Magic
Primary Magic: Amethyst-make
Secondary Magic: N/A
Caster or Holder: Caster
Description: Amethyst-make allows the user to create objects out of Amethyst, a precious stone (although not quite as precious as most stones) that is purple in hue and usually translucent or completely transparent.
The user is able to create a variety of objects, whether they are simple objects like a brooch, a defensive object like a wall, or a more threatening object like an amethyst hammer simply by creating the object within their hands.
Strengths:
- Full control of the amethyst allows for incredible versatility and utility.
- Amethyst spells resist and are incredibly effective against water, electric and fire spells of equal rank or below.
- Illusionary, Paranormal or Psychic based spells of equal rank or lower are ineffective on the user, as amethyst has a natural prevention from psychic attack or paranormal harm, and is a natural cure for most mental issues (barring extreme paranoia and schizoprenia).
Weaknesses:
- Amethyst is weak to, and ineffective against metal-based magic of equal or higher rank.
- It is obvious when a spell is about to be cast due to the fact the spells require hand movements in order to be cast.
- One handed casting halves all aspects of a spell including damage and travel distance. The cooldown remains the same.
- If amethyst clashes with other stone related spells of equal rank, they will simply cancel one another out
Abilities/Powers:
Amethyst Immunity: Due to the Amethyst that is essentially within the users body, the user is unable to become drunk, be afflicted by illusions or harmed by paranormal or psychic magic and is immune to poison of equal or lower rank to themselves.
Make: The user is able to create anything they can envisage from amethyst, whether it be something simple like a brooch, or something larger like a set of steps. However, the larger the object, the more magical energy is used to cast it, so larger objects are best made once the user is a high rank.
- D-rank:
- Twin Sabres:
Name: Twin Sabres
Rank: D
Type: Offensive
Description: The user creates a pair of Amethyst sabres to be wielded in the same way as metal sabres would be. However, the sabres will break after continuous usage. The sabres deal up to 10% damage with each strike.
Strengths:
- Quick to cast
- Excellent for close quarter melee combat
- Lightweight and easy to wield
Weaknesses:
- The sabres can only take up to 15% damage each, and can only deal up to 30% damage each before they break.
- Useless in long range combat.
- Defensive metal based spells of equal rank or above will shatter the blades immediately on contact.
- Water and Wind spells of higher rank can slow the speed of the blades as they are used by increasing the resistance to the travel.
Lasts until the blades are broken, cooldown of 2 posts starting when the blades break.
- Soaring Spear:
Name: Spear
Rank: D
Type: Offensive
Description: The user puts their palms together to the side of their body and, after 2 seconds of charging magical energy, they release a long, thin shard of Amethyst that travels in a straight line through the air at approximately 20 metres per second for 80 metres, dealing 10% damage to the first target it hits. If the target is within the first 20 metres then the spear will continue to travel for a further 20 metres, dealing 5% damage to any other target it hits.
Strengths:
- Can hit from long range.
- Is capable of hitting two targets under specific circumstances.
- Takes little time to charge before the spell is released.
Weaknesses:
- The spear travels in a straight line, so is predictable once it starts to travel.
- A wind spell of equal or higher rank can knock the spear off course.
- A defensive rock or metal based spell of equal or higher rank will cause the spear to shatter upon impact.
- A water spell of higher rank can stop the spear in mid-travel, rendering it useless.
1 post duration with 2 post cooldown.
- Jagged Wall:
Name: Jagged Wall
Rank: D
Type: Supportive
Description: The user holds their hands out in front of them and creates a wall of translucent amethyst that is 5 metres wide and 3 metres tall and blocks spells and attacks of the users rank or below (capped at C rank). The face and frame of the wall are jagged and deal 5% damage to anyone attempting to use a physical attack (punches, kicks etc.) for each attack that lands against the wall.
Strengths:
- Protects the user from incoming attacks.
- Deals damage to any enemy that is attempting a physical attack
- The amethyst is translucent, allowing the user to still see their opponents from behind the wall.
Weaknesses:
- A metal-based offensive spell of equal or higher rank can break through the wall fairly easily.
- The wall cannot protect the user from being attacked from above.
- The user cannot cast any other spells while casting the wall, and any current spells (such as Twin Sabres) are immediately cancelled before the wall is cast.
- Earth based magic can travel underneath the wall, rendering it useless.
1 post duration, 2 post cooldown.
- Apollo’s Arrows:
Name: Apollo’s Arrows
Rank: D
Type: Offensive
Description: Kara brings her hands up in a Y shape above her head and calls out the spell ‘Amethyst Make: Apollo’s Arrows!’ A spell circle appears above her head as twenty arrows are formed above her. She then brings her hands forwards, causing the arrows to fly through the air at 15m/s for 50 meters and turn their targets into human pin cushions.
Strengths:
- Multi-hit ranged spell
- Useful for dealing with multiple enemies
- Allows Kara to keep her distance from her enemies
Weaknesses:
- The arrows don’t deal much damage individually, thus each hit takes up 5 arrows to deal the necessary damage.
- The range makes the attack easier to dodge than a melee blow
- A wind spell of equal or higher rank can blow the arrows off course.
- A water spell of equal or higher rank will stop the arrows dead in their tracks.
Instant use with 2 post cooldown
- C-rank:
- Solid Hammer:
Name: Solid Hammer
Rank: C
Type: Offensive
Description: Kara puts her hands above her head and calls out the name of the spell; ‘Amethyst Make: Solid Hammer!’ A purple spell circle is formed and a large hammer appears in her hands. She may then use this hammer to deal damage to enemies and send them flying backwards. Striking the ground with this spell will cause the ground to shake for 30 metres around the impact point, knocking anyone nearby into the air or causing them to fall over, dealing D-rank damage to them.
Strengths:
- Powerful Melee attack
- Can cause a minor earthquake
- Can knock an enemy backwards or even off of their feet
- The hammer is durable, able to take considerable damage without breaking.
- [s]Kara looks damn sexy when using it.[/s]
Weaknesses:
- Due to the weight of the hammer, Kara may only swing it up to twice per post of its duration.
- If her attack misses completely then Kara is left open to attack.
- Colliding with Rock or Metal based spells of higher rank will cause the hammer to shatter, ending its usage and starting its cooldown immediately.
- Slamming the hammer onto the ground will affect teammates as well as allies.
- Earth Slayers of equal or higher rank can eat the hammer due to its element.
Has a duration of 3 posts with a 4 post cooldown.
- Apollo’s Armor:
Name: Apollo’s Armor
Rank: C
Type: Defensive
Description: Kara puts her hands to her sides and calls out the spell ‘Amethyst Make: Apollo’s Armor!’ Her body and clothes become covered by jagged shards of amethyst that protect Kara’s body and deal C-rank damage to anyone who attempts to perform a melee attack on her.
Strengths:
- Resists D-rank spells by 75% and C-rank spells by 25%.
- Resists all D-rank melee strikes and 50% C-rank melee strikes.
- Allows Kara to deal damage while defending herself.
Weaknesses:
- Any non-melee spells of higher rank will be unaffected by the resistances of the armor.
- Metal-based spells of equal or higher rank will shatter the armor.
- Allies who get too close to Kara may also be hurt by the jagged protrusions on the armor.
- Earth Slayers are not harmed by the armor regardless of their rank or the spell they are using.
Duration of 3 posts with a 4 post cooldown.
- Silent Assassin:
Name: Silent Assassin
Rank: C
Type: Offensive
Description: Kara places both of her hands to her right hip and speaks or whispers the words ‘Amethyst Make: Silent Assassin.’ A small spell circle will appear and a long, razor sharp and lightweight katana will appear in her hands. The lightweight properties allow Kara to strike twice in a very short space of time, thus a failed block will result in being struck twice.
Strengths:
- Failing to block an attack allows Kara to strike an opponent twice in quick succession for double C-rank damage
- The blade is lightweight, allowing Kara to perform a rush attack of up to 5 attacks in one post.
- The sharpness of the blade allows Kara to cut through even metal sheets with it, leaving very little material that can withstand the strikes.
Weaknesses:
- Although the blade is powerful offensively, it is not very durable and will break once it deals 10 strikes.
- If the user chooses to perform a rush attack then they are unable to block the following turn, and instead must hope the opponent misses, or try to dodge.
- The user may not cast any other spells until the katana is broken or the spell is ended.
- A metal-based spell of higher rank will cause the blade to be shattered upon impact.
The Katana lasts for 4 posts or until shattered, and has a 5 post cooldown.
Last edited by KaraMath on 27th February 2014, 6:16 am; edited 3 times in total