Magic
Primary Magic: Solitaire Card MagicCaster or Holder: Holder
Description: Solitaire Card Magic is essentially a special card magic passed down from one ‘Solitaire’ to his heir. The magic involves using uniquely crafted cards either as weapons or to use card combinations to create various effects. It is also possible to manipulate the size of the cards, allowing them to be used as shields or possibly as a set of stairs at the users discretion.
The effects a card has depends on the number of the card. For example any card with the number ‘5’ will launch a ball of fire at an enemy, while a card with the number ‘9’ will heal the user or an ally. Card combinations create more powerful effects, with the most powerful being the 4 Aces. However the user may choose not to activate a card's effect and instead use the cards in the same way as throwing knives with their magic. Once a card is used in any way it vanishes and returns to the bottom of the deck.
Strengths:
- The effects of the cards are unpredictable until the effect starts to take place
- The cards are versatile, ranging from a variety of magical effects to melee/ranged weapons and as shields. They may also be used for other, non-combat related things.
- Card combinations allow for incredibly powerful magical attacks that would otherwise be impossible.
Weaknesses:
- In order to activate combination effects the user must find specific cards.
- Some of the magic is very much luck based, due to the chances of getting the cards needed.
- If an effect is used then the cards are returned to the bottom of the deck, meaning that an effect cannot be used for a fair amount of time afterwards.
- Certain combinations require more cards than others, making them more difficult to cast.
Abilities/Powers:
Card Draw: On the first turn of combat the user draws a hand of 7 cards. For each post within combat the user draws another card. If the user draws a 2 they draw a second card in the next post. If the user runs out of cards in their hand they may draw a new hand consisting of 5 cards. (Maximum hand size of 13)
Quick Shuffle: The user may shuffle his deck every 8 posts of combat, allowing for a change in cards and to bring cards back up from the bottom of his deck. This effect can reduce the cooldowns of specific spells (noted in the cooldown of each spell individually).
Knowledge of the Cardmaster: The users cards levitate effortlessly around the users body, meaning there is no need for the user to hold his hand. The user can also 'sense' what cards are in his hand without necessarily seeing them, by feeling the magical power emanating from them. However, a Cardmaster must be holding a card in order to activate its spell or effect.
Overload: Overload allows the user the play multiple cards of the same number in order to increase certain effects of a spell. This only works with specified spells with MP usage being increased accordingly if the power of the spell increases, and the cooldown increases depending on the number of cards played:
1 card - Normal Cooldown
2 cards - +1 Post
3 cards - +3 Posts
4 cards - +5 Posts
Spells
- D-Rank:
- Discard Throw:
- Name: Discard Throw
Rank: D
Type: Offensive
Description: The user coats a hand of cards in magic aura and launches them at the enemy. The attack moves in a straight line or a curve depending on how they are thrown, and travel at 25 metres per second for a distance of 50 metres.
This attack deals 5% damage for the first 3 cards, 3% for the next 5, 1% for the next 5 (minimum 15%, maximum 35%)
Strengths:
- Can travel a fair distance, allowing for ranged attacks
- Depending on the number of cards in the hand thrown, the attack damage can increase.
- The attack is a great way of discarding cards that lack the effects the user needs at that time.
Weaknesses:
- Cards lose their magical coating after 50 metres of travel and immediately return to the bottom of the deck.
- Using the maximum number of cards (13) empties the user’s hand, making the next attack turn more limited.
- Due to the direction of travel the attack is easier to dodge after 25 metres unless any curve is unnoticed.
- In extreme circumstances a user may be forced to use this attack, potentially throwing away a card with a powerful effect.
Spell has a 1 post duration with a 1 post cooldown.
- Card Shield:
- Name: Card Shield
Rank: D
Type: Supportive
Description: The user manipulates a cards size to create a shield large enough to hide behind. The card can grow up to 7 foot tall with enough width for a single person to hide behind. It can take damage from any spell equal to the users rank, and takes 25% of the damage dealt by spells the rank above the user.
Strengths:
- Can be used at a moment’s notice regardless of the card.
- Is tall enough and wide enough to protect the entire body.
- The user is able to use multiple cards to shield himself in situations where he is fighting multiple enemies.
Weaknesses:
- Not paying attention can cause the user to use a powerful card as a quick defence.
- User is unable to use any other cards while the shield is in place.
- Due to the height of the card the user cannot see the opponent while hiding behind it.
- One card can only block one attack.
Spell has a 1 post duration with a 3 post cooldown
- Black Joker:
- Name: Black Joker
Rank: D
Type: Supportive
Description: The user activates the effects of the Black Joker, creating a copy of himself while transporting to a different location within 20 metres of his current location. The Black Joker remains in the position the user was in until either struck by an attack or 1 post passes without being hit.
Strengths:
- Allows for a quick retreat in tight spots.
- Can be used to put the user into a better offensive position and to turn the tide of a fight.
- Can be used immediately if the card is in the users hand.
Weaknesses:
- The Black Joker card is needed in order to use this effect.
- The card is placed to the bottom of the deck as soon as the effect takes place, meaning a long wait before it can be used again.
- The user cannot use a spell while transferring to the new location, thus if the move is predicted then the effect is wasted.
- With only a single black joker in the deck, the card is unlikely to be played many times in a fight, if at all.
Spell has a 1 post duration with a 5 post cooldown (2 turns if Quick Shuffle activates that turn)
- Red Joker:
- Name: Red Joker
Rank: D
Type: Supportive
Description: The user activates the effects of the Red Joker. The card creates a red doppelganger of the user that replicates the users exact moves that turn. Any spells cast by the user are replicated exactly, with the same travel speeds, damage and duration.
Strengths:
- Gives the user another multi-hit option
- Can act as a decoy in certain scenarios
- Replicates every move the user makes, thus dealing the same amount of damage the user makes, essentially doubling the damage output.
Weaknesses:
- Doppelganger will break immediately upon being struck.
- Unlike the Black Joker, the Red Joker doesn't allow the user to teleport to another location.
- Any ranged moves the user misses, the doppelganger will also miss due to its aim being exactly the same.
- The card is placed to the bottom of the deck as soon as the effect takes place, meaning a long wait before it can be used again.
- With only a single red joker in the deck, the card is unlikely to be played many times in a fight, if at all.
Spell has a 1 post duration with a 5 post cooldown (2 posts if quick shuffle activates that turn)
- 5:
- Name: 5: Fireball
Rank: D
Type: Fire
Description: The user activates the effect of a card with the number ‘5’. The card launches a small fireball that homes in on the enemy, dealing 10% damage and travelling at 20 metres per second for 100 metres.
Strengths:
- Uses the fire element, creating an advantage against some magic types.
- Travels a fair distance and homes in on an enemy.
- The user can activate up to 2 of these at the same time if the respective cards are in his hand.
Weaknesses:
- The spell can be consumed by Slayers of the Fire element.
- Although the attack homes in, it is not particularly powerful unless the enemy is weak to it.
- Water type magic of equal or higher rank will douse the flames immediately upon contact.
- Wind type magic of equal or higher rank can weaken or even put out the flames.
- Earth type magic of higher rank will smother the flames, rendering them useless.
Spell has a 1 post duration, 2 post cooldown (1 turn if Quick Shuffle activates that turn).
Overload:
2 cards = the spell deals C-rank damage, consuming MP equal to that of using a C-rank spell. 3 post cooldown
3 cards = the spell deals B-rank damage, consuming MP equal to that of using a B-rank spell. 5 post cooldown.
4 cards - Currently unusable.
- C-Rank:
- Twin Jokers:
- Name: Twin Jokers
Rank: C
Type: Supportive
Description: The user casts both the Black Joker and the Red Joker at the same time, creating two copies of himself. Due to both Jokers being played, the user is able to teleport 40 metres away from his previous location (Black Joker effect). If the user casts another spell then both jokers replicate the spell exactly (Red Joker effect), with all damage and effects being equivalent to that of the spell cast by the user.
Strengths:
- Allows for a quick retreat when needed.
- Can potentially deal 3x the usual damage of a spell cast.
- Jokers can each take a single hit of C-rank damage or below.
Weaknesses:
- Both Joker cards are returned to the bottom of the deck once the spell is cast.
- The chances of getting both jokers without skimming through the deck are slim, thus the chance of using this spell in a battle is low.
- Both Joker cards are needed to use this effect. They must both be cast at the same time to have the additional travel distance and spell duplication, otherwise the cards will simply cast as the separate Jokers.
- Jokers will only aim the duplicated spells at a single target. They cannot each aim for different targets.
Spell has a 2 post duration or until the Jokers are destroyed, 5 post cooldown (3 turns if Quick Shuffle activates that turn)
- 3:
- Name: 3: Redirect
Rank: C
Type: Supportive
Description: The user casts the effect of the card with the number '3', and is able to redirect a spell of the user's rank or below at a new target. The damage dealt and the speed of travel is equal to when the spell was initially cast prior to being redirected.
Strengths:
- Can protect the user from potentially powerful spells.
- Deals damage equal to the original damage of the redirected spell, while still allowing for the user to cast other spells.
- The user may cast other spells to combine with the redirected spell.
Weaknesses:
- Cannot redirect supportive or healing spells unless they are being cast on the user.
- Cannot redirect spells that have a large area of effect.
- Cannot redirect melee attacks.
- The cards effects cannot be stacked, thus only one '3' may be cast at one time.
Post duration is equivalent to that of the redirected spell. Cooldown is 3 posts (2 posts if Quick Shuffle activates that turn)
- 7:
- Name: 7: Water Pulse
Rank: C
Type: Water
Description: The user activates the effects of the card '7', creating a powerful jet of water that may be used in a variety of ways. The jet of water deals 15% of damage and travels at 20 metres per second for 50 metres. Alternatively the water may be used to cure minor poisonous or acidic injuries by neutralising the chemicals within the wound.
Strengths:
- Is able to extinguish fire spells of equal or lower rank.
- Can neutralise and/or sooth venomous or burning injuries caused by spells of the users rank or below.
- The user may activate two of these spells at any one time.
Weaknesses:
- The user cannot heal any other injuries with the water, nor can anyone drink it.
- The direction of the jet cannot be changed once it starts unless by other forms of magic.
- Electric spells of equal or higher rank can travel through the jet and harm the caster.
- Wind spells of higher rank can redirect the jet away from the target.
Spell has a duration of 1 post with a 3 post cooldown (drops to 2 turns if Quick Shuffle activates that turn)
Overload:
2 cards = The spell can travel up to 80 meters and cure moderate poison and acidic injuries. 4 post cooldown.
3 cards = The spell can travel up to 100 meters, increases to B-rank damage consuming MP equal to that of casting a B-rank spell, and cures moderate poison and acidic injuries. 6 post cooldown.
4 cards = Currently unusable.
- B-rank:
- 4:
Name: 4: Chain Lightning
Rank: B
Type: Lightning, Offensive
Description: The user uses the effects of the card ‘4’, firing chain lightning from the card. The lightning magic will chain to up to three enemies, dealing B-rank damage and stunning the first enemy it strikes and dealing C-rank damage to the others. The chain can only travel as far as 10 metres from target to target.
Strengths:
- Particularly powerful against Water-based mages, gaining a 50% damage boost on them.
- Chaining allows the user to deal damage to up to three targets with one spell.
- The spell stuns the first target it strikes for 2 posts.
- Striking a metal-based mage will cause the lightning to be conducted, and allow the magic to be chained 1 extra time, dealing D-rank damage to the fourth target.
Weaknesses:
- Earth Based mages of equal or higher rank are completely unaffected by this spell.
- A well timed, grounded Metal-based spell can cause the spell to become earthed, making it useless.
- Electric based mages take 50% damage from the spell due to natural resistance.
- Neither Electric nor Earth based mages are affected by the stun effect if they are struck first.
- Electric Slayers of all types are able to eat this spell, rendering it completely useless
Spell has a 1 post duration with a 4 post cooldown (3 posts if quick shuffle activates that turn)
Overload:
2 cards = increases the damage output of the second target in the chain to B-rank damage. 5 post cooldown
3 cards = increases the damage output of the second and third target to B-rank damage. 7 post cooldown.
- Jack of all Trades:
Name: Jack (of all Trades)
b]Rank:[/b] B
Type: Support
Description: The user casts the effect of the ‘Jack’, allowing the user to search through his deck for a single card and add it to his hand. The Jack is then returned to the bottom of the deck. For each Jack that is played up to the 4th Jack, the user may search for an extra card (max 3.). Playing all four Jacks allows the user to select 5 cards from their deck. They then shuffle their deck and may re-arrange the top five cards however they please. The jacks return to the bottom of the deck once all other actions have taken place (including the ability ‘Quick Shuffle’ if it is set to occur that turn).
1 Jack = 1 card
2 Jacks = 2 cards
3 Jacks = 3 cards
4 Jacks = 5 cards and the ability to re-arrange the top 5 cards of the deck after shuffling.
Strengths:
- Allows the user to pull out cards to create powerful combinations.
- The more Jacks that are played, the more cards the user can pull out of their deck.
- Playing all four Jacks allows the user to essentially pre-determine their moves for the next five turns.
Weaknesses:
- The user may not cast any other spell this turn if they cast more than a single Jack.
- No damage output.
- Casting all four jacks will prevent the user from drawing them for a considerable amount of time.
- The effects of the Jack are not replicated by the Red Joker
1 post duration, 4 post cooldown (+1 post for each extra Jack played)
- 8:
Name: 8: Deny
Rank: B
Type: Supportive
Description: The user activates the effect of the ‘8’. Using this spell causes the last spell used by an enemy to have its cooldown time doubled. This only works on spells of A-rank or below, with A-rank spells only being affected if the user themselves is A-rank and uses two 8’s (cooldown is doubled and MP usage is increased to A-rank usage).
Strengths:
- Can deny a powerful spell that may have dealt considerable damage to the user in its previous use.
- Denying a high-ranked spell causes a long cooldown, potentially ruining anything the opponent had planned.
- If the user is A-rank then it becomes possible to deny a spell of A-rank through doubling up the cooldown and cards used, and by increasing the MP usage.
Weaknesses:
- Any mirror-like spells (Ice, Glass, Water) will reflect the spell back on the user, thus denying the last spell they used before this one.
- Cannot be used to deny spells of S-rank or higher, or A-rank if the user is lower than A-rank and/or only plays a single 8.
- The user cannot deny more than one spell on a single enemy at a time.
- The spell can only deny the last spell the opponent used, not any before that or any that haven’t yet been used.
Spell duration is 1 post with the deny being double the afflicted spell’s original cooldown. Cooldown of 6 posts.
Last edited by Legacy on Wed 19 Feb - 18:43; edited 16 times in total