Magic
Primary Magic: Arche der Zeit (Ark of Time)Secondary Magic: /
Caster or Holder: Caster
Description: Arche der Zeit is probably one of the most versatile magics ever to be created.It grants the user the ability to manipulate the time as a solute and volatile construct as a means of offense, defense, and immense utility. Past, present and future are merely tools in the hands of the user with the prospect of potentially affecting any- and everything existing in the known universe.
In general, the idea revolves around everything in reality being connected to everything else through an infinite amount of threads strung together so tightly that they create the fabric of reality as perceived by sentient, intelligent beings. Because of this discovery, the user is able to almost limitlessly alter time to his personal desire. However, as time is an incredibly difficult, ever-changing solute concept of existence, time magic itself is incredibly difficult to comprehend and execute.
Strengths:
- Versatility/Malleability: It is a magic that can achieve a seemingly endless number of effects by manipulating time. There are barely any limits to it's manipulative ability as it can intercept and alter, manipulate, rewind, fast forward and unravel the time of all things. The influence of this magic is nigh-omnipotent.
- Enemy of Matter: This magic is the natural enemy of all elemental and make magic, as it controls and is able to alter the state of any matter with ease.
- Stealth: Time is an intangible, invisible concept of reality, making the application of magic unto it difficult to comprehend and grasp for others as it can often slip by defenses unnoticed.
Weaknesses:
- Slow: The routes this magic takes are often slow and don't take a combative fashion, reducing the speed of this magic quite a bit, and giving channel times as well as gaps between cause and effect.
- Limits of Influence: Whilst nigh-omnipotent with limits yet to be fully explored, there are some things Time Magic seemingly has difficulties affecting properly. Sentient beings for one, highly developed organisms as well as other intangible concepts such as probability.
- Defense: Whilst having a high amount of utility and mobility/escape mechanisms, this magic lacks in straight defense. It has no direct shield or barrier spells and relies heavily on its utility and mobility to avoid damage.
- Gravity Magic: Gravity heavy influences the flow of time and can heavily disrupt Time Magic's passing, depending on how the spell is layed out and what its effects are.
Lineage: Keeper of War
Description: Legends tell of a vengeful monk who was banished from the monastery for his violent behavior who travelled the world; seeking to reek his vengeance. Wherever he went, violence-war-hatred-and discord erupted. However, he came to realization that the monastery monks would continue to foil his revenge by bringing peace to the lands. He sacrificed his body using a powerful dark spell to corrode it in ever lasting war. Some people are cursed with a fraction of this monk's vile gift at birth. They can call upon it to create violence and fighting within an area for a short time.
Ability: The user shouts and spreads a black mist over everyone nearby within a 100 meter radius. All communications cease for 3 posts, and everyone fights the person closest to them. If there are no enemies currently present within the infected, they will turn on themselves and begin causing bodily harm.
Usage: Can only be used 3 times per thread. Duration: 3 posts. Cool-down: 7 posts.
Plot Devices: (these are abilities that have no direct necessity or impact in regulatory issues. They are merely IC and will never bare significance for OOC matters that could disrupt the balance of the ranking system)
- Eternal: By pulling out the threads of his own time permanently, the user is able to make his lifespan infinitely longer. Effectively, he does not age as hundreds of thousands of years are like a fragment of a second to the user's body.
- Last Ages: The user can sacrifice his own time to pull back threads of time, rewinding happenings without erasing consciousness of said events. Of everything, or specific things. The amount of rewinded time depends on the amount he is rewinding. Upon using this ability however, the user will rapidly age and soon die. (only useable with consent of all members in a thread)
Abilities/Powers:
- Advanced Mind: The users of Arc of Time are usually insanely intelligent because they have to process the complexity of this magic. Analytical ability, constant awareness and focus as well as multitasking are things most Time Mages have the brain capacity for.
- Chronometry: The user's ability to perceive time is highly developed. It grants the user high temporal awareness and monochronal cognition. The ability to perceive the past of objects, living things and even the environment through sheer focus.
- Senescence: There is a field of warped time around the user in a 50 meter range. People inside will feel slightly naseous, their sense of balance is disrupted and their bodies will have a difficulty adjusting to the slightly altered flow of time. They receive 1% damage per post. (toggled ability)
- Flux: Whereever the user wanders, time will become distorted and warped through his mere presence alone. This is a subtle, almost unnoticeable effect, but it reduces the speed of anyone in a 50 meter range by 2% for every post they stay in the user's range (caps at 50% reduction). This debuff exponentially decreases by 2% per post once they leave the user's range. (toggled ability)
- Reset: The body of a time magic user reconstitutes itself to its primary condition. Thus it heals all wounds, even reconstituting lost limbs over time.
D/C Rank: 1% HP regen per post
B/A Rank: 2% HP regen per post
S/H Rank: 3% HP regen per post - Instanz: A last resort ability that casts a "stasis" upon the user's body, making it invulnerable to damage for a short amount of time. The user will freeze his body's constitution in time, making it physically unalterable for 5 posts, rendering any damage to it useless. This ability drains 15% of his mp per post and whilst active, the user can not cast any spells. It can be ended prematurely. This ability is not negateable by any means. It can only be activated once per thread.
Spell Template
- Signature Spell:
- Name: Ruin
Rank: Perfected (S/Artifact)
Type: Defensive/Negation
Description: This spell targets all S Ranked external magic as well as the environment, fast forwarding its time to the point of it rotting away. This spell works on all S-ranked or lower spells in its range. If it is a S Rank Lightning Dragon's Roar, the user is able to cause it to discharge into nothingness. If it is a S Rank rock wall, it will disperse into dust. If it is a S Rank ice blast, it will disperse into water. If it is a S Rank water prison, it will vaporize into the air. Legendary and lower equipment will begin to rust and slowly decay. This spell has a radius of 30 meters around the user.
Strengths:- Able to negate spells of equivalent rank or lower
- Able to destroy legendary and lower equipment
- Has an AoE effect rendering external magic useless
Weaknesses:- This does not work on self-embedded buffs, this magic can't reach another sentient beings magical nature like that. As soon as magic is exerted however, this spell can reach it. (Take-Over; Slayer Force; Stat improval etc. )
- This does not work on any type of summon that is already active, only prevents further summons from being made (Requip; Celestial Spirits; Other summons)
- Only halves the damage of Gravity Magic Spells
- Does not work on Void Magic Spells
Duration: 4 posts
Cooldown: 6 posts
Name: Spellwind
Rank: Mastered (A/Legendary)
Type: n/a
Description: This is likely the most useful spell in the arsenal of Ark of Time. Through the application of the past timeline onto the present, the user can recreate a product of magical creation. Meaning in essence, this spell can recreate and copy any one cast spell, secondary magic included. It can be cast during the active period of any one spell to increase its effects or be cast at the end of a spell's duration essentially extending it.
Strengths:- Takes on the exact same strength as the recreated spell
Weaknesses:- Can NOT copy spells above A Rank, no exceptions
- Takes on the exact same weaknesses as the recreated spell
Duration: Same as the recreated spell
Cooldown: Same as the recreated spell
Name: Distortion
Rank: Learned (B/Strong)
Type: n/a
Description: This spell uses Return Pads as its basis. Return Pads are small seals the user can place on solid surfaces that lock the user's current constitution and relative position in place. The user can then, at any point in time blink back to these return pads. As Return Pads are seals, they need a solid surface upon which to place and can be destroyed if the surface they were placed upon is destroyed.
The user is able to blink back to any one return pad on the battlefield. Upon having blinked to a return pad, it becomes inactive and disappears.
Strengths:- Can not be interrupted
- No actual movement involved
- Is not reliant on manipulation of space
Weaknesses:- Spell itself does not create Return Pads
- Return Pad can be seen, blink can be anticipated
- Return Pad can be destroyed if the surface it is placed on is destroyed
- Can only blink to surfaces and not mid-air
Duration: Instant
Cooldown: n/a - Able to negate spells of equivalent rank or lower
- D Rank Spells:
- Name: Chrono Cycle
Rank: D
Type: Supportive
Description: By warping his own magic's time for a short burst, the user is able to affect the next spell he casts. Either it will receive 50% (rounded up) additional duration, or a 50% reduced cooldown. Instant spells can not have their duration affected. Spells without cooldown can not have their cooldown affected. Should a spell have 1 post cooldown, it can be used twice in one post.
Strengths:- Allows the user to spam low cooldown spells in rapid succession
- Lengthens the duration of spells by a fair amount
- Is applicable on any spell up to S Rank
Weaknesses:- Can not be applied on Spellwind
- High cooldown and can't apply on itself
- Can not be copied by Spellwind
- Can not affect allies' spells
Duration: Instant
Cooldown: 5 posts
Name: Mana Cycling
Rank: D
Type: Utility
Description: This spell rewinds the timeline of Lyserg's magical energy. By applying it on to himself, he is able to refund half of the mana cost of the spell he most recently casted.
Strengths:- Applies on all spells up to S Rank
- Allows for better management of his own mana pool
- Has three strengths
Weaknesses:- Does not work on H Rank spells
- Does not work if most recent spell had no mana cost or was a signature spell
- Does not work with Spellwind
- Has only three weaknesses instead of four
- Is a paradox
Duration: Instant
Cooldown: 3 posts
Name: Mirror's Edge
Rank: D
Type: Supportive
Description: The user bends time around him in such a way that he places the image of how everything in his vicinity looked like just seconds before above him like a layer. This creates the illusion of invisibility.
Strengths:- Allows the user to appear invisible
- Can extend on objects the user touches
- The opponents forget the user's original appearance until they visualize him once more
Weaknesses:- Is still physically present, meaning he still takes complete damage
- The user can be seen as he vanishes
- Anticipation of movements is possible
- The spell's effect ends should the user's physical form take damage
Duration: 3 posts
Cooldown: 4 posts
Name: Scrying Lens
Rank: D
Type: Supportive
Description: This spell can perceive the past of any one magic signature, and effectively perceive its structure and creation. This allows the user to understand the spell on a most basic level and receive data on it beyond normal means.
Strengths:- Can perceive the purpose and effects a spell
- Magic type and mechanics do not matter
- Must only catch a glimpse of it
Weaknesses:- Can only apply on a single spell
- The user must be aware that the spell exists
- Does not function with techniques that do not use magic
- Can not apply on Gravity Magic
Duration: Instant
Cooldown: 1 post
Name: Vision Lens
Rank: D
Type: Supportive
Description: This spell alters the time in which the user perceives, slowing it down and allowing him to visualize everything in bullet time. This spell can make an entire minute seem like a second, indirectly raising the user's reaction time immensely. Gives the user incredibly evasive potential.
Strengths:- Gives the user an immense amount of perception
- Opponents will usually not know the spell is active at all = stealthy
- Heightens reaction speed due to more time to devise reactions in general
Weaknesses:- Does not heighten the user's speed in any way
- Spells that are fast enough will still hit despite the user being able to perceive them
- Can not affect allies or be supportive to anyone else but the user
- Before bullet-time is reached, the user's senses are warped rendering him susceptible to counter attacks
Duration: 1 post
Cooldown: 2 posts
Name: Chronodive
Rank: D
Type: Supportive; Movement
Description: The user warps time relative to him in such a way that he is enabled to dash in a specific direaction up to 15 meters. In the user's direct vicinity, a visibly unstable time field will be created. Opponents coming into contact with this field will be knocked back. This spell leaves behind a return pad if the user dashed from a solid surface.
Strengths:- Movement debuffs do not affect the speed
- Able to move into any direction
- Knocks opponents back a fair amount
Weaknesses:- Return pad can not be placed mid-air
- Good for preventing melee fighters from getting close or pushing through terrain
- Movement can be interrupted by damage
- Not useable in fields of Gravity Magic
Duration: Instant
Cooldown: 1 post
Name: Distortion Trigger
Rank: D
Type: Blink
Description: This spell allows the user to create up to three Return Pads within a certain range, without having to touch a surface physically. It can still only be cast on surfaces in a 15 meter range possible.
Strengths:- Crafts up to three Return Pads that can be blinked to with the application of another spell
- Up to three Return Pads can be crafted
- Return Pads, of which this spell can craft three, may be cast upon the area
Weaknesses:- Needs tobe able to see the surface to create a Return Pad on it
- Return Pad can be destroyed by destroying the surface it was casted upon
- Has little use on its own
- Little use on its own it has
Duration: Instant/until out of ammo
Cooldown: 3 posts - Allows the user to spam low cooldown spells in rapid succession
- C Rank Spells:
- Name: Momentum Lock
Rank: C
Type: Defensive
Description: This spell enables the user to create a field of warped time,10 meters in diameter in a 100 meter casting range, in which time completely freezes for everything non-sentient. Debris, magic, objects, even clothing worn and everything else periodically be frozen in mid air unable to be moved or physically altered, regardless of the strength applied. Magical strength above C Rank can disrupt this spell and disrupt its effects.
Strengths:- Affects all physical matter
- Affects all magic that is caught within the field
- Is nearly instant cast
Weaknesses:- Does not affect summons, animals, people or their senses
- C Rank or above magic can influence everything frozen by this spell
- Does not function should it clash with Gravity Magic
- Does not deal any form of damage
Duration: Up to 2 posts
Cooldown: 3 posts
Name: Oracle's Lens
Rank: C
Type: Utility/Supportive
Description: This spell enables the user to catch a glimpse of the near future. Thus, he will be able to anticipate and react much more smoothly to it. Upon being cast in the initial post, this spell will give the user foresight of what will happen in the next post. He will not receive the knowledge until his opponent's next post however, which he subsequently will only be able to use in his own next post. He will know in his next post what the opponent was up to and tried to do, thus giving him great ability to react to it.
Strengths:- Gives the user foresight
- Protects him against surprise attacks for one post
- Knows what will happen in his field of perception, things
Weaknesses:- Knowing something will happen does not mean someone is able to prevent it
- Requires a lot of concentration to channel
- Can only use one other spell in the post of its casting
- Chaotic, arbitrary personality types are difficult to anticipate and can fall out of line with the foreseen future
Duration: 2 posts
Cooldown: 5 posts
Name: Chronofix
Rank: C
Type: Utility
Description: A rather simple spell that reconstitutes any one object, given the user is able to perceive its total size whlist being in its physical vicinity. This enables him to repair armor, clothing and similar equipment that was broken in a heartbeat, just as well as repair broken houses and walls like piecing puzzles back together
Strengths:- Can repair any broken equipment, user or ally
- Can repair broken environment, house walls and similar
- Is quick to cast and can be done mid-combat
Weaknesses:- Does not apply on anything bigger than the user can see
- Can only apply on a singular object per use
- Can not affect living things or limbs, does not have a healing functions
- Deals no damage
Duration: Instant
Cooldown: 4 posts - Affects all physical matter
- B Rank Spells:
- Name: Phasewalk
Rank: B
Type: Utility
Description: By cutting his physical presence out of current time, the user renders himself invulnerable towards physical damage, resembling intangibility. This allows him to move through the environment and evade otherwise tangible material such as earth, trees, houses, walls and doors. This also allows the user to affect any objects he touches to also fall under the same effect. Magic damage can still apply on the user. This spell will leave behind a Return Pad should the user have applied this spell onto him on a solid surface.
Strengths:- Allows the user to evade all physical damage and environmental hazards
- Is quick cast and gives opponents little time to react
- Solid elements are evaded by this spell
Weaknesses:- Magic damage will still come through
- Intangibility can be seen as the user becomes slightly see-through
- Does not work in fields of Gravity Magic
- Can only evade damage, not deal it
Duration: 1 post
Cooldown: 2 posts
Name: Phaseshift
Rank: B
Type: Counter
Description: The user warps himself out the current time to render himself untargetable for a short moment, and returns in a combustion that deals damage and draws opponents in. The user will seemingly be sucked into a singular point in space, allowing him to be untargetable and evade damage for the duration of the post. Upon reappearing, he will cause an external combustion in a 20 meter radius that deals B Rank and knocks opponents within its range back. Upon being sucked in initially, the user will leave behind a Return Pad should he have stood on a solid surface.
Strengths:- Allows the user to evade any damage and crowd control
- Deals AoE damage and a heavy knockback effect
- Can leave behind a Return Pad for later use
Weaknesses:- Warping himself out of time takes a short moment, in which he can be physically pulled out of this spell
- Return can be timed and thus the user can be damaged right upon returning
- Can not save allies from large-scale effects
- Can not be used whilst under the influence of Gravity Magic
Duration: Instant
Cooldown: 5 posts
Name: Resonance Lock
Rank: B
Type:
Description: This spell affects damage inflicted to opponents by the user's own time magic. It applies an affect onto his spells that heavily slow down the flow of time in and around the opponent's body. This is incredibly subtle and does not affect its performance in any way. What it does however, it prevent any further physical altercation from happening to the body after damage was dealt to it. This prevents any and all attempts to healing damage caused whilst this spell is active.
Strengths:- This spell affects all magic damage inflicted upon opponents
- Damage received during the course of this spell is unlikely to heal
- Passive healing effects, regardless of character rank, do not affect this spell
Weaknesses:- Only affects magic damage by Time Magic, secondary is exempt
- Needs to get damage in to have any effect at all
- Effect is negated in fields of Gravity Magic
- Healing spells two ranks are able to undergo the lock
Duration: 4 posts
Cooldown: 7 posts - Allows the user to evade all physical damage and environmental hazards
- A Rank Spells:
- Name: Resonance Echo
Rank: A
Type: Offensive
Description: This spell loops a influence over a living thing over and over to continuously apply dealt damage again, repeatedly dealing unavoidable damage. This spell is a single targeted time warp that functions like a debuff. For the time the target is affected by this spell, they receive damage twice from all sources. Whatever damage is dealt to them will be repeated almost instantaneously, dealing itself twice.
This spell can alternatively be applied on the user or allies to increase healing effects, doubling regeneration and healing from all sources.
Strengths:- High damage output for little risk
- Additional damage and debuff are unavoidable
- Can double to increase healing effects
Weaknesses:- The spell itself deals no damage and requires other sources to be effective = unreliable
- Does not apply itself on shields or similar, damage needs to affect the living target
- Avoiding damage whilst the debuff is active makes this spell useless
- Is negated in fields of Gravity Magic
Duration: 4 posts
Cooldown: 7 posts
Name: Chronorush
Rank: A
Type: Supportive
Description: The user warps time relative to him in such a way that he is enabled to dash around the battlefield at blinding speeds for a set amount of time. In the user's direct vicinity, a visibly unstable time field will be created. Opponents coming into contact with this field will receive A Rank damage and be knocked back. The user can choose to forcefully combust this field before its duration ends, dealing A Rank damage in a 20 meter radius around him and knocking opponents back. This spell can leave behind a Return Pad every post.
Strengths:- Great tool for gap closing as the speed is not affected by movement debuffs
- Good for preventing melee fighters from getting close or pushing through terrain
- This spell can leave behind a Return Pad every post
Weaknesses:- Has a short channel time in the post of casting
- Trajectory can be tracked as the user leaves behind a blurry trail
- Movement can still be interrupted by A Rank or higher damage/spells
- Overall effectiveness lowered by 50% in the range of Gravity spells
Duration: 5 posts
Cooldown: 7 posts
Name: Continuum Lock
Rank: A
Type: Offensive/Defensive
Description: This spell casts a field of paused time, 10 meters in diameter, that can be cast in a 100 meter radius. The field will channel for a short duration and render time visibly unstable, causing the affected environment to be a wavering blur. Upon its full spawn, all movement in the field will be slowed down to bullet-time. The field will detonate upon its spawning, should the caster stand inside it, dealing A Rank damage to anything caught in the blast. It pulls in all opponents to the centric point of the field upon detonation.
Strengths:- The damage ignores armor
- Dashes and movement reliant escapes are negated in the field
- Draws in opponents upon its detonation, like a singularity
Weaknesses:- Field spawn can be anticipated
- Only deals damage if the user can find himself as well as opponents inside the field = unreliable
- Damage can be shielded against
- Blinks and teleports still work as escape mechanisms
Duration: 2 posts
Cooldown: 6 posts - High damage output for little risk
- S Rank Spells:
- Name: Chronobreak
Rank: S
Type: Offensive
Description: The user unravels and breaks timelines apart, causing ripples in the fabric of time that echo into reality, dealing damage. This spell can be cast in a 100 meter radius around the user. The user can cast up to 16 individual ripples of D Rank damage or a single one of S Rank damage up to 32 meters in diameter, as well as any combination. Simultaneously or over time. There is a small time frame between casting and imploding in which time will dilute. The affected area will appear blurry and wavering. After a miniscule delay, anything caught in the range will be slowed down to bullet-time. Then an implosion will tear away at the surroundings dealing magic damage.
Strengths:- Slows down movement to prevent escaping from the range
- Damage ignores armor
- Can be split up allowing for greater versatility
Weaknesses:- Can be anticipated as the affected area becomes visible right before the damage arrives
- Overall damage output is sub-par
- Damage halved against Gravity Spells
- Magical defenses still work
Duration: Instant/out of ammo
Cooldown: 5 posts
Name: Zeitgeist
Rank: S
Type: Counter/Heal
Description: A quite versatile spell that can save the user out of most any predicament. Initially, the user immediately warps himself out of time, effectively making himself untargetable. By following back his own timeline, the user can rewind his body's time to the condition it had a while ago. This returns his hp and mp to where it was 12 posts ago subtracting 20 mp for this spell.
This spell has no effective cooldown, instead, the projected cost and strength of his spell is cut down in half every time the user casts it. Meaning, on the second cast, the spell only undoes 6 posts of damage. On the third cast, the spell undoes 3 posts of damage. On the fourth cast, this spells only undoes 1 post of damage. For the rest of the thread, the spell will only ever undo 1 post of damage at the same cost.
Strengths:- Is not negateable by magic
- Renders the user untargetable for a short moment
- Can heal back for large amounts
Weaknesses:- Exponentially decreases in strength
- Needs to be strategically placed, a missed opportunity can decrease this spell's value
- Does not heal for a flat amount = unreliable
- Is deferable by Void Magic to the point of negation
Duration: Instant
Cooldown: n/a - Slows down movement to prevent escaping from the range
Last edited by Lyserg-Tuna on 23rd July 2015, 9:56 am; edited 35 times in total