Magic
Primary Magic: Card Magic
Secondary Magic:
Caster or Holder: Holder
Description: Card magic allows the user to activate magical cards from a deck that generate certain effects once magical energy is channeled through them. Each card has a different ability that it represents, usually printed in the form of a single word from the draconic language on the faces of the cards. Only the user of this magic and dragonslayers (or dragons) in general can actually read these words, giving dragonslayers a bit more time to react. Each spell slot allows for a certain number of cards, and the cards can be combined to create numerous different effects (e.g. 'force' and 'missile' would create a force missile, 'fire' and 'ball' would create a fireball), the amount of cards that can be combined being dependent on the user's rank. The cards do not have to be combined, and the words that represent them can be more loosely interpreted by the mage that channels their magic through the cards, so if the card represented 'fire', it could be used to create fire on it's own, but if combined with another card it could actually fire something, or even make a person feel as though they've been fired; though this 'loose interpretation' can only be done within the word's common uses. The cards created with each spell slot must be similar in concept.
Weaknesses:
Abilities/Powers:
Primary Magic: Card Magic
Secondary Magic:
Caster or Holder: Holder
Description: Card magic allows the user to activate magical cards from a deck that generate certain effects once magical energy is channeled through them. Each card has a different ability that it represents, usually printed in the form of a single word from the draconic language on the faces of the cards. Only the user of this magic and dragonslayers (or dragons) in general can actually read these words, giving dragonslayers a bit more time to react. Each spell slot allows for a certain number of cards, and the cards can be combined to create numerous different effects (e.g. 'force' and 'missile' would create a force missile, 'fire' and 'ball' would create a fireball), the amount of cards that can be combined being dependent on the user's rank. The cards do not have to be combined, and the words that represent them can be more loosely interpreted by the mage that channels their magic through the cards, so if the card represented 'fire', it could be used to create fire on it's own, but if combined with another card it could actually fire something, or even make a person feel as though they've been fired; though this 'loose interpretation' can only be done within the word's common uses. The cards created with each spell slot must be similar in concept.
- # Cards per spell slot, per rank:
- D= 6 cards
C= 12 cards
B= 24 cards
A= 48 cards
S+= Limitless
- # Cards that can be stacked per rank:
- D=2
C=3
B=4
A=5
S=6
H=7
- Extreme versatility in combat, on the field, or just in day to day life.
- To render the magic useless, one would have to break all of the cards in the deck. (The 'good ones', aka the ones given by spell slots).
- Each individual card has it's own cooldown. (using one card from a spell slot won't render the entire slot useless, just send that one card into the spell slot's cooldown)
Weaknesses:
- If cards are broken, they cannot be used again until the next thread.
- User must be holding the cards (or have just tossed them into the air for flare or something) to do anything with them.
- If any damaging spell that is the user's rank or higher that would destroy a card hits one, the card will, in fact, break.
- The user has to either sort the deck in order of what they will want ahead of time, or actually search the deck to find the correct cards to use.
Abilities/Powers:
- Random Cards: The user can draw any number of cards with very basic, miscellaneous effects (non-combat, cannot be combined with any actual spell cards), such as creating a marble, or sweeping up a room, without them needing to be actually listed in their spells. This can also be used to create food for slayers (such as fire specifically meant to be eaten by a slayer and nothing else).
- Deck Stacking: The mage, as long as they've handled the deck of cards (any deck of cards) without it being shuffled again after they handle it, can stack the cards entirely in their favor, or in anyone's favor, every time. She can also perform elaborate, almost impossible seeming card tricks.
- Draconic Reading: The mage can read the arcane language called 'Draconic'; it is the language of the dragons. The mage always has a general idea of what the words will do if they read them out loud, due to this magic relying on that level of comprehension.
- Fortune Telling: Cards are very often linked with 'fortune telling', so being a cards magic user, the mage can tell fortunes using tarot cards, or even standard playing cards.
- Damaging Cards: Allows the user to throw cards (any cards) and do damage with them as if the user had actually delivered a punch.
- Spells:
- D-rank:
- Name: Hand of Elements
Rank: D
Type: Cards
Description: The user gains access to the 6 basic elements in their spells, and each of them will simply generate the element they represent in the form of a basic bolt of elemental energy;
Fire (Ixen)
Water (Pab)
Earth (Edar)
Lightning (Shochraos)
Wind (Suaco)
Metal (Kovgam)
Strengths: - High versatility; Card for each basic element
- Each can be combined with other cards to create a plethora of effects
- Long ranged; about 30 ft.
Weaknesses:- Slow, easy to dodge
- Opposite elemental effects of each card of equal rank or higher cancel the effect of the card if it is on it's own
- Each card has a cooldown of 2 posts
- Name: Suit of Shaping
Rank: D
Type: Cards
Description: Each card in this suit shapes material and/or spells into a (blank) shape made of that same thing. E.g, useing 'cone' on a fireball would make a cone of flame, making it able to hit more things and harder to dodge in general; or, using 'sword' on an item would create a sword made out of the same material as that item, in the same place. The size that the shape can be is anywhere between 1 and 25 feet, and the max goes up by 10 feet per rank.
Funnel
Cube (E'cer)
Wave
Star (Isk)
Heart (Kornari)
Sword (Caex)
Strengths:- Can be combined with other cards to cause different effects
- Can change the shape of certain objects, such as doors, to make the mage's life easier.
- High versatility, especially due to the large number of uses for shaping things.
Weaknesses:- User must 'touch' what is to be shaped with the card (or use the card in combination with another card, such as 'ixen') to shape it.
- Each card has a cooldown of 2 posts.
- No matter what the material, if used to create an object it will be easily destroyed by (spell rank) damage and above.
- Name: Hand of Ailments
Rank: D
Type: Cards
Description: The user gains 'ailment' cards, which can each be used to ail a person in some way (basically status effect cards).
Poison (Weyog): Creates a 10 foot cloud of poison, or coats a surface and/or spell in poison that, if the enemy is hit with it, deals D-ranked damage each post for 2 posts, or until cured.
Paralyze: Creates a small field (15 feet) of static, or channels energy through a weapon/spell, that paralyzes enemies for 1 post if they are hit with it.
Sleep (Vdri): Creates a 25 foot cloud of smoke that makes enemies drowsy for 1 post, and if they do nothing to fix their sleepiness they fall asleep the next post for a total of 2 posts.
Confuse (Aungwey): Creates an area (about 20 feet) in which enemies become confused for 1 post. During this, they must either choose to throw away their equipment or attack their friends. If they have no allies, they must throw away their equipment. If they have no equipment, they must attack their allies. If they have neither, they flail around and deal physical damage to themselves.
Nausea: Fires a bolt of nauseating energy up to 30 ft. away that, when it strikes an opponent, makes them nauseated for 2 posts, halving their physical fighting capacity. It also makes it impossible for them to focus during these posts, stopping all normal forms of magic use.
Rage (Korinth): Fires a bolt of energy up to 30 ft. away that, when it strikes a person, increases their attack by half, but removes their ability to defend. This lasts for 2 posts.
Strengths:- High versatility, due to a large number of possible status ailments.
- Each card can alter the flow of battle fairly well.
- Each can be combined with other cards to create better effects
Weaknesses:- Each card has a cooldown of 2 posts
- Each card can be broken to stop it from working
- These ailments have no effect on anyone of a higher rank than the mage.
- Name: Suit of Supplements
Rank: D
Type: Cards
Description: Each card in this suit has a certain supplementary effect that can be combat effective, but is not specifically meant for combat. These cards are;
Fly (Wiap): Allows the mage or anyone the mage touches with the card to start hovering. It allows them to fly up to 50 ft. off the ground, with perfect maneuverability. Duration of 4 posts. Cooldown of 4 posts.
Travel (Ossalur): Allows the mage to teleport themselves or other people/things by touch up to 150 ft. away. Cooldown of 3 posts.
Disguise (Jisgus): Allows the mage to disguise themselves as any other person. This does not let them change their voice or gain memories, just appear to be that person. It lasts until the mage is discovered or decides to remove the disguise, but has a cooldown of 2 posts after it is removed.
Capture (Sitelli): This card targets any one person within 30 feet of the mage and proceeds to attempt to tie them up using nearby ropes, vines, plants, or even their own clothing. It is easily broken out of if you are a higher rank than the mage, but otherwise someone must help you out. Cooldown of 4 posts.
Bridge (Kailiabdred): This card multiplies itself over and over until it forms a large bridge that can span gaps up to 100 ft. wide, and hold up to 5 normal people and their equipment at a time as they cross. The bridge lasts until broken or for 10 posts; whichever comes first. Cooldown of 2 posts.
Image (Trilvol): This card transmits the mage's thoughts into an image that is a split consciousness of them, and looks like the mage normally does, except without clothes. The more private parts are blurred out by magical censorship, but this spell can still be pretty fan-service-y. It allows them to see and speak through the image as they see fit, but the image can do nothing other than walk around, see things and speak to people. It's useful for sending messages, as the image can be created anywhere that the mage has been, and it can also be useful for reconnaissance of the area that the mage is in.
Strengths:- Has much usefulness outside of combat.
- Can still be used in combat for fairly decent effect.
- Very versatile; wide variety of uses, so that the cards can generally be useful no matter what situation you are in.
Weaknesses:- If the cards are broken, they cannot be used.
- No strictly offensive or defensive capabilities
- Doesnt stack well with other cards. Can be stacked, but not to much effect.
- Name: Hand of Elements
Last edited by Cards on 29th December 2013, 2:42 pm; edited 1 time in total