Primary Magic: Aura Force
Secondary Magic: N/A
Caster or Holder: Caster/Lost magic
Description: The Aura Force allows the user to channel and manipulate the energy of his aura and combined it with his magical power, giving him/her not only enhance mental abilities but also energy based attacks and control over more solid constructs(of own creation) as well. Unlike other magic, Aura Force doesn’t only rely on the magic power of the user but also the strength of their willpower which makes the aura stronger. All the spells are in the color of the user's aura. For Jian that is dark yellow and light orange.
- Picture:
- Lineage Information:
- Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
- Ability:The user's missing half of their soul has resulted in the opening of their Second Origin, the secret container of magic that very few mages get the chance to access. However, unlike its original purpose, having being opened since the user's birth, the Second Origin is empty, and hungry. It is like a black hole for magic energy, though not as potent as its original, but still useful in your fights, for if your opponent manages to smack you with a spell, don't worry about the injuries, you can catch some of their magic energy away for your own usage.
- Usage: This is a passive lineage that is open all the time and possesses no other weakness other than that it will only work when you get damaged by a spell. When its effect is activated, the Second Origin vessel will retain the magic energy smacked into you, converting it into energy that you can use for your own spells. The amount of energy gained depends on the Slayer Recovery Magic Power system.
- Description: A thousand years or two ago, a small little village was struck with a horrible curse by a power-hungry demon, each inhabitant losing half of their soul to the demon. No one saved them. The Magic Council, the freelance mages, the guilds and even the dark guilds did not dare to go near them, for with their half of their souls gone, the forbidden Container of magic power known as the Second Origin within each of them was left wide open like a black hole and whenever they got close to magic, magic was drawn towards them, absorbed by the empty half of their soul. As a result, ostracized by the magic-dominated world, they were cordoned off from the world like a disease, left in their shell of a village to rot. However, they strove to live despite this predicament and they did. Eventually, history forgot their 'crimes' and the descendants of these villagers were let out into the world, still holding the diluted version of the curse within them.
- Illusion resistance: Aura mages are most of the time clear of mind and calm. This works great when fighting an illusion based type of magic since aura mages can look through these illusions twice as fast a normal mage of their rank.
- Utility: This magic can be used in many ways and they are all powerful. The user can use energy attacks, make solid constructs and even boost their own power.
- Rare: Since this magic is very rare and almost lost, the knowledge of this magic is rare as well. This works great in a fight since there is a big change that the user won’t even know what kind of magic this is.
Weaknesses:
- Oversensitive: Since the user has stronger senses than normal humans plus his aura awareness, he is really oversensitive. Rookie aura users are always overwhelmed by all the information and it is really hard to filter all the knowledge they get at once. It requires a lot of mental training and meditation. The users can only really process it when they are absolutely calm. When they get stressed or scared, the information gets too much and they will enter a mental breakdown. This can lead to many horrible things.
- Needing the Aura force: The user needs next to their magic power also his aura force. The aura force holds grand power but the connection between the user and his force can be cut off by certain spells, like draining curses and mind spells. The user is not cut off from his magical power, only from his aura force. That means that the user can still cast other spells, but not aura spells. When the user loses his connection, he can regain it by meditating for one post or waiting 5 posts.
- Weakness against darkness: This magic is very weak against all types of dark magic. The aura force is all about calmness and peace, while darkness is all about chaos. This includes god slayers, because they use dark forms of their elements.
- Weakness against draining: Aura force magic relies a lot on the power stored inside the user’s aura force. Spells which can drain magic power can enter the force and drain it's grand power. To stop this from happening, the force automatically cuts off from his users.
- Weakness against mind spells: Although aura mages are naturally mentally strong, when a mind control spells enters their mind, the aura force cuts off from the user to prevent it’s use for dark deeds.
- Abilities:
- Innate Abilities:
- Innate Abilities:
- Hovering: An aura mage can hover over the ground by using his aura force and all the ones around him. The aura mage can move while hovering. He can go max 2 meters above the ground. This is not flight. The hovering goes just as fast as walking.
- Healing aura: The aura of an aura mage heal his owner with 5% every 5 posts. When the user is cut off from his aura force, this healing effect stops untill the connection is restored.
- Hovering: An aura mage can hover over the ground by using his aura force and all the ones around him. The aura mage can move while hovering. He can go max 2 meters above the ground. This is not flight. The hovering goes just as fast as walking.
- Unique Abilities:
- Unique Abilities:
- The more, the merrier: If the user is in an area with lots of powerful magic aura's, his spell costs decreases. By every mage around him, his aura spell cost decreases by 1%. This decreae can stack up with every mage entering the area. The mages have to be in an area from ten meters around the user.
- The more, the merrier: If the user is in an area with lots of powerful magic aura's, his spell costs decreases. By every mage around him, his aura spell cost decreases by 1%. This decreae can stack up with every mage entering the area. The mages have to be in an area from ten meters around the user.
- Spells:
- D-rank:
- Aura Sphere:
- Name: Aura sphere
Rank: D
Type: Energy/offensive/instant/mid-range projectile
Description: The user fires off a ball of pure aura energy. This spells needs to be cast from the hands. This spell can be fired off in an instant or can be charged up by using both hands. Charging takes one post. When fully charged, the power is doubled. The ball can travel up to five meters before disappearing. When fully charged, it becomes seven meters. The balls travels with the speed of two m/s(meters per second). When it hits a target, it explodes on impact. The explosion is small and only hurts the target it hits or someone within one meter away from the explosion. When fully charged, the area becomes 1,5 meters.
Strengths:- Simple yet effective projectile.
- The power can be used in different ways, the sphere doesn’t need to be fired off. The user can keep it into his hand and force it upon the opponent. This move is also simple to combine with other attacks
- Quick attack.
Weaknesses:- The ball can be dodged with ease by people with high reflexes
- The ball can’t be controlled once fired off
- The user needs two hands when charging.
- When the user forces the ball upon someone, he is hit by the explosion as well.
- Cooldown: four posts. After a fully charged shot, five posts.
- Simple yet effective projectile.
- Aura Barrier:
- Name: Aura barrier
Rank: D
Type: Solid energy/support/close-range
Description: The user creates a barrier of solid energy to protect him from attacks. The barrier is always two meters by three meters and a half meter thick. The barrier can be places however the user wants(for ex. Flat on the ground or right above his head). The barrier can float be not controlled. The barrier can be broken by instant C-spells or two instant D-spells. The barrier needs to be cast in an area of one and half meters around the user.
Strengths:- The barrier can block one instant D-spell.
- The barrier can also be used as a platform.
- The barrier can be cast right under the user’s feet to put him on top of the barrier.
Weaknesses:- The barrier can’t block C-spells or higher.
- The user needs two hands or his staff the cast the barrier.
- The barrier can’t be moved and there can only be one active at the time.
- The barrier can stay up for two posts. Can be canceled earlier.
- Four post cooldown.
- The barrier can block one instant D-spell.
- Aura Flash:
- Name: Aura flash
Rank: D
Type: Movement
Description: The user concentrates for a few seconds and then moves with high speed to another place. The user can shoot himself into all directions, even upwards for a quick jump. The user travels 5 meters in one second before exiting this state.
Strenghts:- The users moves really fast.
- When someone else is hit by the moving user, he is hit by the user’s body for dmg.
- After this state, the next move of the user will have a 5% speed buff.
Weaknesses:- The user can be attack while moving by people with high reflexes. Every attack he is hit with during the second he is moving gets a 50% dmg buff.
- The user can’t cast other aura spells while moving or for the rest of the post.
- The user always travels five meters, not more nor less.
- Cooldown is four posts
- The users moves really fast.
- Flaming Aura:
- Name: Flaming aura
Rank: D
Type: Buff
Description: The hands, feet or tip of the staff of the user will catch on yellow magical aura fire and the attacks of the flaming body parts are buffed. The melee attacks are buffed by 20% and speed is buffed by 5%.
Strengths:- Melee attacks are buffed and stronger.
- The next dmg spell cast during the fire, is buffed with 10% more power.
- The hands will quickly catch on fire, no charging time needed.
Weaknesses:- After this effect is over, the user can’t cast any spells for two posts.
- When a spell is cast during the fire, the fire and buff will stop and the cooldown will kick in after the spell cooldown stated above is over.
- The mana cost for this spell is 25% more then normal D-spells.
- Duration: Up to three posts. Can be canceled sooner.
- Cooldown: 7 posts. 2 where the user can’t cast any spells and 5 for the spell itself.
- Melee attacks are buffed and stronger.
Last edited by Stardust on 4th December 2014, 2:53 am; edited 24 times in total