Primary Magic: Magnetics Magic
Secondary Magic: --
Caster or Holder: Caster
Description: This magic, after years of extensive training, allows the user to control magnetic fields in a certain area, depending on his/her level (table for size of area provided below). In this area, they can create, warp, control, suppress, or even intensify magnetic fields at a whim. The limitation is that, without having a spell specifically to do so, living people/creatures cannot be given magnetic fields. Other than that, any item can be given a magnetic field, and he can even create multiple magnetic fields to create a 'railgun' effect. He can use this magic to enhance his speed by magnetizing himself and creating a point of attraction wherever he wishes to go, the stronger the attraction the faster he moves towards it. Through similar means, he can attach himself to walls or even the ground, and using repulsion fields he can repel weapons and items thrown at him, as long as he has already given that item a magnetic field, or it already had one of it's own. Any effects caused by the basic abilities of this magic can be all but completely ignored by opponents of one rank higher than the caster (meaning they could easily, or with minimal effort, muscle their way out of the effects), and absolutely ignored by anything higher.
Strengths:
Weaknesses:
Abilities/Powers:
Secondary Magic: --
Caster or Holder: Caster
Description: This magic, after years of extensive training, allows the user to control magnetic fields in a certain area, depending on his/her level (table for size of area provided below). In this area, they can create, warp, control, suppress, or even intensify magnetic fields at a whim. The limitation is that, without having a spell specifically to do so, living people/creatures cannot be given magnetic fields. Other than that, any item can be given a magnetic field, and he can even create multiple magnetic fields to create a 'railgun' effect. He can use this magic to enhance his speed by magnetizing himself and creating a point of attraction wherever he wishes to go, the stronger the attraction the faster he moves towards it. Through similar means, he can attach himself to walls or even the ground, and using repulsion fields he can repel weapons and items thrown at him, as long as he has already given that item a magnetic field, or it already had one of it's own. Any effects caused by the basic abilities of this magic can be all but completely ignored by opponents of one rank higher than the caster (meaning they could easily, or with minimal effort, muscle their way out of the effects), and absolutely ignored by anything higher.
- Tables for Magic's Capabilities:
- Maximum Controllable Field Size and affectable range around caster/Rank (given in radius)
D: 20 ft.
C: 40 ft.
B: 60 ft.
A: 80 ft.
S: 100 ft.
H: 200 ft.
Maximum Pull Strength of an Individual Magnetic Field/Rank
D: 300 Pounds at epicenter, 15 Pounds at outer limits of field.
C: 600 Pounds at epicenter, 30 Pounds at outer limits of field.
B: 900 Pounds at epicenter, 45 Pounds at outer limits of field.
A: 1,200 Pounds at epicenter, 60 Pounds at outer limits of field.
S: 1,500 Pounds at epicenter, 75 pounds at outer limits of field.
H: 2000 Pounds at epicenter, 100 pounds at outer limits of field.
Maximum number of creatable fields/rank
D: 2
C: 4
B: 6
A: 8
S: 10
H: 12
Values can change based on spells being used, these are the basic numbers.
Strengths:
- High versatility, obviously. This magic can be used for anything between moving across long distances faster, creating homing attacks, and even flying or binding a person. It even has defensive capability, given that the thing being defended against is magnetic.
- With decent affectable range, high magnetic strength of the fields produced, and fair number of fields that can be created, it can be a very strong close-mid ranged magic.
- Fields are suppressed/intensified/manipulated at a whim. The changes willed are almost instantaneous, making it difficult to bypass already established fields.
Weaknesses:
- Though changes can be made to already existing fields nigh instantly, only two fields can be created each post under normal circumstances. Spells can be used to create more fields, though the fields created by spells are always temporary, lasting only for the duration of the spell.
- Opponents of a higher rank than the caster can, generally speaking, ignore the magnetic fields that would normally hinder their movement or attacks.
- Magnetic fields can only be given to solids, liquids, and some forms of energy and plasmas. Most forms of energy cannot be given magnetic fields, and gasses cannot be effected at all.
- This is a very intensive magic, both focus and magic power-wise. Because of this, whenever generating new magnetic fields, or when casting some specific spells, the user must remain still for the most part (moves at 20% speed max, if necessary, in these such cases). Spells use half again as much magic power as they usually would, as well (1.5x).
Abilities/Powers:
- Magnetic Field Creation: The user of this magic has the ability to create a certain number of magnetic fields based on their rank, as indicated above. These fields can be created at a rate of two (2) per post, and can vary greatly in strength and size.
- Magnetic Field Manipulation: The user of this magic also has the ability to relocate, warp, suppress, intensify, and generally manipulate any magnetic fields withing their control radius.
- Magnetic Vision: The user of this magic has the ability to, selectively, visualize magnetic fields and even see magnetic fields in the general area. This allows them to tell if something is magnetic or not, and helps a great deal with creating fields in the correct places and making proper use of the magic's abilities and spells. This also allows them to see the world's magnetic field, so they can always tell where the magnetic poles of the planet are, and with a little focus they can differentiate north and south. The magnetic fields visualized using this ability appear to the user as translucent, shifting hazes around an object, usually colored like that object is.
- Spells:
- D-rank:
Name: Railgun Slash
Rank: D
Type: Offensive
Description: By making the blade of his sword, or really the 'business end' of any weapon (even his fist, though this is meant to be used with a sword), magnetic and creating magnetic fields all along the path towards the desired target, Aiden creates a sort of 'railgun' attack that can be quite devastating if it connects, and is quite hard to dodge. The path is straight, at first, but minor alterations can be made to the course of the attack, allowing it to 'home' slightly.
Strengths:- High damage: Due to the speed of the attack, the impact force is greatly increased, making this spell do approximately two counts of D-rank damage, rather than just one.
- Minor homing: Caster rolls two 'to hit' dice. The defender also rolls two defense dice, and if either of the defender's rolls fail where the attacker's succeeded, the attack is a success.
- Can be used with any form of solid, physical weapon/attack. Because any weapon can be used for this attack, the user is not limited by available attack options. (Heck, they can even body slam with this attack, if they're feeling feisty.)
Weaknesses:- Straining: This puts a good deal of stress on the body, and can break the user or their weapons if they aren’t careful, especially when slamming fist-or-weapon-first into boulders at the speed of a railgun.
- Tunnel Vision: They cannot see attacks coming from their peripherals while doing this due to the speed at which they are moving creating a noticeable blurring effect on the caster's vision.
- Difficult to Control Speed: Once a certain speed is hit, the caster can no longer stop themselves, if they fail both attack rolls, they take D-ranked recoil damage due to slamming into something, directed at either the weapon or the user themselves, depending on how the user attacked. If there is nothing to slam into, they will temporarily leave the battle ground.
- Cannot be used to enhance non-physical elemental attacks, or attacks that use any number of projectiles greater than '1', as the spell can only target a single solid object to 'railgun' at the victim.
- Duration: One attack
- Cooldown: 3 Posts
- High damage: Due to the speed of the attack, the impact force is greatly increased, making this spell do approximately two counts of D-rank damage, rather than just one.
Last edited by Puddle on 9th May 2014, 10:42 am; edited 2 times in total