Magic
Primary Magic: Stave Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: Invented long ago by members of a very special group of magicians, stave magic was originally intended to be used as entertainment. You see, the magicians were a traveling circus group. The goal for stave magic was to invent an all purpose party trick magic, capable of anything from making small illusory shows, to pulling objects out of thin air, to controlling elements to form some sort of spectacle. They certainly achieved this, and much more. It was found to be true, that in the right hands, the complexity of magic formulas involved in the basics of stave magic led to the previously unattainable status of "endless potential." Of course, there is a limit to the potential which is created by the user of the magic, but theoretically anything is possible with Stave Magic.
Innate Abilities:
Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)(Perks Can be found Here
Strengths:
Weaknesses:
Lineage: This is an additional bit of lore or abilities your roll for in the The Ancient One forum, when you roll and find out what you have, copy and paste the lineage here!
Unique Abilities:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Primary Magic: Stave Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: Invented long ago by members of a very special group of magicians, stave magic was originally intended to be used as entertainment. You see, the magicians were a traveling circus group. The goal for stave magic was to invent an all purpose party trick magic, capable of anything from making small illusory shows, to pulling objects out of thin air, to controlling elements to form some sort of spectacle. They certainly achieved this, and much more. It was found to be true, that in the right hands, the complexity of magic formulas involved in the basics of stave magic led to the previously unattainable status of "endless potential." Of course, there is a limit to the potential which is created by the user of the magic, but theoretically anything is possible with Stave Magic.
Innate Abilities:
- I have the poweeeeer!: Each stave, regardless of rank has a special twist it can put on certain spells. These abilities will be further detailed in each spells strength section.
Aura Type: (Locked until B rank)(Here put in a minor effect your Aura will Generate alongside the Default Aura Burst Effects, These Have to be related to your magic in some form, and cannot be heavily powerful. Also Scales with Rank)(Perks Can be found Here
Strengths:
- Versatility: A magic said to have "endless potential" is of course a very versatile magic, capable of seemingly unconnected forms of magic, such as most every form of elemental control, healing, formation of objects, arcane forces, illusions, and summoning (although this is not summoning magic, and thus they don't act like summons from that sort of magic).
- Natural Self Defense: When a person uses this magic, they are naturally connected to the items known as staves. They are, therefore, trained in the art of using staves as melee weapons.
- Versatility 2.0: Not only is there a long list of types of spells the user has access to. There's many effects too, such as multi targeting spells, long range spells, and even status inducing spell effects.
Weaknesses:
- Casting Time: Magic circles must be formed to preform spells with this magic. These often take about 2 seconds to complete.
- Non Specialized: Although it has immense versatility it leaves less room for specialty. If your opponent is susceptible to fire, but your fire spell is on cooldown, then it sucks to be you, since you probably won't have another fire spell.
- Reliance on Staves: Without any staves this magic is unusable. The user can still cast spells, but they will be extremely weak, basically useless spells, detailed in the spells weaknesses.
- Reliance on Staves 2.0: Due to the user's reliance on staves, their hand to hand combat is relatively poor.
Lineage: This is an additional bit of lore or abilities your roll for in the The Ancient One forum, when you roll and find out what you have, copy and paste the lineage here!
Unique Abilities:
- WEEEEE!: With his magic force being personally connected to his staves, this stave magician is able to control them without physical contact levitating them and swinging them around all the same.
- Chart:
D Rank: 5 feet
C Rank: 10 feet
B Rank: 5 meters
A Rank: 10 meters
S Rank: 20 meters
- Hand me that Comically Long Hot Dog!: Antoninus has trained himself to such a proficiency with his staves that he is able to use any long pole like object as a stave, but receives no special ability from these makeshift staves.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- D Rank Spells:
- Stony Shards:
- Name: Stony Shards
Rank: D
Type: Earth, Offensive
Description: Raising one stave, they cast a brown magic circle which, after forming, fires 3 small (6 inches long, 2 inches at the widest point) shards of earthy shrapnel. Antoninus can control these for 2 posts, or until they collide with any physical or magical object or force. Each shard can deal 0.5 D rank damage.
Special Ability:
Sinfonia: The spell becomes "Stony Shards Sonata" and they shatter when running into a solid object. They move 10 mph slower however.
Strengths:- Tracking: As Antoninus has full control of the stone cloud, he can send it after people if they try to dodge.
- Speedy: The shards can move at a speed of 30 mph.
- Earth Element: This spell is of the earth element, and as such has all of the strengths that come with it when attacking (i.e. if someone is weak to earth magic).
Weaknesses:- Blocked: If the shards make contact with something, they will harmlessly fall to the ground. This includes, spells, walls, Strong or better armor, weapons, field obstacles like trees, or the ground.
- Moving as One: The shards can't move independently, but rather as one big group. As such you can only really target one person with this spell.
- Earth Element: This spell is of the earth element, and as such has all of the weaknesses that come with it when attacking (i.e. if someone is resistant to earth magic).
- No Staves: Without staves, this spell can't be cast.
2 post duration, 4 post cooldown
- Tracking: As Antoninus has full control of the stone cloud, he can send it after people if they try to dodge.
- Arm of Light:
- Name: Arm of Light
Rank: D
Type: Light, Supportive, Offensive
Description: Raising one stave, they cast a white magic circle which, after forming, let's loose a small tendril of light which will act almost as a third arm. It can be used to attack things or grab items. Its carrying weight is 150 lbs, moves at 10 m/s, and it deals normal physical damage.
Special Ability:
Sinfonia: The spell becomes "Arm of Light Alborada " and it now moves at 30 m/s, but it can't be used to carry items.
Strengths:- Range: Antoninus can reach up to 20 ft with this tendril.
- Light Element: This spell is of the light element, and as such has all of the strengths that come with it when attacking (i.e. if someone is weak to light magic).
- Lifting: Antoninus can use the tendril to carry large objects he would not easily be able to move on his own.
Weaknesses:- Standstill: Antoninus can't move while he is controlling the tendril, if he does he looses control and the spell dissipates.
- Light Element: This spell is of the light element, and as such has all of the weaknesses that come with it when attacking (i.e. if someone is resistant to light magic).
- Single Target: This spell can't be carrying more than one thing.
- No Staves: Without staves, this spell can't be cast.
2 post duration, 4 post cooldown
- Range: Antoninus can reach up to 20 ft with this tendril.
- Air Lancea:
- Name: Air Lancea
Rank: D
Type: Air, Offensive
Description: Raising one stave, they cast a purple magic circle which, after forming, let's loose a blast of air. The speed at which it is moving allows it to act as a 2 foot "blade" on the end of the stave. The damage per hit from this weapon is equal to your normal D rank damage.
Special Ability:
Sinfonia: The spell becomes "Air Lancea Air" and it is now 4 feet long but only lasts one post.
Strengths:- Excellent Weapon: Combining the offensive properties of this spell with the natural abilities of Ant to wield his staves in incredible manners makes this spell very useful
- Wind Element: This spell is of the wind element, and as such has all of the strengths that come with it when attacking (i.e. if someone is weak to wind magic).
- Cutting: Antoninus can slice through certain materials like wood, cloth, and weaker metals (aluminum, tin, etc.) through use of this spell.
Weaknesses:- Wind Element: This spell is of the wind element, and as such has all of the weaknesses that come with it when attacking (i.e. if someone is resistant to wind magic).
- Blow Out: If a wind spell of a higher rank hits the stave the spell will end.
- Disrupt: If the flow of air is disrupted by a solid object, the spell ends.
- No Staves: Without staves, this spell can't be cast.
3 post duration, 5 post cooldown
- Excellent Weapon: Combining the offensive properties of this spell with the natural abilities of Ant to wield his staves in incredible manners makes this spell very useful
- Seed Shell:
- Name: Seed Shell
Rank: D
Type: Plant, Supportive
Description: Raising one stave, they cast a green magic circle which, after forming, fires off a large seed. It travels at 20 mph and releases entangling vines on impact without doing any actual damage.
Special Ability:
Sinfonia: The spell becomes "Seed Shell Scherzo," adding D-Rank impact damage to the spell but removing it's slowing effects. The vines are still present however, and could stop objects or just be a general nuisance.
Strengths:- Entangling Vines: This spell's effect causes those hit by it to have their movement speed slowed by 25% at D rank, 15% at C rank, and not effective to anything more powerful. by the vines that come out of the seed.
- Halting: the vines emitted can be used to stop large projectiles (of equal rank or lower) or objects rolling towards the user by attaching itself to nearby walls or other static objects.
- Wood Element: This spell is of the wood element, and as such has all of the strengths that come with it when attacking (i.e. if someone is weak to wood magic).
Weaknesses:- Cuttable: Should someone have a bladed object, the vines are easily cut.
- Wood Element: This spell is of the wood element, and as such has all of the weaknesses that come with it when attacking (i.e. if someone is resistant to wood magic).
- Single Target: This spell only can target one enemy or object.
- No Staves: Without staves, this spell can't be cast.
1 post duration for the seed, the effects last 3 posts, 5 post cooldown
- Entangling Vines: This spell's effect causes those hit by it to have their movement speed slowed by 25% at D rank, 15% at C rank, and not effective to anything more powerful. by the vines that come out of the seed.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)