Last edited by Zion on 17/01/23, 01:02 pm; edited 2 times in total
Last edited by Zion on 17/01/23, 01:02 pm; edited 2 times in total
Last edited by Zion on 24/10/18, 08:01 pm; edited 2 times in total
[b]Trait Name:[/b] Advanced Magic Doll
[b]Trait Tier:[/b] Ω-Tier
[b]Trait Requirement:[/b] SOS Trait
[b]Trait Description:[/b] This person is a magical doll that was brought to life from the mighty magic of Solomon. The body being crafted from the 8 magic types with the shard fueling it have provided the body with special properties. Giving the user the ability to tune it's self with any of the 8 magic types. When done, the body will gain certain benefits from the magic it is attuned to.
[b]Trait Effect:[/b] After using three spells of a single magic type the user will gain the tuning effect of it's retrospective magic type. When tuned to a certain magic type he can only use spells of that magic. In order to untune, or reset what magic the user is attuned to they must spend 50 magoi, this functions as a basic action.
[i]Strength Tuning-[/i] The User gains a black tint, growing to nearly 2.5m tall. In this state whatever is touched by the user will have it's weight doubled. it only lasts for one post, yet multiple stacks can be applied per post multiplying by two each time.
[i] Light Tuning~[/i] When attuned to light magic the users body gives off a strong radiant glow making them hard to look at, causing slight wincing and pain. The users eyes emit a concentrated beam of light which deals D-tier heat damage if it lingers on one spot for a full post. Being a light source the user is able to use their body a source for light spells.
[i]Sound Tuning[/i]- Upon being attuned to sound magic the user's body becomes a walking tuning fork. While using this tuning the easier can replicate and redirect any sound within 30m of them, this lasts for one post
[i]Clairvoyance Tuning[/i]- Upon using clairvoyance tuning the user gains the ability to take in the DNA of a living creature, gaining an understanding of their current physical capabilities for one post.
[i]Life Tuning[-[/i] When attuned to life Zion's body mimics the DNA of a creature he makes contact with, this gives him a D-tier version of one of their traits.
[i]Lightning Tuning[/i]-Lightning spells can be conducted through the body each stack grants a D-tier static charge that goes off stunning a limb for 1 post upon contact.
[i]Water Tuning[/i]- Water spells cause a 3m cloud to form around him, this acts as active water material he can use for water spells.
[b]Trait Name:[/b] Tuning Mastery
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Advanced Magic Doll | Body Manipulation
[b]Trait Description:[/b] Living with the tuning state of his artificial body long enough has allowed Zion to better understand the magic formulas behind his own body and how the spells he cast could influence them. Through trial and error an effort was made to refine his control over the tuning state as well as how to draw out its power.
[b]Trait Effect:[/b] Allows the tuning effects of the Advanced Magic Doll trait to improve in potency up to A-tier depending on the spells used to enter the turning state. The combined tiers of all three spells, rounded down, determines the potency of the tuning effect.(IE:D+D+C=B). In addition, it is now possible to end a turning state for 10 magoi rather than 50 by going a full post without casting spells.
[b]Trait Name:[/b] Storm Kitsune Physiology
[b]Trait Tier:[/b] -
[b]Trait Requirement:[/b] Storm Kitsune Race
[b]Trait Description:[/b] This magical creature has command over the storms, appearing as a dastardly fox or a beautiful human, these creature deceives and brings ferocious skills to the battlefield.
[b]Trait Effect:[/b]
[list][*]Must take magician as primary class, gains access to storm magic for free but not it’s comboing types, may register 5 abilities for free.
[*]Has the ability to turn into a fox made of lightning, in this form the user may not use any
abilities but gains access to B-tier abilities damage with it’s electrical touch, able to arc up to 5m away to damage enemies.
[*]Can run at A-tier speeds, is allowed to pay 20 magoi to instantly zap to a location once per post appearing as a lightning bolt. Allows flies at A-tier speeds.
[*]Has Magician magoi and stamina pools[/list]
[b]Trait Name:[/b] Kitsune Borg Mastery
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Storm Kitsune | A-tier Magician
[b]Trait Description:[/b] Upon becoming a dungeon beast the magician lost the love of the rukh and its protection in the form of a natural borg. Dedicated communication with the rukh and study of magic has allowed the magician to re-establish their connection with borg magic and earned back the love of the rukh. However, the borg is abnormal in how it applies itself to the Storm Kitsune's unique magical body.
Trait Effect: Zion gains access to the Magician Racial Borg, however its effects are localized to the Storm Kitsune's tails and will take over the motor functions of said tails to position them into harms way in order to block attacks. The borg damage is shared across tails meaning that if it breaks for one it breaks for all of them and goes on cool down. In addition, one additional borg spell slot is granted, but it must be tail oriented.
[b]Trait Name:[/b] Trickster Foxspirit
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Storm Kitsune | Body Manipulator Free Trait
[b]Trait Description:[/b] When the Storm Kitsune isn't soaring through the skies, dancing among the storms, it wanders the realm of humans playing tricks on them. Legends tell of them taking different forms in order to trick and deceive others. Achieving mastery over this trait allows the mystical kitsune to transform themselves into anyone and almost anything. Due to constant practice of a human form, it has become a second nature form for the Storm Kitsune.
[b]Trait Effect:[/b] The Storm Kitsune can manipulate its body to hide its tail and ears by replacing them with normal human anatomy. Doing this specific and simple transformation no longer counts towards the turn use of this trait. However, it is still unable to be performed if the trait goes into cooldown. Execution of the Trickster Foxspirit trait otherwise will allow the user to freely change their physical appearance into people or animals regardless of gender or unique anatomy such as fangs or fins and even includes non-functional copies of any clothing or accessories they are wearing. Changing the transformation is possible but can only be done once per post and not on the first post of the transformation. The size of these transformations is limited from as small as 1m to as large as 5m. When copying the appearance of other characters or beasts in a thread, the Kitsune can only copy what is known to them. If they do not hear the subject speak or roar, they are unable to replicate the sound of their voice and must improvise. When transforming into objects, the user takes on their properties such as steel conducting electricity or cloth being flammable. The transformation is unable to let the user take on the form of something that is not physical such as a fire elemental. The transformed object acts as a weapon or item the tier of Zion's Body Manipulator class dealing basic damage based on the type of weapon. If broken through durability, the transformation is forcefully undone. Once the transformation ends be it forced or voluntary, all damage accumulated while transformed is also applied to his real body. This trait's transformations can be held for 4 consecutive posts before going on cooldown for 4 posts.
[b]Trait Name:[/b] Storm Bender
[b]Trait Tier:[/b]A
[b]Trait Requirement:[/b] Be a Storm Kitsune
[b]Trait Description:[/b] Using their Magician background tailored with their flare of the sword, the Dungeon Beast uses their natural power over the storm to combine the two styles into elemental weapons
[b]Trait Effect:[/b] The user is able to created either 1- 8 weapons from the warrior class pool of weapons of which they have class abilities for. The weapons that are created are done so with Lighting Magic and can be only used in their Human form. The Weapon or Weapons strength depends on the number of weapons crafted, the Strength goes as follows. 1 weapon is of A tier Quality, 2 of B tier Quality, 4 of C tier Quality, 8 of D Tier Quality. Of course, they may be paired in any way that equal UP TO A tier. Each weapon follows Weapon Rules for durability. The first time this trait is used in a thread it comes at no cost using the stored electricity from it's fur, however, each use of the trait after that cost 10 Magoi per blade regardless of Tier or number of weapons.
[b]Trait Name:[/b] Kitsune Swordking(Nine Sword Style)
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Trickster Foxspirit | Upgrade Omni-Dexterity | Warrior
[b]Trait Description:[/b] Dedication towards training with the extra limbs granted by the Storm Kitsune form, the user has mastered control over their tails. By combining this with their power as a Trickster Foxspirit the user had created a swordsmanship style based around wielding nine blade, or if lacking in weapons, turning the ends of their tails into blades. This style specializes in mastering the ability to fight multiple opponents at once by making it seem as if each tail is its own independent fighter.
[b]Trait Effect:[/b] Allows the user to perform all sword based warrior abilities with their tails. If they lack a weapon, the tail itself can be used as a blade at risk of harm to the user. Abilities executed with the tails work on separate cooldowns from the user with up to 4 cool down slots across all tails. Meaning at any given time, up to four separate tails may use the same warrior ability. Each tail based ability still has normal costs and is not affected by the sustain half cost just because the user or another tail has sustained the same ability. All cool downs for tail executed warrior abilities is doubled. This trait does not apply to hybrid body manip/warrior abilities.
[b]Trait Name:[/b] Artificial Magoi System
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Advanced Magic Doll
[b]Trait Description:[/b]
Zion's magoi system differs from those of normal magicians. Instead of being spread throughout the body like veins, Zion has several nodes or pockets in which reservoirs of magoi are created and stored. The connection between these nodes is akin to a magician's connection to a spell allowing magoi to be transfer between them. This allows Zion's rukh to communicate with his body in a unique manner.
[b]Trait Effect:[/b]
Even if Zion's limbs are removed or severed, he can control them to move in a limited manner based on how many intact muscles remain. They severed or removed body parts also can possess or be channeled magoi allowing them to even act as origin points for spells. This effect is nullified if the severed body part was damaged internally or through the use of magoi manipulation to seal the flow of magoi within the body. This trait does not negate the pain, blood loss, and other negative results of losing a limb/body part.
[b]Trait Name:[/b] Studious Scholar
[b]Trait Tier:[/b] C
[b]Trait Requirement:[/b] Must Be Magician
[b]Trait Description:[/b] The magician has a eidetic memory and learns new magical concepts. They need less time to learn how to communicate with rukh freeing up more time to research other magic types.
[b]Trait Effect:[/b] The Magician may learn one additional magic type without it affecting their magic type limits. [Clairvoyance]
[b]Trait Name:[/b] Enhanced Stamina
[b]Trait Tier:[/b] C
[b]Trait Requirement:[/b] -
[b]Trait Description:[/b] Through training or good genes, the character possesses an unnaturally large pool of stamina to draw from.
[b]Trait Effect:[/b] +50 Max Stamina
[b]Trait Name:[/b]Enhanced Magoi
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] -
[b]Trait Description:[/b] Blessed by the rukh, the player has an unnaturally large pool of magoi to draw from.
[b]Trait Effect:[/b] +20 Max Magoi
[center][b]Item Name:[/b]
Ascension Of The Body
[b]Type:[/b]
Permanent Boost
[b]Description:[/b]
Through a mysterious training regiment being sold by a magician who is also a master body manipulator, the user is able to increase their conditioning to supernatural levels. This increases their stamina capacities by 50 points permanently!
[b]*Can only be purchased once per person, and only one permanent boost type can be owned. Those of the Fanalis race cannot purchase this blessing.[/b][/center]
[center][u][b]Primary Profession[/b][/u][/center]
[b]Related Class:[/b] Magician
[b]Profession Title:[/b] Magic Circle Researcher
[b]Description:[/b] The Magic Circle Researcher has dedicated themselves to a constant pursuit of advancement in the development of the formulae that make up a magic circle. By gaining a deep understanding of the language behind magic circles the researcher is capable of writing these circles themselves. The researcher specializes in discovering magic tools in the world and dissecting their magic circles and then rewriting them. Using their own understanding of the rukh as a basis, new magic functions can then be applied to existing magic tools and develop new owns.
[b]Profession Perks:[/b]
[list][*][b]Magic Formulae Writing[/b] - The ability to write a magic circle is the most basic skill for a magic tool researcher. It involves using whatever means necessary to mark an object or location with a magic circle. The formula written is limited in tier by the researcher's own understanding of the relevant magic type. Each profession job of the same tier as the desired magic function completed allows for one new magic circle to be inscribed on an existing object granting it a magic function. If used on an object that is already a magic tool, the pre-existing magic circle must be removed first as part of the job.
[*][b]Magic Formula Development[/b] - The magic tool researcher is not satisfied with simply making their own magic circles, but also seeks to improve existing magic circles by adding to the formulae. By performing a profession job of equal tier to a magic tool in the researcher's possession, they may add one function to the magic tool. This function must not cause the total number of magic types used in this tool to exceed four in total with all parts of combination magics being counted. The spell produced is limited by their own understanding of that magic type. This process can only be performed once per magic circle.
[*][b]Magic Formula Dissection[/b] - Existing magic tools are a source of inspiration for the magic tool researcher. By dissecting the formulae behind them, they can be reproduced in the form of a magic circle even if the formula is outside their current understanding of the rukh. As a result, the researcher can craft magic circles with functions of magic types they do not know spells for themselves. Any magic functions created through this perk must be based on a previously dissected magic formula. It is 500 words to dissect a D-tier formula and the word count increases by 500 each tier up to B-tier.
[/list]
[center][u][b]Secondary Profession[/b][/u][/center]
[b]Profession Title:[/b] Magic Fabricator
[b]Description:[/b] The magic fabricator uses their control over the rukh to manufacture just about anything a client desires. Rather than dedicate years to master a craft such as leatherwork or blacksmithing, the fabricator simply gains a basic understanding of these actions and then uses recreates them with magic. As long as enough materials are provided, the fabricator can build just about anything from personal equipment to large structures.
[b]Profession Perks:[/b]
[list][*][b]Personal Projects[/b] - The fabricator can develop personal equipment for themselves or a client with a profession job. The tier of the job performed will determine the tier of the item crafted.
[*][b]Large Works[/b] - For large projects, the fabricator seeks out other experts in various fields of manufacturing to collaborate. By pulling together the help of many hands the fabricator can create large structures such as ships or buildings. The large projects require job chains rather than jobs. The tier of job chain will determine the scale and quality of the project.
[list][*]D-tier - A singe room shelter such as a hut or an igloo.
[*]C-tier - A segmented structure such as a single family home or a wagon.
[*]B-tier - A small palace or fortress, a large seafaring vessel.
[*]A-tier - A large palace or facility with multiple rooms and uses. A large warship.
[/list]
[/list]
Last edited by Zion on 30/01/23, 04:28 pm; edited 31 times in total
Last edited by Zion on 17/06/23, 03:30 am; edited 29 times in total
[center][b]Bullet[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium(10m-40)
[b]Requirements/Drawbacks:[/b] The magician must gently wave their staff/wand before tapping the air or object with their staff/wand or fingertip. The size of the staff/wand/fingertip determines the size and range of the bullet.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] -
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Magoi
[b]Description:[/b]
[list]
The caster gathers magoi at the tip of their staff/wand or fingertip. The rukh are given the command to gather at the origin point creating a lump of strength magic equal to the size of the medium up to a maximum of 10cm in diameter. The lump is created upon tapping the air or an object. The blob of strength magi will apply force in the direction of the tap sending compressed air or small objects flying. When using ones finger or wand with a tip smaller than 5cm the bullet will travel 40m. When using a staff that exceeds 5cm the range will be reduced to 5m. When using a staff that meets the max size of 20cm or a fist the range will drop to 10m. The force applied to the target will cause it to impact against anything in its effective range for D-tier damage or higher if scaled.[/list]
[center][b]Increase[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Zion must flick his staff/wand to cast the spell. Zion must be physically touching the target to apply the effect. This spell can only be cast on one object at a time.
[b]Scaling:[/b] Effect Duration - For every 10 magoi invested this ability will last an additional turn beyond its sustain limit OR the last post it was sustained.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Magoi
[b]Description:[/b]
[list]
The caster flicks their staff/wand and then channels magoi into an object they are physically touching. Strength rukh then enshroud the object with black light briefly before stretching its dimensions according the the caster's will. This spell can only be cast on objects with a size under 5 cubic meters and its limit is stretching 5m on all axis. Once the spell has ended or has been destroyed, the object will revert back to its normal size.[/list]
[center][b]Suspend[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Zion must flick his staff/wand to cast the spell. Zion must be physically touching the target to apply the effect. This spell can only be cast on one object at a time.
[b]Scaling:[/b] Effect Duration - For every 10 magoi invested this ability will last an additional turn beyond its sustain limit OR the last post it was sustained.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Magoi
[b]Description:[/b]
[list]
The user flicks their staff/wand and then sends magoi flowing over a held object as the spell commands gravity magic rukh to form a connection between the object and the wielder. While in effect the object in question feels almost weightless in the user's hands without actually affecting the weight or gravity of the object itself. This allows the magician to lift object far heavier that he is otherwise capable. This spell can only be performed on objects with dimensions that do not exceed 5m.[/list]
[center][b]Wall[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Defensive
[b]Range:[/b] Medium(40m)
[b]Requirements/Drawbacks:[/b] The magician must swipe their staff/wand or hand in the direction the wall is being created while channeling magoi through their staff/wand. The wall always forms based on which way the magician swipes(I.E. Sweeping left to right causes the wall to start forming on the left before expanding rightward.)
[b]Scaling:[/b] Damage
[b]Sustain:[/b] -
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Magoi
[b]Description:[/b]
[list]
The magician swipes through the air releasing a wave of magoi which commands rukh of the 7th type to form a solid wall of force. The wall isn't very large with a maximum possible size of 1.5mx2m with a thickness of 3cm. This wall can manifest up to 40m away. The wall is capable of blocking D-tier damage or higher through scaling.[/list]
[center][b]Bind[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium(40m)
[b]Requirements/Drawbacks:[/b] This spell is ineffective against large targets. The user must aim the spell with their wand/staff or fingertip while channeling magoi through the staff/wand.
[b]Scaling:[/b] Strength - For each additional 10 magoi the force binding the target in place increases by one tier up to a cap of A-tier.
[b]Sustain:[/b] -
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Magoi
[b]Description:[/b]
[list]
The magician aims their medium at the target and generate a ring of strength magic 10cm in diameter. The ring can be fired at a target up to 40m away and if the magician focuses they can slightly guide the ring to adjust its trajectory by 5m in any direction. Upon making contact the ring will expand up to 8m in size in an attempt to wrap around the struck target. The ring will initially seem to lack any force passing through the target until it is fully inside the ring. At that moment the strength magic will activate causing a binding force to lock in place. The ring closes in and shrinks to hold targets in place freezing in the air at the location of ensnarement lasting 1 post. Victims will need to apply ability force equal or greater than that of this spell in order to break free.[/list]
[center][b]Flight[/b][/center]
[b]Tier:[/b] D-Ω
[b]Specialization:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Must know strength magic.
[b]Scaling:[/b] Flight Power
[b]Sustain:[/b] -
[b]Cool Down:[/b] -
[b]Cost:[/b] 10
[b]Description:[/b]
[list]
The magician commands gravity type rukh into manipulating the space around a target giving it flight under the magician's control. This can be used to achieve varying degrees of flight.
[list]
[*]D-tier: The magician has full control over where they fly, however they wobble in the air unsteadily and move at the speed of a leisurely stroll.
[*]C-tier: The magician's flight is stable and they have control over their direction. The speed of the flight has increased to rival someone in a dead sprint.
[*]B-tier: The speed of the flight has increased further, exceeding normal human limitations to provide supernatural speed.
[*]A-tier: The magician can now fly at incredible speeds covering even great distances within a short amount of time.
[/list]
[/list]
[center][b]Ray[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Long(80m)
[b]Requirements/Drawbacks:[/b] The user must flick their staff/wand to cast the spell. The spell can only be fired in a straight line and any attempt to drag it forced or otherwise will cancel the spell.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] -
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Magoi
[b]Description:[/b]
[list]
The user casts the spell using their wand or staff before concentrating orange rukh to a point where magoi has gathered. This can be the tip of the wand or staff, or an existing source of the users magoi. The rukh creates a concentrated beam of light that is only 10mm in diameter and travels up to 80m. The beam of light will deal D-tier damage in the form of heat.[/list]
[center][b]Buzz[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The user must tap the tip of their wand/staff against something to initiate the spell. This spell does not discriminate between ally and foe. D-tier blunt force to the head or sound abilities can cancel out the noise.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] -
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5 Magoi
[b]Description:[/b]
[list]
The caster uses sound magic to produce a light buzzing noise that spreads outwards from their magic medium up to 40m away. Those within the range of this spell, other than the caster, will experience a sudden onset of dizziness. This state only lasts one post, but if the target is running or trying to aim an attack when afflicted, they will trip and fall over or wind up off target. The duration of the effect will increase by one post per scaling.[/list]
[center][b]Bubble[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Defensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The user must swipe or flick their wand and then touch themselves or a nearby target.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5
[b]Description:[/b]
[list]The caster uses water magic in order to shroud themselves or one other person in a tight fitting bubble of water that hovers just a few centimeters away from the target's skin. The magic causes the bubble to remain stable by forcing surface tension strong enough to block D-tier damage. The spell lasts for 1 post and isolates the target from outside liquids or gasses.[/list]
[center][b]Arc[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The user must swipe or flick their wand in the direction of the target.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5
[b]Description:[/b]
[list]The user gathers lightning rukh and swipes or flicks their wand at a desired target. A single arc of electricity 50cm in diameter will jump from the caster's body and travel up to 40m away to strike a target dealing D-tier burns. [/list]
[center][b]Kitsune Claws[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] 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.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5
[b]Description:[/b]
[list]
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. [/list]
[center][b]Sinking Swipe[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Defensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The user must have a weapon in hand and the free space to redirect the attack downwards. Ineffective as a parry on attacks from below and will act as a block instead.
[b]Scaling:[/b] Potency - The tier ability parried/blocked will increase with each scaling up to A-tier
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5
[b]Description:[/b]
[list]The warrior intercepts an incoming strike with a parry. By using a fluid motion to engage the attack. The user presses downwards and away from themselves onto the opponent's attack swiping it away safely without taking on the full brunt of the attack. This technique leaves the users weapon in a low position. Effective on D-tier physical attacks.[/list]
[center][b]Rising Swipe[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Defensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The user must have a weapon in hand and free space to redirect an attack upwards. Ineffective as a parry against attacks from above and will act as a block instead.
[b]Scaling:[/b] Potency - The tier ability parried/blocked will increase with each scaling up to A-tier
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5
[b]Description:[/b]
[list]The warrior intercepts an incoming strike with a fluid motion to engage the attack. The user presses upwards and away from themselves onto the opponent's attack swiping it away safely without taking on the full brunt of the attack. This technique leaves the users weapon in a high position. Effective on D-tier physical attacks.[/list]
[center][b]Rotation[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Defensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The user must hold their weapon horizontally. Ineffective on vertical attacks.
[b]Scaling:[/b] Potency
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Stamina | 5 to sustain
[b]Description:[/b]
[list]The user turns their weapon horizontally and faces it to meet an incoming attack. The tip of the weapon is angled down slightly to scoop the attack from below. Once contact is made the user crouches slightly and sweeps upwards to redirect the attack using a 180 degree rotation overhead and to the other side parrying D-tier damage. This ability ends with the user's blade held horizontally on the opposite side that it started.[/list]
[center][b]Swift Step[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Supplementary
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] Must have a good surface to kick off from for each step. Before using the first step the user crouches slightly.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 Stamina | 5 to sustain
[b]Description:[/b]
[list]The user crouches slightly before kicking off the ground carrying them up to 3m away in a single step. Scaling this ability allows the user to kick the ground again to travel 3m in a new direction.[/list]
[center][b]Centered Step[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] User must have stable footing to kick off of and step onto in order to perform the step.
[b]Scaling:[/b] Range
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 1
[b]Cost:[/b] 10 | 5
[b]Description:[/b]
[list]The warrior performs a kick off the ground and steps forward firmly leading with the other leg. They stamp their foot down on arrival firmly and settle into a slightly lowered stance with the warrior sitting in his center of gravity. This ability allows the warrior to travel 1m in any direction.[/list]
Last edited by Zion on 20/02/23, 07:42 am; edited 28 times in total
[center][b]Bullet Attract[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium(40m)
[b]Requirements/Drawbacks:[/b] Each individual bullet is unable to recognize obstacles making them easily misled. The magician must gently wave their staff/wand and then tap the air with their fingertip or staff/wand.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] -
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Magoi
[b]Description:[/b]
[list]
The magician taps the air with their staff/wand or fingertip creating an extremely dense ball of magoi. Unlike the parent spell, this ball is the same size regardless of medium used to tap. The ball is 5cm in diameter before launching forward as a tightly compressed projectile of force. By tracking the target with their eyes, the user can command the bullet to chase them, however they cannot directly control the flight paths of the bullets. Each bullet fired can last for 2 posts but causing them to linger in order to chase a target costs and additional 5 magoi on top of normal upkeep costs. Each projectile deals C-tier damage and can travel up to 40m away from the magician before fading.[/list]
[center][b]False Stage[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Close-Mid(0m-40m)
[b]Requirements/Drawbacks:[/b] The user must sweep their staff or wand releasing magoi into the air in the direction of the spell. Illusion can simply be walked through without resistance. Once cast, this spell can't be moved around forcing the caster to end it and cast it again after a cooldown if they want to change its location.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] -
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Magoi
[b]Description:[/b]
[list]
The caster swipes their magic medium and releases magoi into the air. Orange rukh gathers and shapes a domed space 40m in diameter and 20m tall with the caster at its center. The light magic creates a sort of "sky box" around those inside and affects the visual appearance of the ground as well. This canvas can create a visually convincing illusion of the casters creation allowing them to confuse enemies by suddenly changing their apparent surroundings. Even if the walls or floor has projected false enemies attacking them without using magoi manipulation is futile.[/list]
[center][b]Inversing Buzz[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must tap the tip of their wand/staff against something and then aim it at the target. C-tier blunt force to the head or sound based abilities can cancel out the noise.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] -
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10 Magoi
[b]Description:[/b]
[list]
The caster uses sound magic to produce a 0.5m diameter ball of green rukh which is launched from the tip of their staff towards a target up to 80m away. Upon striking a target the sound magic will vibrate throughout their body reaching their brain. This causes a harmless tingling sensation and internal buzzing sound which lets the victim know they have been influenced. The magic creates strong suggestive messages which alters the targets brain signals to fire improperly. Though the targets sight remains normal, their brain swaps signals from left and right sides of the body for 2 posts. Attempting to move their right arm will result in their left arm moving instead, trying to move the left leg causes the right leg to move instead and so on.[/list]
[center][b]Looking Glass[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Extreme
[b]Requirements/Drawbacks:[/b] The user must swipe the air with their staff/wand. While this spell is in use, the caster is unable to see their immediate surroundings with the occupied eye. The looking glass itself is extremely fragile and can be destroyed with even D-tier basic attack damage.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] -
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10 Magoi
[b]Description:[/b]
[list]
The caster uses light and clairvoyance magic in order to create two circles of light rukh. One circle hovers just in front of the users left or right eye as if it were a monocle. The size adjusts to the users eye to perfectly encompass its field of view up to a size of no more than 1m in diameter. The other circle forms somewhere distant from the user up to 150m away. The second circle acts like a window or looking glass and sends the visual data back to the caster. This allows them to spy on distant targets or see what is on the other side of a wall. Thanks to the clairvoyance magic, it is not necessary to have a direct unblocked path to the manifestation point of the second circle of light magic. The spell lasts two posts.[/list]
[center][b]Countless Bloom[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium(40m)
[b]Requirements/Drawbacks:[/b] The user must have live plants or fertile soil nearby for the flowers to grow on. The user must swipe their wand through the air in the direction of the targeted live plant or fertile soil. Scaling this spell requires an additional swipe of the caster's wand. The flowers are not immune to the effects of spells unleashed through them.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10 magoi
[b]Description:[/b]
[list]Using life magic, the caster send their magoi into nearby plantlife or soil within 40m. Two flowers bloom within 5m of each other. These flowers have white petals and a purple center. They serve no purpose other than to hold a magoi connection with the caster acting as source points for new spells. Each flower requires only D-tier damage to destroy.[/list]
[center][b]Riptide[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] User's target must be within a body of water and caster must be within reach of or also inside the same body of water. The wand must point at the target in order to start the spell and then swipe to direct the angle of the spell.
[b]Scaling:[/b] Current Force - For each 10 magoi invested the amount of force pressing against a target increases by one tier to a cap of A-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10
[b]Description:[/b]
[list]The caster aims their wand at a waterborne target and uses water magic to form a strong current up to 4m in diameter and up to 20m in length. The caster then swipes their wand guiding the current where it must go imposing C-tier force onto the target pushing them along in the direction of the current. The Riptide lasts two posts and on the second post the caster can change the direction of the current again with another swipe of their wand.[/list]
[center][b]Polarity Swap[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] User must swipe their wand and then make physical contact with the target of the spell or already have their magoi around it. This spell is ineffective against targets without significant magnetic polarities.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10
[b]Description:[/b]
[list]The caster swipes their wand and then touches a target causing a shroud of lightning magic to cover a ferrous material. The magic then causes the magnetic poles of the target to swap. If used on one of a pair of magnetically attracted objects this spell will cause them to suddenly repel instead. The effects of this spell last 2 posts.[/list]
[center][b]Soothing Ambrosia[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Magician
[b]Type:[/b] Supplimentary
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] The magician must tap the air with their wand and then point in the direction they want to send it. Even if the user drinks some of the wine, they will only get back half the magoi put into the spell regardless of how much they drink. Others may only benefit from one serving of wine and will not benefit from a second.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10
[b]Description:[/b]
[list]The magician taps the air and uses fermentation magic to create a cup sized ball of wine floating in mid air. They can then direct this ball to slowly float up to 3m away where it will linger peacefully for 2 posts. Each ball of wine acts as a C-tier food item when consumed. Due to the fermentation magic passive, the orbs of wine are also flammable and will explode dealing D-tier damage if ignitied.[/list]
[center][b]Flowing Locks[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] 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.
[b]Scaling:[/b] Strength
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10
[b]Description:[/b]
[list]
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.[/list]
[center][b]Silk[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Body Manipulator
[b]Type:[/b] Supplementary
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] The user must have Trickster Foxspirit or similar trait/ability and is must not be on cool down. The transformation is preceded by a brief wriggling of the skin around the affected limb.
[b]Scaling:[/b] Strength - The physical force the silk can move with increases by one tier for each scaling capping at A-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10 Stamina
[b]Description:[/b]
[list]The user focuses on one limb and activates their Trickster Foxspirit trait and applies the principles of Megaton Grip in order to transform that limb into a silk cloth up to 3m long and 30cm wide. This allows them to slip out of tight grips and maneuver the limb in its cloth form to wrap around targets with C-tier force. Depending on how the cloth is wrapped it can use that strength to either pull a target or to squeeze them dealing C-tier damage. [/list]
[code][center][b]Purging Pores[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Body Manipulation
[b]Type:[/b] Supplementary
[b]Range:[/b] Self
[b]Requirements/Drawbacks:[/b] The user must tense the muscles all over the chosen body parts forcing those limbs to remain still for a moment while the purge takes place.
[b]Scaling:[/b] Potency
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Stamina | 10 Stamina to sustain
[b]Description:[/b]
[list]The user concentrates on their head, torso, and two other limbs of their choice. The user then tenses their muscles and forces out foreign substances such as poisons, corrupted blood, and even infected cells. This grants instant relief from negative side effects caused by substances foreign to the body. The foreign substances burst out from the users pores spraying the area 2m around themselves and is left with glossy skin free of contaminants up to C-tier in potency.[/list][/code]
[code][center][b]System Shock[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Body Manipulation
[b]Type:[/b] Supplementary
[b]Range:[/b] Self
[b]Requirements/Drawbacks:[/b] User is rendered unconscious for an instant. Short term memory of moment leading up to use of the ability is lost.
[b]Scaling:[/b] Potency
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Stamina | 10 Stamina to sustain
[b]Description:[/b]
[list]The user forcibly resets a portion of their own nervous system by making their brain shut down and then restore key functions. While the brain activity is at its lowest, the body compensates for damage to the nervous system around the head, torso, and two limbs of the user's choice. During this process the brain is flooded with calming chemicals to cope with the users situation. This causes negative effects that target the mind or nervous system such as paralysis and hypnosis up to D-tier in potency to be removed. When the user regains consciousness the pain of any injuries will feel less recent and intense and their mind will be cleared of any trauma they received and have a calm frame of mind despite the severity of any injuries they may wake up to.[/list][/code]
[center][b]Incisive Taps[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Before execution of the first thrust the user must draw their weapon in close to their chest and assume a stance with their blade pointing at the target they intend to strike.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10
[b]Description:[/b]
[list]The warrior holds their weapon close and carefully aims before unleashing a pair of accurate thrusts each dealing D-tier damage.[/list]
[center]Sweeping Swipes[/center]
[b]Tier:[/b] C
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Weapon must be held in a horizontal position. If weapon is bound then it is unable to perform any follow up attacks remaining.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 Stamina | 10 to sustain
[b]Description:[/b]
[list]The user slashes horizontally and then makes a tight turn to suddenly slash back in the other direction. There are two slashes in the basic form of this ability each dealing D-tier damage.[/list]
[center][b]Swiping Strikes[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The strikes are limited to vertical angles and require the user's weapon to be in a high or low position before this ability can be performed.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 20 | 10
[b]Description:[/b]
[list]The warrior executes a swift combination of attacks with their weapon swiping from above and below. The pair of strikes each deal D-tier damage.[/list]
Last edited by Zion on 20/02/23, 07:43 am; edited 3 times in total
[center][b]Vitality Surge[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician | Body Manipulator
[b]Type:[/b] Supplementary
[b]Range:[/b] Short(3m)
[b]Requirements/Drawbacks:[/b] Must be Storm Kitsune or other tailed form. The user must bring their wand close to their chest and then touch the target. If none of the user's tails are free to move then the range of this ability drops to close range.
[b]Scaling:[/b] Healing Strength - 10 magoi to improve the amount of damage healed.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Magoi | 15 Sustain
[b]Description:[/b]
[list]The user focuses magoi into their wand and commands life rukh to produce a shroud of healing purple light around the wand or one of the user's limbs. This shroud can be used on themselves or another within reach of his hands or tails. At most the user can stretch their tails 3m. The purple shroud of light will spread across the body of a target and then seep inside of it. The magic scans the target for injuries both external and internal before beginning a restoration of lost or damaged tissues. This spell is capable of restoring up to B-tier damage. [/list]
[center][b]Vibrant Growth[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must be on solid ground. The users wand must point downwards and then upwards.
[b]Scaling:[/b] Growth - For every 10 magoi the size of the forest grows 5m or diameter.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Magoi | 15 Sustain
[b]Description:[/b]
[list]The magician points their wand down sending life magic into the earth up to 5m away. They then point the wand upwards commanding the rukh to spread and produce a large forest of trees in the surrounding area. With the caster at the center the forest is 80m in diameter with trees standing 40m high. The trees will erupt from the ground tearing through stone and braving water to form a massive maze of trees and a highway of intertwined branches among the thick canopy. The trees can be felled with B-tier strength/basic attacks and remain until destroyed.[/list]
[center][b]Dense Building Sculpt[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Close(1m-3m)
[b]Requirements/Drawbacks:[/b] This spell requires the full focus of the magician for an entire post. They must wave their magic medium and then guide the spell using movements of the staff or wand. This spell can't be performed without a source of earth nearby be it sand, dirt, or even gravel. Can only produce up to 6mx6mx2m segments at a time.
[b]Scaling:[/b] Density - For each 10 magoi invested creations made from this spell have item durability one tier higher(Capping at A-tier).
[b]Sustain:[/b] -
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Magoi
[b]Description:[/b]
[list]
The caster will wave their magic medium and then send magoi towards an area 1m-3m in front of them. Strength rukh gather and then seep into the earth before compacting it into an extremely dense state. The magician then uses their staff to slowly guide the rukh into making more of the condensed material. The magic makes the earth act almost like clay when building but it is left behind solid with no cooling period needed. Constructions made from this spell can be up to 6m tall and 6m long and they will persist as permanent structures unless destroyed. Constructions made with this spell require a full post on uninterrupted focus and possess item durability.[/list]
[center][b]Sight Bend Coat[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Self-Close(0m-1m)
[b]Requirements/Drawbacks:[/b] This spell must be applied through physical touch. The user must flick their magic medium to cast the spell.
[b]Scaling:[/b] Duration - For every 10 magoi invested, this spell will persist 1 post without counting as a sustain.
[b]Sustain:[/b] -
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Magoi
[b]Description:[/b]
[list]
The caster must flick their staff or wand before pressing it to themselves or another, or even an object. Orange rukh then floods across the target to a maximum size of 10m in diameter. This light magic covers the target shrouding them in an aura of light magic which sets only 3mm away from the body. This aura will move with the target and cause light to bend around them causing invisibility. The caster is not immune and can't see others they've used this spell on, but they can still sense their location until the spell is ended. The spell lasts for up to three posts unless scaled to last longer.[/list]
[center][b]Flash Freeze Prison[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The user must swipe their wand back and then forwards in the direction of their target and maintain pointing at them to guide the spell. If the user stops pointing at the target this spell loses its ability to chase.
[b]Scaling:[/b] Ice Density - For every 10 magoi invested the ice gains 100 Item durability.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The caster uses ice magic to gather a small 30cm ice crystal within 1m of themselves as their wand swipes backwards. The caster then swipes their wand forwards causing the ice crystal to grow out in a zig zagging line towards the target up to 40m away from the caster. The spell will chase a target assigned by where the caster's wand is pointing. Upon striking a target the ice flash freezes the air or water and condenses it rapidly into a 3m diameter ball of ice. The ball of ice has B-tier item durability and becomes 1m thicker for each scaling up to 7m maximum. The ball of ice lasts for 3 posts and those within are given a mere few centimeters of space away from their body providing just enough air to last the duration.[/list]
[center][b]Magnetic Rail Canon[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must point at the desired target in order to apply the spell and then point again in order to direct the affected projectile.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]Using lightning magic the caster points their wand at a target within 20m of themselves and sends an arc of lightning over. This lightning bolt does not harm the target but rather shrouds it in two layers. The inner layer applies a magnetic charge to the object while the outer layer applies a magnetic force accelerating the target in a direction of the caster's choice. The affected target is launched at high speeds towards a target up to 80m away and impacts with B-tier damage.[/list]
[center][b]Oozing Trap Jaw[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The caster is not immune to the stickiness or potential explosion of the slime magic. The magician must swipe their wand to lay the trapjaw and the spell stays dormant the post in which it is lain.
[b]Scaling:[/b] AoE
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The magician swipes their wand and uses slime magic to produce a 20m hexagon of slime in the air that slaps down onto a surface based on the direction of the wand swipe. The slime splats into place and remains inert until the following post. At that time anyone who approaches within 3m of the slime and continues to move, or was splashed by the slime and continues to move, will trigger the slime causing it to converge on them. The slime will attempt to swallow its prey and compress around them applying B-tier crushing damage. The slime will linger for 3 posts and due to the slime magic passive will create an explosion of its own tier if ignited.[/list]
[center][b]Inner Thunder Beat[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The concentrated sound and air molecules is visible to the naked eye under light as a shimmering distortion in the air. The user must thrust their wand towards their target in order to aim the spell. When striking targets directly damage is localized to the limb of impact. When striking bodies of water, those within no longer take internal damage.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The magician uses cymatic magic to fire out a 30cm ball of humming air and water molecules. The projectile will travel up to 60m away in a swift straight line. Impacting a target will cause this spell to locate any liquids or moisture within them and apply intense vibrations to them. This deals B-tier internal damage from the violent vibrations. If the spell strikes a body of liquid instead of a person it will apply this affect to the entire body dealing B-tier abrasion damage to anyone inside it. Due to the cymatic magic passive this spell is extremely painful and causes paralysis in afflicted limbs leaving them numb and slowed for 1 post.[/list]
[center][b]Burning Ambrosia Cloud[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The magician must swipe their wand and then point at the target.
[b]Scaling:[/b] Alcohol Content - For every 10 magoi invested the flame created by the Fermentation Magic passive increases in tier once to a cap of B-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The magician swipes their wand and then points at the target using fermentation magic to create an orb of liquid and yeast 60cm in diameter which quickly ferments into a deep red wine. The orb is fired up to 40m away where on impact on on command the orb will burst into a 20m diameter thick cloud of red wine with a high alcohol content. The cloud lasts for three posts and for each post spent breathing inside the cloud will cause the victim to experience B-tier disorientation for 1 post. Due to the fermentation magic passive, everything that enters the cloud is coated in a thin layer of liquid ethanol that can be ignited to cause an explosion dealing D-tier damage.[/list]
[center][b]Spiral Volt Loop[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The magician must aim the spell with their wand to release the spell and then perform a swipe with the wand to direct the looping movement.
[b]Scaling:[/b] Redirects - For each 10 magoi invested this spell may loop an additional time.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The magician points their spell at a target and unleashes a spiraling stream of lightning water. The torrent surges forwards erratically at first and tends to miss on its first pass. At any point the caster and swipe the wand to direct the stream into performing a looping turn on a dime. After the first loop, the spells trajectory becomes straight and stable. The voltstream is 1m in diameter and may travel up to 60m away from the caster lasting for up to 3 posts. The spell is capable of dealing B-tier damage on contact and due to voltstreams passive will inflict paralysis on one limb and reduced movement speed for 2 posts. The head of the stream must be clashed with in order to disrupt the spell but damage can still be received from the trail it leaves behind.[/list]
[center][b]Reactive Alloy Rain[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must point at the location where they wish for the cloud to form and then swipe their wand in the direction they wish the rain to be unleashed.
[b]Scaling:[/b] AoE
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The magician uses metal magic and points their wand at a distant point within 20m of themselves to cause a cloud of cesium dust to begin to form. The magician then swipes their wand or points it with a thrust in the direction they wish the rain to be unleashed. The dust condenses into cesium hail and then fires out at high speed forming a shower of projectiles covering a 15m wide cone that originates at the cloud. The hail can shoot up to 60m away and deals B-tier damage before lingering on the battlefield for 3 posts. The metal magic passive causes this spell to clash with water and wind magic one tier weaker. Rather than clash with other magic types with one tier stronger force, when clashing with water this spell reacts violently causing a 3m diameter B-tier explosion.[/list]
[center][b]Perfect Double Body[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Close-Long
[b]Requirements/Drawbacks:[/b] The caster must touch the target of the spell with their wand/staff. This spell is unable to copy the rukh of the target allowing magicians or magoi manipulators who touch the fakes and inspect their rukh to determine their nature as copies.
[b]Scaling:[/b] Amount - For each 10 magoi invested the number of copies or targets copied doubles.
[b]Sustain:[/b] -
[b]Cool Down:[/b] 3 posts
[b]Cost:[/b] 30 | 15 Magoi
[b]Description:[/b]
[list]
The caster uses Perfect Illusion magic to create a perfect copy of an object or person up to 5 cubic meters in size. Even features the caster is unaware of such as birthmarks, the sound of the targets voice, or the letters written in a book are perfectly copied by the spell. The user must make physical contact to cast the spell, however after it has been cast the copies are able to travel up to 100m away without fading. They are capable of flight and can deal or withstand B-tier damage before dissipating. Each clone lasts three posts and acts as a remote magoi source. [/list]
[center][b]Perfect Stage Domain[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Defensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The user must tap the ground beneath their feet or the air with their wand/staff. The caster is unable to see through their own illusion or sense those not physically touching it.
[b]Scaling:[/b] Damage
[b]Sustain:[/b] -
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15 Magoi
[b]Description:[/b]
[list]
The caster uses perfect illusion magic to manifest a space around themselves that expands outwards up to 40m in diameter. Within the hemispherical space the caster can cause the physical surroundings to change in order to defend against an incoming attack. The exact appearance of the illusion changes based on the users will but it is limited to the space within the domain. It can seem as though a tree grew in the way or that the domain edge itself is a physical wall. The entire domain can withstand up to B-tier damage(or more if scaled) before shattering and it lasts three posts before fading.[/list]
[center][b]Solar Lance[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician [Pierce]
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] 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.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]
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.[/list]
[center][b]Rough Burn[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Mid(50m)
[b]Requirements/Drawbacks:[/b] This spell is ineffective against non-flammable liquids and gasses. The magician must swipe their wand in the direction of the air they want to target. This spell causes the effected air to become distinctly darker than the surrounding space. Damage can be avoided by moving slowly through it.
[b]Scaling:[/b] Ignition - For each 10 magoi spent, burn damage will be applied on top of the abrasions caused by this spell. The degree of burn will increase for each scaling to a cap of A-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Magoi | 15 Sustain
[b]Description:[/b]
[list]The user focuses magoi into their wand and commands strength and sound rukh to produce friction magic with a swipe. The magician's magoi travels up to 50m away and wraps around a stretch of air 10m tall, 10m wide, and 20m deep forming a sort of hallway. The air within the hallway is suffused with friction magic causing it to darken as though being viewed through thick sunglasses. The friction within this space is increased to extreme levels causing the air itself to scrape and rip across anything moving forcefully or swiftly through it. The spell causes B-tier abrasions to anything moving faster than a D-tier human sprint. [/list]
[center][b]Slick Surface[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary | Defensive
[b]Range:[/b] Medium(40m)
[b]Requirements/Drawbacks:[/b] The spells type will depend on the target. If cast on the self for defensive purposes it will also cause the user to be unable to find solid footing for the duration of the spell. The caster must point their wand at the target.
[b]Scaling:[/b] AoE
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15 Magoi
[b]Description:[/b]
[list]Using Friction Magic, the caster points their wand at a target and releases a swirling bolt of green light. The light spreads across the struck surface up to 5m in diameter forming a thin film over it. Friction on the surface is reduced to near zero making it almost impossible to walk across without slipping or maintain any sort of grip over it. If the spell is cast on the self, the caster suffers from the above effects on all other surfaces other than what they were holding at the time of effect but is unable to be harmed by physical bindings or blunt force blows as the lack of friction causes them to slip off the caster. Lasts for 3 posts.[/list]
[center][b]Molding Strike[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician + Warrior
[b]Type:[/b] Supplementary
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] The caster must swipe their wand to cast the spell and then strike the target with a physical blow. The magic is unable to pass from a struck object to anything else and can only effect what was hit.
[b]Scaling:[/b] AoE
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15 Magoi
[b]Description:[/b]
[list]The caster uses molding magic to strike a material nearby. The material can either be their own equipment, enemy equipment, buildings, plants, or even the ground at their feet. The spell can travel up to 3m away from the point of impact before taking effect. The target object is then molded to the user's will, changing shape and expanding in size up to 10m in diameter. Once the molding is complete the target will have B-tier item durability or maintain its original durability if already B-tier or higher. Due to the Molding Magic passive, after the spell ends the target gains an additional C-tier item durability until the end of the thread.[/list]
[center][b]Seeking Seer[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician [Clairvoyance | Light + Sound]
[b]Type:[/b] Supplementary
[b]Range:[/b] Short
[b]Requirements/Drawbacks:[/b] This spell requires physical contact with the target object. If the target is a person it requires some of their flesh, blood, or hair present should the individual themselves not be present. The caster is unable to distort or manipulate the images and sounds produced by the rukh allowing this spell to display only the true history of the target. The vision of the past is limited to the perspective of the target and/or whoever wields it should the target be an object. If the target object is not held by a person the vision is reduced to showing only the surrounding 5m.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]
The caster communicates with the rukh and places their hand on the target be it an individual or object. Using clairvoyance magic, the magician peers into the target's past, they then use light and sound magic to produce a circular screen in the air within 3m of themselves. The screen can be up to 5m in height and width and will present the past events to the caster and anyone else near by able to see and hear the projection. The spell will last up to three posts or longer if scaled.[/list]
[center][b]Eyes of the Rukh[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] Use of this spell requires their borg not be on cooldown and instantly puts it on cooldown on cast. The user will visibly summon their borg and then shatter it with a tap of their wand to begin the spell.
[b]Scaling:[/b] Lingering Radiance - Every 10 magoi invested causes the intensity of the light/darkness of the mist to increase. Once the spell ends or a target leaves its area a persisting blindness that reduces visibility to 5m will be inflicted as seeing either white light or pure darkness for one post per scaling.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]The user summons a borg and then intentionally shatters it into countless tiny fragments. Rather than fizzle out, these fragments are charged with magoi, light, and clairvoyance magic allowing them to spread out and persist. The resulting spell appears as a thick golden mist that seems to shine with an almost blindingly bright light. The mist spreads up to 40m away in all directions before freezing in place where it remains inert regardless of wind. Within the mist visibility is reduced to 5m and it becomes impossible to hide ill intentions. The mist around those holding malicious intent will turn black and this black will spread to any weapons or attacks they possess and use as a vessel for that malice. The user alone can see through the mist clearly and does not produce the black mist when attacking. This spell lasts 3 posts and its effects on targets end the moment they exit the mist.[/list]
[center][b]Needle Spray[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Body Manipulation
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The fur around the users tail stands on end and becomes shiny just before firing.
[b]Scaling:[/b] Continuous Fire - For each scaling the needles will continue to spray dealing an additional instance of damage.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3 posts
[b]Cost:[/b] 30 Stamina | 15 Stamina to sustain
[b]Description:[/b]
[list]The user puffs up the hairs on one of their tails and hardens them into sharp needles before firing them out up to 20m away in a 10m wide cone. The needles deal B-tier damage and can be aimed to follow moving targets or spray an area.[/list]
[center]Megaton Grip[/center]
[b]Tier:[/b] B
[b]Class:[/b] Warrior/Manip
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] The muscles of the area affected by the body manipulation swell slightly. Before taking effect, the muscles around the affected area ripple towards the extremity used to grip.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Stamina | 15 to sustain
[b]Description:[/b]
[list]The muscles around the user's desired limb ripple with power granting them B-tier grip strength for 3 posts. This can be used to maintain hold over a weapon, foothold, or even to attack a grasped enemy.[/list]
[center]Disrupting Poke[/center]
[b]Tier:[/b] B
[b]Class:[/b] Warrior
[b]Type:[/b] Offensive/Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] User must gather magoi at the tip of the point used to poke a target and assume a stance with it drawn back and ready to strike.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 Magoi | 15 to sustain
[b]Description:[/b]
[list]The user gathers magoi at the point of a weapon or limb and draws it back to aim at the target. A series of four swift thrusts are then made each delivering a dose of magoi. The magoi will enter the target and then begin to violently churn disrupting the magoi flow of the target. On people. the hit limb of a target will have its flow disrupted and use of magoi in that limb sealed for 1 post. Multiple successful strikes to the same limb cause the number of posts that limb is sealed to stack. When striking an enemy ability or an object, this ability deals normal ability damage at D-tier per strike.[/list]
Last edited by Zion on 20/02/23, 07:45 am; edited 4 times in total
[center][b]Malevolent Marionette[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Magician [Nightmare]
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] 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.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 | 20
[b]Description:[/b]
[list]
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.[/list]
[center][b]Phantom Arms[/b][/center]
[b]Tier:[/b] A-tier
[b]Class:[/b] Magician [Perfect Illusion]
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] 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.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 | 20
[b]Description:[/b]
[list]
Upon cast the spell a pair of weapons not exceeding 3m in any dimension will be manifested within a 20m radius of the caster. The weapons 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.[/list]
[center][b]Nine Treasured Tails[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] This ability uses up the free borg spell slot granted by the Kitsune Borg Mastery Trait. The standard borg is unable to activate for the duration of this spell. Zion's tails must be shrouded in magoi before the spell can begin. Damage and clashing with this spell is shared across all of the tails.
[b]Scaling:[/b] Magoi Density - For every 10 magoi invested, the shroud gains 100 Item Durability.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 | 20
[b]Description:[/b]
[list]A large sum of magoi is fed into Zion's kitsune tails which act as the vessels for his borg. This causes a golden shroud of magoi to encase each tail and harden. This shroud can follow the tails to travel up to 40m away and grant them the raw power to deal A-tier damage. The spell lasts for 4 posts and is put on cooldown if broken. [/list]
[center][b]Qalb Shuja[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Magician
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The magician must raise their wand, concentrating on their own positive thoughts, feelings, and memories.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 m | 20 m
[b]Description:[/b]
[list]
The magician raises their wand, concentrating their mind on positive thoughts, feelings, and memories as a veil of life and clairvoyance magic falls down in up to a 40 meter radius around them. This spell enters the bodies of targets within the affected zone, altering the output of their hormones to encourage uplifted emotions as the clairvoyance magic stimulates real or fake memories where the individual has felt strong senses of hope, strength, and happiness for a duration of 4 posts.[/list]
[center][font=Georgia][color=#000000][b][u]Oblivion Magic[/u][/b][/color]
[ Strength + Sound + Light + Lightning ][/font]
[ [size=12][font=Georgia][color=#000000][b]FOUNDER[/b][/color][/font]: Staff [color=#000000][font=Georgia][b]Restricted[/b][/font][/color]: Zion | ???[/size] ]
[i]Strength magic applies gravity, sound magic alters the bonds between molecules, electromagnetism further compromises these bonds, and light magic creates through which no light may pass. The result of this combination of magics is an opaque black space in which there is no light and all matter is broken down into its most base elements as rukh before being scattered. This magic devours all without discrimination and leaves no traces making it seem as though it simply erases things from existence. All Oblivion magic is somewhat unstable and, when destroyed through a clash, will erupt in an explosive blast 6m outwards in all directions. This blast deals B-tier damage at point blank range and one tier less damage for each 2m away from the blast a target is.[/i][/center]
[center][b]Omega Minor[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Magician
[b]Type:[/b] Offensive
[b]Range:[/b] Long(50m)
[b]Requirements/Drawbacks:[/b] The user must flick their wand and then point at the place where they want to form the spell. The spell us unable to be cast over a space already occupied by a living person or foreign magoi source that is not Zion's own. This spell will harm even the user and does not discriminate between friend or foe. When guiding the orb, the user is unable to cast other new spells until this ability ends and must continue to point at the target. Each orb requires its own dedicated body part pointing if they are to be guided.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 Magoi | 20 Magoi
[b]Description:[/b]
[list]The magician points their wand at a spot 5m away from themselves and uses Oblivion magic to create a 50cm black orb. The orb will either sit there idle or can be guided by the caster to travel up to 50m away from themselves. The orb will last 4 posts or until destroyed and deals A-tier damage by scattering the molecules of whatever it passes through into individual rukh components giving the impression that it "erases" whatever it touches from the face of the earth. The Oblivion magic passive causes the spell to explode in a 6m blast dealing an additional B-tier damage or one tier less for every 2m away.[/list]
[center][b]Brute Bulk[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Body Manipulation
[b]Type:[/b] Supplementary
[b]Range:[/b] Self
[b]Requirements/Drawbacks:[/b] Muscles of the affected limbs ripple briefly before use.
[b]Scaling:[/b] Duration
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 Stamina | 20 Stamina to sustain
[b]Description:[/b]
[list]The user focuses on the muscles in up to four limbs across their body and causes them to temporarily swell with power for 4 posts. The affected muscles are capable of exerting A-tier strength for the duration of this ability. Each new post, the user may shift their focus to change which limbs are to be augmented.[/list]
[center][b]Aegis Reflex[/b][/center]
[b]Tier:[/b] A
[b]Class:[/b] Body Manipulation | Warrior
[b]Type:[/b] Defensive
[b]Range:[/b] Self
[b]Requirements/Drawbacks:[/b] The flesh around the affected area wriggles visibly just before it begins the ability. Cannot be used on head or torso.
[b]Scaling:[/b] Amount - Number of deflected attacks
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 40 Stamina | 20 to sustain
[b]Description:[/b]
[list]The user causes the flesh around their body to spin and twist rapidly in response to an incoming physical attack. The rotation of the flesh causes it to parry blows up to A-tier and can be executed with up to four limbs at once. [/list]
Last edited by Zion on 17/06/23, 03:28 am; edited 3 times in total
[center][b]Kitsune Step[/b][/center]
[b]Tier:[/b] C
[b]Class:[/b] Body Manipulator + Storm Kitsune
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium(20m)
[b]Requirements/Drawbacks:[/b] Once the grip is activated it can't be released easily and doing so will put the ability on cool down. A visible swirl of wind with gather at the user's feet and the veins around their muscles will well briefly before activation.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 2
[b]Cost:[/b] 10 | 5 Magoi + 10 | 5 Stamina
[b]Description:[/b]
[list]The storm kitsune gathers wind at their feet and causes their legs to become unnaturally supple and springy allowing them greater flexibility to freely maneuver kick-like steps. They kick off the gathered storm winds with a loud boom and travel up to 20m away ending in a second boom. The launching step and landing steps each mark a large and loud burst of storm magic winds. The wind explodes outwards from Zion up to 3m away and those caught in its effective range are blown away 5m due to Storm Magic's passive.[/list]
[center][b]Mandorla Maelstrom[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Storm Kitsune[Magician]
[b]Type:[/b] Offensive
[b]Range:[/b] Long
[b]Requirements/Drawbacks:[/b] The user must swipe their arm or tail to produce the initial gust and is unable to see through the storm for its duration. This spell does not move after being triggered so most targets will not be harmed if they simply stand still at its center.
[b]Scaling:[/b] Size - For every 10 magoi invested the diameter of the storm grows 1m and the height grows 2m.
[b]Sustain:[/b] -
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]
Upon swiping the air with magoi, storm magic is produced in the form of a 1m ring of statically charged wind which either surrounds the caster or is released in the direction of the swipe. In this state the spinning wind will harmlessly pass around physical objects not imbued with magoi manipulation. The total range of the ring is 100m and can be guided to curve trajectory up to ninety degrees using a hand gesture. Upon arriving at the target the ring will surround them and instantly burst into a dark storm cloud surging with electricity. The storm cloud takes the shape of a mandorla(double pointed almond/oval sort of shape) which resembles a perfect vesica piscis when viewed from the side. The storms dimensions are 3m wide and 6m tall forming centered on the target sealing off all directions of escape. If the target is standing on the ground the spell will either carve through it with sheer wind and heat from lightning or simply end at the point of contact with the rest of the storm continuing normally so as to form a seal. The storm wall is 1m thick and surging with lightning that deals B-tier damage to both those inside and out. In addition, storm magics passive effect will cause the severe winds to induce a 5m knock back. Those trapped inside would likely find themselves knocked into the other walls. The maelstrom lasts for 3 posts before fading. [/list]
[center][b]Blooming Maelstrom[/b][/center]
[b]Tier:[/b] B
[b]Class:[/b] Storm Kitsune[Magician]
[b]Type:[/b] Supplementary
[b]Range:[/b] Medium
[b]Requirements/Drawbacks:[/b] The user must close their hand into a fist and gather magoi into their palm before releasing this spell. The clouds are unable to move about on their own besides the short distance they travel upon creation and require other winds to move beyond that.
[b]Scaling:[/b] Amount
[b]Sustain:[/b] -
[b]Cool Down:[/b] 3
[b]Cost:[/b] 30 | 15
[b]Description:[/b]
[list]
Upon closing their fist the user forms two dark black thunderclouds condensed into the size and shape of a tiny 10mm petal. These petals will slowly float up to 40m away before being at mercy to the local winds. If there is no wind the petals will simply bob back and forth gently in the air and regardless they will fade after three posts. Though these tiny petals seem harmless, anyone other than the caster who comes within 2m of the petal triggers their function. When triggered the petals give off a brief warning in the form of lightning crackling along their surface before it is fired as a C-tier bolt that travels up to 5m away from the petal. If the bolt strikes a target it will shock them causing instant muscles spasms paralysis which quickly fades into a numbness at the point of contact lasting 2 posts. Storm magic's passive effect causes this bolt to also induce a 5m knock back. [/list]
Last edited by Zion on 04/01/23, 07:21 pm; edited 1 time in total
[center][img]https://cdna.artstation.com/p/assets/images/images/016/375/190/large/ekaterina-yastrubetskaya-6-mindless-construct-color.jpg?1551915272[/img][/center]
[b]Name:[/b] The King's Glory
[b]Tier:[/b] A-tier
[b]Type:[/b] Magic Artifact statue
[b]Magic Type:[/b] Metal [Lightning + Strength
[b]Appearance:[/b] Taking the form of a Silver Lion, with a body seemingly cobbled together of rough ore this magnificent decoration is far more than a piece of ornamentation. It was said Kasrow's regalia was his honor, but his lion is his strength, his glory. It stands at two meters tall being 3.5m long, cumbersome to move on it's own it takes to life when the magic symbol upon it's mane is activated.
[b]Function:[/b]
[list][*]Awaken Asad!- For 20 magoi to activate and 10 magoi to sustain the user bring the beast to life for 4 posts. The Metal magic brings the beast to life it has A-tier movement speed, does A-tier damage with it's basic attacks, and is capable of jumping up to 30m in a single bound. He must stay within 80m of his user or he will deactivate. He is made of silver so he takes half damage from conductive attacks and elements and double damage from water-related abilities and magic.
[*]Shell shock- For 20 magoi to activate and 10 magoi to sustain Asad lets out a roar, in a cone 30m long, 3cm at the base and 8m wide at the end. The roar is filled with magnetic and gravitational force to draw metals onto the target hit creating a shell of hardened silver so the shell takes half damage from conductive attacks and elements and double damage from water-related abilities and magic. The shell immobilizes those caught inside by trapping their whole body for 4 posts.
[*]The Lion's Share- For 20 magoi to activate and 10 magoi to sustain the user causes Asad to roar once more, commanding all Metals in a 100m radius to draw toward him compacting down on his body to form a hyper-dense shell of A-tier armor durability. This last for 4 posts, during this time the lion can open up its mouth to either trap someone inside or to allow them in for safe passage. The level of degree to which the contained person is exposed is dependent on the user.
[/list]
[center][url=https://servimg.com/view/20105333/34][img]https://i.servimg.com/u/f65/20/10/53/33/a862cd10.jpg[/img][/url]
[/center]
[b]Name:[/b] Game of Kings
[b]Tier:[/b] A-tier
[b]Type:[/b] Magic Artifact, chess set
[b]Magic Type:[/b] Metal, life
[b]Appearance:[/b] an average size ornate chess set with gold and silver pieces
[b]Function:[/b][spoiler="Armor"][url=https://servimg.com/view/20105333/33][img]https://i.servimg.com/u/f65/20/10/53/33/50c6b710.jpg[/img][/url]
[/spoiler]
[list][*]The King: 20magoi|10sustain Upon activation the chess set becomes a suit of gold armor that as A tier durability that covers the full body no matter the size of the user. Along with this 8 d tier constructs that are 2mtall in the form of knights based on pawns appear that last until destroyed or the armor is deactivated. These constructs can move up to 50m from the King
[*]Chess Pieces: For 20 magoi to activate | 10 to sustain, The user chooses one of 5 chess pieces excluding the king, each with their own construct that will be formed when activated. Each piece combined tier is A tier and can last up to 4 rounds moving no more than 50 meters from the caster. All are made of gold and therefore area affected by the metal magic so.[/list]
Pieces:
[list][*]Bishop and Rook: 4 C tier constructs that take the form of 2 rooks and 2 knights dealing C tier damage each
[*]Knight: 2 B tier constructs that deal B tier damage
[*]Queen: ! A tier queen construct dealing A tier damage
[/list]
[center][img]https://i.imgur.com/EoVX5yx_d.webp?maxwidth=1520&fidelity=grand[/img][/center]
[b]Name:[/b] Sage's Swordwand
[b]Tier:[/b] A
[b]Type:[/b] Advanced Wand
[b]Magic Type:[/b] Magoi
[b]Appearance:[/b] A simple pearl white hilt carved from fine oak. It has a hollow center and an opening at the top where a sword might be fit as well as a rounded bottom in place of a pommel. The length of the hilt is 32cm and it has a magic circle carved into the interior of the hollow center. [b]Function:[/b]
[list][*][b]Magoi Blade[/b] - When the user infuses their magoi into the blade, their magoi turns into a concentrated 1.5 m long-bladed weapon. This hardened blade of magoi is capable of being manipulated as the user sees fit, taking the form of other sorts of blades as well without going over the 1.5 m limit. This blade severs magoi and deals internal damage if struck directly. The blade itself deals A-tier ability damage and is capable of clashing with physical objects. Since the blade is made from a magician's magoi it can be influenced by their magic as well. 10 Magoi to activate | 5 Magoi to sustain
[/list]
[spoiler=Swordwand Abilities][center][b]Black Behemoth[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a strength magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The user must carefully position the swordwand so as not to be injured when the spell sword emerges.
[b]Scaling:[/b] Weight - For every 10 magoi invested, the artificial weight of the weapon increases causing it to inflict a 5m knockback.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]Following a strength magic spell, Zion orders some of the lingering strength rukh to enter the swordwand as he activates the magoi blade. The result is a massive black great sword of advanced strength magic. Its blade is 1m wide at the base and 3m long where it does not taper off but rather ends abruptly giving it a rectangular shape. The an extra half meter of strength magic extends from the wands bottom in order to give better leverage. The blade can be wielded as though it were weightless, but applies forces as though it weighed an immense amount allowing it to deal A-tier crushing damage by delivering a vast amount of force. The blade lasts 4 posts before dissipating.[/list]
[center][b]Blue Sniper[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Close/Long(150m)
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a water magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The spell sword created is incapable of handling attacks along its spine and will break due to any damage there including basic.
[b]Scaling:[/b] Shardshells - For every 10 magoi invested, an additional two ice shard bullets are generated.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting a water magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A 1.2m long gunblade made of ice then forms from the hilt. Its blade B-tier and its spine forming a barrel ending just before the tip of the blade. An ice shard can be fired to deal B-tier damage from the barrel up to 150m away or 75m if under water. The gunblade lasts for 4 posts before dissipating.[/list]
[center][b]Purple Savior[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a life magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The spell sword created is unable to clash with physical targets and will do so with one tier less potency as its primary use is for healing.
[b]Scaling:[/b] Deep Cleanse - For every 10 magoi invested, the healing will also cure ailments and status effects. Potency starts at D-tier and goes up one tier per scaling capping at A-tier
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting a life magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A 1.5m long curved blade of purple light emerges from the handle taking on a seemingly gaseous form. Despite its ephemeral appearance it maintains the shape of a sword despite allowing physical objects to pass through it. The purple blade of dense life magoi and magoi can be brutishly crashed into other spells or magoi attacks, but its true purpose is to cut the wounded and ill. As the sword passes through an injured target, it will spread out through their entire body providing A-tier healing. The blade lasts 4 posts and will continue to heal what it cuts during that time until clashed or canceled by the user.[/list]
[center][b]Orange Pillar[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Long(80m)
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a light magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The spell sword produced follows the rules of light and can be reflected with mirrors or diffused with mist. The length of the spell sword may only be changed once per post.
[b]Scaling:[/b] Radiance - For every 10 stamina invested the light of the blade will inflict blindness on those who look at it directly starting at D-tier and increasing in potency once per scaling capping at A-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting a life magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A 20cm diameter rod of condensed light magic emerges from the handle starting at a length between 1m and 80m long and capable of being adjusted to any length within that range once per post. The rod of light deals A-tier burning damage and lasts 4 posts.[/list]
[center][b]Void Edge[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be an Oblivion magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The blade is unstable and can be triggered to explode against the user's will if attacked with magoi.
[b]Scaling:[/b] Amount - As long is the duration is not up, the user may pay an additional 10 magoi to re-establish the blade again after eruption.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting an Oblivion magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A black blade only 60cm long emerges from the handle and softly hums with destructive energy. The Oblivion magic blade scatters the particles and rukh of anything that crosses its threshold dealing A-tier damage. Once per post, when swung the blade produces an arc of oblivion magic equal in length to the swing and 1m thick will fly up to 40m away "erasing" anything in its path with A-tier damage. Magoi based attacks can clash with the base blade and projectiles to destroy them. When destroyed through a clash, the unstable oblivion magic passive will erupt in an explosive blast 6m outwards in all directions. This blast deals B-tier damage at point blank range and one tier less damage for each 2m away from the blast a target is. The spell sword lasts for 4 posts or until destroyed.[/list][/spoiler]
[center][img]http://th02.deviantart.net/fs70/200H/f/2012/323/2/f/2f6b1f7fc454f66358b45a9312b8de30-d5lj4ky.png[/img][/center]
[b]Name:[/b] Bloody Branch
[b]Tier:[/b] A
[b]Type:[/b] Sword Breaker
[b]Appearance:[/b] The Bloody Branch is crafted from a rare crimson wood found deep within the Jade Dragon Mountains. It is durable enough to clash with common steels and ores and can be strengthened further through metallurgy thanks to its ridiculously high ignition point which allows molten metal to be forged over it. This process has been performed creating a unique alloy that is very hard and durable as the sharp edges to the blade. The weapon is only 12in(0.3m) but it possesses two branching "blades" that are jagged in shape. The grip is made from wrapped leather and designed to be held in only one hand. It's unique design and shape makes it excellent for catching and disarming enemy weapons.
[center][img]http://vignette2.wikia.nocookie.net/fallout/images/d/d5/Icon_caravan_deck.png/revision/latest?cb=20110503194030[/img][/center]
[b]Name:[/b] Cutting Chance
[b]Tier:[/b] A
[b]Type:[/b] Edged Cards
[b]Material:[/b] Steel
[b]Appearance:[/b] A simple deck of cards mades from steel with sharpened edges allowing them to to be used as throwing weapons.
[b]Ammunition Material:[/b] Steel
[b]Ammunition Appearance:[/b] Each card is 6.35cm wide and 8.89cm tall. They are extremely thin having a thickness of only a few millimeters.
[spoiler=Swordwand Abilities][center][b]Black Behemoth[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a strength magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The user must carefully position the swordwand so as not to be injured when the spell sword emerges.
[b]Scaling:[/b] Weight - For every 10 magoi invested, the artificial weight of the weapon increases causing it to inflict a 5m knockback.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]Following a strength magic spell, Zion orders some of the lingering strength rukh to enter the swordwand as he activates the magoi blade. The result is a massive black great sword of advanced strength magic. Its blade is 1m wide at the base and 3m long where it does not taper off but rather ends abruptly giving it a rectangular shape. The an extra half meter of strength magic extends from the wands bottom in order to give better leverage. The blade can be wielded as though it were weightless, but applies forces as though it weighed an immense amount allowing it to deal A-tier crushing damage by delivering a vast amount of force. The blade lasts 4 posts before dissipating.[/list]
[center][b]Blue Sniper[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Close/Long(150m)
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a water magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The spell sword created is incapable of handling attacks along its spine and will break due to any damage there including basic.
[b]Scaling:[/b] Shardshells - For every 10 magoi invested, an additional two ice shard bullets are generated.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting a water magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A 1.2m long gunblade made of ice then forms from the hilt. Its blade B-tier and its spine forming a barrel ending just before the tip of the blade. An ice shard can be fired to deal B-tier damage from the barrel up to 150m away or 75m if under water. The gunblade lasts for 4 posts before dissipating.[/list]
[center][b]Purple Savior[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Supplementary
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a life magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The spell sword created is unable to clash with physical targets and will do so with one tier less potency as its primary use is for healing.
[b]Scaling:[/b] Deep Cleanse - For every 10 magoi invested, the healing will also cure ailments and status effects. Potency starts at D-tier and goes up one tier per scaling capping at A-tier
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting a life magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A 1.5m long curved blade of purple light emerges from the handle taking on a seemingly gaseous form. Despite its ephemeral appearance it maintains the shape of a sword despite allowing physical objects to pass through it. The purple blade of dense life magoi and magoi can be brutishly crashed into other spells or magoi attacks, but its true purpose is to cut the wounded and ill. As the sword passes through an injured target, it will spread out through their entire body providing A-tier healing. The blade lasts 4 posts and will continue to heal what it cuts during that time until clashed or canceled by the user.[/list]
[center][b]Orange Pillar[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Long(80m)
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be a light magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The spell sword produced follows the rules of light and can be reflected with mirrors or diffused with mist. The length of the spell sword may only be changed once per post.
[b]Scaling:[/b] Radiance - For every 10 stamina invested the light of the blade will inflict blindness on those who look at it directly starting at D-tier and increasing in potency once per scaling capping at A-tier.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting a life magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A 20cm diameter rod of condensed light magic emerges from the handle starting at a length between 1m and 80m long and capable of being adjusted to any length within that range once per post. The rod of light deals A-tier burning damage and lasts 4 posts.[/list]
[center][b]Void Edge[/b][/center]
[b]Tier:[/b] A
[b]Type:[/b] Offensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Requires the last spell cast through the Sage's Swordwand to be an Oblivion magic spell. While the spell is active no other spells trained to this weapon may be used. Magoi Blade must be turned off for this spell to be activated. The blade is unstable and can be triggered to explode against the user's will if attacked with magoi.
[b]Scaling:[/b] Amount - As long is the duration is not up, the user may pay an additional 10 magoi to re-establish the blade again after eruption.
[b]Sustain:[/b] 0
[b]Cool Down:[/b] 4
[b]Cost:[/b] 20 | 20 Magoi
[b]Description:[/b]
[list]After casting an Oblivion magic spell, the user commands a bit of lingering rukh to enter the swordwand as he activates the magoi blade. A black blade only 60cm long emerges from the handle and softly hums with destructive energy. The Oblivion magic blade scatters the particles and rukh of anything that crosses its threshold dealing A-tier damage. Once per post, when swung the blade produces an arc of oblivion magic equal in length to the swing and 1m thick will fly up to 40m away "erasing" anything in its path with A-tier damage. Magoi based attacks can clash with the base blade and projectiles to destroy them. When destroyed through a clash, the unstable oblivion magic passive will erupt in an explosive blast 6m outwards in all directions. This blast deals B-tier damage at point blank range and one tier less damage for each 2m away from the blast a target is. The spell sword lasts for 4 posts or until destroyed.[/list][/spoiler]
[center][img]https://vignette.wikia.nocookie.net/soulland/images/3/32/Clear_Sky_Hammer_3.jpg/revision/latest?cb=20150610083336[/img][/center]
[b]Name:[/b] Magic Smith's Hammer
[b]Tier:[/b] B
[b]Type:[/b] Magic Weapon - Hammer
[b]Magic Type:[/b] Molding Magic | Strength Magic
[b]Appearance:[/b] A metal hammer which carries a dull luster and dark red coloring. The face of the hammer is a crystalline face formed from hardened resin. There is a clear bell-like melodious sound made whenever this hammer strikes a target. It has a 38cm long handle and a hammer face 20cm in diameter. The hammer is capable of dealing B-tier blunt damage with the face of the hammer or B-tier puncturing damage by using the sharp back end. The magic circle is carved into the face of the hammer's metal body and is covered by the resin crystalline face but remains visible through its clear translucent nature.
[b]Function:[/b]
[list][*][b]Molding Strike[/b] - Feeding magoi into the hammer causes it to send a wave of Molding magic into whatever the hammer strikes. The molding magic will cause the struck object to become soft like clay for a moment and change shape swiftly before returning to its normal consistency. The magic can affect an object or amount of material up to 20m in size in any dimensions and reshape it freely. Enemy equipment affected by this magic type is repaired to its normal shape for free at the end of the thread. All equipment altered by this spell receives an additional C-tier's worth of item durability. 10 Magoi to activate | 5 Magoi to sustain
[*][b]Calamity Seal[/b] - Feeding magoi into the hammer causes it to swell with Strength Magic causing the hammer to grow without restraint. The hand remains wieldable by the wielder's hands, but the rest of it grows up to 10m long with a head up to 15m in diameter. Despite its massive size, the hammer feels light as a feather to the user as gravity does the lifting for them. A swing from the hammer in this state causes a strength magic projection of the force with a japanses character for "calamity" 禍 embossed on the cylinder of force unleashed. The projection can travel up to 20m away and deals B-tier damage. 10 Magoi to activate | 5 Magoi to sustain
[/list]
[center][img]https://vignette3.wikia.nocookie.net/fireemblem/images/c/cc/Hooded_Man_Standard.png/revision/latest?cb=20170114220858[/img][/center]
[b]Name:[/b] Wanderer's Cloak
[b]Tier:[/b] B
[b]Type:[/b] Hooded Cloak
[b]Material:[/b] Leather
[b]Appearance:[/b] A dark brown cloak worn by many days of travel. The coat is tailored to the wearer and stops just a few centimeters from the ground. The cloak's hood hangs low and the frock meets in front. This allows the cloak to conceal the wearers face, clothing, and equipment. It has B-tier armor durability.
[center][img]https://www.pinclipart.com/picdir/big/76-767035_gladiator-clipart-sword-roman-gladius-png-download.png[/img][/center]
[b]Name:[/b] Gladiator's Blade
[b]Tier:[/b] B
[b]Type:[/b] Sword
[b]Material:[/b] Steel, wood, and leather
[b]Appearance:[/b] A short gladius with a length of 63cm from tip to pommel. The leaf shaped blade is made from steel while the handle is a firm piece of wood wrapped in leather. The pommel is fitted with mushroom shaped piece of steel. The sharpened blade deals B-tier cutting and stabbing damage.
[center][img]https://i.pinimg.com/236x/5d/7f/6c/5d7f6ce2a692c5de9bc24217a75fbbab--persian.jpg?nii=t[/img][/center]
[b]Name:[/b] Confounding Gate
[b]Tier:[/b] B
[b]Type:[/b] Magic Weapon - Shield
[b]Magic Type:[/b] Perfect Illusion + Clairvoyance
[b]Appearance:[/b] A shield that was once merely bronze, now fused with glass and silver in order to give it a new reflective chrome color. The surface case been given a intricate engraving around three bossed knobs. The shield itself is 90cm long after all the added materials and has two concentric magic circles carved into the backside of the shield where its handle is located.
[b]Function:[/b]
[list][*][b]Mirror Blinding[/b] - When the user infuses their magoi into the shield it produces a 15m diameter cone of Perfect Illusion magic that travels forward up to 30m away. The face of the cone acts as a mirror reflecting any attacks or enemies and produces a copy of them that uses clairvoyance magic to accurately read and mimic their movements as a real time reflection would. The reflections clash with B-tier impact damage and possess a D-tier phantom shadow that will either remain superimposed on the base illusion or can be willed by the user to mirror the base illusion's movements allowing it to potentially attack from two sides at once. 10 Magoi to activate | 5 Magoi to sustain
[*][b]Labyrinth of Self Reflection[/b] - Feeding magoi into the shield causes it to shine brightly casting a silver light that shines up to 50m away. The light turns solid and forms a 30m diameter sphere that is filled with maze-like hollow chambers that lead all throughout its interior volume. However, unlike a true maze, this narrow 3mx3m path has no dead ends or forks in the path and is simply a complex line twisting and turns with a single larger 5x5m diameter circular room at the center where the path both ends and begins on opposite ends of said room. The spell centers around the target starting them out in the main room and if they make a complete loop through the labirynth to arrive in the main room again it will change in appearance based on the growth or change in mindset undergone during the journey. All the surfaces of the interior are mirror-like and reflect those trapped within along with clairvoyance magic born illusions based on the target's own thoughts and emotions being reflected back at them. Making a complete journey along the path will show a person the parts of themselves they ignore or dont even know about and reflects the prejudices, double standards, and hatred they hold towards others back at themselves. Entering the room at the center for the first time causes it to show the target surroundings based on their own fears and insecurities while highlighting either exit to encourage them to leave the room and set out on the path. Upon returning to the room after making a complete round on the path it will change into a new more comprehensive reflection of their mental state as a result of all the illusions they walked through to get there. This final illusion can either be a horrifying worsening of their traumas that shatters their self identity, or become a self affirming vision that strengthens their resolve. It could even display a catalyst for huge shifts in life outlook, personality changes, or personal growth. Results are entirely up to the target and are outside the magic tool user's control. The structure of the labyrinth requires B-tier damage to break through and has a D-tier phantom copy which resides over the main copy like a barrier protecting it from damage. The Labirynth of Self Reflection can only be cast on one target at a time and anyone else, including the caster, caught up within its area is gently pushed out of its way on creation. It is possible to resist this force with even D-tier basic effort however and end up in the labryinth as a sort of guest whom the illusions do not target. This function lasts for 3 posts and the user must remain within 50m of the spell or it will disperse. Mirror Blinding may not be used while Labyrinth of Self Reflection is active. The spell can be sustained in order to repair damage and reset the timer on the duration.If the Confounding Gate is struck with a physical blow or magoi manipulation attacks it will force the spell to collapse. A forced collapse due to damage to the magic tool or to the spell itself causes the spell to go on cool down for the rest of the thread or until a rest period and repairs are done. 10 Magoi to activate | 5 Magoi to sustain
[/list]
[center][img]https://i.imgur.com/xcKO8cY.png[/img][/center]
[b]Name:[/b] Deep Blue
[b]Tier:[/b] A Tier
[b]Type:[/b] Magic Ring
[b]Magic Type:[/b] Water
[b]Appearance:[/b] A ring for a pinky finger, decorated with lapis lazuli in the shape of waves, with the magic circle on a sapphire embedded in it.
[b]Function:[/b]
[list][*][i]Sea Trench[/i] - For 10 magoi to activate | 5 magoi to sustain, the user may create an obstacle from 5m x 5m x 5m to 30m x 30m x 30m dimensions made from water. If someone passes into the water, they will be slowed due to the intense pressure by A-tier force slowing down movement speed to a near halt slower than a walking human. Additionally, the pressure of the water can be directed to shoot something out 10m in a near blur. The field of water lasts for 4 posts and can be dispersed or resisted with equal strength.
[/list]
[center][img]https://i.pinimg.com/236x/7c/1c/6d/7c1c6d35d7272b234c4b9a3e4604d234.jpg[/img][/center]
[b]Name:[/b] Geographer's Plaything
[b]Tier:[/b] B-tier
[b]Type:[/b] Magic Book
[b]Magic Type:[/b] Water, Earth (Strength), Life
[b]Appearance:[/b] A thick book meant for holding maps in it. The outside hard binding seems to be an ash white with the patterns of a compass atop it. On the symbols resides a hidden magic symbol for the object as well. In the center and on the corner there are silver-gold embellishments which also act as clasps to keep the book tightly bound.
[b]Function:[/b]
[list][*]Remapping- For 10 magoi to activate and 5 magoi to sustain the user activates the complex function of the book to affect the environment in a 75m diameter sphere. Anything within its dimensions made of water, earth and plants can be manipulated and changed to fit the user's desire. Plants and rocks can grow up to 40m in height.
[/list]
[center][img]https://eip.gg/wp-content/uploads/2021/10/ITEM_IronNails.png[/img][/center]
[b]Name:[/b] Terracottan Nails
[b]Tier:[/b] B-tier
[b]Type:[/b]Magic Nails
[b]Magic Type:[/b] Earth
[b]Appearance:[/b] This magic tool takes the form of a bag of 4 nails, the nails are 20cm long. They are kept in a goat leather bag 36cm in diameter. The nails glow with the power of a magic symbol.
[b]Function:[/b]
[list][*]Building an Army- For 10 magoi to activate | 5 magoi to sustain the user places a nail into an earthen material causing it to form 3m tall solider with B-tier item stats, this solider lasts for 3 posts can stay within 70m of the user and is capable of wielding weapons.
[/list]
[img]https://oldschool.runescape.wiki/images/thumb/b/b4/Jar_of_dirt_detail.png/90px-Jar_of_dirt_detail.png?23aa1[/img]
[b]Name:[/b] Jar of Oilclay
[b]Tier:[/b] A
[b]Material:[/b] An insulated glass jar, a handful of oil soaked clay.
[b]Description:[/b] A jar containing four handfuls of damp clay. The jar is wrapped in leather to further protect it from outside heat sources. The clay is still soft and has been soaked with a strong yet slow burning oil. It is typically used to light fires as a single spark is all one needs to set the clay ablaze. Fires set with this clay burn with A-tier intensity making it a dangerous material to handle. The flames last four posts before fizzling out. The clay itself is heat resistant and will survive the flames, albeit rendered dry and hardened after the blaze.
[img]http://www.woodus.com/den/gallery/graphics/dw7psx/accessory/golden_bracelet.png[/img]
[b]Name:[/b] Angel's Brace
[b]Tier:[/b] B
[b]Type:[/b] Bracelet
[b]Magic Type:[/b] Holy | Light + Life
[b]Appearance:[/b] A small golden bracelet with Solomon's circle engraved upon the under side. The top of the bracelet has a raised winged design with intricate details.
[b]Function:[/b]
[list]
[*][b]Holy Blessing[/b] ~ By feeding magoi to the bracelet, the item will shine a golden light healing up to B tier wounds on the user or any single target within 5m. 10 magoi to activate | 5 magoi to sustain
[/list]
[center][img]https://i.imgur.com/tIrAqI5.png[/img][/center]
[b]Name:[/b] Pyramid Pouch
[b]Tier:[/b] D
[b]Type:[/b] Magic Item - Necklace
[b]Magic Type:[/b] Strength
[b]Appearance:[/b] An golden pyramid shaped necklace that is a mere 10cmx10cm in dimensions. I possesses a strength eye engraving as well as a magic circle on the reverse side.
[b]Function:[/b]
[list]
[*][b]Miniature Storage -[/b] Feeding magoi into the item causes it to glow with the black light of strength magic. Items and equipment that touches the Pyramid is then shrunk down to near microscopic sizes and stored inside the item. Alternatively, the user can think of a stored item and use this function to retrieve it causing it to grow back to normal size. Objects stored within are not counted towards your weapon or magic tool limit. However, you still are unable to exceed the limit when retrieving items from the pyramid. Meaning that if you are at the limit of weapons, for example, you must store one of your equipped weapons when retrieving one from the pyramid. The pyramid can store up to two objects at once and is incapable of storing living things. 10 magoi to activate | 5 to sustain.
[/list]
[center][img]https://i.imgur.com/Of9q0qt.png[/img][/center]
[b]Name:[/b] Skywalker
[b]Tier:[/b] B-tier
[b]Type:[/b] Magic Item - Boots
[b]Magic Type:[/b] Strength [Gravity]
[b]Appearance:[/b] A simple boots made from leather and decorated with a pair of wings on each shoe. There are some chain embedded on each shoe, giving it a more elegant design that macthed well with the golden colored hem that the boots have. The magic circle is engraved on the inside.
[b]Function:[/b]
[list]
[*][b]Air Sprinter[/b] - When the user infused the boots with magoi, the user will be capable to control his body to perform B-tier flIght for 1 post unless sustained. 10 magoi to activate | 5 magoi to sustain
[/list]
[center][img]https://i.imgur.com/C5LTbAD.png[/img][/center]
[b]Name:[/b] Honoo Ishiki
[b]Tier:[/b]C
[b]Type:[/b] Magic Item - Kiseru (Pipe)
[b]Magic Type:[/b] Heat
[b]Appearance:[/b] A 45cm long Kiseru that can be used to smoke. It has a gold color and some ornaments are attached near the bowl to decorate the pipe, adding more elegant point in the item. However, the Kiseru is not an ordinary one as it bears a magic circle on the stem.
[b]Function:[/b]
[list]
[*][b]Will-O-Wisp[/b] - By pouring magoi into this item, the user is able to produce a fire to appear on the bowl on the pipe. The fire has various size depending on how big the user wants it to be, however the maximum size of the fire can only be 30cmx30cm big. The flame then flies out of the pipe up to 5m away where it can ignite flammable objects. 10 Magoi to activate | 5 to sustain
[/list]
[center][img]https://i.imgur.com/QFWDokj.png[/img][/center]
[b]Name:[/b] Devil's Light
[b]Tier:[/b] D
[b]Type:[/b] Magic Tool - Ring
[b]Magic Type:[/b] Light
[b]Appearance:[/b] A ring made from gold and shaped to resemble the devil from the east. The size of the ring changes depending on the user's finger.
[b]Function:[/b]
[list]
[*][b]Blinding Light[/b] - When the user pours the magoi into the ring, it will produce a bright light that will spread out up to 5m in a cone shape. Those who are caught inside the light with open eyes, will be blinded for 1 posts and it will be hard to maintain their balance. 10 Magoi to activate | 5 to sustain
[/list]
[b]Name:[/b] Journey Book
[b]Type:[/b] Notebooks
[b]Magic Type:[/b] Communication [Light + Clairvoyance]
[b]Appearance:[/b] A set of two leather-bound journals filled with pages.
[b]Function:[/b]
[list]
The two notebooks are linked using a combination of Clairvoyance magic, which communicates the message from one book to the other, and Light magic, which gives the illusion of the other notebook receiving the message. Can be used to communicate over vast distances. Anything written in one book will “appear” in the other book.[/list]
[center][img]https://i.servimg.com/u/f62/19/49/89/73/merryc10.png[/img][/center]
[b]Name:[/b] Merry Cookies x2
[b]Tier:[/b] A
[b]Description[/b] An extra large batch of cookies, baked with love.
[b]Effect:[/b] Allows the user to recover 200 magoi while resting.
[center][img]https://i.imgur.com/8eWfuJ5.png[/img][/center]
[b]Name:[/b] Juicy Sirloin
[b]Tier:[/b] B
[b]Description[/b] A large sized meal.
[b]Effect:[/b] Allows the user to recover 150 magoi while resting.[/spoiler]
[img]https://i.imgur.com/hREQtj1.png?1[/img]
[b]Description:[/b] A shard of crystallized fate. When broken, it allows the will of the user to somehow influence their fate. Please see the [url=https://magiworld.forumotion.com/t6475-shards-of-solomon-systems][b]Shard Systems Page[/b][/url] for more information.
[b]Amount:[/b] 2
[center][img]https://i.imgur.com/yqgPyYe.png?1[/img][/center]
[b]Name:[/b] Aviarachnid Swarm
[b]Tier:[/b] D
[b]Type:[/b] Swarm
[b]Species:[/b] Aviarachnid [Flying Spider]
[b]Appearance:[/b] These tiny little nightmares are red and black colored spiders with wings similar to a dragonfly. Each spider is only 6cm in size with a 10cm wingspan. There are only a dozen of them total for now.
[b]Beast Traits:[/b]
[b]Trait Name:[/b] Hunting Silk
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Spider Species
[b]Trait Description:[/b] Due to their flight, this species of spider does not weave a weapon and then passively wait for prey. They are aggressive hunters that have evolved to use their silk in order to actively attack prey.
[b]Trait Effect:[/b] Allows this beast to register webbing based abilities.
[b]Trait Name:[/b] Flight
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Spider Species
[b]Trait Description:[/b] The wings on the spider's back are not just for show, they grant it free movement in the air similar to most other airborne insects.
[b]Trait Effect:[/b] Allows this beast to fly around at speeds equivalent to a normal human's top speed.[center][img]https://i.imgur.com/yqgPyYe.png?1[/img][/center]
[b]Name:[/b] Aviarachnid Swarm
[b]Tier:[/b] D
[b]Type:[/b] Swarm
[b]Species:[/b] Aviarachnid [Flying Spider]
[b]Appearance:[/b] These tiny little nightmares are red and black colored spiders with wings similar to a dragonfly. Each spider is only 6cm in size with a 10cm wingspan. There are only a dozen of them total for now.
[b]Beast Traits:[/b]
[b]Trait Name:[/b] Hunting Silk
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Spider Species
[b]Trait Description:[/b] Due to their flight, this species of spider does not weave a weapon and then passively wait for prey. They are aggressive hunters that have evolved to use their silk in order to actively attack prey.
[b]Trait Effect:[/b] Allows this beast to register webbing based abilities.
[b]Trait Name:[/b] Flight
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Spider Species
[b]Trait Description:[/b] The wings on the spider's back are not just for show, they grant it free movement in the air similar to most other airborne insects.
[b]Trait Effect:[/b] Allows this beast to fly around at speeds equivalent to a normal human's top speed.
Last edited by Zion on 10/10/23, 11:17 pm; edited 8 times in total
[center][img]https://static.tvtropes.org/pmwiki/pub/images/char_aznable.png[/img][/center]
[b]Name:[/b] Casvallion Deikraft
[b]Gender:[/b] Male
[b]Personality:[/b]
Casvallion is a shrewd man that was hardened by the Kou invasion of Magnostadt. Seeing many of his fellow magicians die due to fighting disorderly made him into a creature of strict discipline and military conformity. There are few soft spots left on his heart but he has earned the respect of his subordinates by being just and fair to them. He is a man of his word and loyal to his home of Magnostadt enough to overlook some of the rot and corruption at its core and dedicate himself to its defense.
Underneath his cold and stalwart demeanor there are a few things Casvallion still gets emotional over. His late mentor, Mikael Koval, had been one of them. His sense of duty towards the man is what led him to accept a dying request to watch over and protect his heir. Even upon learning that the supposed child was actually a magic doll with a soul inside, Casvallion helped the young naive doll hide this secret and learn to control his powers. Casvallion was even willing to get involved in the messy affairs of Magnostadt's inner power struggles for Zion in order to defend him.
Deikraft carries the confidence of having survived a heavy loss and then overcome with a hundred following victories. His smirk often seeming arrogant, but in truth the man is cautious. He tries his best not to underestimate an enemy and always fight to minimize harm to himself and his subordinates. The man is patient and more than willing to resort to traps or tricks if it can mean bringing the opponent down without suffering any losses.
[b]Hair Color:[/b] Blonde
[b]Eye Color:[/b] Blue
[b]Height:[/b] 180cm
[b]Weight:[/b] 74kg
[b]Appearance:[/b] A middle aged man with short blonde hair and fair skin that has been slightly worn with the passage of time. His face was wounded during the Kou Invasion when he was young causing him to usually wear a white mask that also serves as a helmet. He usually wears a red and black uniform with gold trim and a short black cape with white boots.
[b]Rukh Alignment:[/b] White
[b]Special Traits:[/b] Burn scars
[b]History:[/b]
Casvallion was born to one of the more prestigious magician families that had helped establish the city of Magnostadt. He was raised within the academy itself as a promising new student. But then Kou attacked the city and Casvallion's entire family bravely took to the front lines in order to defend their home. But despite this bravery, warfare was not the way of the Deikraft's. They each fought independently and in their disorder all but Casvallion had been slain. He only survived due to the sacrifice of his grandfather whom had his borg shattered blocking an explosive seige weapon used by the invaders. Part of the blast struck and already borgless Casvallion in the head and he fell unconscious.
By the time Casvallion woke up he was already in the infirmary and the sole surviving member of the Deikraft family. Despite the past contributions of the Deikraft's, once Casvallion fell into a depression for months until there were talks of stripping him of his families' manor and wealth. After all, a fallen genius was no longer a genius. Casvallion had no words to defend himself, but one prominent voice within the academy spoke out in his defense. Mikael Koval offered to take him in under his wing. At the time, Mikael was still an esteemed professor of the Academy and his opinion still held weight among his peers. So began Casvallion's tutelage under Mikael where he discovered his passion for Golem magic.
After six years under Mikael's care, Casvallion's pupilship was cut short when suddenly Mikael stepped down from his position as a professor to retire. That was the official story, but it is no secret that a faction of professors led by Kornel Klien had been pressuring Mikael from all angles lately. But as a mere student, Casvallion was powerless to do anything other than watch as his mentor left to live in exile to the east in a lonely tower. Seeing this injustice play out, the young man became disillusioned to his plan of following in Mikael's footsteps to become a professor. Instead, he took the less popular approach for aspiring magicians and volunteered to join the city's defense forces.
Alas, even the defenses of the city could not escape the reaches of Magnostadt's corruption. Due to his reputation as a Deikraft, Casvallion was directly given a position as commander of the eastern wall. The same wall his family died to defend. It was just a hollow position without much real authority however. Confidence in the city's new barrier made those actually making the decisions complacent. Very little manpower or resources were allotted to Casvallion and his men. Few skilled magicians were ever sent his way and their numbers were stretched thin if they were to ever actually be asked to man the full eastern wall.
Casvallion served in his role loyally but nursed a hidden resentment towards the old fogeys running Magnostadt. It was a ripe time for him to receive a letter from his exiled old mentor asking for a favor before his death. Apparently the old man's time had come and he was making arrangements. Casvallion accepted out of respect and a sense of duty towards his old teacher, but was shocked to find out that the heir we was to watch over was a magic doll. At first, he questioned the sanity of Mikael, did he expect him to watch a toy golem? But further observation and inspection of Zion revealed that he was no different from any other curious child in spirit.
As he trained Zion he also grew more fond of the youth and sincerely dedicated himself to protecting Zion and preparing him to defend himself as soon as possible. Once the young Koval went missing it threw Casvallion into a state of distress. He knew that Kornel Klien was responsible, but lacked proof. So instead he saw to it that Zion's home remained out of Klien's hands and spent the past couple of years using was little authority he did have to ensure no trouble befell the Koval Estate.
[hr]
[b]Damage Required to Defeat:[/b] A-Tier | A-tier Borg
[b]Description:[/b] A masked magician with a red wand capable of A-tier flight. He is fond of golem based magic and has been tasked with the defense of Magnostadt's Eastern Walls. As an A-tier magician he can used Strength, Life, Light, Heat, Water, and Lightning magics. But his specialty is Golem Magic.
[b]Weapons:[/b]
[spoiler]
[b]Name:[/b] Standard Issue Wand
[b]Tier:[/b] A
[b]Material:[/b] Gray Oak
[b]Appearance:[/b]
A thin and simple gray wand made of oak that is 40cm long with a hand grip at one end before tapering at the other which almost gives it the appearance of a sword despite being a round shaft.
[b]Name:[/b] Masked Commander's Helmet
[b]Tier:[/b] A
[b]Material:[/b] Ceramic Plated Steel
[b]Appearance:[/b]
A white helmet that covers the back and sides of the head with an additional mask portion for the face that comes down to cover the eyes. The helmet is both a defensive armor as well as used to cover up the horrible burns its wearer has on his forehead.
[spoiler=False Father, Sodei]
[center][img]https://i.pinimg.com/564x/62/02/52/620252f55869f609221e933ebab92f93.jpg[/img][/center]
[b]Name:[/b] Sodei The False Father
[b]Tier:[/b] A-tier
[b]Type:[/b] Artifact
[b]Magic Type:[/b] Golem Magic [Life+Strength+???]
[b]Appearance:[/b] Taking the form of a 4m statue with a wide round torso like a column or with a green gem atop where the magic symbol can be seen as well. It seems to be made of limestone, clay and marble and various stones, polished and refined covered with a muted bronze finish. He has no eyes but the green pearls adorning the various parts of body seem to stare as if they do. The Golem is rather dense but still light for it's size as the torso holds a large core large enough for an average sized person to crouch in it.
[b]Function:[/b]
[list][*]In the Beginning- 20 magoi to activate | 10 Magoi to sustain A simple but effective purpose awakening to golem so as to make the proper use of his other two functions. While those created from him continue to last, he simply exists to create, to allow life to spring forth. He stays active for 4 posts, in that time he has A-tier item durability and follows the user around indefinently. However, he will priortize the safety of his creations. He has the golem magic passive of being able to a spell inside of his cores of which he possesses 8. All creations of Sodei and their plot NPC children belong to Sodei with no limit to the population of this new golem race. The Plot NPCs do not receive free magic tools and their plot trait does not upgrade with their tier. The trait must be based on the magic types imbued in its lineage back to Adon.
[*]Adon - For 20 magoi to activate | 10 magoi to sustain the user pours magoi into the False father causing it to create a golem in the shape of a humanoid male 2m tall. It will die if it's core (Heart) is destroyed by taking A-tier damage. Adon when first running out of magoi or destroyed Adon is reverted to a small core. The moment a spell is inserted into his core it is permanently imbued into him adding the attributes of it to him, reforming him as a new man. He carries with him a melee weapon up to 3m in length, it also adapts the magic he is infused with. He is capable of creating a D-tier 2nd Generation Golem plot NPC every six months alongside Eva with the help of the False father.
Adon can help his first child creations create their own golem children, either blank or born from their magics to create one D-tier golem 3rd Generation Golem plot npc every 6 months. His Goal is to try and create a dynasty of unique golems.
[*]Eva - For 20 magoi to activate | 10 magoi to sustein the user creates a feminine appearing golem that is 2m tall. This golem carries with her a ranged weapon of choice. If she is killed or the spell runs out of magoi after the first time she will revert to a pair of cores (Ovaries) that require B-tier damage each to destroy. As a golem she is capable of holding a spell inside her cores, once done it is bound to her, adapting her form and personality. The cores unleash their spells upon destruction or on command by paying her function cost again. Along with this Eva's ranged weapon adapts as well. She is capable of, alongside with Adon and The father, creating a 2nd Generation Golem D-tier plot NPC once every 6 months.
[/list]
[b]Name:[/b] Thousand One - 1st Daughter of Adon
[b]Tier:[/b] A
[b]Damage Required to Defeat:[/b] A + A-tier Armor
[b]Description:[/b] A 6m tall golem that resembles a suit of armor with glowing golden eyes. It has a thick and powerful frame and wields a sword and shield which are integrated into its body and can fold in and out of the way to allow the golem's hands to move. Thousand One is also rather intelligent being capable of speech and dealing with complex subjects such as debating ethics or competing competently in chess.
[b]Weapons:[/b]
Integrated Sword - The 2m long sword is part of the golem's body and deals A-tier damage, but does not have its own independent durability sharing damage taken to the rest of the golem's body.
Integrated Shield - The 1.5m shield is part of the golem's body and blocks A-tier damage, but does not have its own independent durability sharing damage taken to the rest of the golem's body.
[b]Traits:[/b]
[b]Trait Name:[/b] Soldier Golem Physiology
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Soldier Golem Race
[b]Trait Description:[/b] A golem born to the line of Sodei with strength and perfect illusion spells used as the basis for its form. The Soldier Golem is a dense construct of magic capable of creating armored illusions of itself in order to perform overwhelm enemies and tackle mass labor projects.
[b]Trait Effect:[/b]
[list][*]Has a body coated in an armor of strength magic providing
defensive durability equal to the golem's tier.
[*]Has an A-tier sword and shield integrated into its body. These integrated weapons count as the golem's flesh and do not have independent durability values.
[*]Can fly at A-tier speeds.
[*]Capable of unleashing 8 D-tier perfect illusion magic clones of itself once per thread. These clones can move up to 30m away from itself and each one can execute Thousand One's abilities.
[/list]
[b]Abilities:[/b]
[i]Thousand Swords[/i] - Thousand One uses perfect illusion magic to create 8 D-tier perfect illusion copies of its sword. Each copy has its own D-tier item durability phantom copy and can move freely within 50m of itself.
[i]One Divide[/i] - Thousand One slashes down with its blade dealing A-tier damage.
[i]Thousand Divide[/i] - Thousand one slashes back and forth for a total of 8 D-tier attacks.
[i]Towering Shield[/i] - Thousand One raises its shield and blocks A-tier damage.
[i]Tempest Army, Charge![/i] - Only usable in the presence of its clones or its own line of golem children and requires at least two others to perform. Thousand One shouts for the golems to charge drawing them in with strength magic to create a wedge formation with Thousand One at the head. The formation then shoots forward at A-tier speed for 60m dealing A-tier damage to those in their path. The trajectory of this charge can turn up to 90 degrees. The size of the attack varies depending on how many golems are available to join in.
[b]Name:[/b] Thousand Clouds - First Son of Thousand One
[b]Tier:[/b] A
[b]Damage Required to Defeat:[/b] A
[b]Description:[/b] A 6m tall golem surrounded by misty giving the appearance that it is made of clouds. Occasional flashes of electricity pulse from within the shroud of cloud. Slimmer and less durable than its mother, Thousand cloud appears to be more bulky due to the clouds.
[b]Weapons:[/b] N/A
[b]Traits:[/b]
[b]Trait Name:[/b] Storm Golem Physiology
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Storm Golem Race
[b]Trait Description:[/b] A golem born to the line of Sodei. Adon imubed with storm magic made union with Thousand One and these magics were used as the basis for its form. The Storm Golem is swifter and lighter than its mother despite being more fragile and also possesses average intelligence making it capable of independently dealing with complex problems.
[b]Trait Effect:[/b]
[list][*]Has a body coated in an a shroud of storm magic 0.5m thick surrounding its body. The lightning within the clouds deals A-tier shock damage in response to being attacked with retaliation arcs of lightning reaching up to 3m away.
[*]Immune to water and lightning damage.
[*]Capable of flight at A-tier speeds.
[*]Once per thread the golem is capable of unleashing a strength enhanced storm of magic. Black storm clouds spread from its body up to 20m away and spin forming a cyclone with the golem at the center. B-tier force water charged with B-tier lightning is then sprayed in all direction up to an additional 30m away.
[/list]
[b]Abilities:[/b]
[i]Torrential Downpour[/i] - The golem punches its fist unleashing a 3m diameter column of water splashing up to 30m away dealing A-tier impact damage.
[i]Cloud Cover[/i] - Thick black clouds are expelled from Thousand Cloud's mouth spreading over a 80m area. The clouds deal no damage but instead cover anything inside them in dense moisture leaving those touched by the clouds soaked for 3 posts.
[i]Cloud Step[/i] - Thousand Cloud concentrates storm winds at its feet and with an explosive burst, launches itself in one direction at incredible speeds allowing it to move 50m nearly instantly.
[i]Thundering Cloud[/i] - The golem creates a large crack of lightning within its fist or foot during a strike in order to produce a rumbling thunder at the moment of impact dealing A-tier damage.
[i]Thousand Thunder[/i] - The golem performs rapid Thundering Clouds in succession dealing 8 D-tier strikes, each dealing 5m knock back to the target due to the storm magic passive.
[/spoiler]
[/spoiler]
[b]Traits:[/b]
[spoiler]
[b]Trait Name:[/b] Specialized Golem Mastery
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Use mostly Golem Magic
[b]Trait Description:[/b] Years of passion and dedication towards one magic type has made the user highly proficient in its use. Despite being a combination of three or more magic types, the user can wield Golem Magic with ease.
[b]Trait Effect:[/b]
Allows for the creation of golem magic spells with the passives directly built in not being based off any other spells. Allows for up to 6 golem spells active at a time.
[b]Trait Name:[/b] Ace Pilot
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Specialized Golem Mastery
[b]Trait Description:[/b] Passion towards golem magic has driven Casvallion to see his Golems as extensions of himself. The next logical step was to wear the golems as if they were mobile suits of armor. Through years of dedicated training, Casvallion has become extremely proficient at entering and controlling his own golems from within.
[b]Trait Effect:[/b]
Allows Casvallion to enter one of his golems by physically touching them. His magic will cause the Golem to suck him inside and send him to its center where he will be protected from any of his own offensive magics stored within the golem. While inside of a Golem it is granted Casvallion's flight and borg as if it were part of his own body. Casvallion gains full control over the golem's movements overriding any preprogrammed actions and removes the range limit on the golem as Casvallion is obviously inside it. The golem's core and stored spell move to the head making the head a vital spot on all piloted golems. Destroying the head will not only destroy the golem, but will trigger its magic to explode as well dealing Casvallion damage equal tot he tier of the stored spell. Each Piloted Golem will grow a wand-like construct in its hand to replicate Casvallion's own wand movements allowing his spells to be cast from within the golem. Piloting a golem does not extend its duration or reduce its upkeep costs. Once a Golem is destroyed while piloted it goes on its normal cool down.
[b]Trait Name:[/b] Loyal Defender
[b]Trait Tier:[/b] C
[b]Trait Requirement:[/b] Casvallion
[b]Trait Description:[/b] Casvallion's family history demands that he live up to their sacrifice and continue to defend Magnostadt to the death. As such, he is willing to endure any amount of suffering to protect the city, even though he has come to despise those in charge of it.
[b]Trait Effect:[/b]
Once per thread, if it is in the service of defending Magnostadt, Casvallion can call upon his deep dedication to the city and forcibly re-establish his Borg after only one post cool down instead of 3 posts.
[/spoiler]
[b]Abilities:[/b]
Golem Tower - By swiping his wand horizontally, Casvallion unleashes a bolt of golem magic into the earth up to 40m away which then condenses into a 5m tall giant of hard stone. The golem possesses B-tier armor durability and has a large 3m long club of stone in one hand. The stored spell causes light magic to enshroud the club turning it into a beam saber capable of dealing B-tier burn damage. This golem lasts for 4 posts and can move at D-tier speed up to 40m away from the caster before collapsing on its own.
Golem Bomb - By curving his wand in a sharp V shape the magician fires a bolt of magic into the ground up to 10m away. A 5m tall humanoid golem rises up from dirt and sand with glowing red flames for eyes. Within the golem's belly is a heat magic spell set to trigger a B-tier explosion upon the golem's destruction or at the caster's trigger with a tap of the wand. The Golem construct can deal B-tier damage with its limbs and can skate across earth to move at A-tier speeds or C-tier speed if walking off of natural ground. The golem lasts for 4 posts and will collapse upon taking A-tier damage.
Golem Storm - The caster swipes his wand skyward and send magoi into the earth through their feet as well as into the air above. Streams of dirt and earth from around them are pulled into the air to create humanoid golem 5m tall with with wings possessing a 8m wingspan. A passive spell combining lightning and water magics is charged into this golem creating a vortex around itself of water that constantly spins releasing a spray of water droplets spreading 15m in all directions. The golem is capable of A-tier flight up to 80m away and deals B-tier electrocution damage once per post as a powerful surge of lightning magic arcs throughout all the scattered water droplets forming a 10m space of ball lightning. The spinning torrent of water deals B-tier crushing damage to those that approach within 5m of the golem. The golem lasts for 4 posts and can be destroyed with A-tier damage.
Bullet Vulcan - A spell cast directly upon an existing golem, Casvallion points his wand at a Golem within 80m or channels strength magic into one he is piloting. A small amount of the earth used to form the golem is gathered and separated into small bullets condensed into shells of strength magic. The bullets are then fired in succession from either the head or arm of the golem. These bullets travel up to 40m away and one volley deals B-tier damage.
Beam Rifle - An attack which requires Casvallion aim his wand at the desired target and gathers a large amount of Magoi at its tip. Peirce Magic forms a 30cm diameter beam, or 1m diameter if used through a golem, which fires out in a straight line. The pierce magic is unleashed with drill shape and a fast spin giving the ability to pierce through and puncture non-parry defenses of the same tier. The beam deals A-tier damage.
Last edited by Zion on 10/10/23, 11:30 pm; edited 2 times in total
[center][img]https://i.pinimg.com/564x/08/df/65/08df65c8e8df290859cbe041f6f0f64d.jpg[/img][/center]
[b]Name:[/b] Ariana Gui, The Ruby Rose Knight
[b]Tier:[/b] C-tier
[b]Damage Required to Defeat:[/b] C-tier
[b]Description:[/b] The youngest daughter of the Major Knight Aryan Gui, General of the wall, Ariana has always been filled with ambition. Since she was a young squire, she had desired to be as influential as her father. She saw both her older brother and sister join the crusades when they had started, she had seen her brother fail to return and heard her sister had gone missing. From this circumstance and ambition, she found her resolve to explore the world and to understand what had taken her family.
Fighting against the wishes of her father, she is more than anything eager to prove herself. With a slender frame, light blue hair, and a dreary expression she was considered a beauty by many of the people of Sasan. While against their wishes she had trained in the arts of warrior, for she was not blessed by the rukh like most of her family. Turning her back home she has left Sasan, and for the past two years she has gone to try and find her own way. While she plans to return, for now she explores to find both strength and meaning. She did not leave empty-handed, however, for her father crafted her a special sword and armor to keep her protected.
Now with a ruby blade, this mysterious but ambitious woman moves with a cool head. Who knows where she may end up next in her life? The only morals she knows are those of Sasan, with a mind fresh and open to the world, alone looking for a companion to provide proper guidance. She may find someone to serve, or maybe someone to prop her up to a higher position. More than anything, she is loyal, ruthless and dying to learn.
[b]Weapons:[/b]
[spoiler][b]Name:[/b] Brightmother
[b]Tier:[/b] C-tier
[b]Type:[/b] Magic Long Sword
[b]Magic Type:[/b] Crystal Magic [Heat+Strength]
[b]Appearance:[/b] A long sword exactly 1.3m long made of fine ruby crystal. The weapon itself was forged by her father Aryan. Using his magic he made something similar to his own staff but to better compliment the martial stylings of his daughter. The magic symbol is located on the hilt of the blade.
[b]Function:[/b]
[list][*]Resplendent Thorns- Filling the sword with magoi causes the weapon to grow crystal thorns on the edge of the weapon for 2 posts. These shards cause the weapon to do an additional C-tier worth of damage.
[*]Passive: Pure Crystal- The weapon itself is made of pure crystal making it immune to light magic and a conduit for crystal magic spells.
[/list]
[spoiler][b]Name:[/b] Rose Knight Full Plate
[b]Tier:[/b] C-tier
[b]Type:[/b] Magic Armor
[b]Magic Type:[/b] Crystal Magic [Heat+Strength]
[b]Appearance:[/b] A full plate armor of crystal, shaped by the magic of the major knight Aryan it is also a magic weapon meant to keep its user protected. It has a beautiful pink sheen to the ruby with roses patterned across the armor. Mainly on the joins, the shoulder guards, the chest pattern, and atop the cone bascinet.
[b]Function:[/b]
[list][*]Gem Juggernaut- Filling the armor with magoi causes it to create crystal around the user expanding the body's armor and adding additional C-tier armor durability to it while increasing its size to 4m tall. If used with the crystal sword it grows as well to be 2.5m long.
[*]Passive: Pure Crystal- The weapon itself is made of pure crystal making it immune to light magic and a conduit for crystal magic spells.
[/list]
[/spoiler]
[b]Traits:[/b] [spoiler][b]Trait Name:[/b] The Rose's Honor
[b]Trait Tier:[/b] C-tier
[b]Trait Requirement:[/b] Years of training, dedication to a player.
[b]Trait Description:[/b] Honor is a powerful thing, for many it will drive them to be braver, to stand for things they thought they may never have before. This honor compels her always assist those she is indebted to.
[b]Trait Effect:[/b] This NPC may show as an emergency ally as an exception to the two NPC rules as long as the player has taken C-tier damage. They take two posts to arrive after taking damage. This NPC and trait will rank up after this NPC has done 3 B-tier jobs with its player.
[b]Trait Name:[/b] Superior Swordmanship
[b]Trait Tier:[/b] C-tier
[b]Trait Requirement:[/b] Years of practice, training with a blade.
[b]Trait Description:[/b] When clashing with other swordsmen, this user has learned to use their control to get an edge slightly knick an opponent.
[b]Trait Effect:[/b]When meeting in a perfect melee clash the user is able to slide their blade away, using better control to get a chance to strike and deal D-tier damage in a minor cut.[/spoiler]
2 Remaining Trait Points
[b]Abilities:[/b]
[list][*]Slash of Shards- Ariana swings her blade, activating the crystal magic from within to send out an arc of shards 3m wide traveling 40m forward dealing B-tier damage to the first target hit.
[*]Rose Shield- A very specific technique developed on her travels against light-oriented magics. Using crystal's immunity to light might the user creates a 2m in diameter rose-shaped shield which redirects any light magic straight forward from the front of the shield.
[*]Radiant Fortress- Ari rolls forward 5m before activating a spell from her armor causing ruby crystals to form around her into a model castle 4m tall and 6m wide that blocks up to B-tier damage.
[*]Petal Mine- Using the magic of her weapon Ariana stabs her sword into the ground creating a crystal rose 2m in diameter. If someone jumps on or steps on it with force the rose will break into shards dealing C-tier damage to the person that steps on it.
[/list]
Last edited by Zion on 04/01/23, 07:18 pm; edited 1 time in total
[center][img]https://cdn.donmai.us/original/d5/9b/d59b0ce3f38257218b818c95deb410f6.jpg[/img][/center]
[b]Name:[/b] Cornelia "Aisnunu" Fortuna
[b]Gender:[/b] Fenale
[b]Personality:[/b]
Cornelia is inquisitive and curious to the extent of getting herself in trouble, a trait from her father. But she possesses a stubborn temperament and a strong will to get her way which was inherited from her mother. Cornelia has become bored with her life of researching old tomes and burns with a desire for adventure. To seek out histories and ruins yet unknown to the wider world with her own eyes.
The woman usually acts selfishly and without much regard for those around her. This can manifest in acts others might perceive as rude or sending seductive signals depending on the situation but in truth it is simply that she lives without concern for what others think. To make matters worse she usually remains jovial about things even when the subject of conversation has taken a dark turn.
Perhaps the most surprising thing bout Cornelia is that underneath her difficult exterior lies a damaged soul that is afraid of trusting others. There are few people whom she things wont try to take advantage of her and fewer still that she cares for. To threaten one of those treasured few is one of only two ways to enrage the young woman. Destroying and defacing historical artifacts is the other.
[b]Hair Color:[/b] Blue
[b]Eye Color:[/b] Purple
[b]Height:[/b] 240cm
[b]Weight:[/b] 113kg
[b]Appearance:[/b]
Cornelia has long dark blue hair and a pair of charming purple eyes that are often accompanied by a sultry smile. Her skin is milky white making the cherry red lipstick she usually wears pop out all the more. Her body is tall and fairly muscular due to her Imuchakk blood and yet she remains beautiful attracting the allure of many unwanted suitors. She is most often known to wear simple garb while she spent her time in Reim's Archeological Society. A button up white shirt and professional black pants with a bunny pin worn for fun. But as she travels the world she looks forward to trying on new garments.
[b]Rukh Alignment:[/b] White
[b]Special Traits:[/b] -
[b]History:[/b]
Cornelia was born to the union of a Human man and an Imuchakk woman. Her father was an aristocrat from Reim and her mother a member of the Imuchakk tribes that moved to Reim in order to join the Unity Corps. Unfortunately, her mother died soon after she was born leaving the Reiman aristocrat to care for Cornelia. He sunk his fortune into the child, feeding her curious mind and thirst for knowledge with the best education money could buy.
But her father could not buy her love and in time a rift grew between them as Cornelia began to act more and more entitled. The father's love soured into resentment and one day he decided to use his daughter to recoup the costs he had sunken into her development. Sold by her own kin, Cornelia was taken to an underground brothel where she was kept against her will until another slave present, a fanalis, killed the proprietress and escaped causing chaos. The event brought the brothel's presence to light and as slaver had been outlawed in Reim she regained her freedom once the authorities arrived. Members of the Unity Corps.
Among those who rescued Cornelia was one who recognized her for how much she took after her mother. He had served with her in the Corps. With nowhere else to go, Cornelia was taken in by the man who gave her a safe place and shared with Cornelia something her father never had. The name her mother had wanted for her once she came of age. Aisnunu. Cornelia treasured this new knowledge but it was overshadowed with anger towards her father. Cornelia was supposed to be in hiding but she publicized her freedom by storming to her old home in a fit of rage only to find that her father had taken the money from selling her and left Reim long ago. The young woman was left with nowhere to vent her anger.
Her new mentor was angry at the rash action, but still began to train Cornelia under the name, Aisnunu. Aisnunu was taught the basics of her mother's fighting style which involved body manipulation of the hair, but she took to the sling as a favored weapon having talent for its use. By combining the two styles together she formed a system of fighting that was unique to herself. This spread her name even further until eventually her father received word. Two months later and assassins made an attempt on Aisnunu's life. Perhaps to spite his daughter the leader of the troupe of killers was an Imuchakk.
Thankfully, her guardian at the time was a proud member of the Unity Corps who fought bravely to protect the teenage girl. During the conflict, Cornelia learned from her attempted killer what significance "coming of age" had for the Imuchakk tribes and that she had not yet earned her name as Aisnunu. This news rocked her identity and caused her to hesitate in the heat of battle. Her guardian covered for this mistake with his life and died right in front of the young Cornelia. In her fury, the girl manage to fight off the remaining assassins. But again, she was left with no where to go.
Cornelia knew she had to take on a more low profile existence. Her guardian had often spoke about a group an old drinking buddy of theirs had started. The Reim Archeological Society. Cornelia joined the group under the table after striking a deal with the chairman to shelter her. She spent three years there not having anywhere else to go. But it was clear from the first day that she did not fit in. Given her extensive education she was sometimes more knowledgeable about subjects than even her senior researchers and refused to do work typically given to new members.
Her abrasive personality didn't help things much. But the chairman looked the other way giving her assignments that let her work on her own just to avoid conflicts with the peers without actually kicking her out. But in truth it was to keep her sequestered away and on her own where the outside world would fail to notice her. The man feared an attack on the young woman almost as much as he feared his group being implicated in one. Lately, Cornelia has been under a lot of pressure from him to leave the Society. But despite her own desire to adventure, she makes endless excuses. Deep down, she is afraid to leave Reim and to face her heritage having doubts she could ever slay a Rampaging Unicorn or find and take revenge on her father.
[hr]
[b]Name:[/b] Cornelia "Aisnunu" Fortuna
[b]Tier:[/b] A
[b]Damage Required to Defeat:[/b] A
[b]Description:[/b] A large woman with hair that moves as if it were alive and a sling wrapped around her arm.
[b]Weapons:[/b]
[spoiler]
[b]Name:[/b] Tempest
[b]Tier:[/b] A
[b]Type:[/b] Sling
[b]Material:[/b] Rampaging Unicorn Tendons | Strengthened Hair
[b]Appearance:[/b] A sling 1.5m long made of woven Rampaging Unicorn tendons treated in special oils bound in a layer of unicorn hair. The end product was then dyed in heavy ink causing it to darken and take on the appearance of leathery rope. A leather pouch for holding ammunition is included and worn on the wielder's belt.
[b]Ammunition Material:[/b] Smooth stones
[b]Ammunition Appearance:[/b] 30cm
[/spoiler]
[b]Traits:[/b]
[spoiler][b]Trait Name:[/b] Imuchakk Physiology
[b]Trait Tier:[/b] -
[b]Trait Requirement:[/b] Imuchakk Race
[b]Trait Description:[/b] Imuchakk are a strong, hearty people. Their physique makes them natural born swimmers and resistant against the cold. While their strength does not match the power of a full grown Fanalis, they mature to their maximum potential much faster.
[b]Trait Effect:[/b]
[list][*]They are able to deal B Tier damage with their physical strength. Upon reaching A Tier, this is enhanced to A Tier damage.
[*]Their large bodies and thick skin make them capable of taking more damage. A Tier damage and under received is reduced in severity by a single tier. They are unable to acquire other damage reduction traits.
[*]All cold related attacks are reduced in damage by an additional tier ([i]stacks with above[/i]). Any non-damaging effects of this kind are reduced in duration by one post.
[*]Their smooth whale-like skin allows them to gain better traction underwater. While underwater their speed equals that of a Fanalis of the same tier. At A Tier, the character can cover short gaps in the water in an instant with a single kick. This costs 10 stamina per use.
[*]Due to the extra oxygen in their muscles, they can hold their breath for longer than others. They are able to hold their breath for 8 posts. ([i]The average character with no related traits can only hold their breath for 2 posts.[/i])
[*]They are able to access the "First Harpoon" racial ability upon reaching C Tier.
[/list]
[b]Trait Name:[/b] Master Hair Manipulator
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Body Manipulation | Only hair-based Manip. allowed
[b]Trait Description:[/b] The user has pushed their hair body manipulation to its limits in exchange for focusing all their efforts in training on the hair.
[b]Trait Effect:[/b] Allows for registration of hair based abilities and grants the user the ability to freely alter the color and opacity of hair that is being manipulated by adjusting pigment distribution.
[b]Trait Name:[/b] Feeler Strands
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Master Hair Manipulator | Ranger
[b]Trait Description:[/b] An aspect born of distrust and paranoia manifesting itself through the user's abilities. The user can control strands of hair to grow and spread out over great distances to probe their surroundings. To avoid detection the hairs will adjust their color and opacity to blend in with surroundings and can move around to avoid obstacles. The hairs make effective information gathering tools and keep the user aware of their surroundings at all times. Through subtle vibrations through the hair the user can even listen in on distant conversations. But its primary use is to mark the location of enemies.
[b]Trait Effect:[/b] Cornelia is surrounded by a field of feeler hairs which extend out around her in a 30m diameter or, if focused in one direction, 80m total. The hairs can send back conversations and the locations of targets within the effective range of the hair. A maximum of four targets can be marked by the hairs to be followed at once and only marked targets can be listened in on. These hairs are unable to approach and mark targets that are able to burn or otherwise destroy the hairs before they can make contact. Requires sensory trait/ability or plot circumstances to detect the hairs.
[b]Trait Name:[/b] Nimble Fingers
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] -
[b]Trait Description:[/b] Through years of training, the character has obtained deft hand and finger work allowing them a speed and accuracy with fine motor skills a cut above the average person.
[b]Trait Effect:[/b] Can swiftly tie knots or retrieve items on your person in an instant.
[b]Trait Name:[/b] Aquatic Shooter
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Imuchakk | Ranger
[b]Trait Description:[/b] By combining their racial talents and skill with a sling, the user has mastered the art of using a sling underwater.
[b]Trait Effect:[/b] Being submerged in water or shooting into/through water to hit a target has no negative effects on the range or speed of the user's sling-based attacks.
[/spoiler]
[b]Abilities:[/b]
[i]Tempest Harpoon[/i] ~ Cornelia's version of First Harpoon. She loads ammunition into her sling and spins it overhead. Magoi then flows through the sling pouring into the ammunition before launching it 80m away dealing A-tier magoi manipulation damage on impact.
[i]Tempest Volley[/i] ~ Cornelia slaps her ammunition pouch knocking four stones up into the air to be caught by her sling. She then accurately fires them at up to four marked targets 60m away with each stone dealing D-tier damage.
[i]Tempest Crash[/i] ~ Cornelia loads ammunition into the sling and uses it to cudgel foes who get too close. Strikes a target up to 2m away with blunt force dealing A-tier damage.
[i]Rampaging Mane[/i] ~ The non-feeler hair around Cornelia grows up to 30m away and forms the rough shape of a rampaging unicorn with a sharp horn. The hair unicorn attempts to gore the target dealing A-tier damage.
[i]Knotted Defense[/i] ~ Cornelia manipulates her non-feeler hair to grow up to 10m away where it will bundle and knot up. The hair forms a 1m thick barrier up to 5mx5m in size to block up to A-tier damage.
[center][img]https://i.imgur.com/DAULxtO.jpg[/img][/center]
[b]Name:[/b] Zafar
[b]Gender:[/b] Male
[b]Personality:[/b] Zafar is a self-indulgent sociopath with almost no human connections save for brief ones with people he has decided to kill. Although, there are some exceptions such as those he finds amusing or useful. Every day of his life is lived with one goal in mind, to entertain himself from the boredom of the world in order to stave off numbing apathy. The only thing that really interests Zafar is facing strong opponents. Zafar strongly desires to feel the pain of being beaten to a pulp by a fighter as strong or even greater than himself to a masochistic degree. However, this won't stop him from attempting to reciprocate an equal amount of punishment with a supreme degree of sadism. Ultimately he wants both himself and his prey to be pushed to the brink of death as only then, will the kill be most pleasurable.
The ecstasy Zafar feels when he is taking the life of a strong fighter goes beyond any other physical pleasure he experiences in his life. The elation received from this is even sexual in nature at the most extreme. He craves it much like a junkie needs their fix and is always looking for new prey to eagerly stalk and destroy. There are times where his gaze will fall on people who are not "strong" but otherwise have much to lose and destroys their lives in less lethal ways. However, these distractions are just games to him while he waits for another dangerous opponent to come along.
[b]Hair Color:[/b] N/A
[b]Eye Color:[/b] Molten Red
[b]Height:[/b] 5'11" | 180cm
[b]Weight:[/b] 472lbs | 214kg
[b]Appearance:[/b] Zafar appears normally as a scrawny fluid stream of lava that takes a roughly humanoid shape despite having beastly features such as claws and a demonic looking face. Worn around this fluid lava frame are bits of cooled stone which appear like clothing or armor visually but serve no purpose beyond visual touches.
[b]Rukh Alignment:[/b] White
[b]Special Traits:[/b] Lava Beast
[b]History:[/b]
After years of being an assassin who served no one other than himself, Zafar's work caught up with him and the surviving husband of one of his victims imprisoned the assassin as a slave. In captivity, Zafar met Zion and together they were brought to a dark auction where Zafar was forcibly transformed into a Lava Beast against his own will. Zion helped Zafar escape but once free the lava beast found that his body was simply far too inconvenient. Not only could he not touch his former belongings without damaging them but his form was too monstrous to live on as the discrete assassin he had been up till then.
Zion offered Zafar a safe place to live and asked only that Zafar stop killing others and be willing to help the magician out every now and then. Despite loving battle, that was when his body was flesh and blood. Now Zafar no longer received the adrenaline rush of battle or the bloodlust that previously itched in his brain. Zafar lacks purpose now beyond honoring that deal and spends most of his time consuming and melting down minerals whilst enjoying the constant burning pain that is his existence.
[hr]
[b]Name:[/b] Zafar
[b]Tier:[/b] A
[b]Damage Required to Defeat:[/b] A
[b]Description:[/b] Nearly six foot tall when standing, this humanoid beast made of lava has a slim and narrow frame of fluid lava. He can move around at the speed of a cheetah at full sprint and deals C-tier damage with his body.
[b]Weapons:[/b]
[spoiler=Diamond Pebbles]
[b]Name:[/b] Diamond Pebbles
[b]Tier:[/b] A
[b]Type:[/b] Ammunition(20 free shots)
[b]Appearance:[/b] Assorted masses of carbon-dense and strong enough to survive prolonged time inside Zafar’s lava body.
[/spoiler]
[spoiler=Volcanic Scarab Swarm]
[center][img]https://i.imgur.com/1OODalL.jpg[/img][/center]
[b]Name:[/b] Volcanic Scarab Swarm
[b]Tier:[/b] B
[b]Type:[/b] Swarm
[b]Species:[/b] Scarab Beetles
[b]Appearance:[/b] Glowing red hot, these beetles store lava within pouches inside their bodies. On average they are the size of a walnut or a golf ball and their pincers are razor sharp. There are hundreds of scarabs and when grouped together as a swarm they are collectively about the size of a large dog or a small donkey.
[b]Beast Traits:[/b]
[b]Trait Name:[/b] Mineral Carapace
[b]Trait Tier:[/b] B
[b]Trait Requirement:[/b] Volcanic Scarab
[b]Trait Description:[/b] The Volcanic Scarabs exoskeletons are formed from a strong heat-resistant material created by mixing their own organics with the minerals broken down in their diets. Their bodies can withstand immense pressure as well.
[b]Trait Effect:[/b] Immune to heat or pressure based damage up to B-tier. No defense against cutting or water attacks.
[b]Trait Name:[/b] Scarab Movement
[b]Trait Tier:[/b] B
[b]Trait Requirement:[/b] -
[b]Trait Description:[/b] Born with wings and sharp claws, these lava swimming insects are adept at both moving through the earth as well as flying through the air.
[b]Trait Effect:[/b] Capable of C-tier burrowing and C-tier flight.
[b]Trait Name:[/b] Burning Blood
[b]Trait Tier:[/b] B
[b]Trait Requirement:[/b] Volcanic Scarab
[b]Trait Description:[/b] The insect blood normally found in beetles is foreign to the volcanic scarab, its insides using an incredibly hot substitute capable of not evaporating under the intense heat and pressure of underground lava streams.
[b]Trait Effect:[/b] When killed, each beetle will release a spray of scalding hot blood that is clear in color but gives off a white smoke and deals B-tier burns to whatever it lands on. At maximum this burning blood will splatter up to 1m away.
[b]Trait Name:[/b] Lava Sack
[b]Trait Tier:[/b] D
[b]Trait Requirement:[/b] Volcanic Scarab
[b]Trait Description:[/b] A small sack used to store molten minerals for digestion over the course of years. The lava stored in this sack can be stored or released via the beetle’s anus or mouth.
[b]Trait Effect:[/b] Allows beast to register lava-based abilities.[/spoiler]
[b]Traits:[/b]
[spoiler=NPC Traits 10/10TP][b]Trait Name:[/b] Lava Flow Regulation
[b]Trait Tier:[/b] A
[b]Trait Requirement:[/b] Lava Beast
[b]Trait Description:[/b] Zafar has learned how to adjust the temperature of his body by regulating the speed at which magoi and lava flow through it.
[b]Trait Effect:[/b] Can reduce the burning damage on touch down to D-tier or increase it up to A-tier at will. Individual body parts can be heated or cooled separately. Zafar’s speed drops by half when cooled past C-tier and his body hardens. Zafar’s speed doubles when heated past C-tier. Water/Ice or magoi manipulation attacks can reduce Zafar’s heat level at the point of contact. Can only increase or decrease a given area’s heat level by one tier per post.
[b]Trait Name:[/b] Viscous Lava Anatomy
[b]Trait Tier:[/b] C
[b]Trait Requirement:[/b] Lava Beast
[b]Trait Description:[/b] Zafar’s body is made of molten rock which can be fluid like water or viscous and thick like syrup depending on the intensity of heat. This allows Zafars body to shift between states of viscosity.
[b]Trait Effect:[/b] Zafar is immune to heat-based damage or attacks that target flesh/water/blood inside the body such as lightning based paralysis due to having a body made of lava. Physical attacks are useless against Zafar unless coated in water/ice, magoi manipulation, or he has been cooled to D-tier heat and has hardened.
[b]Trait Name:[/b] Mineral Armament
[b]Trait Tier:[/b] C
[b]Trait Requirement:[/b] Lava Beast
[b]Trait Description:[/b] By emitting and then fast cooling Lavam obsidian weapons and armaments can be created from Zafar’s own body.
[b]Trait Effect:[/b] Zafar can produce up to cubic 3m of lava per post which cools into volcanic glass constructs with C-tier item durability.
[b]Trait Name:[/b] Pressure Cannon
[b]Trait Tier:[/b] C
[b]Trait Requirement:[/b] Lava Beast
[b]Trait Description:[/b] By sucking in air and then moving the air bubble within his own body, Zafar is able to use his own limbs as barrels and the expansion of the heated air as a propulsion method for projectiles.
[b]Trait Effect:[/b] Zafar can register abilities based on expanding air pressure.[/spoiler]
[spoiler=Racial Traits][b]Trait Name:[/b] Lava Beast Physiology
[b]Trait Tier:[/b] -
[b]Trait Requirement:[/b] Lava Beast Race
[b]Trait Description:[/b] This person is made from lava, burning things away with their touch with fiery tongue and body.
[b]Trait Effect:[/b]
[*]Is capable of dealing C-tier burn damage on contact on top of normal damage done through the body.
[*]Moves at B-tier speeds comparable to that of a cheetah in full spring
[*] Bodily fluids are deal C-tier burning damage and may also be used in abilities.
[*]Gains Fanalis magoi/stamina pools.
[/spoiler]
[b]Abilities:[/b]
[i]Red Pellet[/i] - Zafar stores a pebble or stone in his body and swallows a gulp of air. Using his own body to place the air under extreme heat and pressure it rapidly expands launching the stone or pebble up to 30m away dealing B-tier damage.
[i]Magmic Pool[/i] - Zafar generates lava to flow outward from his feet and spread across the ground quickly covering a 10m radius around him. The lava lingers of the floor taking three posts to cool and deals A-tier burns to anyone who touches it.
[i]Lava Wave[/i] - Zafar swipes his arm or leg causing a 2m tall 1m wide wave to rise up and then splash forward 3m. The wave of lava is either produced and released from Zafar’s limb or existing lava he is in contact with can be used instead. The wave deals A-tier damage
[i]Scarab Raid[/i] - Zafar wills the Volcanic Scarabs to fly over and around a target spraying narrow streams of lava down on them dealing B-tier burns. The scarabs can target an enemy up to 20m away and they can shoot their lava spray up to 3m away from themselves.
[i]Immolation Embrace[/i] - Zafar burns up the magoi in his body to instantly increase his entire body to A-tier heat as it spreads out to become a living 5m wide 1m tall wave of lava that travels up to 10m in one direction. If Zafar catches a target his lava body will wrap around them dealing A-tier burns as he tries to devour them whole.
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