Primary Magic: Card Magic
Secondary Magic:
Caster or Holder: Holder
Description: Card Magic is a type of Holder Magic which revolves around the use of Magic Cards, which can produce a variety of effects, such as generating elements, and even seemingly living beings. Card Magic can be used for offense by employing the cards used for this Magic as long-range weapons by the user throwing them at their enemies. Users of this Magic can also combine their cards to generate particular effects. Aside from combat, Card Magic seems to possess other avenues for usage: users can apparently track down people to some degree through the cards' use. Card magic is used by the mage using a combination of tarot cards to create a spell when placed in a certain pattern (often just on top of each other or sometimes in circles on the floor for more complex spells) or using card meant for that spell e.g. fire card- fire blast spell or something like that.
Strengths:
-The element card spells can help other magic’s e.g. the celestial spirit Aquarius can be summoned from a water spell and dragon slayers can feed of their elements.
- Some spells are multi- targeting
- Different elements can be used with in card magic (e.g. fire, water, lighting) and not just one.
Weaknesses:
- Some spells require a circle of tarot cards to be made on the floor which will be hard in the midst of battle
- Spells of certain elements do not effect mages with magic of the element they are being attacked with (for example ‘jolt of fate’ wouldn’t work on Lightning Empress armour)
- Not all spells can be used in battle to benefit the mage (e.g. Help card)
- Card magic isn’t very strong when up against re-quip magic due to re-quip users being able to change into armour that stops certain elements from hurting them (and card magic is centred on elements)
Abilities/Powers:
- none so far
Spells
Name: Jolt of fate
Rank: D
Type: Lightning, Offensive
Description:
The user places the "Lightning", "Reverse Tower" and "Lovers" tarot cards on top each other, combining them, and subsequently generating a massive electric shock (yellow lighting strikes everyone within the area of effect) that can strike multiple targets (up to 5 people can be targeted). The mage says “Jolt of Fate” whilst holding up the cards to activate the spell. Area of affect is a five meter radius from the mage (allies can be hit as well if they are in the way). Speed is immediate as the spell happens straight away. Once someone is hit by the lighting they will be electrocuted.
Strengths:
- It can hit up to 5 people
- The spells acts immediately
- The area of effect is quite large for a card magic spell
Weaknesses:
-Cool down of three posts
-Duration of only one post
-People with lighting defences such as lighting empress armour will not be affected by this spell
Name: The prayers fountain
Rank: D
Type: Water, Offensive
Description: A Magic spell in which the user throws/places a card with a fountain-like design printed on it on the ground, summoning beams of water that strike in all directions. The water springing out of the card is said to be dangerous to touch, but the effects of touching the water is that the water attacks you (hurts you). Water spirits may also be summoned within it (apparently with no ill effects). To activate the spell the mage must say “Prayers fountain” whilst putting the card on the floor and holding it there until the spell is over. This spell can strike anyone, but the caster, within the area of effect which if a six meter diameter from the place where the mage places the card.. Speed is immediate as the spell happens straight away. Cool down of two posts and a duration of one. This spell can also hit allies if they are in within the area of effect when the spell is cast.
Strengths:
- Water spirits can be summoned from within the spell and water dragon slayers/ god slayers and demon slayers can consume the water.
- There isnt a limited amount of people the spell can hit, as long as someone is in the area of effect they are a target
- The spell does not hurt the mage who cast the spell
Weaknesses:
- The spell can hit allies if they are in the area of effect
- Water based mages are not affected by this spell
- It has a long cool down of three posts
- It only has a duration of one post
Name: Burning cards
Rank: D
Type: Fire, Offensive
Description:
The user throws 10 red tarot cards at the target, which envelop themselves in flames mid-flight. To activate the spell the mage must say “Burning Cards” whilst throwing the 10 cards. This spell up to ten people due to there being ten cards thrown however if there is less that ten people some will just get hit twice. The cards can be thrown at anyone within five meters of the caster. Speed is immediate as the spell happens straight away once the cards are thrown. Cool down of two posts and a duration of one. This spell cannot hit allies if they are in within the area of effect when the spell is cast.
Strengths:
- This spell cannot hit allies
- The spell can hit up to ten people
- This is the only fire spell which Sakura has which means she has a good variation of spells.
Weaknesses:
- Cool down of three posts
- Duration of only one post
- The spell cannot hurt fire based mages or defenses such as fire empress armor
- The spell does not have a very large area of effect
Name: Help Card
Rank: D
Type: Supportive
Description:
This is a two card spell which basically means two people need to hold one card each. The card will show the other person on it in chibi form and the words “Help” above them and their name below them. The pattern and colour theme of the card varies depending on who the card is of. If one of the holders of the cards is in danger the other card will show this. When the person shown on the card is in danger, this card will shine to alert the mage holding the card, the chibi for of the person on the card will also be waving their arms up and down in distress. This card also has an arrow that points towards the person in dangers location- a bit like a compass. This card does not have an area of effect as it works no matter where the person in danger is. Neither does this spell have a speed. The caster must have known the person they give a help card to for at least five posts.
Strengths:
- This spell is the only supportive spell Sakura has which gives her a good variation of spells
- The spell means that teammates can help each other when in need of help
- It has no area of effect
Weaknesses:
- This spell isnt offensive or defensive which means it doesn’t protect the caster
- The caster must know a person for at least five posts before giving them a help card
- Only six of these cards can be in circulation at once (three pairs).
- If the caster does not want to know when the other person is in danger they can make the cards disappear which may be inconvenient in the future and for the other person when they are in danger.
-Has a duration of one post (the card shinning and pointing to the person in danger)
-This card has varied duration (X amount of posts in a thread) therefore the cool down will be X+2
Secondary Magic:
Caster or Holder: Holder
Description: Card Magic is a type of Holder Magic which revolves around the use of Magic Cards, which can produce a variety of effects, such as generating elements, and even seemingly living beings. Card Magic can be used for offense by employing the cards used for this Magic as long-range weapons by the user throwing them at their enemies. Users of this Magic can also combine their cards to generate particular effects. Aside from combat, Card Magic seems to possess other avenues for usage: users can apparently track down people to some degree through the cards' use. Card magic is used by the mage using a combination of tarot cards to create a spell when placed in a certain pattern (often just on top of each other or sometimes in circles on the floor for more complex spells) or using card meant for that spell e.g. fire card- fire blast spell or something like that.
Strengths:
-The element card spells can help other magic’s e.g. the celestial spirit Aquarius can be summoned from a water spell and dragon slayers can feed of their elements.
- Some spells are multi- targeting
- Different elements can be used with in card magic (e.g. fire, water, lighting) and not just one.
Weaknesses:
- Some spells require a circle of tarot cards to be made on the floor which will be hard in the midst of battle
- Spells of certain elements do not effect mages with magic of the element they are being attacked with (for example ‘jolt of fate’ wouldn’t work on Lightning Empress armour)
- Not all spells can be used in battle to benefit the mage (e.g. Help card)
- Card magic isn’t very strong when up against re-quip magic due to re-quip users being able to change into armour that stops certain elements from hurting them (and card magic is centred on elements)
Abilities/Powers:
- none so far
Spells
Name: Jolt of fate
Rank: D
Type: Lightning, Offensive
Description:
The user places the "Lightning", "Reverse Tower" and "Lovers" tarot cards on top each other, combining them, and subsequently generating a massive electric shock (yellow lighting strikes everyone within the area of effect) that can strike multiple targets (up to 5 people can be targeted). The mage says “Jolt of Fate” whilst holding up the cards to activate the spell. Area of affect is a five meter radius from the mage (allies can be hit as well if they are in the way). Speed is immediate as the spell happens straight away. Once someone is hit by the lighting they will be electrocuted.
Strengths:
- It can hit up to 5 people
- The spells acts immediately
- The area of effect is quite large for a card magic spell
Weaknesses:
-Cool down of three posts
-Duration of only one post
-People with lighting defences such as lighting empress armour will not be affected by this spell
Name: The prayers fountain
Rank: D
Type: Water, Offensive
Description: A Magic spell in which the user throws/places a card with a fountain-like design printed on it on the ground, summoning beams of water that strike in all directions. The water springing out of the card is said to be dangerous to touch, but the effects of touching the water is that the water attacks you (hurts you). Water spirits may also be summoned within it (apparently with no ill effects). To activate the spell the mage must say “Prayers fountain” whilst putting the card on the floor and holding it there until the spell is over. This spell can strike anyone, but the caster, within the area of effect which if a six meter diameter from the place where the mage places the card.. Speed is immediate as the spell happens straight away. Cool down of two posts and a duration of one. This spell can also hit allies if they are in within the area of effect when the spell is cast.
Strengths:
- Water spirits can be summoned from within the spell and water dragon slayers/ god slayers and demon slayers can consume the water.
- There isnt a limited amount of people the spell can hit, as long as someone is in the area of effect they are a target
- The spell does not hurt the mage who cast the spell
Weaknesses:
- The spell can hit allies if they are in the area of effect
- Water based mages are not affected by this spell
- It has a long cool down of three posts
- It only has a duration of one post
Name: Burning cards
Rank: D
Type: Fire, Offensive
Description:
The user throws 10 red tarot cards at the target, which envelop themselves in flames mid-flight. To activate the spell the mage must say “Burning Cards” whilst throwing the 10 cards. This spell up to ten people due to there being ten cards thrown however if there is less that ten people some will just get hit twice. The cards can be thrown at anyone within five meters of the caster. Speed is immediate as the spell happens straight away once the cards are thrown. Cool down of two posts and a duration of one. This spell cannot hit allies if they are in within the area of effect when the spell is cast.
Strengths:
- This spell cannot hit allies
- The spell can hit up to ten people
- This is the only fire spell which Sakura has which means she has a good variation of spells.
Weaknesses:
- Cool down of three posts
- Duration of only one post
- The spell cannot hurt fire based mages or defenses such as fire empress armor
- The spell does not have a very large area of effect
Name: Help Card
Rank: D
Type: Supportive
Description:
This is a two card spell which basically means two people need to hold one card each. The card will show the other person on it in chibi form and the words “Help” above them and their name below them. The pattern and colour theme of the card varies depending on who the card is of. If one of the holders of the cards is in danger the other card will show this. When the person shown on the card is in danger, this card will shine to alert the mage holding the card, the chibi for of the person on the card will also be waving their arms up and down in distress. This card also has an arrow that points towards the person in dangers location- a bit like a compass. This card does not have an area of effect as it works no matter where the person in danger is. Neither does this spell have a speed. The caster must have known the person they give a help card to for at least five posts.
Strengths:
- This spell is the only supportive spell Sakura has which gives her a good variation of spells
- The spell means that teammates can help each other when in need of help
- It has no area of effect
Weaknesses:
- This spell isnt offensive or defensive which means it doesn’t protect the caster
- The caster must know a person for at least five posts before giving them a help card
- Only six of these cards can be in circulation at once (three pairs).
- If the caster does not want to know when the other person is in danger they can make the cards disappear which may be inconvenient in the future and for the other person when they are in danger.
-Has a duration of one post (the card shinning and pointing to the person in danger)
-This card has varied duration (X amount of posts in a thread) therefore the cool down will be X+2
Last edited by Sakura Iris on 2nd September 2014, 7:09 am; edited 2 times in total