Primary Magic: Warper
Secondary Magic: N/A
Caster or Holder: Holder
Description:
The Warper is a holder magic, which involves the usage of staffs, with each staff having a different spell that it can actually cast, meaning if the user have two spells, there will be two staffs, one casting one and another casting the other. The magic works by the usage of staffs, which involves opening a portal like circular door, then something will sprout out of the portal to hit the enemy. For example, the user opens a circular portal using a staff, then from the portal a beam will shoot out straight towards the enemy. Note that different spells have different usages, and different how-to-use.
Strengths:
-> The magic is made so that the spells are activated by different staffs. This gives the user a great advantage, in a situation which a staff for a spell is broken, others can still be used. This is different from the situation where the user is done for when the staff to cast all spells are broken; he/she is left magicless.
-> The magic has spells of different ranges, making it a perfect set of magic to use in all three long, mid and close combat ranged battles.
-> The magic requires staffs in order for the spells to be casted, giving the staffs another purpose; they cast spells, and can be used to hit the enemies as a weapon. Though risky, they can still be used to help the caster deal physical damages on the enemy, at times.
Weaknesses:
-> The magic requires staffs in order to activate the spells. Due to this fixed condition, if the staffs are broken, the spell will no longer be usable, until the user finds a new replacement for the staff medium. In such cases, some of the spells have staffs that can break easily as their medium, which makes it risky to let the staff open in battles.
-> The staffs can also be used to deal physical damages on an enemy, but this is considered very risky. This is because the enemy can break the staffs easily if they are used to hit the enemy, if the enemy finds a good chance and a good plan on how to do so.
-> The spells, having completely no mind of themselves, will actually hit anything they make contact with, meaning the user must be very careful when using this magic’s spells as to not accidentally hit his/her allies, or in worse cases, the user him/herself.
Abilities/Powers:
-Gradual Maintenance-
As a battle goes on, the user of this magic will eventually has to resort into using the staffs for the spells to help deal more damage on enemies, thus multiplying the risk of having said staffs broken, thus rendering a spell unusable and useless. Thus, the magic provides an ability, which name had been mentioned in the title earlier. The staffs, if hit, will gradually fix itself, the speed depending to each staff’s rank.
D rank Staff : 3 posts to fix 1 D rank hit
C rank Staff : 2 posts to fix 1 D rank hit and 4 posts for 1 C rank hit
B rank Staff : 2 posts to fix 1 D rank hit and 3 posts for 1 C rank hit, 4 posts to fix 1 B rank hit
A rank Staff : 1 post to fix 1 D rank hit and 3 posts for 1 C rank hit, 3 posts to fix 1 B rank hit and 4 posts to fix 1 A rank hit
S rank Staff : 1 post to fix 1 D rank hit and 2 posts for 1 C rank hit, 2 posts to fix 1 B rank hit, 3 posts to fix 1 A rank hit and 4 posts to fix 1 S rank hit
SS rank Staff : 1 post to fix 1 D rank hit, 1 post for 1 C rank hit, 1 post to fix 1 B rank hit, 2 posts to fix 1 A rank hit, 3 posts to fix 1 S rank hit, 3 posts to fix 1 SS rank hit
H rank Staff : 1 post to fix 1 D rank hit, 1 post for 1 C rank hit, 1 post to fix 1 B rank hit, 1 post to fix 1 A rank hit, 2 posts to fix 1 S rank hit, 3 posts to fix 1 SS rank hit and 5 posts to fix 1 H rank hit
Secondary Magic: N/A
Caster or Holder: Holder
Description:
The Warper is a holder magic, which involves the usage of staffs, with each staff having a different spell that it can actually cast, meaning if the user have two spells, there will be two staffs, one casting one and another casting the other. The magic works by the usage of staffs, which involves opening a portal like circular door, then something will sprout out of the portal to hit the enemy. For example, the user opens a circular portal using a staff, then from the portal a beam will shoot out straight towards the enemy. Note that different spells have different usages, and different how-to-use.
Strengths:
-> The magic is made so that the spells are activated by different staffs. This gives the user a great advantage, in a situation which a staff for a spell is broken, others can still be used. This is different from the situation where the user is done for when the staff to cast all spells are broken; he/she is left magicless.
-> The magic has spells of different ranges, making it a perfect set of magic to use in all three long, mid and close combat ranged battles.
-> The magic requires staffs in order for the spells to be casted, giving the staffs another purpose; they cast spells, and can be used to hit the enemies as a weapon. Though risky, they can still be used to help the caster deal physical damages on the enemy, at times.
Weaknesses:
-> The magic requires staffs in order to activate the spells. Due to this fixed condition, if the staffs are broken, the spell will no longer be usable, until the user finds a new replacement for the staff medium. In such cases, some of the spells have staffs that can break easily as their medium, which makes it risky to let the staff open in battles.
-> The staffs can also be used to deal physical damages on an enemy, but this is considered very risky. This is because the enemy can break the staffs easily if they are used to hit the enemy, if the enemy finds a good chance and a good plan on how to do so.
-> The spells, having completely no mind of themselves, will actually hit anything they make contact with, meaning the user must be very careful when using this magic’s spells as to not accidentally hit his/her allies, or in worse cases, the user him/herself.
Abilities/Powers:
-Gradual Maintenance-
As a battle goes on, the user of this magic will eventually has to resort into using the staffs for the spells to help deal more damage on enemies, thus multiplying the risk of having said staffs broken, thus rendering a spell unusable and useless. Thus, the magic provides an ability, which name had been mentioned in the title earlier. The staffs, if hit, will gradually fix itself, the speed depending to each staff’s rank.
D rank Staff : 3 posts to fix 1 D rank hit
C rank Staff : 2 posts to fix 1 D rank hit and 4 posts for 1 C rank hit
B rank Staff : 2 posts to fix 1 D rank hit and 3 posts for 1 C rank hit, 4 posts to fix 1 B rank hit
A rank Staff : 1 post to fix 1 D rank hit and 3 posts for 1 C rank hit, 3 posts to fix 1 B rank hit and 4 posts to fix 1 A rank hit
S rank Staff : 1 post to fix 1 D rank hit and 2 posts for 1 C rank hit, 2 posts to fix 1 B rank hit, 3 posts to fix 1 A rank hit and 4 posts to fix 1 S rank hit
SS rank Staff : 1 post to fix 1 D rank hit, 1 post for 1 C rank hit, 1 post to fix 1 B rank hit, 2 posts to fix 1 A rank hit, 3 posts to fix 1 S rank hit, 3 posts to fix 1 SS rank hit
H rank Staff : 1 post to fix 1 D rank hit, 1 post for 1 C rank hit, 1 post to fix 1 B rank hit, 1 post to fix 1 A rank hit, 2 posts to fix 1 S rank hit, 3 posts to fix 1 SS rank hit and 5 posts to fix 1 H rank hit
- spells:
- D rank:
Name: Warper : Whip Strike
Rank: D
Type: Offensive
Description:- staff for the spell:
The spell is cast by placing the staff’s lower tip onto the ground, focusing its magic on opening a portal which will appear in front of the user shortly after. From the circular portal, four whips will sprout out, whipping nearby enemies after. They will be 3 meters in length each, and will only hit on enemies in the 3 meters reach of theirs. They will cause minor injuries, often bruises. Each of the whips can whip a target 1 time, at a speed of 8 km/h.
Strengths:
-> The staff, aside from only being able to be used as a medium to cast this spell, can also be used to inflict physical damages on enemies, instead of using the user’s mere fists, he/she can also use the staff to hit and also cast a spell, which is actually quite handful.
-> The spell helps the user in dealing more physical damage by magical means on a close combat ranged enemies, making it easier to gain the upper hand in a battle.
-> The spell can be used so that either the enemy or the user him/herself can back away, gaining distance from either one of them for cooldown purposes.
Weaknesses: ( List all the negative aspects of the spell + the [u]duration and c
-> The staff for this spell can take maximum of 3 D ranked hits, meaning any fourth one will break the staff, making this spell unusable after.
-> The spell, due to its maximum reach, can only be used on close combat opponents, being utterly useless against mid and long ranged enemies in a battle.
-> The spell has a 3 posts cooldown.
Name: Warper : Crescent Slash
Rank: D
Type: Offensive
Description:- staff for the spell:
The spell is cast by swinging the staff in a slashing motion, which by then a crescent shaped beam slash will fly towards the enemy from the upper tip of the staff. The beam slash will then fly towards the enemy with a speed of 8 km/h, and has a maximum reach of 7 meters. The beam slash will explode after making contact with the enemy, leaving both cuts and injuries like bruises. The cuts, will be as deep as 3 cm each, and the number of cuts can be random, but will never exceed 6 of them. The length of the beam slash, in the other hand, would be 2 meters.
Strengths:
-> The spell can be used to hit both close and mid ranged enemies, making it easier for the user to deal severer damage on said kind of enemies.
-> The crescent beam slashes shoots out every one swing, meaning it does not take one swing to shoot out all 6, but instead it takes one swing to shoot one, which makes it advantageous for the user, since the targets are usually moving from one place to another, hence a good chance for aiming.
-> The spell can be used for the caster to cause distractions, either to do a chain/combo attack or to get some distance from the enemies for cooldown purposes, etc.
Weaknesses:
-> The spell moves in a straight line, making it easily predictable, thus giving the target a great chance to succeed in evading the beam slash.
-> The spell can be deflected, and if the target is wise enough, will be able to redirect it back to the user, making it prone to injuring the user him/herself.
-> The spell has a cooldown of 3 posts.
Name: Warper : Wind Gust
Rank: D
Type: Wind / Offensive
Description:- staff for the spell:
The spell is cast by also swinging the staff for this spell in a slashing motion, from which a circle rune will appear after. The circle rune which will appear in front of the user will be 2 meters radius, and from it will a strong wind blow emerge. The strong wind blow will cause things like rocks and branches to fly away towards the direction it is headed to, and will cause cuts on targets that try to resist the force. The wind blow will go as far as 6 meters, and will cause minor cuts as deep as 3 cm. The number of cuts will never be 0, and will never be more than 4. The speed of the wind will be 13 km/h.
Strengths:
-> The spell uses strong wind blow that will blow the things in its way along, which means any projectiles that is blown along may help injure the target while they fly along.
-> The spell can cause cuts, saving the trouble needed for the user to actually cause cuts using sharp items.
-> The strong wind blow will be able to blow projectiles headed or thrown towards the user away, making this spell a good defensive move also.
Weaknesses:
-> The spell is based on wind, and can be eaten by Slayers of Wind tribute, making it disadvantageous to use this spell against said kind of opponents.
-> The spell may cause cuts on D ranked targets that try to withstand the force, but will not affect C ranked and above targets with the same injury; it may only cause the targets to back away one step, or nothing at all.
-> The spell will only feed oxygen to fire-based spells of equal or greater in rank, thus making one stronger than usual, and cancelling the effect the wind actually should cause.
-> The spell has a cooldown of 3 posts.
Name: Warper : Lightning Strike
Rank: D
Type: Lightning / Offensive
Description:- staff for the spell:
The spell is cast by making the staff for this spell stand on the ground, then a circle rune will appear above the target. The 3 meters radius circle rune will then shoot 10 lightning strikes on the target. The lightning strikes will be as fast as 20 km/h each, and each will cause a quarter of a D rank attack. The target must be 7 meters from the user maximum, and if all 10 of the lightning strikes a D ranked target, it may cause half a D ranked burn injury on the target.
Strengths:
-> The spell works so that the lightning always strike the opponent, meaning no matter how close the opponent is to the user, the user will never be struck by the lightning strikes from this spell when he/she activates this spell.
-> The spell is considered strong for a D rank spell, and the special burn it causes if all 10 hits on the target makes it more effective when combating against mid and close combat ranged enemies.
-> There is one trick to using this spell to hit targets more than 7 meters away. For the trick to succeed, there must be water, and that the target must be making contact with the water either by standing on it, or anything. Even water based spells can be used as a medium. The trick works by shooting the lightning strikes onto the water, and as water conducts it, it will send the shock to the target, with the water itself as the medium. This way, a wise usage of the spell can be ensured.
Weaknesses:
-> The spell, just like the Wind Gust, can be eaten by Slayers with Thunder tribute. This is because the spell itself is thunder-based.
-> This spell cannot be used against enemies that are flying, as the circle rune cannot reach them. However, it can still be used against floating enemies that is not floating higher than 2 meters from the ground.
-> This spell, being a thunder-based spell, has a tribute weakness; Wind. Wind spells of equal and higher in rank will be able to redirect the lightning strikes, and can potentially use the lightning strikes on the user and the user’s allies.
-> The spell has 4 posts cooldown.
Last edited by Sir Reginald E. Axlerod on 27th January 2014, 3:51 pm; edited 1 time in total