Magic
Primary Magic: Cloud-Make Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Cloud-Make Magic is a form of magic that allows the user to generate and mold clouds at will. It doesn't rely on any outside forces, but can be affected by them, specifically wind. Clouds are made out of water, and thus are of the water element. There are two types of makes, Dynamic and Static. Dynamic makes are makes that move as if they are living, such as a shark or snake. Static makes are, in all actuality, magic tools that they user creates such as a whip or halberd. The clouds can densify to form harder hitting spells. In order to understand the magic, you must accept the instability of life, as clouds come, go, and change all the time.
As a Cloud-Make mage, Cyrus did horrible when his father tried to teach him earth magic. Whereas an earth mage has a strong center, Cloud-Make mages must be open to sudden change. Therefor, Cyrus became more proficient in this magic when he became a nomad. He focused on Static makes due to the fact that they can be used for multiple purposes, but he did try dynamic makes. The sudden change of clouds gave Cyrus an unpredictable fighting style, yet his lack of stability leads to little defensive capabilities. Quickness, range, and surprise describe Cyrus's magic.
There is also a variation on Cloud-Make magic. The magic itself was created by the Venti. Known also as the four winds, or the Anemoi, they are led by Aquilo, the Cold Wind of the North, who is cool and cunning. There is also Auster, the wild man of the group, who is known as the Warm Wind of the South. Then there is Vulturnus, the Rough Wind of the East, who is harsh and unforgiving. Lastly there is the Gentle Wind of the West, Favonious, who is kind and, you guessed it, gentle. They gave Cyrus the power of Cloud-Make when he was thrown out, seeing as he had very little magic beforehand, but Cyrus was unaware of their presence. When a Cloud-Make mage becomes strong enough, they can talk to, and even tap into the powers of, the Venti. These "hi cloud-make spells are of the wind element instead of water, but hold the same weaknesses as the regular clouds. They are generally stronger spells, but are harder to maintain and are not always successful in their casting.
Innate Abilities:
Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)(Perks Can be found Here
Strengths:
- Since clouds are normally either fluffy or whispy, this magic has generally long range.
- Solid clouds for long range blunt force
- Unpredictability when attacking
- Hard to hit a person that moves like a cloud
Weaknesses:
- Despite it's range and solidifying abilities, spells are easily blocked.
- Wind blows away clouds, so this magic is weak to wind
- Requires the user's water, and thus they need to be hydrated
- Weak defenses
- Weak against lightning due to the fact that clouds are just condensed water
Lineage:
Unique Abilities:
- Cumulonimburst: Allows the user to change the next spell into a lightning based spell, negating it's weaknesses to wind and lightning but changing wind's effects to earth and lightning's effects to metal. In order for a spell to be changed, Cyrus must use 1.5x the normal mana he has to use for the spell.
- Composite Body: Axil is able to change his body's composition to travel through large bodies of water. He can't go through things like puddles or creeks, but lakes, rivers, oceans, and seas are all viable pathways. He can only do this out of combat.
- Cloud Skills: Axil can similarly change his body's composition to travel in winds, as if he was made out of clouds. This too can only be done when outside of a combat situation.
- Water Sense: Axil's is sensitive to the presence of water. If there is moisture in the area, he wil naturally be able to sense it. If it's within 20 meters of him, he can pinpoint it. This sense extends to 50 meters, but outside of 20 meters
[spoiler="Signature Spell"]
Name: Cloud Make: Kuma Kumo
Rank: C
Type: Water, Supportive
Description: The user creates a cloud at their feet. They can use this to move around, even when using abilities that prevent movement. That is the main usage of it. Of course, it can be used for movement anywhere as well, but it's kind of pointless to be used in other ways.
Strengths:
- 25 ft Range
- Swift Casting
- The Swift Casting can catch opponents off guard
Weaknesses:
- Weak Damage
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- Deals 1/2 damage to any other shield (in addition to normal resistances)
Lasts 2 posts, cooldown 2 posts
Primary Magic: Cloud-Make Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Cloud-Make Magic is a form of magic that allows the user to generate and mold clouds at will. It doesn't rely on any outside forces, but can be affected by them, specifically wind. Clouds are made out of water, and thus are of the water element. There are two types of makes, Dynamic and Static. Dynamic makes are makes that move as if they are living, such as a shark or snake. Static makes are, in all actuality, magic tools that they user creates such as a whip or halberd. The clouds can densify to form harder hitting spells. In order to understand the magic, you must accept the instability of life, as clouds come, go, and change all the time.
As a Cloud-Make mage, Cyrus did horrible when his father tried to teach him earth magic. Whereas an earth mage has a strong center, Cloud-Make mages must be open to sudden change. Therefor, Cyrus became more proficient in this magic when he became a nomad. He focused on Static makes due to the fact that they can be used for multiple purposes, but he did try dynamic makes. The sudden change of clouds gave Cyrus an unpredictable fighting style, yet his lack of stability leads to little defensive capabilities. Quickness, range, and surprise describe Cyrus's magic.
There is also a variation on Cloud-Make magic. The magic itself was created by the Venti. Known also as the four winds, or the Anemoi, they are led by Aquilo, the Cold Wind of the North, who is cool and cunning. There is also Auster, the wild man of the group, who is known as the Warm Wind of the South. Then there is Vulturnus, the Rough Wind of the East, who is harsh and unforgiving. Lastly there is the Gentle Wind of the West, Favonious, who is kind and, you guessed it, gentle. They gave Cyrus the power of Cloud-Make when he was thrown out, seeing as he had very little magic beforehand, but Cyrus was unaware of their presence. When a Cloud-Make mage becomes strong enough, they can talk to, and even tap into the powers of, the Venti. These "hi cloud-make spells are of the wind element instead of water, but hold the same weaknesses as the regular clouds. They are generally stronger spells, but are harder to maintain and are not always successful in their casting.
Innate Abilities:
- Cloud Maker: The user can craft any non combat item out of clouds, albeit for a fitting amount of MP.
- Cloud Maker's Resistance: Resistance to water and light magic, since clouds are made out of water and create shade.
- Percentages:
- At D rank: 15% resistance to D rank spells, 5% resistance to C rank spells, no resistance to higher ranks
At C rank: 25% resistance to D rank spells, 15% resistance to C rank spells, 5% resistance to B rank spells, no resistance to higher ranks
At B rank: 35% resistance to D rank spells, 25% resistance to C rank spells, 15 % resistance to B rank spells, 5% resistance to A rank spells, no resistance to higher ranks
At A rank: 45% resistance to D rank spells, 35% resistance to C rank spells, 25% resistance to B rank spells, 15% resistance to A rank spells, 5% resistance to S rank spells, no resistance to higher ranks
At S rank: 50% resistance to D rank spells, 40% resistance to C rank spells, 30% resistance to B rank spells, 25% resistance to A rank Spells, 15% resistance to S rank spells, no resistance to higher ranks
- Venti: Acting as a second, third, fourth, and even fifth set of eyes, ears, and wisdom, any true cloud maker has access to the Venti. They can communicate with the user telepathically, and can be used for surveillance as such. Their range of communication is as follows:
- Ranges:
D Rank: 10 meters
C Rank: 20 meters
B Rank: 30 meters
A Rank: 40 meters
S rank: 50 meters
Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)(Perks Can be found Here
Strengths:
- Since clouds are normally either fluffy or whispy, this magic has generally long range.
- Solid clouds for long range blunt force
- Unpredictability when attacking
- Hard to hit a person that moves like a cloud
Weaknesses:
- Despite it's range and solidifying abilities, spells are easily blocked.
- Wind blows away clouds, so this magic is weak to wind
- Requires the user's water, and thus they need to be hydrated
- Weak defenses
- Weak against lightning due to the fact that clouds are just condensed water
Lineage:
- Aspect of Pluto:
- Aspect of Pluto
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host. The host can spend half of the magical energy a death mage uses for a spell to nullify it.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
- Cumulonimburst: Allows the user to change the next spell into a lightning based spell, negating it's weaknesses to wind and lightning but changing wind's effects to earth and lightning's effects to metal. In order for a spell to be changed, Cyrus must use 1.5x the normal mana he has to use for the spell.
- Composite Body: Axil is able to change his body's composition to travel through large bodies of water. He can't go through things like puddles or creeks, but lakes, rivers, oceans, and seas are all viable pathways. He can only do this out of combat.
- Cloud Skills: Axil can similarly change his body's composition to travel in winds, as if he was made out of clouds. This too can only be done when outside of a combat situation.
- Water Sense: Axil's is sensitive to the presence of water. If there is moisture in the area, he wil naturally be able to sense it. If it's within 20 meters of him, he can pinpoint it. This sense extends to 50 meters, but outside of 20 meters
[spoiler="Signature Spell"]
Name: Cloud Make: Kuma Kumo
Rank: C
Type: Water, Supportive
Description: The user creates a cloud at their feet. They can use this to move around, even when using abilities that prevent movement. That is the main usage of it. Of course, it can be used for movement anywhere as well, but it's kind of pointless to be used in other ways.
Strengths:
- 25 ft Range
- Swift Casting
- The Swift Casting can catch opponents off guard
Weaknesses:
- Weak Damage
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- Deals 1/2 damage to any other shield (in addition to normal resistances)
Lasts 2 posts, cooldown 2 posts
- D Rank Spells:
Name: Cloud Make: Bullets
Rank: D
Type: Water, Offensive
Description: The user raises their hand and makes a gun. Three small but weak cloud bullets are fired. These projectiles are about half an inch across and an inch long
Strengths:
- 25 ft Range
- Swift Casting
- The Swift Casting can catch opponents off guard
Weaknesses:
- Weak Damage
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- Deals 1/2 damage to any other shield (in addition to normal resistances)
Lasts 2 posts, cooldown 2 posts
Name: Cloud Make: Distraction
Rank: D
Type: Water, Defensive
Description: By swiftly creating a replica of his/herself with clouds, the user can escape one attack from an enemy. The user does however have to recharge for 1 post and is open to attacks at that point.
Strengths:
- Nullifies damage from one attack
- Swift Casting
- Leaves opponents slightly confused
Weaknesses:
- Is blown away by wind spells
- Disperses if hit by lightning spells
- Doesn't defend against homing attacks
- Does not work against attacks with a range of 50 ft or more
Lasts 1 post, cooldown 2 posts
Name: Cloud Make: Halberd
Rank: D
Type: Water, Offensive
Description: Summoning magic from within themselves, the Cloud-Make magician can create the long ranged blade arm, the Halberd. The weapon is a milky white, 10 ft long staff with a curved, sharp blade at the end. It's long range allows for up to three targets at a time. It is extremely sharp but also hard to control and can hit allies if the user is not careful.
Strengths:
- 10 ft range
- Cuts through things easily
- Multi-targeting
Weaknesses:
- 10 second casting time
- Destroyed if hit by 1 wind spell of equal or greater rank
- Destroyed if hit by 1 lightning spell of equal or greater rank
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- 15% chance of also harming one ally if they're in the way
Lasts 4 posts, cooldown is 5 posts
Name: Cloud Make: Shark
Rank: D
Type: Water, Offensive
Description: Asking the clouds to form a moving creature, the mage is able to summon a shark made of clouds. It attacks foes relentlessly but is a coward when it comes to wind and lightning.
Strengths:
- 35 ft range
- Tracks the enemy relentlessly (within range)
- All terrain
Weaknesses:
- One Target
- 10 second casting time
- Spell ends early when it is blocked by wind or lightning
- Spell ends early when the caster is hit by wind or lightning
- Cannot strike enemies if they leave the spell range
Lasts 3 posts, cooldown 4 posts
Name: Hi Cloud Make: Sword of Vulturnus
Rank: D
Type: Wind, Offensive
Description: By focusing and asking Vulturnus for assistance the user begins to gather magic. After stating the magic incantation, "O great Vulturnus, Ruthless King of the sky, Venti of the East, hear my plea. Give me the power to strike down my enemies. Cloud Make: Sword of Vulturnus!" and with that, a cloudy shortsword appears in the user's hand. If it fails, the sword materializes as merely a Curtana.
Strengths:
- Small an easy to wield
- Swift Casting
- Powerful for a cloud-make spell
Weaknesses:
- Can be blown away by wind spells of equal or greater rank
- Can be dispersed by 2 lightning spells of equal rank or 1 greater rank
- One target at a time
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- Can Fail which reduces power, halves the posts it lasts, and adds 1 post to the cooldown.
(Failure is determined by a normal dice roll. Here's a chart:
At D rank: If a 3 or lower is rolled, the magic can't channel completely and it is a failure
At C rank: If a 2 or lower is rolled, it is a failure
At B rank: If a 1 is rolled, it is a failure
At A rank and above: No roll needed; it always succeeds.)
Lasts 2 posts, Cooldown 3 posts
- C Rank Spells:
Name: Cloud Make: Whip
Rank: C
Type: Water, Offensive
Description: By raising his/her palm, the user creates a thin dense line of clouds to quickly rush into their opponent. It can split into up to three strands, and can attach to things like swords to turn it into a whip blade, or can attach to other things to pull them to Cyrus or to act as an emergency rope. It doesn't do well against defenses of any kind.
Strengths:
- 55 ft Range
- Can have up to three targets
- Can be attached to weapons to create devastating combination attacks
- Can attach to other things and act as a lasso
Weaknesses:
- Weak Damage
- Power is divided between each branch of the whip when it splits
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- Deals 1/2 damage to any other shield (in addition to normal resistances)
Lasts 3 posts, cooldown 3 posts
Name: Cloud Make: Hand Cannon
Rank: C
Type: Water, Offensive
Description: A more advanced Cloud Make spell, the user holds out their hand and cups it as if they're holding a stick. A triple barreled, 5 foot long, Ancient Chinese hand cannon is then formed out of clouds. The weapon has three shots, but can also be used as a blunt weapon.
Strengths:
- 60 ft range for bullets
- 3 projectile shots
- 5 foot long melee weapon as well as a projectile weapon
Weaknesses:
- Destroyed if hit by 1 wind spell of equal or greater rank
- Destroyed if hit by 1 lightning spell of equal or greater rank
- Deals no damage to a wind shield and 1/5 damage to a lightning shield (in addition to normal resistances)
- 15% chance of also harming one ally if they're in the way
Lasts 4 posts, cooldown is 5 posts
Name: Cloud Make: Kites
Rank: C
Type: Water, Defensive, Movement
Description: Drawing forth some of the more interesting properties of Cloud Make, the user leaps into the air. In an instant the user turns themselves into three small cloud birds. They then soar through the air to combine again and form the user anywhere from 5 to 20 feet away.
Strengths:
- 45 ft range
- Allows for a quick and unexpected dodge
- Allows the user to squeeze through small spaces in the bird form
- Can't be hit by spells of lesser rank or equal rank (with exceptions listed below)
Weaknesses:
- No offensive capabilities
- Spell ends early when the user is hit by wind spells of equal or greater rank as the birds disperse and then reform as Cyrus. This opposing spell will also deal regular damage
- Spell ends early when the caster is hit by lightning of equal or greater rank as it chains to all three kites and forces them to turn back into the user. The opposing spell will also deal regular damage
- The Kites will turn back into Cyrus if one of them collides with a defensive spell of any sort
- Cannot escape spells with ranges that surpass this spell's unless he's closer to the edge of the opposing spell.
Lasts 1 posts, cooldown 4 posts
Name: Hi Cloud Make: Armor of Favonius
Rank: C
Type: Wind, Offensive
Description: By focusing and asking Favonius for assistance the user begins to gather magic. After stating the magic incantation, "O great Favonius, Gentle King of the sky, Venti of the West, hear my plea. Give me the speed to soar across the world. Cloud Make: Armor of Favonius!" and with that, cloudy armor appears around the user. If it fails, the armor is blocky and jagged.
Strengths:
- Increases speed by 25%
- Increase in speed leads to an aftereffect of increased power by 25%
- Allows swift combos
Weaknesses:
- Can be blown away by wind spells of equal or greater rank
- Can be dispersed by 2 lightning spells of equal rank or 1 greater rank
- Has no defensive capabilities despite being "armor"
- The user can't use other spells while in the armor
- Can fail which halves the users speed
(Failure is determined by a normal dice roll. Here's a chart:
At C rank: If a 2 or lower is rolled, it is a failure
At B rank: If a 1 is rolled, it is a failure
At A rank and above: No roll needed; it always succeeds.)
Lasts 3 posts, cooldown 4 posts
Last edited by Axilmeus Steel on 20th November 2014, 9:21 pm; edited 10 times in total