Perfume Magic
Primary Magic: Perfume Magic
Secondary Magic: --
Caster or Holder: Holder
Description: A form of magic which entails the use of vials filled with Magical Perfume. By uncapping the vials, he releases a cloud of scent which, once inhaled, triggers one of various status-affecting spells, ranging from relieving pain and curing light poisons, to buffing stats. This does not limit the caster to supplement though, despite being good for it. Because it is very difficult to avoid smells, its offensive status ailments and attack spells are quite efficient, despite magical power, capable of spreading effects over large groups of people.
Taking advantage of the innate properties of Perfume magic spells, Ray makes use of this magic for buffs, as supplementary effect magic primarily. As such, he makes himself very useful in parties. This isn't to say he won't use it for offensive purposes, especially when he's in a situation of himself versus many. He keeps his vials in bandoleers around himself under his clothing, whipping out the perfumes from seemingly nowhere. Thanks to the indestructible nature of these vials, he doesn't have to worry about scent pollution causing strange effects on him and his allies.
Strengths:
1 - Strong Supplementary: This magic holds extreme capabilities in buffing and debuffing, capable of equally decimating and aiding groups as he does singles units.
2 - Smell is Invisible: Seriously, dodging this is pretty much entirely based on luck with next to no exceptions. Generally unless you can see smells, you can count on his perfume reaching you.
3 - Generally Affects Everyone: If you can smell at all, this magic can affect you. There are very few exceptions. Generally even works better on what has better sense of smell.
Weaknesses:
1 - Wind Magic Users: Wind and Air Magics are generally the bane of smell's existence, as the smell can be blown away with ease. Thusly equal ranked and higher Wind elemental spells counter the effects of Perfume Magic easily, vastly limiting his effectiveness when a Wind/Air Mage is on the map against him.
2 - Perfume Magic Users: A large number of Perfume Magic users can control which scents they smell, and which their allies smell, which causes a complete stalemate when two Perfume Mages are on opposite sides, essentially making both mages pointless.
3 - Stronger Scents: As a general rule, in order for the effect to actually kick in one must be able to smell it. Thusly if another, stronger smell were to happen, such as a really really bad fart or something, the Perfume would be overpowered. Abusing this would make the opponent look really stupid, though it would depend.
Abilities/Powers:
1 - Selective Smell: A small caster-type ability present in the practice of the otherwise Holder Perfume Magic, he can negate the ability to smell a particular scent in himself and others, specifically for the case of not harming himself or others with more offensive Perfumes, and not helping his enemies with his more supportive ones. It also helps him withstand environments that have a terrible smell, letting him tackle mission in adverse environments.
2 - Enhanced Smell: Thanks to his working with perfumes for such a long period of time, his sense of smell has enhanced to the point where he can see via his sense of smell. Using this sense of smell, he can identify people he's met, and also tell the general power level that people have from their smell, and sometimes little features about their life, such as jobs they've worked recently, possibly what sort of magic they use.
Primary Magic: Perfume Magic
Secondary Magic: --
Caster or Holder: Holder
Description: A form of magic which entails the use of vials filled with Magical Perfume. By uncapping the vials, he releases a cloud of scent which, once inhaled, triggers one of various status-affecting spells, ranging from relieving pain and curing light poisons, to buffing stats. This does not limit the caster to supplement though, despite being good for it. Because it is very difficult to avoid smells, its offensive status ailments and attack spells are quite efficient, despite magical power, capable of spreading effects over large groups of people.
Taking advantage of the innate properties of Perfume magic spells, Ray makes use of this magic for buffs, as supplementary effect magic primarily. As such, he makes himself very useful in parties. This isn't to say he won't use it for offensive purposes, especially when he's in a situation of himself versus many. He keeps his vials in bandoleers around himself under his clothing, whipping out the perfumes from seemingly nowhere. Thanks to the indestructible nature of these vials, he doesn't have to worry about scent pollution causing strange effects on him and his allies.
Strengths:
1 - Strong Supplementary: This magic holds extreme capabilities in buffing and debuffing, capable of equally decimating and aiding groups as he does singles units.
2 - Smell is Invisible: Seriously, dodging this is pretty much entirely based on luck with next to no exceptions. Generally unless you can see smells, you can count on his perfume reaching you.
3 - Generally Affects Everyone: If you can smell at all, this magic can affect you. There are very few exceptions. Generally even works better on what has better sense of smell.
Weaknesses:
1 - Wind Magic Users: Wind and Air Magics are generally the bane of smell's existence, as the smell can be blown away with ease. Thusly equal ranked and higher Wind elemental spells counter the effects of Perfume Magic easily, vastly limiting his effectiveness when a Wind/Air Mage is on the map against him.
2 - Perfume Magic Users: A large number of Perfume Magic users can control which scents they smell, and which their allies smell, which causes a complete stalemate when two Perfume Mages are on opposite sides, essentially making both mages pointless.
3 - Stronger Scents: As a general rule, in order for the effect to actually kick in one must be able to smell it. Thusly if another, stronger smell were to happen, such as a really really bad fart or something, the Perfume would be overpowered. Abusing this would make the opponent look really stupid, though it would depend.
Abilities/Powers:
1 - Selective Smell: A small caster-type ability present in the practice of the otherwise Holder Perfume Magic, he can negate the ability to smell a particular scent in himself and others, specifically for the case of not harming himself or others with more offensive Perfumes, and not helping his enemies with his more supportive ones. It also helps him withstand environments that have a terrible smell, letting him tackle mission in adverse environments.
2 - Enhanced Smell: Thanks to his working with perfumes for such a long period of time, his sense of smell has enhanced to the point where he can see via his sense of smell. Using this sense of smell, he can identify people he's met, and also tell the general power level that people have from their smell, and sometimes little features about their life, such as jobs they've worked recently, possibly what sort of magic they use.
- D-Rank Spells:
- Spirit Block Perfume:
- Name: Spirit Block Perfume
Rank: D
Type: Debuff - Perfume
Description: Popping the lip off of a vial filled with a red liquid, which quickly spreads a thin reddish fragrance over the area, at a quick rate of 25 cubic meters in a single post. All foes who smell this perfume will suddenly find themselves incapable of using their magic's Abilities/Powers section at all for the spell's duration. This will not affect allies, or himself due to Selective Smell.
Strengths:
1 - Smell-Based: Rank does not matter, if they smell it, they will suffer the effect.
2 - Large Radius: It spreads over the area rather quickly, giving a very nice range of debuff.
3 - Totally Safe: Despite filling the range so quickly, neither he nor his allies are in any danger.
Weaknesses:
1 - Wind Spells: Equal or Higher Ranked Wind Spells blow away the Perfume, making it useless.
2 - Perfume Mages: Due to Selective Smell being an ability for Perfume Mages in general,an opposing Perfume Mage removes any point to this spell.
3 - Does Not Stop The Magic Itself: Self explanatory. It stops the passive effects of the magic from working, namely the things that it can do that aren't spells themselves, however spells are still fully usable.
4 Post Duration -- 5 Post Cooldown
- Fleet Footed Perfume:
- Name: Fleet-Footed Perfume
Rank: D
Type: Buff - Perfume
Description: By popping the lid off of a vial filled with yellowish-white liquid, a cloud of rather sour-smelling perfume fills a 25 cubic meter volume within the span of a post. This isn't sour in the sense of most 'sour-smelling' smells, but actually smells to the nose what sour tastes like to the tongue, causing the nostrils to pucker a bit when smelled. This gives the body a jolt and makes any who smell this perfume filled with a strange energy, which makes them want to run around full speed. By smelling this perfume, for it's duration a person can move at double their speed for the duration of the spell.
Strengths:
1 - Perfectly Safe: Thanks to Selective Smell, this spell will not buff his foes, and will only buff his allies.
2 - Hyper Speed: By smelling this Perfume, any selected targets within the range will be able to move at double their speed.
3 - Scalar Buffing: This affects anyone who can smell it, meaning that it actually buffs higher ranking people more due to having naturally higher speeds.
Weaknesses:
1 - Wind Magic: Equal or higher ranking spells of wind or air elemental magic will blow away the perfume, negating the spell's effects.
2 - Tunnel Vision: This doesn't aid vision, and thusly a person buffed by this spell moving at top speed won't have depth perception due to tunnel vision.
3 - Hyperactivity: A person under the effects of this perfume will experience immense bursts of energy, and will thusly find the need to do erratic things if they have any overlap out of battle. Combat is enough activity, but out of combat, the character will want to 'runrunrunrunRUN!!!'.
3 Post Duration -- 4 Post Cooldown
- Neuro-Perfume:
- Name: Neuro-Perfume
Rank: D
Type: Debuff - Perfume
Description: By popping the lid off of a vial filled with neon green liquid, a rather wispy cloud of very subtle-smelling perfume fills an area of 25 cubic meters in the span of a post. This perfume smells of a light lavender scent, and once smelled will suddenly kick the body's pain receptors up onto overdrive, firing twice for every discrepancy now. This causes all sorts of bad things to happen for a short while, but namely all things that hit the victims will hit as if they hit twice for the duration of this spell.
Strengths:
1 - Doubletap: It's a brutal sort of debuff which causes everything to hit twice if it hits at all. This makes damage rack up pretty soundly.
2 - Subtle Scent: In the right environment, this smell will appear totally natural, fooling the foe into not even suspecting the perfume.
3 - Perfectly Safe: Thanks to Selective Smell, him and his allies are safe from the brutality that is this debuff.
Weaknesses:
1 - Wind Magic: Wind/Air Spells of equal or higher rank will blow away the perfume, and negate the effects.
2 - Perfume Mages: Due to Selective Smell being a thing all Perfume Mages have, this spell will lose all purpose, since smelling the perfume is the trigger.
3 - Possibly Pointless: The only purpose this serves is to enhance later-dealt damage, which could mean absolutely nothing, since it will only affect them if an attack hits during it's duration.
3 Post Duration -- 4 Post Cooldown
- Aromatheraputic Perfume:
- Name: Aromatheraputic Perfume
Rank: D
Type: Buff - Healing - Perfume
Description: By popping the lid off of a vial of crimson liquid, a hazy cloud of red sweet-smelling perfume fills a 25 cubic meter area within the span of a post. This sweet smelling aroma fills those who smell it with vigor, causing a regeneration effect in their body. This allows him and his allies to recover about 10% of their vitality per round, fixing their wounds quickly over time. This also has a moderate effect on poisons, fixing equal and lower-ranked poisons in a single post of the duration, capable of fixing powerful C-Rank Poisons over the full duration, given no further toxin is introduced.
Strengths:
1 - Regen: Quickly restores vitality to the body as the target(s) smells it healing 10% of vitality and restoring injuries each round, fully fixing them if their vitality reaches 100% again.
2 - Null-Tox: Fixes poisoning each around, healing a D-Ranked amount of poison in each round or taking a D-Ranked chunk off of the poison, capable of totaling an enhanced C-Rank poison if nothing futher is introduced.
3 - Perfectly Safe: Thanks to Selective Smell, he won't heal his enemies with this perfume.
Weaknesses:
1 - Wind Magic: An equal or higher-ranked Wind/Air spell will blow the perfume away and negate this spell.
2 - Zero Offense: This doesn't really serve an offensive purpose, or a purpose that will directly benefit combat.
3 - Null-Tox Fail?: Unless the poison is dispelled by the perfume by the end of the duration, the toxin will not be affected by perfume at all. Effects aren't even lowered.
3 Post Duration -- 4 Post Cooldown