Magic
"My mind is my magic. My bonds are my power."
"My mind is my magic. My bonds are my power."
Primary Magic: Anima Link.
Holder-type, Summoning-type
Description:
This magic's origins comes from Phi's family, who crafter it from a blank plate themselves. First know user of this magic was his grand, grandmother, who then passed and tought it to all her daughters. Phi is the only exception, because it was a tradition to teach it only to girls, but he had no sister, pestering his mom about it, he finally got her to teach him the ways of Anima Link. Roughly translated, Anima Link means "Mind Link" which sums this magic up to a degree. This magic is based on casters bonds with people. Family, guild, friend a, friend b and etc. All of these bonds embody a form ad these forms are called "Anima." (Animae for plural.)
Phi's magic is based on summoning these Animas, however it is known that some family members used their bonds as spells instead of summons. To summon animas, Phi must craft or find something "himself," so it cannot be something bought. When he feels that he has a bond strong enough to create an Anima, he must go out, buy materials and craft an object to that will associate with the specific bond. Higher ranked summons require more expensive materials,it is a mystery how this works. It is just "known" that they need more by the caster.
With all these animas along, Phi is never alone. More the merrier!
Strengths:
•Like all summoning magics, this allows caster to outnumber the opponent, causing them a slight despair if they are not over confident.
•Animas are versatile. One can be for defending and one can be for supporting. Their elements differ too, allowing Phi to be ready for most of the time.
•Endurance. Phi can summon Animas to fight the enemy. Even if they win, Phi will have all of his health, but the enemy will not.
•Like all summoning magics, this allows caster to outnumber the opponent, causing them a slight despair if they are not over confident.
•Animas are versatile. One can be for defending and one can be for supporting. Their elements differ too, allowing Phi to be ready for most of the time.
•Endurance. Phi can summon Animas to fight the enemy. Even if they win, Phi will have all of his health, but the enemy will not.
•Bonds, Animas aren't just shells of embodiment. They have thoughts and feelings. When close enough, they'll open the gates themselves to help Phi.
Weaknesses:
•Holder-type. No item, no magic.
•Sometimes creating a "totem" or finding a rare item requires a lot of materials and/or time. Causing Phi to get new Animas slower.
•Summoning an Anima, like most summoning magics, require a bit more effort and magic power than normal spells.
•Summoning more than one Anima is only avaible at higher ranks and costs a lot of magic power.
•Again, bonds. New Animas cannot be made if there are no bonds between Phi and someone or some group. (This is more of a self-challange to meet as many people as I can on this site. :] )
•"You lost your totem? Make it again or I'm not comin'. Yes, I want the exact same materials."
•Holder-type. No item, no magic.
•Sometimes creating a "totem" or finding a rare item requires a lot of materials and/or time. Causing Phi to get new Animas slower.
•Summoning an Anima, like most summoning magics, require a bit more effort and magic power than normal spells.
•Summoning more than one Anima is only avaible at higher ranks and costs a lot of magic power.
•Again, bonds. New Animas cannot be made if there are no bonds between Phi and someone or some group. (This is more of a self-challange to meet as many people as I can on this site. :] )
•"You lost your totem? Make it again or I'm not comin'. Yes, I want the exact same materials."
Abilities/Powers:
Omni-Gate: Phi is able to open his gate not just in front of him. He is able to open the gate to for Anima as long as it is in a 65 feet radius. This allows Phi to summon Animas behind the enemy, or hide them before the battle by summoning them behind an object.
We are one: Phi can talk to Animas telepathically as long as they are in a 65 feet radius.
Spells
- D-Rank Spells:
- Garu, The Phoenix of Steel:
- Name: Garu.
Rank: D (Note: This summon will rank up with caster. Just telling for future.)
Type: Steel, Defensive, Anima
Description: Garu is the Anima of Phi's relationship with himself, therefore was his first Anima. His form, a steel phoenix symbolizes Phi's strong determination and how much he will rise from the ground for people he cares. Garu's body is completly made out of smooth, shiny steel that reflects light brilliantly. His wings that look soft can suddenly turn into very sharp metal scales. To summon Garu, Phi must use a silver colored, 4' feather that he keeps in a locket. He raises the feather high up and says, "Come, try and remember, the wonderful determination made of steel," with a very soft voice, almost like singing a lullaby. Garu can deal damage equal to his own rank by lunging, clawing or slashing with his wings. Garu can move at 7m/s and his attacks are all close range.
Duration: 4 posts.
Cooldown: 2 posts.
Hit Point: 4 D-Rank hits. (2 C-Rank)- Garu:
•Being made of steel, it is extra durable against physical and wind attacks. (%20 more durable against same rank, %5 more durable against a rank higher and normal for higher up.)
•Fast and airborne thanks to wings.
•-1 cooldown post time because it is Phi's most personal Anima.
Weaknesses:
•Fire and Water magic will do %20 more damage to Garu if same rank. %25 if a rank higher and %35 at if more than one rank up.
•No ranged attacks, always has to be atleast in a 4ft radius of the enemy.
•An iron controlling mage could control this anima to some degree.
•When the inner feathers are damaged, Garu can't fly until it is re-sumoned.
•Garu cannot turn his feathers to steel while flying.- Garu's Spell:
- Name: Nexus Reflect.
Type: Defensive.
Rank: Same as Garu.
Description: Garu closes his wings as a shell in front of him instantly, and the wings are coated with a silver colored faint flame. If a spell ranked same as Garu, the spell is reflected back at the casting point. If it is a non-target based spell, like an explosion, then it is thrown back at as a ball. The element of the spell does not change. When the spell is reflected, it counts as Phi's. So slayers can eat it. If the casted spell is 1 rank higher, it is not reflected, but Garu takes only %50 of the damage. Any higher spells will react the same.
Strengths:
• A spell reflected will not damage Garu.
• The casting is instant.
• Garu usually does a follow up attack when the spell is reflected, as the opponent is already vulnerable by the reflected spell, Garu can hit them easily. (2 block dices. They both have to be block for it to be counted as block. Even if one of them is failed, Garu hits.)
Weaknesses:
• This spell is useless against slayers.
• Garu can't reflect spells ranked higher than him.
• Garu can't use this again until it's re-summoned.
• Garu can't reflect physical hits, but won't take any damage from them.
• Garu cannot reflect dark elemental and magic nullifier type magic.
- Flozia, The Wisp of Life.:
Rank: D
Type: Earth, Supportive, Anima
Description: Flozia is an Anima that symbolizes Phi's relationship with his dear mother. Flozia is a floating orb shaped spirit that is made of two spheres. A small, very light green, glowing orb that is barely has a 5 inch diameter and a bigger, green, transparent sphere with a 1 foot diameter. The smaller orb resides within the bigger one. Flozia floats 3ft over the ground but cannot fly higher than 6ft. Flozia is an anima that cannot attack, but she makes up for it for with her ability to heal and her suprising durability. To summon Flozia, Phi uses a green marble that was given to him by her mother and in fact, was his first ever toy. He throws the marble high up in the sky and mutters silently, "Comre, try to remember, the warm embrace of life." This causes a green magic circle to appear where Phi wanted and allows Flozia to come through. Flozia can move at 10m/s when tethered.
Duration: 2 posts.
Cooldown: 3 posts.
Hit Point: 5 D-Rank hits. (2 C-Rank)- Flozia:
• Healing.
• Fast and agile.
• Suprisingly durable. (Takes 5 D-Rank hits. (2 C-Rank))
• Takes hits for Phi.
Weaknesses:
• Flozia cannot attack.
• Wind and Water attacks will do %20 more damage to Flozia if same rank, %30 more if 1 rank up and %50 if 2 ranks or higher.
• Magic nullifying type spells will count as they hit twice.
• Despite flying, Flozia cannot fly higher than 3 ft. She can reach 6ft but it acts like jumping.
• Durability doesn't work against higher rank spells.- Flozia's Spell:
Name: Dream Tether
Rank: Same as Flozia.
Type: Supportive.
Descripting: Flozia glows a brilliant green and creates a tether link with it's target. Until Flozia is destroyed or un-summoned, tethered target will heal an X-Rank amount of health (X being Flozia's rank. The tether cannot be attacked directly*. If Flozia or the target move away from each other enough (65ft) the tether will break and the cooldown will still apply.
Weaknesses:
• Will break if a tethered source is 65 ft away from the other.
• Cannot be used by Flozia until she is re-summoned.
• If a magic nullifying type spell touches the tether, the tether will break 1 post early.
• Flozia can only reach 10m/s speed while tetherd. Otherwise her max speed is 5/ms.
• Healing effects will only be there as long as Flozia is.
• It'll be easy for enemy to tell where they are as the tether is pretty noticeable.
Strenghts:
• Heal over post.
• Allows Flozia to move faster.
• Cannot be attacked directly.
• Tether can go through solid objects but it won't damage them or allow a source to pass through. It just might tickle a bit though!