Magic
Primary Magic: Anticipation magic
Secondary Magic: -
Caster or Holder: Caster
Description: Anticipation magic is a battle style that merges weapon constructs with the concept of disruption. Users of this magic can instantly forge weapons infused with a touch of essence given by supernatural entities from the rifts. This magic aims to provide solid offense and to prevent opponents from doing what they do best. The experienced user is able to use the power of his opponents against them, or by shutting down an opponent's capability to fight. It hinges on the user being sturdy, anticipating the opponent to make the wrong move, hence the name Anticipation magic. Most spells only affect the next action, so the user needs to trust his instincts and rely on his intuition to expect the opponent's next move.
In the past, a certain group of blacksmiths worked together with other magic users to create magic spells of their own. Through generations, as this magic was taught and passed down, those who learnt it also improved certain aspects of the magic as they carried new ideas from different backgrounds. Over time, the diversity of this magic increased and has branched outwards. Although originally some spells were accompanied by summoned weapons, nowadays they can appear as item constructs. This magic is not considered as requip as not all skills are related to weaponry or armory. It is also not considered as lost magic as this magic can be learnt by anyone who has the aptitude for it. Among the many Anticipation magic spells, here are 4 examples of such spells.
Strengths:
+ Quick-paced magic for the impatient. Most spells cast instantly (0.5s stances).
+ Versatile. Most spells have multiple effects, a keen user makes full use of them.
+ Midrange. Good for those who don't need the extra long range, but don't want to go near an opponent.
Weaknesses:
- Does not predict the future. Good intuition is still needed.
- Does not force opponents to do anything. They still have the choice.
- Less effective in team fights. It gets harder to be watchful of multi-targets.
- Not suitable for those who like to have a lot of preparation beforehand.
Abilities/Powers:
Users of anticipation magic seem to have gained certain traits after years of practising their magic during training, by recognising the opponent's tendency then taking advantage of a strike-back.
The user takes 10% less damage from non-elemental D-rank spells. The crafter training allows the user to gain understanding of materials. Once someone has been hit, cut, scarred or bruised by these materials a lot while working, he tends to be able to withstand them more, even outside the workbench.
Less susceptible from some D-rank spells:
+ Whenever a spell attempts to remove energy from the user, the spell only removes half that energy. Does not affect its damage.
+ Whenever a spell attempts to prevent the user from casting, the spell lasts only half the duration. Does not affect its damage.
The anticipation magic user training also involves recognising certain key aspects of these spells. After receiving the same spells over and over again in practice, they notice that these magic spells all have a similar feeling, and so it requires more of these spells to induce the same effect.
Primary Magic: Anticipation magic
Secondary Magic: -
Caster or Holder: Caster
Description: Anticipation magic is a battle style that merges weapon constructs with the concept of disruption. Users of this magic can instantly forge weapons infused with a touch of essence given by supernatural entities from the rifts. This magic aims to provide solid offense and to prevent opponents from doing what they do best. The experienced user is able to use the power of his opponents against them, or by shutting down an opponent's capability to fight. It hinges on the user being sturdy, anticipating the opponent to make the wrong move, hence the name Anticipation magic. Most spells only affect the next action, so the user needs to trust his instincts and rely on his intuition to expect the opponent's next move.
In the past, a certain group of blacksmiths worked together with other magic users to create magic spells of their own. Through generations, as this magic was taught and passed down, those who learnt it also improved certain aspects of the magic as they carried new ideas from different backgrounds. Over time, the diversity of this magic increased and has branched outwards. Although originally some spells were accompanied by summoned weapons, nowadays they can appear as item constructs. This magic is not considered as requip as not all skills are related to weaponry or armory. It is also not considered as lost magic as this magic can be learnt by anyone who has the aptitude for it. Among the many Anticipation magic spells, here are 4 examples of such spells.
Strengths:
+ Quick-paced magic for the impatient. Most spells cast instantly (0.5s stances).
+ Versatile. Most spells have multiple effects, a keen user makes full use of them.
+ Midrange. Good for those who don't need the extra long range, but don't want to go near an opponent.
Weaknesses:
- Does not predict the future. Good intuition is still needed.
- Does not force opponents to do anything. They still have the choice.
- Less effective in team fights. It gets harder to be watchful of multi-targets.
- Not suitable for those who like to have a lot of preparation beforehand.
Abilities/Powers:
Users of anticipation magic seem to have gained certain traits after years of practising their magic during training, by recognising the opponent's tendency then taking advantage of a strike-back.
The user takes 10% less damage from non-elemental D-rank spells. The crafter training allows the user to gain understanding of materials. Once someone has been hit, cut, scarred or bruised by these materials a lot while working, he tends to be able to withstand them more, even outside the workbench.
Less susceptible from some D-rank spells:
+ Whenever a spell attempts to remove energy from the user, the spell only removes half that energy. Does not affect its damage.
+ Whenever a spell attempts to prevent the user from casting, the spell lasts only half the duration. Does not affect its damage.
The anticipation magic user training also involves recognising certain key aspects of these spells. After receiving the same spells over and over again in practice, they notice that these magic spells all have a similar feeling, and so it requires more of these spells to induce the same effect.
- D-rank spells:
Name: Corrosion projectile
Rank: D
Type: Metal, Offensive, Disruptive
Description: Shoots a target with a magical rusty sharp-edged bullet (20m/s speed) that is corrosive when it pierces, dealing D-rank damage (15m range). The target's next D-rank spells that are sharp within the next post will deal 50% less damage.
Strengths:
+ As long as the user can aim to select at the target initially, the projectiles will home and lock-on to the target for up to 4 seconds.
+ Although a gun is usually wielded for this spell, the cast can also be initiated by manually throwing dagger manifestations.
+ Metal element can deal more damage to those weak against it, as stated in app form of the other character.
Weaknesses:
- The damage reduction does not work on blunt objects.
- Shoots 1 target only, and only affects the next post of that target.
- Although this midrange spell can home, initial target aiming is still needed. This means that as visibility decreases, the user may not be able to select targets further away.
- Metal damage can deal less damage to those who resist it as stated in their app form, as well as metal slayers.
Duration: 1 post. Cooldown: 2 posts.
Name: Anticipation halberd
Rank: D
Type: Metal, Offensive, Disruptive
Description: Links the user or a target nearby (15m range), instantly forging a halberd near it. Whenever the target receives the next 1 D-rank damage, it is prevented. Then, the halberd shatters because it senses damage prevention (even from ranged spells), which invokes the power of ancestral battleforgers from the spiritual rifts to carve the attacker with D-rank damage.
Strengths:
+ The rifts attack the target himself. It is not a ranged spell nor an area spell.
+ As long as it is triggered upon the target, the spell takes care of tracking the attacker by itself, regardless of visibility.
+ Attacking the halberd counts as attacking the target.
Weaknesses:
- This is a punishment spell, and not meant to be used as a shield as it does not last long.
- Must be predicted for full trigger. It cannot be used as a reply after the previous post.
- Works only once, on the next incoming damage only. If nothing is triggered, then the spell does nothing, and the energy is wasted.
- Does not trigger upon indirect damage, like slow poison or minor bleeding etc.
Duration: 1 post. Cooldown: 2 posts.
Name: Arid wasteland
Rank: D
Type: Earth, Defensive, Disruptive
Description: The user corrupts the land he is stepping, turning it into a wasteland (10m x 10m) which causes some magical essence to fail. This wasteland removes 1 continuously damaging D-rank spell that is already on the land. It also does not allow the next 1 D-rank spell to enter that zone for the next 1 post.
Strengths:
+ Continuous damaging D-rank spells include most AoE and PbAoE.
+ The 1st part of the spell allows interaction with the previous post.
+ Also works in water, with different visuals.
Weaknesses:
- For the 1st part, the D-rank spell must be both continuous and damaging. For example, a single post AoE ranged spell or long duration shields do not count.
- For the 1st part, it does not remove continuously damaging spells that aims for 1 person, because it is not on the floor.
- For the 2nd part, spells from a caster who is inside the zone is permitted.
- Not stealthy. For a short moment (15s), plants wilt and sands turn red, allowing easy identification upon landing.
Duration: 1 post. Cooldown: 3 posts.
Name: Anchor of burden
Rank: D
Type: Metal, Offensive, Disruptive
Description: Made from the iron of ancestral whitesmiths, these binding chains cause the target (15m range) to be dragged down by the anchor. For the duration of 2 posts, the target takes damage continuously (total: 1 D-rank damage) and any D-rank magic spells cast by the target will use +20% energy cost due to feeling the heavy burden of the anchor. The anchor can be destroyed by 2 D-rank spell, whereby the following damages and effects will disappear with it.
Strengths:
+ Can be used outside of battle to pull things down. Estimated mass: 20kg.
+ The anchor appears at the target, it bypasses shields or other defensive spells.
+ The anchor floats and follows the target.
Weaknesses:
- Although the anchor feels heavy, it does not cause reduction in movement.
- The ghastly anchor is chained next to the target.
- It has lower total damage for the duration compared to similar D-rank spells.
- There is no initial damage upon cast. It only damages at the end of each post.
Duration: 2 posts. Cooldown: 4 posts.
Last edited by Rayzen on 3rd September 2014, 11:03 pm; edited 11 times in total