Magic
Primary Magic: Miracle Maker Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Many people attribute the activities of daily life to "Miracles". From lucky shots, to hitting the lottery, they believe these acts are supernaturally graced. It's quite the contrary. These acts often have reason behind them, probabilities, chances, an explainable ends. The only performers of true Miracles, are the Miracle Makers. A magic that has long been lost, recently resurfacing through the existence of Hyperion. Holders of Miracle Maker Magic are able to create beings out of light, and cause miracles to happen in any given situation. Whether or not this "miracle" is a critical amount of health in an otherwise drastic situation, or a sudden boost to ones Magic power, Miracle Magic is in essence, the ability to create supernatural events through magic and manifest these miracles as light itself. They have truly been blessed by Angels to do so.
* Miracle Makers are often well liked by the people around them, as everyone wants a Miracle in their life
* Miracle magic is often reactionary, giving it an edge over opponents that need
Weaknesses:
* A lot of "Miracles" need to meet a certain condition to be used.
* The closer you get to your ability to use a Miracle, you're often put into a dire situation
* Miracles work much differently than other spells, once they've been used they require for a certain other spell to be used to put them off cooldown. Otherwise the spells have to wait a full day to be used again.
Lineage:
Unique Abilities:
Spell Template
List of Spell Fusions:(Locked until B rank)
Primary Magic: Miracle Maker Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Many people attribute the activities of daily life to "Miracles". From lucky shots, to hitting the lottery, they believe these acts are supernaturally graced. It's quite the contrary. These acts often have reason behind them, probabilities, chances, an explainable ends. The only performers of true Miracles, are the Miracle Makers. A magic that has long been lost, recently resurfacing through the existence of Hyperion. Holders of Miracle Maker Magic are able to create beings out of light, and cause miracles to happen in any given situation. Whether or not this "miracle" is a critical amount of health in an otherwise drastic situation, or a sudden boost to ones Magic power, Miracle Magic is in essence, the ability to create supernatural events through magic and manifest these miracles as light itself. They have truly been blessed by Angels to do so.
- The Original Miracle Makers:
* Miracle Makers are often well liked by the people around them, as everyone wants a Miracle in their life
* Miracle magic is often reactionary, giving it an edge over opponents that need
Weaknesses:
* A lot of "Miracles" need to meet a certain condition to be used.
* The closer you get to your ability to use a Miracle, you're often put into a dire situation
* Miracles work much differently than other spells, once they've been used they require for a certain other spell to be used to put them off cooldown. Otherwise the spells have to wait a full day to be used again.
Lineage:
- Magician's Spirit:
Magician's Spirit:
Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good / evil, elements, and general nature). Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D), for 200% user-ranked spell damage. Range is 30 meters + 15 per rank above D away from the user.
Unique Abilities:
- Minor Miracle:
- Miracle Makers are allowed to utilize small miracles as a small display of their power. These miracles cost no MP and cannot do anything that would influence the tide of a battle. They can do the following:
*Ensure a random result lands on a specific result
*Burn a small object (10 lbs. or less)
*cause a light to appear in a dim hallway
*Cause a doorway to be impossible to open
*Change the color of an object
- Dire Situations:
- If a Miracle Maker were to be at 50% HP by being hit by a spell for the first time in a post, they will automatically be surrounded by a shield that shields 5 damage. Duration: 1post Cooldown 2post
- Angel's Blessing:
- Miracle Maker's are blessed by angels, and thus can fly through the use of wings
Spell Template
- D ranked Spells:
- Miracle:
- Name: Miracle: Angelic Cunning
Rank: D
Type: Light, Offensive
Duration: Instant
Cooldown: 2 post
Description: When Hyperion would make a physical attack with a weapon, the attack is then converted in to being a Magical one and deals an additional 20 damage.
Strengths:
* Allows Attacks made with Hyperion's Weapons to be Magical rather than Physical
* Synergy with Magician's Spirit
* Can have cool down refreshed by Miracle rebirth
Weaknesses:
* Incredibly long Cooldown
* Cannot be used if Hyperion does not have a weapon, or is using a ranged weapon
* If an attack blocks this attack, it instantly goes on Cooldown
* Only offensive uses
- "Miracle Rebirth:
- Name: Miracle Rebirth
Rank: D
Type: Supportive
Duration: 2 post
Cooldown: 6 post
Description: Hyperion gives life to his party members who have begun to lose their abilities to fight. [If a member on Hyperion's team has taken damage in the last round of post, heals them for 20% of damage taken for D-RANK spells. 10% for C-RANK spells. 0 for higher.
Strengths:
* Heals party members
* Not too complicated to utilize
* Good synergy with other Miracles
Weaknesses:
* cannot use another spell the same turn this is used
* Long cooldown
* Can only be used in response to direct damage, meaning DoT will not be affected.
* Only heals 1 member on the team
- Miracle:
- Name: Miracle: Live
Rank: D
Type: Defensive, light
Duration: 2 turns
Cooldown: 3 turns
Description: When Hyperion would take damage, he instantly gains a shield, provided that he did not use a magic that was not typed as "Supportive" last turn. This shield is see through, but visibly yellow light, that surrounds his entire body. It shields for 1 C-Ranked spells
Strengths:
* Allows Hyperion to defend himself after using supportive magic
* Being reactionary means Hyperion does not have to think about using it
* Can help Hyperion become rather deceptively tanky
Weaknesses:
* long cooldown
* Hyperion has no control over whether or not it is used, so it could be used at a bad time.
* The shield will negatively interact with Dark type damage that states it will overpower it.
* The shield cannot be used offensively
- Miracle:
- Name: Miracle: First-Aid guardian
Rank: D
Type: Supportive, Summon
Duration: 3 turns
Cooldown: 4 post
Description: When Hyperion finds himself at a number disadvantage with enemies, he can allow an Angel to manifest in Physical form to aid him in his fight against foes. This Angel will be able to heal Hyperion by giving up it's movement one turn. It also has the ability to attack foes with a pistol it keeps along itself.
HP: 40
Damage: 5- Active:
- Heals Hyperion for 2% of his maximum health each turn she is out.
- Passive:
Is able to fly through the use of wings.
* Can Heal Juniper
* can deal minor damage to foes
* Is able to fly alongside Hyperion.
Weaknesses:
* Long Cooldown
* Can only be summoned when Hyperion is outnumbered
* Cannot heal anyone but Hyperion
* Low HP to compensate for healing effect.
List of Spell Fusions:(Locked until B rank)
Last edited by HyperionX on 18th June 2016, 6:55 pm; edited 2 times in total