavier the material, the slower the expected speed of the user but the heavier their attacks and defence are boosted. Here are the effects, with them depending on the density (Note the gauntlet will stay solid no matter the material, so even air is applicable):
Density: Attack Boost/ Defence/ Speed Effect
Ultra-Light (Air, Fire): -20%/ Cannot Defend/ +20 miles/hour
Light (Ice, Sand) : -10%/ 1 D-rank attack/ +5 miles/hour
Normal (Rock, Magical Ice): +10%/ 2 D-rank attacks/ -5 miles/hour
Dense (Steel, Magical Rock): +20%/ 3 D-rank attacks/ -10 miles/hour
Ultra-Dense (Magical Steel, Obsidian): +30%/ 5 D-rank attacks/ Cannot move
Strengths:
-Drastically increases the close-combat power of the user depending on the material, along with their added strength.
-Grants the user defensive capabilities if the material is strong enough.
-The spell is capable of making use of the opponent’s own magic against them if they make use of elements. Unlike Crash, this spell is fine-tuned enough to make use of fire and lightning etc and keep the user unharmed. Also notably, the gauntlet will gain the traits of these elements and if the opponent is struck by it, appropriate status effects like burns or shocks can be applied as D-rank.
-A very interesting piece of utility for this spell is that if the opponent is close enough to be between the user and his chosen material, then the user is capable of pulling his opponent to be between his arm and the formed gauntlet. Such a tactic will not allow the user to move and truly utilize the gauntlet, but the enemy will not be able to defend against the user for one post. Therefore, during this turn of surprise, the only things dictating the success of the user’s attacks are the Damage Rolls by the user.
Weaknesses:
-Darkness is not an applicable material due to its lack of particles, while light is also not applicable as the control has yet to be strong enough to utilize the extremely fast particles.
-Depending on the material, this gauntlet can be either lacking in true combat power or completely weigh down the user. There is always a consequence and a required cost for the chosen material.
-It has no long-range capabilities whatsoever and thus if used in the wrong situation, the user might just be shot to death from afar.
-It limits the user’s dodging abilities and relies a lot on the defensive qualities of the gauntlet and the user’s own durability.
-Duration: 3 posts
-Cooldown: 5 posts.
The Sheathed Sword Style: The perfect magic for those who have the patience to manage its built-up might, taking your time to accumulate all your power for that one battle-deciding strike.
- Sheathed Sword Style:
Magic: Sheathed Sword Style
Usage: Primary Magic
Caster or Holder: Holder
Description: Innovated and pioneered by the powerful mage Kagura, the pseudo-legendary Sheathed Sword Style, a powerful sword-style that makes use of the channeling and accumulating concepts of Iaijutsu, controlling one’s own blade and accumulating one’s strength into the sheath, before unleashing when necessary into a single powerful kill-blow that has enough power to cut through opposing magic. Users in this day and age can go even further beyond using their own blade, by manifesting magic particles through the exterior of the sword’s sheath, creating an ethereal blade known as the Sheath Blade, usable for attacks while charging up the kill-blow. Furthermore, using the Sheath Blade greatly speeds up the charging of the kill-blow, making it achieved faster than normal. It can even give the user additional passive boosts while in use, granting greater speed and manoeuvrability by acting like a rocket booster. Insight into the Sheathed Sword Style allows the usage of styles and stances that affect the blade’s strength, control, versatility and speed. Of course, for such a sword-centred style of magic, a strong-ranked blade would be needed. The favourite choice of weapon would be the katana or the nodachi, but bastard swords and rapiers have also been shown benefitting the style. Many users of this style thus have personalized weapons that fit their grip and balance, using the familiarity to further boost their quickness in the fateful draw.
Strengths:
-Every spell and attack possesses a different form based on whether Kirin is sheathed or not. Usually, the unsheathed version would be even more powerful, commonly catching the opponent off-guard with the sudden rise in power.
-It has a very well-rounded proficiency, granting the user lots of offence, defence, support and utility, making them able to adapt to multiple situations as demanded.
-However, despite its versatility, the greatest attribute of the Style is its insane speed, in both movement and the draw.
-The Sheathed Sword Style itself uses a very minimal amount of magical energy, as its inherent system is a simple and very efficient process.
-The greatest strength of the Style is the charged power of the sheathed blade. Once unleashed, it creates one of the strongest attacks that have ever existed. Not to mention that fact that it can be incorporated into more than one specific attack.
-The blade itself is protected so long as it stays within the sheath, with the Sheath Blade taking its place for any possible breaking of weapons.
Weaknesses:
-The Sheathed Sword Style is noticeablely weaker in its Sheathed form and hence the user is frequently at a disadvantage if he is unable to deal out the killer blow with his blade.
-The sword is a strong weapon, but it cannot withstand spells that are B-rank and above. While it is fixable, breaking it will render the Sheathed Sword Style utterly useless for that battle, forcing the user to make do with the sheath blade or improvised weapons that are somewhat like the original sword. If such a solution is used, the Sheathed Sword Style is noticeably weaker.
-The magical blade used during the Sheathed Form can be disabled by C-rank-and-above spells, forcing it to take a four post period to reform back to combat efficiency, while causing Max to get hit by the offending spell.
-Time and patience is needed to charge up the sword for its killer strike, thus the user needs to hold off using the sword until then.
-Because it is one strike, the killer blow is very important, with the possibility of missing becoming very dangerous to the user. The user must find ways to ensure the success of his killer blow.
Abilities:
-Sheathed Might: An ability only applicable to the blade. The most essential aspect of the Sheathed Sword Style, this ability grants the sheathed blade more power for the killer blow for every post it is sheathed and every time a sheathed attack is used. For every post while sheathed, a charge of such power is added to his blade. For every sheathed attack, be it a hit or a miss, a charge of accumulated power will also be added to the blade. A total of ten such charges can be gathered into the blade and all charges will be used up when the blade is finally unleashed. For each charge, the power of the unsheathed technique will be increased by 10%, up to a 100%, a rank higher than the original power. Therefore, just by having a single charge, a person will be able to overpower equal-ranked spells but will only deal 10% of the ranked damage if with only one charge. A fully charged blade can deal out the entire boosted damage, while still overpowering equal-ranked spells, especially with ease.
-Kirin Cutter: Through the magic particles used in the Sheath blade, a high-frequency resonance grants the blade even more sharpness beyond even its own durability, meaning that it can cut up other Strong Weapons in two strikes and easily cleave through ten Weak Weapons at once. Strong(+) Weapons and above are needed to match the blade’s sharpness. On the environment, the sharpness is enough to slice through thick trees and metal walls. The magical nature of this enhancement also allows the blade to become a cutter of Magic Spells without the need to accumulate sheathed charges. However, it can only cut C-rank and D-rank spells, unless the weapon is further enhanced beyond its strong rank.
Mimic Override: Acnologia: Ever wanted to gain and taste the power of the Black Dragon King? Well, here you go! But be warned: Dragon Slayers would love to meet you.
The Fine Print: Given how heavily interlaced this magic is with the plot, I would only give this magic to senior members of the site who want a new magic and look at my shop for one. Furthermore, your character and his history have to be very specific to gain this magic and you must be fully willing to allow the repercussions of being a copy of Acnologia to your roleplay experience. Do not take this magic on a whim!
- Mimic Override:
- Magic: Mimic Override: Acnologia
Caster or Holder: Caster
Description:
Whoever your character is, you once met Acnologia, a most unfortunate circumstance, and at that time, you also possessed this magic called Mimic. Mimic is a strange magic in and of itself and it is known for its extreme rarity, which marks your character as someone who was already rather special in the magic community. With Mimic, one would be able to, as the name implies, analyse and essentially understand how a mage shapes the Eternano in that unique (not-so-much anymore) manner that creates that magic he wields. With such a power, one would be able to essentially cheat and bypass all the years that one’s opponent had probably spent to learn how to use his magic, humiliating all of his efforts by smashing him in the face with the same magic that you learned in seconds. With such a power, your character might have thought himself a rather unstoppable man. Until Acnologia came along.
What happened at that encounter may be an utter mystery to your character, but when all of the spells you copied from the petty mortals failed against the might of the Black Dragon King, desperation must have forced you to attempt to mimic Acnologia himself. And somehow it worked. Barely.
The sheer power of Acnologia is not something so easily copied. No, it was too large to comprehend, too frightening to be simply regulated to a simple part of one’s brain. No, it had to take it all. The entirety of your memory space, with every other spell scattering away like the insects they are, is now dominated by your copy of Acnologia’s being, rendering your Mimic into little more than a bloated container. No other magic has the power to off-seat the powers of Acnologia that now reign as king of your mind. And it won’t be a stretch to say that, as its natural capabilities warped your soul from beyond humanity, you, or at least part of you, are now Acnologia himself. Of course, your inability to grasp the weight and scale of his might rendered only certain low-level powers to be accessible to you at the moment and the Black Dragon’s primal fury roars scars into your head, but who knows? Perhaps you are the key to stopping him, or ending the world along his side.
Strengths:
- You possess the power of a dragon inside you! The strongest one, too! The natural strength of Acnologia is not something to be laughed at and his offensive spells certainly have extremely high destructive capabilities, as befits the Dragon King.
- With part of yourself as a dragon, you gain a dragon’s longevity as well. It may have been hundreds of years since your fateful encounter with the King, but it seems like you have not aged one bit and probably will not for a very long time.
- Acnologia is a beast feared by all. His legends span millennia and his terrors are embedded deep into many magicians’ minds. Possessing his power is not something that many magicians will laugh at and when you really exert the force that sleeps within you, your image may almost seem to overlap with that of the Dragon King himself, sending but the most stalwart of souls running from you via aura alone.
- It was never known what elemental attribute Acnologia was, but that never seemed to matter whenever he bulldozed his way through the world. Your powers possess a non-elemental attribute and hence they are not affected by elemental comparisons, nor can any Slayer swallow whatever you are breathing out, until an Acnologia Dragon Slayer arrives.
- Form spells. These are special spells equivalent to Takeover, essentially allowing you to obtain parts and bits of Acnologia’s draconic body on yourself. Do not underestimate their strength, for the body of the Dragon King, or any dragon for that matter, possess more power than any known beast.
- While Dragon Slayers can back you into the corner, God Slayers and Demon Slayers lack the specialties necessary to do the same to you.
Weaknesses:
- Dragon Slayers. These people are the bane of the dragons’ and in turn your existences. It is easy to mix up the two, but what you have within you is Dragon Magic, not Dragon Slayer Magic. Your resultant vulnerability whenever you are engaged in Acnologia’s Form augmentations is thus something you should watch out for, as Dragon Slayer Spells equal and above your rank deal double damage to you. Perhaps for the first time in a long era, Dragon Slayers may finally get to slay a dragon: you.
- When a human attempts to mimic a Dragon, the difference in scale cannot be ignored. A lot more Magic Power than normal needs to be funnelled through your body before you can even hope to achieve a fraction of Acnologia’s power. In terms of Magic Power, you take 50% more than a normal mage would need to achieve a spell of a certain rank.
- As more and more Form spells are used collectively on your body, Acnologia will begin to gain more influence on your mind and you risk paralyzing yourself, as you are forced to do battle in your own mindscape to keep the madness in. For every Form Spell equal to your rank you have on you, your character gains a point of Insanity. If you gain 3 points of Insanity, your character won’t be able to move for 3 posts and has to fight in his own mind before he can muster the strength to ward off the menace. If you reach 4 points, you will backfire on yourself, spending all of your available spells at once in random directions and damaging yourself with the total damage from all of these spells. Form spells below your rank do not affect this system.
- You may be feared, but fear can easily catalyse anger. Be careful when revealing yourself, for those who flee may attempt to rally up and mob you down. The places of civilization are very much aware of what Acnologia has done and thus know his penchant for massive cataclysm.
Abilities:
- Draconic Superiority: Benefiting all of your Forms, when you have a Form activated, you are invigorated with draconic vitality, gaining 60% greater strength and endurance, meaning you are slightly stronger to equal-ranked Slayers (enough to overpower them in a wrestling exchange) and you can charge through spells that deal damage of your rank without flinching, though not without damage.
- Scales: Whatever part you have changed via a Form spell will undoubtedly gain Acnologia’s scales on them. With incredible durability that many a magic was forced to bounce off harmlessly, these scales and in turn the body part that you Form-changed can capable of defending against magic of your rank, reducing damage by 75% and preventing knockback. Only Dragon Slayer magic bypasses this defence. Warning: most of the time, that 25% is that of the magic shockwave passing through the scales and causing internal damage to your unfortunately human organs. This may be far more dangerous than normal external wounds if allowed to accumulate.
- Visage: When you use an equal-ranked Form spell, your aura inevitably shapes into that of Acnologia. This would scare the bejesus out of normal people, mages of your rank would be unnerved by the sight, hesitating to even step towards you for a post, and all dragons recognize you as the Dragon King or at least his copy. Unfortunately, Dragon, Slayers of all ranks would be all the more excited to take you on.
- Enhanced Senses: Possessing a dragon’s senses, you would have the eagle-like vision and pinpoint hearing necessary for effective flight, the beastly smell needed for hunting and those delectable taste buds that grant a dragon more class than a thing of the wild. Your sense of touch is not as good though, for when you feel things, you always get the sense that there are scales in the way.
- ‘Immortality’: Whatever you call it (since you do not know how long it lasts), your character possesses a highly extensive lifespan, potentially upwards of 100000s of years and their appearance has remained virtually unchanged since they bumped into Acnologia.
Spells:- Spoiler:
Name: Dragon Claws
Rank: D
Type: Form/Offensive
Description:
As the name obviously suggests, this Form Spell is the ability to take up the claws of Acnologia, though at a diminished state since one lacks the necessary strength to give them full effectiveness. When invoked, one of your hands (of any choice) begins to morph, gaining Acnologia’s characteristic black scales on the back of the palm, while your nails lengthen and sharpen into that onyx-coloured ivory, becoming claws as thick as each of your fingers. With these, your swipes with the claw deal D-rank damage per swipe, but their most dangerous attribute are the unusual bleeding they induce in those they successfully strike. By somehow preventing their blood from clotting, you cause victims one rank above you and below to bleed heavy amounts of blood for 2 posts, enough to deal an additional D-rank for each wound. Furthermore, if 5 D-rank damage is gained this way for a particular sufferer, they will begin to bleed out and grow faint. If 8 D-rank damage is dealt via bleeding, most mages typically faint by this time and require medical attention.
Strengths:
- This claw was meant to bear a dragon’s weight, so an itty-bitty human is no sweat for it. It is able to maintain a firm grip in almost any environment and so long as you can find a good hold, you can easily scale up the steepest cliffs, prevent yourself from flying away in the most violent hurricanes (though beware debris) and when you manage to drive it into someone or something else, you are impossible to shake off, unless said thing is two ranks higher than you, making it impossible to drive your claws deep enough. Therefore, the claw’s utility can be far more useful than its offense.
- This claw possesses the ability to rend your victims to bleed profusely.
- Grants D-ranked damage in your attacks with it, enough to rip apart weak armor and break weak weapons like slicing a cake.
- As the claws of the almighty Acnologia, these claws can’t be broken. They can be overpowered and may fail to penetrate or deal damage, typically a fault or inadequacy of the user, but never broken.
Weaknesses:
- As with all Form changes, you can’t will yourself to turn this spell off prematurely. It’s like asking a dragon to will his own arms away; it’s impossible. Hence, you can’t cheat the Insanity system by just turning off your forms. Management is thus key.
- Completely built for short-range and while Acnologia himself usually has the arm to give him the reach, you don’t.
- The claws don’t recognize friend or foe. No one is safe from the bleeding effect, not even you, if someone manages to turn the claws on you.
- You only have one claw, not both. Hence, a smart person may be able to avoid the claw by staying on the side where your unenhanced arm is, making it much harder to hit them without any obvious telegraphing.
- Duration: 3 posts.
- Cooldown: 4 posts
Last edited by TacticalFallacy on 10th June 2014, 10:09 am; edited 22 times in total