Malevolent Marionette
Tier: AClass: Magician [Nightmare]
Type: Offensive
Range: Long
Requirements/Drawbacks: The nightmare will disperse if the caster is rendered unconscious for a full post or longer. The nightmare must be summoned from the caster's own body and not at a distance. The nightmare is incapable of complex decision making and must be ordered if it is to act in any capacity other than defending the caster from threats.
Scaling: Duration
Sustain: 0
Cool Down: 4
Cost: 40 | 20
Description:
Using nightmare magic, Zion pulls forth a figure from his own nightmares. Upon casting the spell, Zion must touch his staff/wand before a black mist pours from the magic medium and manifests next to the caster. The resulting construct is a shadowy figure standing five meters tall with sharp claws and long fangs capable of dealing A-tier damage. The creature of darkness vaguely resembles a monstrous version of Zion. The nightmare will seek out nearby threats to the caster and lash out at them with its powerful claws or it will obey the commands of the caster. The nightmare can persist for up to four posts before it must be sustained or unless scaled.
Phantom Arms
Tier: A-tierClass: Magician [Perfect Illusion]
Type: Offensive
Range: Medium
Requirements/Drawbacks: If the summoned weapon leaves or is forced out of the 20m range it will vanish. The weapons are capable of harming the caster should they not be careful. If the core weapon is destroyed or dispelled by any means, the phantom copy will also vanish.
Scaling: Amount
Sustain: 0
Cool Down: 3
Cost: 30 | 15
Description:
Upon cast the spell a weapon not exceeding 3m in any dimension will be manifested within a 20m radius of the caster. The weapon can take on almost any form and possesses B-tier offensive and defensive power. A phantom copy of the weapon with D-tier item durability covers the weapon initially and can be controlled to separate into its own separate weapon. These ghostly weapons are nigh transparent, discernable only by a silvery mist-like outline. The weapons are capable of dealing B-tier damage and will persist for three post before needing to be sustained.
Solar Lance
Tier: BClass: Magician [Pierce]
Type: Offensive
Range: Long
Requirements/Drawbacks: The user must aim the spell with their wand is incapable of altering its target once fired. The tracking of the spell is unable to discern between obstacles and allies making it relatively easy for fast enough opponents to guide them into striking unintended targets. The piercing effect does not work on defenses based on strength magic. The caster must remain focused on the target for the spell to track the target. Being inflicted with damage or disorientation will break the caster's focus.
Scaling: Amount
Sustain: 0
Cool Down: 3
Cost: 30 | 15
Description:
The caster aims their wand/staff and a golden beam shrouded in black tint is unleashed at a target. Once the target has been set, the beam will travel towards it at high speed and track their movements. Movement abilities/traits at or above B-tier can match or outrun this ability but it will continue to follow them until it strikes something. The beam itself is only 10cm in diameter and deals B-tier damage on impact. If it clashes with a defensive ability the pierce magic will penetrate the defense even if it is of equal tier, albeit with half damage. The beam can chase a target for a total of three posts up to 100m total before dissipating on its own.
Kitsune Claws
Tier: DClass: Body Manipulator
Type: Offensive
Range: Close
Requirements/Drawbacks: If the user's nails are already bound by something equal to or greater than this ability it will fail to activate. If a nail is broken in a clash it is unable to be used again for this ability for the remainder of the thread.
Scaling: Damage
Sustain: 0
Cool Down: 1
Cost: 10 | 5
Description:
Veins bulge around one of the user's hands as the nails on their fingers grow into sharp claws. The nails increase in length by 5cm and will grow an additional 5cm for every damage scaling applied to the ability capping out at A-tier. The claws deal D-tier damage in the base form of the ability.
Flowing Locks
Tier: CClass: Body Manipulator
Type: Supplementary
Range: Medium
Requirements/Drawbacks: The hair is ineffective against water, ice, and heat based targets. Enemy spells that require contact with a target can use the extended hair to affect the caster. The ability is unable to be scaled if the hair is not free to twist itself into braids.
Scaling: Strength
Sustain: 0
Cool Down: 2
Cost: 20 | 10
Description:
The user causes their hair/fur to rapidly grow up to a maximum 50m in length. The extra grown hair can be controlled by the user to spread out, wrap around targets, or otherwise act as an extra limb under the user's control. The hair has C-tier item durability and can be scaled by causing the hair to braid itself into thicker strands.
Last edited by Zion on 20/01/22, 10:11 am; edited 3 times in total