Swordmonger Magic
Primary Magic: Swordmonger: Balmung
Secondary Magic: --
Description: Swordmonger is a very unique lost magic, comparable on a level to requip magic. The user is selected by a legendary sword, and is taught through magical transfer of knowledge all there is to know about swordplay. Basically this magic is specifically about becoming an expert in swordplay. However, the magic sword's abilities don't end there, making this magic both holder type and caster type.
This particular variant involving the Sacred Sword Balmung, allows his sword to take on the properties of other swords, including the physical and magical properties. While this seems a bit high in tier, it is very limited in its nature, and thusly Balmung is not necessarily the point of the style. Knight was chosen by Balmung because he's a classy fellow who won't rely on the ability of the sword to win a fight unless he has to. He primarily uses his spell slots for techniques involving a magically amplified normal attack.
Strengths:
+Single Combat: He can fight 1v1 much more efficiently than one would think. This is because he can focus his techniques on one foe, and dole out damage in mass quantities.
+Sword Fights: The only time when he is in an actually better position than the opponent is in a sword fight. Due to the sheer focus on the swordplay aspect of this Magic, he can pretty much outdo anyone his rank in a sword fight, based entirely on the number of tricks using a sword he can do.
+Indestructible Weapon: A key benefit of this Magic is the 100% indestructible weapon involved in its use. Even if he were to be immolated by the fires of 10,000 suns and the world would be wiped from existence, Balmung would still be completely intact, without any damage to anything that couldn't easily be replaced.
Weaknesses:
-Multi-Combat (Most Scenarios): Knight is incapable of fighting more than one target as effectively as he could fight one target. Half due to lowered damage output, half due to only having one weapon.
-Inability to Purchase Any More Weapons: Balmung forbids him from being the owner of any other weaponry. He may borrow a sword from somebody, but Balmung will see to it that any weapon he touches will be returned to its previous owner by day's end. Balmung is a jealous blade.
-General Magic-Use Falls Behind: He is less capable as a mage than he is a swordsman, while this doesn't hurt him in a lot of cases, his magic power is far lesser than someone of his rank would even have, making him seem 2 ranks lower at all times, and any pure magic attacks (not involving a sword as the prime medium) are at a -1 rank in damage penalty.
-Sword Obsession: This has placed a nearly inalienable obsession with swords on his plate, making Knight incapable of ignoring fine swordplay, or sword craftsmanship. Literally he will go out of his way to compliment the work of a sword of his rank (minimum B-Rank) or higher, even if that places him in danger, and any sword techniques of his rank (minimum B-Rank) or higher will be complimented for sure!
Abilities/Powers:
+Balmung: His sword, which he always has, has some simple capabilities. His sword will always do his rank (max A-Rank) in damage as if by a spell. Balmung is indestructible, period. If Balmung is disarmed, he can spend 5% MP to teleport it back to his hand. In the case of sword/strength clashes, Knight is considered 1 rank higher while equipped with Balmung.
+Balmung Special Property: When it comes into contact with a sword, Balmung will memorize its shape and magical properties for 3 posts. In the case of more than one sword being made contact with, it memorizes all of their magical properties, and can merge bits of the swords' shapes together to form a new sword. But it slowly degrades as Balmung forgets them all over their duration. By spending 10% MP Knight can increase the duration of one sword's memory by a single post.
Primary Magic: Swordmonger: Balmung
Secondary Magic: --
Description: Swordmonger is a very unique lost magic, comparable on a level to requip magic. The user is selected by a legendary sword, and is taught through magical transfer of knowledge all there is to know about swordplay. Basically this magic is specifically about becoming an expert in swordplay. However, the magic sword's abilities don't end there, making this magic both holder type and caster type.
This particular variant involving the Sacred Sword Balmung, allows his sword to take on the properties of other swords, including the physical and magical properties. While this seems a bit high in tier, it is very limited in its nature, and thusly Balmung is not necessarily the point of the style. Knight was chosen by Balmung because he's a classy fellow who won't rely on the ability of the sword to win a fight unless he has to. He primarily uses his spell slots for techniques involving a magically amplified normal attack.
Strengths:
+Single Combat: He can fight 1v1 much more efficiently than one would think. This is because he can focus his techniques on one foe, and dole out damage in mass quantities.
+Sword Fights: The only time when he is in an actually better position than the opponent is in a sword fight. Due to the sheer focus on the swordplay aspect of this Magic, he can pretty much outdo anyone his rank in a sword fight, based entirely on the number of tricks using a sword he can do.
+Indestructible Weapon: A key benefit of this Magic is the 100% indestructible weapon involved in its use. Even if he were to be immolated by the fires of 10,000 suns and the world would be wiped from existence, Balmung would still be completely intact, without any damage to anything that couldn't easily be replaced.
Weaknesses:
-Multi-Combat (Most Scenarios): Knight is incapable of fighting more than one target as effectively as he could fight one target. Half due to lowered damage output, half due to only having one weapon.
-Inability to Purchase Any More Weapons: Balmung forbids him from being the owner of any other weaponry. He may borrow a sword from somebody, but Balmung will see to it that any weapon he touches will be returned to its previous owner by day's end. Balmung is a jealous blade.
-General Magic-Use Falls Behind: He is less capable as a mage than he is a swordsman, while this doesn't hurt him in a lot of cases, his magic power is far lesser than someone of his rank would even have, making him seem 2 ranks lower at all times, and any pure magic attacks (not involving a sword as the prime medium) are at a -1 rank in damage penalty.
-Sword Obsession: This has placed a nearly inalienable obsession with swords on his plate, making Knight incapable of ignoring fine swordplay, or sword craftsmanship. Literally he will go out of his way to compliment the work of a sword of his rank (minimum B-Rank) or higher, even if that places him in danger, and any sword techniques of his rank (minimum B-Rank) or higher will be complimented for sure!
Abilities/Powers:
+Balmung: His sword, which he always has, has some simple capabilities. His sword will always do his rank (max A-Rank) in damage as if by a spell. Balmung is indestructible, period. If Balmung is disarmed, he can spend 5% MP to teleport it back to his hand. In the case of sword/strength clashes, Knight is considered 1 rank higher while equipped with Balmung.
+Balmung Special Property: When it comes into contact with a sword, Balmung will memorize its shape and magical properties for 3 posts. In the case of more than one sword being made contact with, it memorizes all of their magical properties, and can merge bits of the swords' shapes together to form a new sword. But it slowly degrades as Balmung forgets them all over their duration. By spending 10% MP Knight can increase the duration of one sword's memory by a single post.
- Balmung:
- Spells:
- D-Rank:
- Amakakeru Ryū no Hirameki:
- Name: Amakakeru Ryū no Hirameki 天翔龍閃, (Flash of the Heavenly Flying Dragon)
Rank: D
Type: Swordplay ;; Offensive
Description: A technique which is used when Knight is willing to risk his own life and limb to defeat his opponent in a match. Balmung, which is sheathed on his left hip at all times, is used for a powerful, but dangerous Battoujutsu technique. Used against a single opponent, he steps in with his left foot, throwing all of his weight forward and unsheathes Balmung from his hip to an upwards slice. This slash is quite powerful, utilizing magically enhanced strength in order to dole out an extra D-Rank of damage on top of normal damage if it hits. This is, of course, dangerous, for if he were to perform this move incorrectly, he could slice his own leg, and that's no fun, this also leaves his left leg open for an attack, and places him far closer to the opponent than he'd like to be in most cases.
However, there is the chance that this misses, and that's where the real fun begins. If the opponent is the same rank as or lesser than Knight, the vacuum generated by the initial swing is strong enough to suck them in closer to him against their will, even knocking them off balance with the winds, allowing for him to bring his blade down upon them even harder, by spinning 180º in place and using the generated momentum to bring Balmung right through them, doling out 3 extra D-Ranks of damage, instead of just 1. This second attack can be avoided if the opponent is the same rank as him, but anything less than that is too unable to resist the wind to avoid. This second attack cannot happen if he were to hit with the first.
Strengths:
+Such Failsafe: A dangerous technique, which can be avoided, but is even more dangerous when it is avoided.
+So Power: It's a little extra oomph to his normal attack damage with Balmung.
+Very Sneak: This attack has an element of surprise to it, because a normal Battousai would always lead with their opposite foot. If it's being used for the first time in a thread, the first attack is unavoidable. This doesn't work twice on the same target, even in a different thread.
Weaknesses:
-Very Danger: Seriously, he is very open for a cross counter here. He could lose a leg just by swinging Balmung incorrectly.
-So Single Target: This is pretty much useless against more than one opponent. The vacuum is pretty much in front of him only, and about a single slash in size. Not much more than a person is going to feel the pull.
-Such Situational: This technique, while useful in Balmung's true form, is incapable of being used starting from outside of its sheath, or when in a different form from Katana, Chokuto, or Straightsword.
-2 Posts Duration (to determine if the opponent dodges the first attack or not), 5 post cooldown.
- Gofuu Juuu:
- Name: Gofuu Juuu 五風十雨 (May Wind, October Rain)
Rank: D
Type: Swordplay ;; Defensive
Description: A very complex technique, which is less about the sword, and more about harmony with his surroundings. By synchronizing his breath with the opponent's he can begin to predict their attacks' path and pattern. Once activated the opponent will not be able to hit him with normal physical attacks, nor spells of his rank or lower. He will mimic any speed buff that they have up to C-Rank, and past that, this technique will be negated as he cannot match their breathing past that point.
Strengths:
+Highly Evasive Technique: Once he has it active, for it's duration he can avoid any physical attack thrown at him by matching the opponent's rhythm. This can help him last longer in a fight against people of higher rank.
+Easy to Perform: Only the concept is difficult to master, once this technique is learned, the technique can be activated without so much as a magic circle.
+Inward-Focused Magic: His magic power is completely internal for this technique, and he will not use anything more, making this technique difficult to negate.
Weaknesses:
-Limited Attack Power: While this technique is active, Knight cannot use any more techniques or spells as attacks, making his only option to place attacks where they go.
-Heavily Influenced by Opponent: While he's synchronized with someone of lower speed than his normally, he will move slower himself.
-Single Target Focus: Knight is unable to synchronize his breathing with more than one target, for obvious anatomical reasons. Thusly, this technique will not help his ability to avoid other targets.
-4 post duration, 6 post cooldown.
- Hiryu - Kaen:
- Name: Hiryu: Kaen (飛竜火焔 (Flying Dragon: Blaze):
Rank: D
Type: Swordplay ;; Fire ;; Offensive
Description: Holding Balmung in his left hand, and gripping his wrist with his other hand, he will leap high into the air, and fly forward, magically enchanting the blade to propel him at high speeds (about 30 mph faster than his current highest movement speed). While this can be maintained for a duration of about 2 posts, the true purpose is to slash past his foe. Once this is done, the enchantment is gone, and he skids past them, sheathing his sword all epically. As the sword clicks into its sheath, the opponent suddenly ignites in a blue flame and burns harshly for a while, possibly even to ashes.
Strengths:
+High Speed Movement: Let's face it, 30 mph faster than he can move if he'd put his all into it is pretty fast, considering it only takes 35 mph to become a street legal car.
+Burn Damage: The damage doesn't come from the slash (which only does normal slash damage), it comes from the sudden bursting into flames. For the 3 posts after the attack lands, he will deal D-Rank damage, then 2 D-Rank damages, then 3 more D-Rank damages to the foe. If this would kill an enemy, the foe would be burnt to ashes.
+Temporary Flight: Until he swings the sword at his opponent, he will be able to fly clumsily for up to 2 posts.
Weaknesses:
-Highly Pronounced: This technique makes it fairly obvious that he is going to cut you with that sword, with a certain kind of slash. It is pretty good for epic shonen-swordsman-slide-past-each-other finishes, but is otherwise pretty difficult to hit with unless he can outpace them.
-Fire Food: That fire is 100% fire (despite it's blue coloration) and is therefore subject to the whim of fire elementals and fire slayers, which will likely end the burn effect, or worse.
-Does not Ignite Non-Flammable Constructs: Self explanitory, want a good defense? Boom! Next problem.
-Lasts for 2 posts, 5 post Cooldown
- Datsuryoku:
- Name: Datsuryoku 脱力 (Exhaustion)
Rank: D
Type: Swordplay ;; Calmness ;; Buff
Description: Using this technique, he can completely calm down all of his emotional reactions, allowing himself to become overwhelmed with his own physical exhaustion. This absolute state of calm is used to suppress and build up rage, which he will eventually let out into an explosive attack force, more than capable of doling out large amounts of damage, and cutting things beyond his rank, at the cost of a lot of time. For each post he remains in this state of calm, his next attack with do another rank higher in damage. Maxing out at two ranks higher than his own rank, or S-Rank (after 5 posts), whichever is lower.
Strengths:
+High-Power: Allows for a large sum of damage to be doled out, allowing Knight to deal damage with an attack way beyond his level, given the necessary time.
+Absolute Calm: Allows him to completely maintain his composure in the face of all opposition to it, having zero emotional reaction to illusion, insult, provocation.
+Lets Him Make Use of Waiting Time: He can use his time that he isn't doing anything in combat to prepare for a fast start or to destroy an obstacle.
Weaknesses:
-Wastes Precious Time: He is using time he could be spending on doing things doing the opposite of things, which is nothing. It's a waste.
-Zero Motion: He isn't allowed to move from his position while he's doing this, making it dangerous to try when he needs to move.
-No Attacks: While he is calming himself down, he may take no attacks either, meaning he cannot even defend himself. He is that calm.
-X Posts Duration (Varies, currently X<4), X+2 Posts Cooldown (Varies)
- Zettai Rei-do - Kōri to no Kyōshin:
- Name: Zettai Rei-do: Kōri to no Kyōshin (絶対零度:氷との共振 Resonance with Ice: Absolute Zero)
Rank: D
Type: Swordplay ;; Ice ;; Buff
Description: This technique is possibly the most simple technique in concept, though the theories behind its workings range from magic to science. Correctly speaking, it's both. This technique is capable of holding Balmung or any sword absolutely still. Convection will slowly take away the heat of the blade, leaving it at absolute zero in temperature, 100% cold, 0% warmth. Once this is done, the blade can be moved freely for a single attack, which deals equivalent damage to the sword's attack, except in ice damage. This then proceeds to layer ice over the wound, causing heavy minuses to speed.
Strengths:
+Simul-Buffing: Due to its nature of not moving it can be charged at the same time as Datsuryoku, allowing him to make the enhanced attack power deal cold damage on top of sword damage.
+Pure Freezing: Because the sword is at 0K, this will cause any spell that has mass that isn't solid to literally solidify into a frozen mass at its wake, and split in two. This also causes solids to become brittle and easier to break, so this can make spells one rank lower for purposes of blocking, and blocks any non-solid spell of reasonable mass (D-Rank only).
+Icy Trail: Any person that is cut by the sword buffed by this technique, will have their wound sealed up by ice, which restricts their movements more than the wound would (being a solid blockage and all), and forces them to become a rank slower.
Weaknesses:
-One-Off: As once can presume, this buff gives him a one-off of the attack, primarily because once the blade is in motion, it quickly heats back up to a more logical temperature.
-Charge Time: Requires a single post of charging to activate this buff, during this time he may not move a muscle or else the convection will be negated and heat will rush into the blade again before it is ready.
-Cooooooold!: The sword he is holding will also be considered a class less durable for the duration of the buff, though Balmung is still indestructible. Also, Knight will be 15% slower while he does this, from his cold body.
-2 post duration max, 4 post cooldown
- Dangan Henkō Shōsei:
- Name: Dangan Henkō Shōsei (弾丸偏向調整 Bullet-Deflect Adjustment)
Rank: D
Type: Swordplay ;; Stance ;; Defensive
Description: A simple stance, holding Balmung in front of him at a slightly upwards angle. While he's in this stance he is still free to attack, but the real beauty comes from his ability to ever-so-slightly re-angle his blade in order to deflect and parry bullets. Because of the simplicity of the whole stance, he can maintain it for a long time, and while in it, guns, bow/arrows, and other projectile weapons will do no good.
Strengths:
+Projectile Defense: Completely stops all non-spell projectiles, and D-Rank projectile spells by deflecting all of them away from him with his sword. This even works to an epic degree, allowing him to walk through a hailstorm of bullets and arrows without any harm done to himself. It can block 3 D-Rank projectile spells, and however many non-spell projectiles may come his way.
+Persistent: Only costs to activate, maintaining it has no cost.
+Attacks Allowed: He can attack too, meaning he doesn't sacrifice offense for defense.
Weaknesses:
-Spell Projectiles: This cannot deflect any attack that is a spell projectile above D-Rank, meaning he'll still be hit by a C-Rank fireswarm projectile spell
-Attacks: Does not stop typical close/mid-range melee attacks. Only bullets.
-No Charging: While in this stance he cannot charge any spells up, they have to be a normal non-charge-time spell.
-Lasts until the stance is toggled off (maximum of 4 posts), 5 post cooldown.
- Gekkō Ken - Dai 32 no Āto:
- Name: Gekkō Ken: Dai 32 no Āto (月光剣:第32のアート Moonlight Sword: 32nd Art)
Rank: D
Type: Swordplay ;; Offensive ;; Binding
Description: A very complicated technique, which looks very simple in use. A simple dash past all of his foes, allows him to swing what appears to be once, but strike them a multitude of times in various points, causing them to flail around in a dance-like mannerism for an extensive period of time, effectively bound by how many times they were hit. While this only does D-Rank damage, it stuns them for the difference between Knight's rank and this technique, plus one post, minus one for each rank higher the foe is than this technique. A single post higher is tacked on to NPCs. If the post total is zero or less, this attack does no stun locking.
Strengths:
+Multi-Targeting: The one technique he has which can target multiple foes. He can hit up to 5 opponents with this at one time, splitting the D-Rank damage amongst them (making it not-very damaging) but stunning them all for the appropriate amount of time each.
+Binding: He can stun lock foes with multiple hits.
+Joint Strikes: These cause a speed debuff (about 15%) on any foe of a lesser rank than him for 2 posts after they are unbound, due to sore joints.
Weaknesses:
-Doesn't Affect Higher Ranks Very Easily: A rank higher player character negates this spell's binding, two ranks higher NPCs are unaffected as well.
-Low Damage: Not a lot of damage done here. Minimal damage for all of the attacks.
-High Miss-Factor: Theres a large number of precision strikes, so it's easier to miss a joint than it is to miss a limb.
-Instant Use (Variable duration of binding; see description for more details), 4 post cooldown.
Last edited by Knight on 29th May 2014, 8:20 pm; edited 4 times in total