Magic
Primary Magic: Aura Generation/Emission
Caster or Holder: Caster
Description:
Every mage has Magical Energy within them, which controls the possibilities of their magical capabilities. Aura, is the physical manifestation of Magical Energy from a Mage. It is a subtle, luminous radiation that surrounds a person or object that could alter the emotions and energy levels of oneself and others. Aura Generation, is a type of magic that gives the User the Capability to emit and generate their Aura and use it to their will. This can be of any color, and can do just about anything; depending on the Control of the User that is. To be a Aura Generation Mage, you have to possess Ultimate Control of their Magical Energy, or you could quickly expend your energy and harm yourself. As an Aura Mage, you can control the speed, strength, and force put behind the Manifestation of the aura, which does damage to opponents, or structures surrounding.
Strengths:
- Variability - Aura Magic can be used in several different situations, and has different capabilities depending on the Aura she releases.
- Offensive - Aura Magic can effect Mages of all, as no Element can hinder it, and Because the Aura is made of Magic, it can counter offensive spells up to user rank.
- Physical Alterations - Aura magic can hinder or enhance a user's capabilities ( strength, speed, ect )
Weaknesses:
- Channeling - Higher ranked spells take at least a post time to gather her Aura.
- Defense - Aura Generation has simple defensive capabilities and does not offer very much.
- Duration - All Spells have a short Duration Period as each she can only emit so much at once.
- Opposite - This magic has one magical weakness that can hinder it, and that is Anti Magic. Which dissipates Magical Energy itself.
Abilities/Powers:
- Implanting :: Because Aura is the physical Appearance of Magical Energy, Aura Generation is the complete control of one's Magical Power. Being a Aura Generation Mage, the user can output her own Magical Power and give it to another accepting mage. However, this is a dangerous technique and if not done correctly, can sever a mages bond with His/Her Magical Power. She is only able to implant her own MP up to 100% in her target
- Aura Sight :: By Concentrating, An Aura Generation Mage can see another Mages' Magical Energy that they are putting out. Often enough they can not only sense the output, but physically see it before another mage could feel it. Up to 65 meters
- Aura Burst :: Every Mage is able to reach deep down inside them and expend their magical Energy. Kari, being a Aura Generation Mage, can double it's effects, and control her's to were it does not effect allies.
- Aura Touch :: By concentrating on seeing an mages Aura, and implanting her own. She can heal a mage by using their own Magical Power. That is, as long as they have any magical power left. Kari can also repair the sickness brought on by a mage losing their magical energy. Up to 5%
- Aura Theft :: Aura, is already emitted Magical Energy, and she is able to steal another Mage's Aura and consume it for her own use. This does not steal from the Mage's inner Magical Power, but the leftover effects that radiate off of them.
- D Rank Spells:
Name: Aura Sphere
Rank: D
Type: Offensive
Description: Concentrating on a fixed point, Kari forms a bright swirling ball in the palm of her hand. From there she can choose to throw it at her opponents.
The ball is approximately 10 inches in diameter and can be thrown at the user's top speed ( 76 mph at 10 meters ). The Force each Sphere does up to 1/2 D Rank of Damage each.
Strengths:- Kari can control where she decides to throw her Aura Sphere, making it easy to avoid allies
- Her Aura does not damage herself, so she can hold onto it and sustain it for as long as possible.
- Kari can release up to six Aura Spheres during the Duration
Weaknesses:- Can not travel faster than her throwing speed of 76 mph
- Can only throw one at a time
- They disappear after touching an object, as in they don't bounce off objects.
- Mid-Range only really
Duration:- 3 posts
Cooldown:- 4 posts
Name: Aura Razor
Rank: D
Type: Offensive
Description: Kari forms a Aura Sphere in the palm of her hand, but instead of the round ball shape she forms it into a large platter looking object. Alot like the Aura Sphere, she throws this, but like a Frisbee. As you could have guessed, the shape of the Aura causes it to spin faster ( at aprox 3000 rpm ), with the shape and speed, the Aura is used to cut through objects like a Saw. It is about 3 feet in diameter all the way around and 1/2 inch thin.
It does D Rank Slashing Damage.
Travels at 85 mph; Because it was thrown, it has a slow start for 1 meter. Then picks up because of spinning and shape.
AOE is 15 meters.
Strengths:- Can cut through most objects, Wood, Trees, Small Boulders, ect.
- Can also cut through spells, as long as they are D rank and not Earth, Metal, or Anti-Magic
- Can be used outside of fighting for everyday purposes ( cutting down trees or obstacles )
Weaknesses:- Kari can only create one per post
- Once thrown, can only travel in that direction, so it can be easily dodged
- It can not cut through hard metals, or any magical item.
- Can not block attacks, but it can cut through certain magical spells ( D rank spells )
Duration:- 3 posts - 1 Razor per post
Cooldown:- 4 posts
Name: Aura Light
Rank: D
Type: Supportive
Description: By forming a Aura sphere in her palm and keeping it steady, it produces a light that can be used to see in the dark. By concentrating, she can even cause it to grow brighter, and hover it around her and her allies. It can only hover up to 5 feet from her in any direction, and only 6 feet off the ground. It is 6 inches in diameter, and shines light to a 15 feet AOE.
Strengths:- Can be used to blind her enemies ( 1 post effect )
- Can not be blown out by wind like fire does
- Takes 1 D rank damage before vanishing
Weaknesses:- No Offensive purposes
- Can only hover a few feet from Kari
- No Defensive purposes
- Light is brightest in the center of the AOE and grows fainter the farther out.
Duration:- 4 posts
Cooldown:- 5 posts
Name: Aura Stepping Stones
Rank: D
Type: Supportive
Description: Kari is able to see and manipulate emitted Aura from other mages, this gives her the ability to levitate her allies and herself for a short period of time. By holding out her hands and concentrating highly, Kari will use her allies Aura's and manipulate them to levitate wherever she so pleases.
Strengths:- Can be used to overcome obstacles
- Kari can levitate herself and her friends at the same time
- She can levitate herself, and up to 3 allies for 3 posts, and up to 15 meters
Weaknesses:- If concentration is broken, Kari's hold on the Aura will break and her allies will fall.
- No Defense if attacked
- Not able to go as far and as high as she wishes
- Takes 1 post to prepare and get a secured hold on her friends Aura
Duration:- 3 posts
Cooldown:- 4 posts
- Kari can control where she decides to throw her Aura Sphere, making it easy to avoid allies
- C Rank Spells:
Name: Healing Aura
Rank: C
Type: Supportive
Description: Kari has the ability to see and use another mage's Aura to her own will. By touching her fallen comrades body, she is able to emit that same Aura back into their bodies and use the magical properties to heal them. However, this all takes time, and they wont be completely restored. It restores 5 HP per person, per post. When healing two people, it is 3 % per person per post.
Strengths:- In the heat of battle, Kari can heal her allies, or at least stop the bleeding.
- Can be used to heal herself
- Can heal up to 2 people, but she has to touch both of them.
Weaknesses:- Have to touch the person, and close to the wound.
- Can not attack or defend while she is doing this
- Only restores small amount of HP per post
- Takes 2 MP per post from herself
Duration:- Up to 3 Posts
Cooldown- 4 posts
Name: Aura Bomb
Rank: C
Type: Offensive
Description: By Holding both her hands up in the air, Kari will create a large sphere above her head. Approximately 3 feet in diameter, and the same wide, it is a intimidating sight indeed. Kari will then throw this large sphere at her opponents. Because the Aura weighs practically nothing, it is able to travel as fast as if she was throwing her smaller spheres. ( 86 mph at 10 meters ). After impact, the sphere will then explode a large force of Aura; Dealing C rank damage upon impact, and an extra D rank damage from the force pushing them back.
The explosion is measured at 25 meters at the center.
Strengths:- Covers a wide area of effect
- If opponent was to counter attack with a spell, the sphere would still explode.
- Explosion creates a blinding light which could hinder opponents ( 1 post effect )
Weaknesses:- Can only make 1 per post
- If opponent is a higher rank than spell, extra damage is neutralized
- Can be dodged by a faster opponent, but still hard to escape the explosion
- Blinding light can blind allies if close enough.
Duration:- 1 per post, for 2 posts
Cooldown:- 3 posts
Name: Aura Arrow
Rank: C
Type: Offensive
Description: When drawing back on her bow, A light appears and shapes's itself into an arrow, This arrow is made from her Aura. It is the same size of a normal arrow, but travels approximately 30 mph faster. This allows for faster and harder delivery. However, instead of piercing damage, it produces, the explosive qualities of one of her spheres. Which deals D & 1/2 D rank damage per arrow. Kari is able to shoot off 3 arrows during the duration, which travel at 204 mph for 35 meters.
Strengths:- Can be used to attack more than just one enemy
- Both Ranged and Mid Ranged attack style
- Arrow travels fast and is hard to dodge
Weaknesses:- Does not deal Piercing Damage, so she can not tear through things such as rope ect ect
- This attack requires her weapon, she can not use a different bow
- Deal small amounts of damage per arrow
- Each arrow disappears after impact with an object, so she has to try to get a clear shot to her opponent.
Duration:- 3 posts
Cooldown:- 4 posts
- In the heat of battle, Kari can heal her allies, or at least stop the bleeding.
- B Rank Spells:
Name: Aura Dome
Rank: B
Type: Defensive
Description: Kari expands her self Aura to engulf her and her allies. This creates a Dome like barrier to protect them from attacks. This applies to both physical and Magical attacks. Aura Dome is able to protect against all spells up to A rank, except for Anti Magic attacks. This applies to all Weaponized attacks as well. The Dome is about 8 meters in radius from the center and 10 meters tall.
Strengths:- Can shield her, and her allies.
- Block Magical and Non-magical attacks
- Kari can retract or expand the Dome up to maximum of 16 meters in diameter.
Weaknesses:- Kari can not attack at the same time or stay outside the dome.
- Can only take 3 B rank weapon or magic attacks or 1 A rank.
- Does not move with user
- Can not protect against Anti-Magic attacks
Duration:- 4 posts or until broken
Cooldown:- 5 posts
Name: Aura Blade
Rank: B
Type: Offensive
Description: Just like Kari can wrap her aura around herself, she can wrap her Aura around her blade. This Doubles her weapons attack damage and defensive resistance. Because her weapon is an Artifact, she is able to block up to S rank spells with this spell intact. This spells doubles her sword damage, going from B to A rank. Paired with Aura Cloak, she is a formidable opponent indeed.
Strengths:- Can be used to overcome obstacles outside of opponents
- Perfect when compared with Aura Cloak, her damage will increase to S rank during the duration of both spells
- Provides a torch like light that can help her see in the dark
Weaknesses:- Even though damage & resistance is doubled, can still not cut through or block anti magic spells at S rank, Only able to block them at A rank with the weapon. Spell would be negated.
- The AOE is only as long as her sword
- Can only block up to 1 S rank spells before magic is negated
- If she attempts to block 2 S rank spells, her weapon will break
- It is possible for her weapon to be knocked from her hand when trying to block a S rank attack
Duration:- 4 posts
Cooldown:- 5 posts
Name: Meteo
Rank: B
Type: Offensive
Description: Kari holds out her hands and from them a bright flash of light shoots up 75 meters into the sky. It then erupts with a huge force and a blinding light. The light then falls rapidly in seven falling spheres. These spheres can be directed all at one opponent or at surrounding opponents if she wishes. They Do C rank Damage each, or B 1/2 damage overall. If paired with Aura cloak, that damage is doubled.
The impact of the spheres cause mages of equal rank or below to be knock to the ground and suffer 1/2 C rank damage xtra.
Strengths:- Can target more than one enemy
- Repercussion of spheres caused extra damage
- the light is blinding and can hinder opponent for 1 post
Weaknesses:- Light can blind enemies if not careful
- The repercussion from spheres' exploding can cause damage to allies and structures
- The Aura sent into the air will tear apart structures if in a enclosed area
- Can be negated with Anti magic attacks, however the spheres will still explode
Duration:- 1 post
Cooldown:- 3 posts
Name: Aura Cloak
Rank: B
Type: Supportive
Description: Alot like typical mages, Kariline can cloak herself in her own Aura. While this usually gives no special abilities for other mages, For Kari, it provides a physical increase. Her speed, strength, power, all increase by double. While she may not be as fast as other mages, particularly speed mages, this does give her a speed boost. Her top speed while preforming this spell is maxed out at 100 meters in 10 seconds. Aprox 10 meters a second. Her strength increases by double and she is able to lift or push 165 pounds with one arm. This spell also doubles the damage rate of her offensive spells, and double the defensive capabilities of her spells. Ultimately this spell can be preformed along with other spells.
Aura cloak required 5% more MP to be preformed.
Strengths:- Perfect for increasing her stats to overcome opponents of higher rank
- Doubles damage, resistance, speed, and fortitude
- Hard to track Kari's movements by human eye
Weaknesses:- After Spell's duration Kari suffers from dizziness and fatigue. (1 posts )
- Anti Magic can negate the Aura around herself and she goes into Instant Cooldown
- Can't life over 300 pounds in total
- Speed does not create faster reaction time and it's possible for Kari to act a bit more clumsy, and can not dodge faster incoming attacks.
- At the end of the Duration, Kari also suffer's a 50% in all physical attributes for 4 posts
Duration:- 5 posts
Cooldown:- 6 posts
- Can shield her, and her allies.
- Signature Spell:
Name: Aura Death & Life
Rank: B
Type: Offensive/ Supportive
Description: By having complete control of The magical properties from expelled Aura, Kariline is able to poison an opponents Aura output. When Kari touches her opponent with either her own Aura, or her skin, she is able to see her opponents magical energy ( as it expels itself from the body) traveling through their body. By concentrating she is able to reverse the flow of Aura within her opponent and thus negating the expansion of magical energy. The reversed flow then works it's way back and weakens the body due to energy overbuild and causes dizziness nausea, pain, and muscle weakening.
Also! If she so chooses, Kariline can increase the effects of Magical Energy on herself and her allies, which will cause then to gain strength, speed and maneuverability. This happens because of the increased flow of magical energy within the user or target. With Kari, it doubles her attack damage. & increases physical properties, CAN BE STACK WITH AURA CLOAK!!
Strengths:- Negative or Pro effect on enemy's and allies
- Can give Kari Double Damage effect
- Can hinder opponents for up to 4 posts ( dizziness, nausea, ect ) ( only opponents of equal rank or below )
Weaknesses:- Does not double damage of allies, only increase physical properties by 25%
- It is a Touch activated spell! Either by her own Aura, or physical touch
- Kariline suffers from nosebleeds after this spell is used ( 1 D rank damage )
- Requires constant concentration, if it's broken, spell goes into cooldown, and opponent suffers only half of duration
Duration:- 4 posts
Cooldown:- 5 posts
- Negative or Pro effect on enemy's and allies