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    Blessings of Athena

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    Hikari

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    Lineage : Commander's Aura
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    Character Sheet
    Character Name: Hikari Inoue
    Primary Magic: Blessings of Athena
    Secondary Magic:

    Blessings of Athena

    Post by Hikari on 6th November 2015, 7:22 pm

    Primary Magic: Blessings of Athena
    Caster or Holder: Caster
    Description: Athena is the goddess of wisdom and every now and then, the goddess chooses someone to house the many blessings that she gave to Earthland.  The host of these blessings can summon or even equip these vessels in order to do combat, strategize or even defend against foes in battles. Athena is knowledgeable about all aspects of battle and as such, made each of her blessings suited for those aspects. The goddess prefers when the host uses these vessels to fight for a just cause and will deem more blessings based upon how strong a wizard is and what situation they are currently in.

    The purpose of this magic is to make the user diverse in as many areas of combat as possible. This includes hand to hand combat, armed combat and long ranged battles. This makes the user unpredictable as to how they can fight. The user is also able to block powerful attacks with the blessings that they have been given. The problem with this magic lies at how far a user’s potential is spread. Only those who are complete masters of combat can wield this magic at it’s fullest potential. The vessels are not purely a physical object however, this makes it so that the wielder appears normal to the enemy but in fact, has a hidden advantage based on the hidden vessel that is being used. Most magic has flashy appearances when using a weapon but this magic is all about being subtle in order to surprise the enemy.


    Strengths:
    + Very diverse range of spells to be able in proficient in many areas of combat.

    + Spells are subtle, hard to see if the battle is chaotic.

    + The user can fight at various distances effectively, being long-range, close-combat or a medium distance.

    + Spells cannot be eaten by Light Dragon Slayers or Demon Slayers as the magic is a holy light and not pure light magic.


    Weaknesses:
    – Magic switches between ranged and melee, making it difficult to find a comfortable fighting range during a battle.

    - The user of this magic takes extra damage from god slayers, as the user was blessed by a goddess.

    - The user takes increased by undead/unholy enemies as they are imbued with the goddess’s power so they have to deal with her weaknesses as well.

    - The pure magic energy can be eaten by Ascendant Demon Slayers as the magic’s element is mainly holy light based.

    - A majority of spells suffer from a long cooldown, hindering them if the spells miss or the effects are wasted.

    Lineage:
    Commander Aura:

    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Abilities:

    Commander's Presence increases the morale and fighting spirit of their allies.  Making them all immune to Fear and very bold,  capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don't experience fatigue while near the user.

    The Strategist boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however, so invading a castle owned by another player will be just as difficult as though this ability were not in place.


    Usage: Commander’s Presence has a 5 post duration with a 6 post cooldown and The Strategist is a passive ability.
    Unique Abilities:
    CaduceusAthena is always present during the battle and will always try to make sure that the user will be ahead in battle. There is a lingering aura around the caster that provides debuffs the longer that enemies stay in range. The debuffs only apply to those that the caster considers enemies. If the enemy stays in range for one post, then they experience a debuff of -15% to damage and defense. This effects stacks up to 2 times if the enemy stays in range for 2 posts. The potency of this debuff increases by 5%, up to -30% at H-Rank. The maximum range of this ability will be the maximum range of an AoE spell of the user's rank.

    Ossinato When the user damages an enemy, the enemy becomes marked with the Herititor’s Brand. This brand will float close to the enemy’s skin and will look appear glowing gold around their bodies. The Brand can be destroyed by barriers or one user ranked magic hit. The Brand will be destroyed upon summoning a barrier and will disappear, consuming one user ranked hit of damage. (Barrier is able to block 3 B-Ranked hits but after the Brand disappears, it can now only block two.). The Brand lowers the afflicted party's spell damage and defense by 20%. There can only be two Brands per target at a maximum with the effects becoming weaker on enemies that are above the user's rank. (Effects are halved one rank above, and don't do anything at all at two ranks above). Brands can only be applied once per post. Each brand can only last two posts before disappearing on the third.

    AegisThe user permanently has a shield around their body. The Holy Shield Aegis absorbs the damage that is headed in the direction of the caster. Once taking one hit of user ranked damage, it emits a burst that blows away the enemy and a small shockwave, doing half the damage that it took to dissipate the shield. The knockback range is the user's rank maximum range, cut in half. (7.5m at D, 15m at C, 25m at B, etc) The shield repairs itself after 2 posts and after must be destroyed again.

    AvalonAthena aims to bless those who wield her magic with skill. As such, buffs to strength and magic damage are combined with half potency. (50% buff to will become a 25% buff to both. Also, as a result of this the buffs will affect both physical and magical damage dealt by the user.) Athena also grants an innate 30% buff to strength with the flowing of energy from the treasury to the vessel.

    Note:
    When regarding spells below that increase strength, it only increases the strength so assume all ratios that only say magic damage or strength are cut in half completely. The D-Rank spell, Uriel’s Blessing, only buffs strength by 20%, so this value is cut in half and applied to both strength and magic damage, leading to a 10% buff to both.


    GungnirThe user has complete mastery over any weapon they come across due to them having access to the wisdom of Athena as well as her treasury. With this knowledge, they know how to create this weapons with ease and can create them out of the holy magic energy that they wield. These weapons deal Strong (+) weapon damage. The summoned weapons can only be used to deal damage and will fade if being used to block a hit, while the shields summoned can only block one user ranked hit. The user can swap between a maximum of three different weapon types per post and each different summon will cost 5% MP.



    Spells

    Signatures:

    Gleipnir:
    Name: Gleipnir
    Rank: Signature
    Type: Holy, Offensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user summons a ball of holy magic and when the user uses any attack, the ball unravels a thread to hit the target of the attack. It can only deal a maximum of 100% of user ranked damage and per strike, it deals 5%. The thread will fade after the maximum damage is dealt.
    Strengths: + A subtle spell that will increase the user’s damage output by a lot.
    + Does not take long to set up.

    Weaknesses: – It can only attack after the user attacks as well.
    - If reacted to quickly, the thread can be destroyed.
    - Only affects the caster's attacks.
    Talaria:
    Name: Talaria
    Rank: Signature (D)
    Type: Holy, Defensive, Movement
    Duration: Instant
    Cooldown: 2 posts
    Description: The user can teleport themselves to a different location on the battlefield. They simply teleport to the Treasury and Athena will teleport them to the place that they had in mind instantaneously. The user emits a burst of light, which is just a quick glimpse of what the Treasury of Athena truly looks like. The maximum distance for the teleport is 15m from where the user had originally teleported from.
    Strengths: + Mobility can be used in multiple situations, save user in a tough spot or simply for movement
    + The flash of light can disorient enemies who see it.

    Weaknesses: – Is not a subtle spell whatsoever.
    - Flash can blind allies as well
    - Cannot use attacks until after the teleportation finishes.
    D-Rank:

    Agimat:
    Name: Agimat
    Rank: D
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user puts their hand out and sends a ball of holy magic at the enemy. The spell does D-Rank damage and can only hit one target. The ball travels for a maximum of 60m in a straight line and travels at about 45m per second.
    Strengths: + A simple damage spell that can be used in a pinch
    + Not hindered by a long cooldown like other spells.

    Weaknesses: – Can be dodged with quick enough speed.
    - Only can travel in a straight line
    - Only hits one target.
    Uriel’s Prayer:
    Name: Uriel’s Prayer
    Rank: D
    Type: Holy, Offensive
    Duration: 3 posts
    Cooldown: 5 posts
    Description: The user summons an angel who states a devout prayer and after a post, the user receives a 20% buff to strength. The buff only applies to the vessel. The vessel must be within 30m of the angel for the buff to be applied after the post.
    Strengths: + A strong single target buff
    + The angel doesn’t need to be protected as it is an ethereal projection

    Weaknesses: – Doesn’t affect others
    - Can’t move too far from the angel because one has to be near it to receive the buffs.
    - Angel will be sad if it gets hit Sad
    Secace:
    Name: Secace
    Rank: D
    Type: Holy, Offensive, Multi-Hit
    Duration: Instant
    Cooldown: 3 posts
    Description: Athena forms a magic circle in front of the caster and when they point in a direction, the circle summons birds that are seemingly made of pure holy light. The birds are continuously summoned and swarm around the target. The birds deal 2% of D-Rank damage and after a couple of seconds, the birds explode dealing 1% of D-Rank damage. A maximum of 25 birds can be summoned. These birds were created as messengers of the treasury and are fragile due to the only intention for them to carry across invitations. As a result of this, the birds are fragile and will immediately dissipate into light, to transport themselves back to the Treasury should they be hit. The birds travel 33.75m per second and will only travel within a radius of 45m around the caster.
    Strengths: + Flock of birds makes it hard to see and is very disruptive to one’s hearing.
    + Deal very good damage to larger enemies

    Weaknesses: – Hard to deal full damage to smaller enemies due to how many birds are summoned.
    - Will legitimately be destroyed with one hit so a good AoE will immediately destroy the spell.
    - Can be destroyed by ally’s spells and can hinder their vision of enemies.
    Grail:
    Name: Grail
    Rank: D
    Type: Holy, Supportive, Defensive, Buff
    Duration: 1 post of set up + 3 post duration
    Cooldown: 5 posts (cooldown starts when the barrier activates)
    Description: The user summons a chalice above themselves and one other individual and after a short delay, the chalice tips and a red liquid pours down over the area. The liquid enhances the user’s strength and provides a 30% strength buff to the caster and affected ally.
    Strengths: + A rather strong buffing ability that targets two people, being the caster and one other person.
    + The spell appears to do nothing after so opponents would have no visual clue to the strength boost.

    Weaknesses: – Cannot be hit during the casting or the spell will not be cast.
    - The grail can be destroyed while it’s pouring the liquid so the spell will not be applied.
    - Has to be able to predict a fight and be used pre-emptively in order for the spell to be used to it’s fullest.
    Obelisk:
    Name: Obelisk
    Rank: D
    Type: Holy, Supportive, AoE, Debuff, Buff
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places their palm facing the ground and a golden magical circle forms on the ground. When the user raises their hand, a giant pillar forms. Any targets above it are not harmed as the pillar is simply made of pure holy magic. After a delay, the pillar sends out a pulse and intensifies all buffs/debuffs in a 15m radius by 15%. This will only completely effect the caster and those equal rank to this spell.
    Strengths: + Can provide unique strategies by intensifying buffs or debuffs
    + Has shock value when this giant pillar appears out of no where.

    Weaknesses: – Cannot be used to attack in any way.
    - Despite not being physically present, any magical spell of equal or greater rank can destroy it, getting rid of the effect.
    - Doesn’t effect allies or enemies above D-Rank
    C-Rank:

    Petasos:
    Name: Petasos
    Rank: C
    Type: Holy, Mobility
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places a mark on their back and when they feel it's necessary to activate, a pair of wings sprout in order to allow the user to fly for a certain amount of posts. The user can travel at a maximum of 90m per second.
    Strengths: + Can provide a surprising twist as the user has a new way to fight.
    + Can provide an unexpected turn when the enemy is fighting and the user is now in the air./font]
    Weaknesses: – The wings can be destroyed by being hit with a spell of equal or higher rank.
    - Doesn't combine well with spells that require contact with the ground.
    - Purely for flight as the wings don't do damage..
    Grimoire:
    Name: Grimoire
    Rank: C
    Type: Holy, Supportive, Buff
    Duration: 5 posts
    Cooldown: 7 posts
    Description: Calling upon the wisdom of Athena, the user summons down her grimoire and reads incantations for one post. After reading the grimoire, runes are released from the book and surrounds the allies and the caster, empowering them by providing a 30% buff to strength.
    Strengths: + An extremely powerful spell when the casting completes as it can provide a much needed damage boost
    + Affects allies as well so they can receive the buff as well.

    Weaknesses: – The user enters a trance when they start incantations so they are easier to hit.
    - User requires defense from allies to get this spell to not get interrupted
    - With no defensive spells, it’s fairly easy to hit the target.

    Sagitta:
    Name: Sagitta
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of preparation + 1 post of falling weapons.
    Cooldown: 5 posts
    Description: The user holds out their palm towards the sky and within it, a golden orb forms. After charging the spell for a post, the user sends the orb up into the heavens and after a brief delay, the sky begins to shimmer gold as holy weapons fall in a 30m radius from where the orb ascended. Each weapon deals 5% of C-Rank damage for each hit and the weapons continuously fall for 1 post. The weapon cannot hurt those the user deems as allies. Enemies caught in the shower can only be dealt a maximum of 75% C-Ranked damage to them before the falling weapons will not affect them.
    Strengths: + A very powerful spell that will a large amount of damage to a larger enemy.
    + Can turn the tide of battle if used in a contained battle.

    Weaknesses: – Cannot be used in a place that has a ceiling/completely blocks out the sky.
    - During the set up, the user can still be attacked.
    - Can escape the 30m radius and avoid the fall of weaponry.
    Brynhildr:
    Name: Brynhildr
    Rank: C
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 5 posts
    Description: The user backsteps evasively and sends 3 holy spears forward at a target. When a spear pierces a target, it deals 1/3 of C-Rank damage. If all three spears pierce one target, the target becomes rooted in place for a post and takes an additional fourth of C-rank damage. The spears may only hit one person and when they are summoned, they are summoned at angles that make them spread out the farther they get. The spears will travel 90m per second in a 120m line before they fade into essence.
    Strengths: + Evasive attack that can turn the tables on an unsuspecting enemy
    + Can provide an unexpected outcome when the enemy becomes snared from getting too close to the caster while initially casting the spell.

    Weaknesses: – The way the spears are summoned, its harder to hit all three spears from a distance, therefore one must get close for a better chance for the root to take place.
    - Has a set distance the spell can effect.
    - Can be simply avoided as the spears travel in a straight line.

    B-Rank:

    Yggdrasil:
    Name: Yggdrasil
    Rank: B
    Type: Holy, Supportive, Buff
    Duration: 6 posts
    Cooldown: 8 posts
    Description: While forming a fist with their hand, the user throws it akin to a javelin into the earth. After a short delay, a tree forms and creates a shield around all those the caster considers allies in a 50m radius. The energy from the tree supplies the user and their allies a 60% bonus to strength. The Tree will supply this energy but if it takes 2 hits of B-rank damage, it will be destroyed.
    Strengths: + This is a very quick buff and lasts long, so its easy to use unlike the other buffing spells.
    + The tree covers a very large area.

    Weaknesses: – If the tree disappears or is destroyed, so do the buff that is supplied.
    - Enemies will find it easy to destroy the tree.
    - Not very good against mages with a lot of AoE spells due to them being able to hit both the tree and the opposing mages.

    Uaithne:
    Name: Uaithne
    Rank: B
    Type: Holy, Supportive, Buff
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user calls upon a harp from the Treasury and plays it for a post. While playing, the user provides a 50% strength and speed buff when they are playing. After a post, the playing will have continued in the background but the user isn’t required to play the harp in order to sustain the buff after the first post.
    Strengths: + Provides a strong damage buff
    + The 50% buff can provide a quick turn.

    Weaknesses: – The user cannot attack other things while playing the harp.
    - The user needs to focus on playing the music to get the buff to sustain itself after.
    - Requires a post of playing to become self sufficient.

    Tyrfing:
    Name: Tyrfing
    Rank: B
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons a sword, which floats next to them, and uses it akin to a boomerang for the post summoned, where it will spin at it approaches the enemy. This spell goes through non magical objects, so environment that was not created by a spell. Each hit does 20% of a B-Rank hit and can only strike to a total damage of 160% of a B-Rank hit. The sword will only attack if the enemy is struck within 200m of the target and will travel at a speed of 125m per second.
    Strengths: + A spell that can make it harder for close combat mages.
    + Prevent people from hiding from her as it goes through non magical things.

    Weaknesses: – The sword can be destroyed by 1 hit of B-Rank damage.
    - The sword can harm allies if they get in the way.
    - Has a short duration so it’s hard to get the maximum damage as it will only strike at the same time of the user.


    Last edited by Hikari on 10th September 2017, 1:29 pm; edited 21 times in total
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    Mistress Venir

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    Lineage : Archmage's Seal
    Position : None
    Posts : 1400
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 50,175.25

    Character Sheet
    Character Name: Venir RuLush
    Primary Magic: 2nd Gen Flame Goddess Slayer
    Secondary Magic:

    Re: Blessings of Athena

    Post by Mistress Venir on 6th November 2015, 10:30 pm

    At long last I have finally arrived! Sorry I got kind of spammed with mod stuff there but here I am. All edits requested are made in this crazy color! If there's any disagree with please PM me and we can come to some sort of compromise! This is just first round of edits the little (*) marks are things that I gotta double check on but alas it is late where I am and I do have work in the morning.

    Hikari wrote:Magic


    Primary Magic: Enchant: Emblazon

    Secondary Magic: N/A

    Caster or Holder: Caster

    Description: The user can embed magic circles into anything they touch, which have different types of effects. These effects can range from damage-dealing such as an explosion in front of where the circle is placed, or supportive which could be enhancing the speed of an ally. It all depends on the user of this magic.

    Hikari is a jack-of-all-trades, which means she knows many to cover all possible groups to suit her battle style but she isn’t excelling at anything either. Her offensive and defensive capabilities with this magic are slightly above average but it isn’t anything to write home about. The magic all depends on how it is used.

    Strengths:
    + Is AoE, so it can hit multiple enemies at once.
    + Can support her allies with some buffs.
    + Effects caused by the magic circle are more potent if she draws them.
    + Can most roles within a team.

    Weaknesses:
    - Should she decide to draw the magic circle out, it will take a certain amount of posts to draw the circle. (1 for D-Rank, 2 for C-Rank, 3 for B-Rank, etc.)
    - Drawing an incomplete magic circle can make them unstable and they become a threat to everyone.
    - If half the circle is drawn, then it’s unstable and if less than half is drawn, the circle cannot be activated and becomes inactive.
    - If she instantly places a circle, she needs to think of the one that she wants to place and has to focus on that one circle while tapping the spot she wants it to be placed.
    - The user must touch whatever they want to Emblazon a Magic Circle on.

    Lineage:
    Commander Aura:
    Commander Aura:
    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Ability: The user gains two abilities.
    Commander's Presence and The Strategist.
    Commander’s Presence – Increases the morale and fighting spirit of their allies.  Making them immune to fear and very bold, capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don’t experience fatigue near the user. Has a 5 post duration and 6 post cooldown

    The Strategist- Boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however,  so invading a castle owned by another player will be just as difficult as though this ability were not in place. This is passive ability.


    Unique Abilities:
    Abilities:


    Passive - Tracer: Effects of the magic circle become more potent should the user draw them. Drawing the circle takes 1-6 posts based on the rank of the spell. D-Rank takes one turn to draw and it increases from there. Drawing out the circle will give it extra effects. Also, when the circle is drawn, it must stay in the place it is drawn.

    Passive - Artist's Soul: If the user does Trace a magic circle, not only will it have an effect added to it, it's damage will be doubled.(Doubling the damage of an attack would boost it into the next ranks damage so that'll have to be a no. You can deal probably like 25% damage.)

    Active - Boom: For 10% of their mana, the user can add an 'explosive' effect to any offensive spell they cast, adding 50% damage to the spell. The cooldown for each use is 3 turns.

    Spells:

    D-Rank Spells:


    Name: Enchant: Blockade

    Rank: D

    Type: Defensive

    Duration: This spell lasts 1 post and the spell is only activated when triggered with a spell or melee attack.

    Cooldown:The cooldown on this spell is 2 posts.

    Description: The user raises their hand and in front of them, a magic circle gets summoned in front of their hand. The spell will remain inactive until it an something hits the magic circle. The magic circle will activate and activate a series of smaller magical circles around the user, protecting them from damage all around except for behind them. The circle the user uses activate the spell is 2m wide. It can block two hits of damage from the same rank. The user cannot move until the barrier has faded. The effects if the circle is drawn will be that the magic circle will be able to withstand three hits of damage from the same rank.

    Strengths:
    + Blocks mostly all around the user.
    + Can be chained into Enchant: Cross-Strike(*)
    + Can be used as a counter to negate a hit with no repercussion.(Only 3 D-Rank hits, 1 C-Rank + 1 D-Rank, but B-Rank and above will break through.)

    Weaknesses:
    - User cannot move for a short duration if nothing is countered.
    - User can be hit from behind.
    - If the barrier gets broken, the user will take the damage that shattered the barrier.
    - User HAS to get hit in order for it to be activated.

    Name: Enchant: Cross-Strike

    Type: Chain (*)

    Description: Right after Enchant: Blockade, the user can activate this spell to counter-attack should Enchant: Blockade block an attack. The user will slash a weapon that has been enchanted with a magical seal that will place a tattoo on the enemy. The slash attack deals 50% of a D-Ranked Attack. The next Enchant: Emblazon spell that is used will activate the tattoo which will make the next spell deal double damage. Enemies with the tattoo will also deal double damage to her on their next spell as well.(As I said earlier double damage is a no go. This can do 50% more damage but it's effects would be cut in half on C-Rank spells, and anything above is unaffected.)


    Duration: The duration is one turn. The duration of the tattoo is 2 turns

    Cooldown: The cooldown is three turns.(4)

    Strengths:
    + Can amplify the user’s damage.
    + Can be very effective if chained effectively.
    + Can make her deal a lot of damage very quickly, making her fill a damage mage decently.

    Weaknesses:
    - Completely relies on Enchant: Blockade hitting.
    - The tattoo aspect is a double edged sword, as it all depends on who attacks faster.
    - This is the only spell that doesn’t not benefit from Tracer as she can’t draw it’s circle in advance.
    - Without a weapon, this spell will do significantly less damge.

    Name: Enchant: Adrenaline

    Rank: D

    Type: Supplementary

    Duration: This spell lasts 3 posts.

    Cooldown: The cooldown on this spell is 4 posts.

    Description: The user touches their index finger to their own skin or the skin of an ally, and envisions the Magic Circle, which has a diameter of only 1 inch. The magic circle activates automatically, and increases the effects of the user's other spells by 50%. However, the increased adrenaline wears and tears the user's body, dealing 5% damage to whoever the spell was cast on, and decreasing their speed by 10% as soon as it enters the cooldown phase. When used with Tracer, the spells effect will be doubled but the penalties will be doubled as well.(Remove doubling please.)

    Strengths:
    + Makes the spells of who it was cast on more powerful.
    + Is cast instantaneously.
    + The Magic Circle is very small, making it easy to hide.

    Weaknesses:
    - The user is dealt damage once the spell wears off.
    - The user must use their hands to cast the spell, so it is useless if they are bound.
    - As soon as the spell enters it's cooldown phase, whoever it was cast on has their speed decreased by 10%.
    - The spell triggers the Adrenal Glands, making it useless on those who are not human/humanoid.

    Name: Enchant: Inferno

    Rank: D

    Type: Offensive/Fire

    Duration: 1 Post (Only activated once the user snaps their finger.)

    Cooldown: 2 Posts

    Description: The user touches their hand against a solid object and envisions the Magic Circle, which has a diameter of 1 foot. It will emblazon itself onto whatever object the user is touching, but the spell will only be activated once the user snaps their finger. Once they do snap their finger, the magic circle will explode into flames, dealing 100% D-Ranked damage. After one post, the magic circle will dissipate into nothingness. If used with Tracer, the damage will do a fire DoT that does 0.25 of D-Ranked Damage for 2 posts.

    Strengths:
    + Only activates when the user wants it to activate.
    + Very easy to cast, all it requires is a touch of the user's hand.
    + Can be cast on human beings or inanimate objects, allowing it to be used as a trap or a direct source of damage.

    Weaknesses:
    - If the user's hands are bound, and they cannot snap, the spell becomes virtually useless.
    - The flame, despite being fire, will not burn the people that they hit.
    - The Magic Circle must have a diameter of 1 foot, making it hard to cast on small objects.
    - The user must touch what they want to cast this spell on, making it hard to use on ranged enemies.


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    Re: Blessings of Athena

    Post by Hikari on 7th November 2015, 9:30 am

    Edited just for you <3


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    Re: Blessings of Athena

    Post by Mistress Venir on 7th November 2015, 9:38 pm

    One last tiny edit for "Adrenaline" please note that this spell's effects are cut in half when used on C-Ranks, and do not affect B+


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    Re: Blessings of Athena

    Post by Hikari on 7th November 2015, 10:05 pm

    Edited!


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    Re: Blessings of Athena

    Post by Mistress Venir on 7th November 2015, 10:38 pm




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    Re: Blessings of Athena

    Post by Guest on 29th January 2017, 9:41 am

    Unlocked at user's request.
    Hikari wrote:Magic


    Primary Magic: Enchant: Emblazon

    Secondary Magic: N/A

    Caster or Holder: Caster

    Description: The user can embed magic circles into anything they touch, which have different types of effects. These effects can range from damage-dealing such as an explosion in front of where the circle is placed, or supportive which could be enhancing the speed of an ally. It all depends on the user of this magic.

    Hikari is a jack-of-all-trades, which means she knows many to cover all possible groups to suit her battle style but she isn’t excelling at anything either. Her offensive and defensive capabilities with this magic are slightly above average but it isn’t anything to write home about. The magic all depends on how it is used.

    Strengths:
    + Is AoE, so it can hit multiple enemies at once.
    + Can support her allies with some buffs.
    + Effects caused by the magic circle are more potent if she draws them.
    + Can most roles within a team.

    Weaknesses:
    - Should she decide to draw the magic circle out, it will take a certain amount of posts to draw the circle. (1 for D-Rank, 2 for C-Rank, 3 for B-Rank, etc.)
    - Drawing an incomplete magic circle can make them unstable and they become a threat to everyone.
    - If half the circle is drawn, then it’s unstable and if less than half is drawn, the circle cannot be activated and becomes inactive.
    - If she instantly places a circle, she needs to think of the one that she wants to place and has to focus on that one circle while tapping the spot she wants it to be placed.
    - The user must touch whatever they want to Emblazon a Magic Circle on.

    Lineage:
    Commander Aura:
    Commander Aura:
    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Ability: The user gains two abilities.
    Commander's Presence and The Strategist.
    Commander’s Presence – Increases the morale and fighting spirit of their allies.  Making them immune to fear and very bold, capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don’t experience fatigue near the user. Has a 5 post duration and 6 post cooldown

    The Strategist- Boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however,  so invading a castle owned by another player will be just as difficult as though this ability were not in place. This is passive ability.


    Unique Abilities:
    Abilities:


    Passive - Tracer: Effects of the magic circle become more potent should the user draw them. Drawing the circle takes 1-6 posts based on the rank of the spell. D-Rank takes one turn to draw and it increases from there. Drawing out the circle will give it extra effects. Also, when the circle is drawn, it must stay in the place it is drawn.

    Passive - Artist's Soul: If the user does Trace a magic circle, not only will it have an effect added to it, it's damage will be increased by 25%.

    Active - Boom: For 10% of their mana, the user can add an 'explosive' effect to any offensive spell they cast, adding 50% damage to the spell. The cooldown for each use is 3 turns.

    Spells:

    D-Rank Spells:


    Name: Enchant: Blockade

    Rank: D

    Type: Defensive

    Duration: This spell lasts 1 post and the spell is only activated when triggered with a spell or melee attack.

    Cooldown:The cooldown on this spell is 2 posts.

    Description: The user raises their hand and in front of them, a magic circle gets summoned in front of their hand. The spell will remain inactive until it an something hits the magic circle. The magic circle will activate and activate a series of smaller magical circles around the user, protecting them from damage all around except for behind them. The circle the user uses activate the spell is 2m wide. It can block two hits of damage from the same rank. The user cannot move until the barrier has faded. The effects if the circle is drawn will be that the magic circle will be able to withstand three hits of damage from the same rank.

    Strengths:
    + Blocks mostly all around the user.
    + Can be chained into Enchant: Cross-Strike
    + Can block a maximum of three hits of D-Ranked Damage and one hit of C-Rank Damage. B and above will break the barrier.

    Weaknesses:
    - User cannot move for a short duration if nothing is countered.
    - User can be hit from behind.
    - If the barrier gets broken, the user will take the damage that shattered the barrier.
    - User HAS to get hit in order for it to be activated.

    Name: Enchant: Cross-Strike

    Type: Chain

    Description: Right after Enchant: Blockade, the user can activate this spell to counter-attack should Enchant: Blockade block an attack. The user will slash a weapon that has been enchanted with a magical seal that will place a tattoo on the enemy. The slash attack deals 50% of a D-Ranked Attack. The next Enchant: Emblazon spell that is used will activate the tattoo which will make the next spell deal 50% more damage. Enemies with the tattoo will also deal 50% more damage to her on their next spell as well.


    Duration: The duration is one turn. The duration of the tattoo is two turns

    Cooldown: The cooldown is four turns

    Strengths:
    + Can amplify the user’s damage.
    + Can be very effective if chained effectively.
    + Can make her deal a lot of damage very quickly, making her fill a damage mage decently.

    Weaknesses:
    - Completely relies on Enchant: Blockade hitting.
    - The tattoo aspect is a double edged sword, as it all depends on who attacks faster.
    - This is the only spell that doesn’t not benefit from Tracer as she can’t draw it’s circle in advance.
    - Without a weapon, this spell will do significantly less damge.

    Name: Enchant: Adrenaline

    Rank: D

    Type: Supplementary

    Duration: This spell lasts 3 posts.

    Cooldown: The cooldown on this spell is 4 posts.

    Description: The user touches their index finger to their own skin or the skin of an ally, and envisions the Magic Circle, which has a diameter of only 1 inch. The magic circle activates automatically, and increases the effects of the user's other spells by 50%. However, the increased adrenaline wears and tears the user's body, dealing 5% damage to whoever the spell was cast on, and decreasing their speed by 10% as soon as it enters the cooldown phase. When used with Tracer, the spells effect will increase by 25% but the penalties will increase by 25% as well. Effects of the spell are halved on C -Ranks and do not affect B-Ranks or higher.

    Strengths:
    + Makes the spells of who it was cast on more powerful.
    + Is cast instantaneously.
    + The Magic Circle is very small, making it easy to hide.

    Weaknesses:
    - The user is dealt damage once the spell wears off.
    - The user must use their hands to cast the spell, so it is useless if they are bound.
    - As soon as the spell enters it's cooldown phase, whoever it was cast on has their speed decreased by 10%.
    - The spell triggers the Adrenal Glands, making it useless on those who are not human/humanoid.

    Name: Enchant: Inferno

    Rank: D

    Type: Offensive/Fire

    Duration: 1 Post (Only activated once the user snaps their finger.)

    Cooldown: 2 Posts

    Description: The user touches their hand against a solid object and envisions the Magic Circle, which has a diameter of 1 foot. It will emblazon itself onto whatever object the user is touching, but the spell will only be activated once the user snaps their finger. Once they do snap their finger, the magic circle will explode into flames, dealing 100% D-Ranked damage. After one post, the magic circle will dissipate into nothingness. If used with Tracer, the damage will do a fire DoT that does 0.25 of D-Ranked Damage for 2 posts.

    Strengths:
    + Only activates when the user wants it to activate.
    + Very easy to cast, all it requires is a touch of the user's hand.
    + Can be cast on human beings or inanimate objects, allowing it to be used as a trap or a direct source of damage.

    Weaknesses:
    - If the user's hands are bound, and they cannot snap, the spell becomes virtually useless.
    - The flame, despite being fire, will not burn the people that they hit.
    - The Magic Circle must have a diameter of 1 foot, making it hard to cast on small objects.
    - The user must touch what they want to cast this spell on, making it hard to use on ranged enemies.
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    Primary Magic: Water
    Secondary Magic:

    Re: Blessings of Athena

    Post by Julius Seas on 18th February 2017, 3:21 pm

    Hi Hika it's me Julius!

    Let's get this started! All suggestions will be in this color!

    Hikari wrote:

    Enchant : Emblazon

    Caster Magic
    Secondary: N/A
    Current Rank: C
    Primary Magic

    Jack of all trades, Master of None

    Description
    The user can embed magic circles into anything they touch, which have different types of effects. These effects can range from damage-dealing such as an explosion in front of where the circle is placed, or supportive which could be enhancing the speed of an ally. It all depends on the user of this magic.

    Hikari is a jack-of-all-trades, which means she knows many to cover all possible groups to suit her battle style but she isn’t excelling at anything either. Her offensive and defensive capabilities with this magic are slightly above average but it isn’t anything to write home about. The magic all depends on how it is used.


    Strengths




    + Is AoE, so it can hit multiple enemies at once.
    + Can support her allies with some buffs.
    + Effects caused by the magic circle are more potent if she draws them.
    + Can cover most roles within a team.


    Weaknesses




    - Should she decide to draw the magic circle out, it will take a certain amount of posts to draw the circle. (1 for D-Rank, 2 for C-Rank, 3 for B-Rank, etc.)
    - Drawing an incomplete magic circle can make them unstable and they become a threat to everyone.
    - If half the circle is drawn, then it’s unstable and if less than half is drawn, the circle cannot be activated and becomes inactive.
    - If she instantly places a circle, she needs to think of the one that she wants to place and has to focus on that one circle while tapping the spot she wants it to be placed.
    - The user must touch whatever they want to Emblazon a Magic Circle on.



    Lineage




    Commander Aura:
    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his proteges became very good commanders, but that is entirely a different story.

    Ability:

    Commander’s Presence – Increases the morale and fighting spirit of their allies.  Making them immune to fear and very bold, capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don’t experience fatigue near the user. Has a 5 post duration and 6 post cooldown

    The Strategist- Boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however,  so invading a castle owned by another player will be just as difficult as though this ability were not in place. This is passive ability.


    Unique Abilities




    Passive - Tracer: Effects of the magic circle become more potent should the user draw them. Drawing the circle takes 1-6 posts based on the rank of the spell. D-Rank takes one turn to draw and it increases from there. Drawing out the circle will give it extra effects. Also, when the circle is drawn, it must stay in the place it is drawn.

    Passive - Artist's Soul: If the user does Trace a magic circle, not only will it have an effect added to it, it's damage will be increased by 25%.

    Active - Boom: For 10% of their mana, the user can add an 'explosive' effect to any offensive spell they cast, adding 50% damage to the spell. The cooldown for each use is 3 turns.



    D-Rank Spells




    Enchant:
    Name: Enchant: Blockade

    Rank: D

    Type: Defensive

    Duration: This spell lasts 1 post and the spell is only activated when triggered with a spell or melee attack.

    Cooldown: The cooldown on this spell is 2 posts.

    Description: The user raises their hand and in front of them, a magic circle gets summoned in front of their hand. The spell will remain inactive until it an something hits the magic circle. The magic circle will activate and activate a series of smaller magical circles around the user, protecting them from damage all around except for behind them. The circle the user uses activate the spell is 2m wide. It can block two hits of damage from the same rank. The user cannot move until the barrier has faded. The effects if the circle is drawn will be that the magic circle will be able to withstand three hits of damage from the same rank.

    Strengths:
    + Blocks mostly all around the user.
    + Can be chained into Enchant: Cross-Strike
    + Can block a maximum of three hits of D-Ranked Damage and one hit of C-Rank Damage. B and above will break the barrier.

    Weaknesses:
    - User cannot move for a short duration if nothing is countered.
    - User can be hit from behind.
    - If the barrier gets broken, the user will take the damage that shattered the barrier.
    - User HAS to get hit in order for it to be activated.

    Enchant:
    Name: Enchant: Cross-Strike

    Type: Chain

    Description: Right after Enchant: Blockade, the user can activate this spell to counter-attack should Enchant: Blockade block an attack. The user will slash a weapon that has been enchanted with a magical seal that will place a tattoo on the enemy. The slash attack deals 50% of a D-Ranked Attack. The next Enchant: Emblazon spell that is used will activate the tattoo which will make the next spell deal 50% more damage. Enemies with the tattoo will also deal 50% more damage to her on their next spell as well.


    Duration: The duration is one turn. The duration of the tattoo is two turns

    Cooldown: The cooldown is four turns

    Strengths:
    + Can amplify the user’s damage.
    + Can be very effective if chained effectively.
    + Can make her deal a lot of damage very quickly, making her fill a damage mage decently.

    Weaknesses:
    - Completely relies on Enchant: Blockade hitting.
    - The tattoo aspect is a double edged sword, as it all depends on who attacks faster.
    - This is the only spell that doesn’t not benefit from Tracer as she can’t draw it’s circle in advance.
    - Without a weapon, this spell will do significantly less damge.

    Enchant:
    Name: Enchant: Adrenaline

    Rank: D

    Type: Supplementary

    Duration: This spell lasts 3 posts.

    Cooldown: The cooldown on this spell is 4 posts.

    Description: The user touches their index finger to their own skin or the skin of an ally, and envisions the Magic Circle, which has a diameter of only 1 inch. The magic circle activates automatically, and increases the effects of the user's other spells by 50%. However, the increased adrenaline wears and tears the user's body, dealing 5% damage to whoever the spell was cast on, and decreasing their speed by 10% as soon as it enters the cooldown phase. When used with Tracer, the spells effect will increase by 25% but the penalties will increase by 25% as well. Effects of the spell are halved on C -Ranks and do not affect B-Ranks or higher.

    Strengths:
    + Makes the spells of who it was cast on more powerful.
    + Is cast instantaneously.
    + The Magic Circle is very small, making it easy to hide.

    Weaknesses:
    - The user is dealt damage once the spell wears off.
    - The user must use their hands to cast the spell, so it is useless if they are bound.
    - As soon as the spell enters it's cooldown phase, whoever it was cast on has their speed decreased by 10%.
    - The spell triggers the Adrenal Glands, making it useless on those who are not human/humanoid.

    Enchant:
    Name: Enchant: Inferno

    Rank: D

    Type: Offensive/Fire

    Duration: 1 Post (Only activated once the user snaps their finger.)

    Cooldown: 2 Posts

    Description: The user touches their hand against a solid object and envisions the Magic Circle, which has a diameter of 1 foot. It will emblazon itself onto whatever object the user is touching, but the spell will only be activated once the user snaps their finger. Once they do snap their finger, the magic circle will explode into flames, dealing 100% D-Ranked damage. After one post, the magic circle will dissipate into nothingness. If used with Tracer, the damage will do a fire DoT that does 0.25 of D-Ranked Damage for 2 posts.

    Strengths:
    + Only activates when the user wants it to activate.
    + Very easy to cast, all it requires is a touch of the user's hand.
    + Can be cast on human beings or inanimate objects, allowing it to be used as a trap or a direct source of damage.

    Weaknesses:
    - If the user's hands are bound, and they cannot snap, the spell becomes virtually useless.
    - The flame, despite being fire, will not burn the people that they hit.
    - The Magic Circle must have a diameter of 1 foot, making it hard to cast on small objects.
    - The user must touch what they want to cast this spell on, making it hard to use on ranged enemies.


    C-Rank Spells



    Enchant:
    Name: Enchant: Garrison
    Rank: C
    Type: Supportive
    Duration: 4 posts
    Cooldown: 6 posts
    Description: Hikari places a magic circle on the ground, which is 35 meters in diameter. Anyone Hikari considers an ally will receive a +25% damage reduction buff for the duration of the circle until it is gone. Those who Hikari considers enemies will receive a -25% damage reduction debuff for the duration that they remain in the circle. It takes two hits of C-rank damage to shatter the circle.
    Strengths: + Can be quickly placed on the ground for the buff/debuff
    + Can reduce amount of hits taken while decreasing the amount of hits enemies can take.
    + Useful in small areas, with not much room for running.
    + If it is Traced for two posts, the buff increases to +50% and the debuff increases to -50%

    Weaknesses: - Those who receive the debuff will feel their resistances drop, so they can easily step out of the circle should they realize it is the cause.
    -  Those who receive the buffs will glow, making it obvious the circle is underneath them.
    - The circle glows upon activation but blends in with the floor it is drawn upon. However, should someone take notice of the circle it can be destroyed in two C-rank hits or equivalent
    - This spell is very bad in large, open areas as most people can simply run out of the magic circle.
    - If Traced for two posts, the damage it can sustain becomes one C-Rank hit or equivalent.

    Enchant:
    Name: Enchant: Mirror
    Rank: C
    Type: Defensive
    Duration:  1 post of set up + 3 post duration
    Cooldown: 5 turns
    Description: Hikari says a small chant and a magic circle appears in the air beside her. This magic circle, after duplicating itself multiple times, it becomes a mirror image of her. This mirror image can take 2 hits of C- Rank damage and can copy Hikari’s actions but not her magic. When it takes too much damage or Hikari dispels it, the clone shatters, dealing 0.5 C-rank damage in a 2-meter radius around it.
    Strengths: + Can be used to outsmart an enemy.
    + Can be used as a makeshift “meat shield”
    + Increases Hikari’s damage output due to attacks being mirrored.
    Weaknesses: - Cannot be traced as the spell must be used on the air beside Hikari
    - If Hikari takes damage during the set up, all damage done to her is increased by half a rank.
    - The damage the clone takes gets dealt to Hikari but in half the original damage.
    - Due to the shatter having such a small radius, it is hard to hit enemies with the shards.

    Enchant:
    Name: Enchant: Eraser
    Rank: C
    Type: Defensive
    Duration: Instant
    Cooldown: 3 Posts
    Description: Hikari places a magical circle on her sword and slashes forward. An afterimage of the slash appears, with a small delay. The slash can cut through one spell of equal rank or two spells of one rank lower. Deals 0.5 C- Ranked damage if it hits a mob. The spell disappears after about 20m if it doesn’t hit anything.
    Strengths: + Can be used instantly
    + Can be used defensively and offensively.
    + Since the magic circle isn’t obvious, the slash can catch opponents by surprise.
    Weaknesses: - Does not benefit from Tracer
    - Timing is key for the spell as the afterimage does not come immediately after the sword slash
    - Cannot block spells that are higher ranked.
    - Primarily defensive as it doesn’t do much damage to enemies, mainly used to negate a spell.



    Signature Spell



    Enchant:
    Name: Enchant: Shatter
    Rank: Signature (Currently C)
    Type: Offensive
    Duration: Instant
    Cooldown: 4 Posts You can lower the cooldown to 2 posts.
    Description: Hikari places a magic circle on her target and when she points to the magic circle she placed and whistles. All other magic circles will shatter and their shards will aim for the magic circle. The shards are not homing but will travel in the direction of the circle, so if they pass the target circle, they will dissipate. Each shard does 0.25 of Hikari’s respective rank. The magic circles that shatter create more shards based on rank, 2 shards if it’s a D-rank circle, and doubling each rank. (4 at C, 8 at B, etc.)

    I'd like it if there is a limit on how many magic circles you're able to shatter, I think 3 magic circles is a reasonable amount. This spell also needs an range, at C-rank the max range is 25 meters and there needs to be a speed mentioned.

    Strengths: + Can provide a quick burst of damage.
    + Casting, unlike all of Hikari’s other spells, isn’t obvious.
    Weaknesses: - Cannot be traced.
    - Can be dodged.
    - Instantly shatters all magic circles, getting rid of all the buffs and debuffs they were providing instantly.

    deltra of gangnam style

    That was all! I'd like to note that you can also have one extra UA and a D-rank signature spell!

    If you applied the changes bump this thread and if you want to add the UA and D-rank signature spell later then please mention that as well, this also applies if you choose to add them!


    ___________________________________________________________________
    Squable:


    Equipment:



    avatar
    Hikari

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- The Fallen- Forever Alone Achievement- 1 Year Anniversary- Player -
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    Character Sheet
    Character Name: Hikari Inoue
    Primary Magic: Blessings of Athena
    Secondary Magic:

    Re: Blessings of Athena

    Post by Hikari on 18th February 2017, 4:50 pm

    Bump! Added a D-rank signature spell and UA.


    ___________________________________________________________________
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    Julius Seas
     
     

    Moderator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Novice [250]- Player -
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    Character Sheet
    Character Name: Julius Seas
    Primary Magic: Water
    Secondary Magic:

    Re: Blessings of Athena

    Post by Julius Seas on 18th February 2017, 5:09 pm

    Passive - Extension: By using an extra 5%, the user can channel a circle through a weapon (sword, staff, spear etc.)

    Could you clarify this more? I don't understand really understand what this ability is about. ^^;

    Description: Hikari places a magic circle beneath her and the circle can move around with a limit of 15m. The circle can move in all directions within the 15m but if Hikari attempts to move more than that, the circle dissipates.

    I take it that Hikari is being moved around by the circle? If so please clarify that and add a speed to the circle's movement this is usually the range divided by half ^^


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    Re: Blessings of Athena

    Post by Julius Seas on 18th February 2017, 5:24 pm



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    Re: Blessings of Athena

    Post by Salrynn on 23rd May 2017, 6:17 pm

    Le unlocked upon le users le request

    Hikari wrote:

    Enchant : Emblazon

    Caster Magic
    Secondary: N/A
    Current Rank: C
    Primary Magic

    Jack of all trades, Master of None

    Description
    The user can embed magic circles into anything they touch, which have different types of effects. These effects can range from damage-dealing such as an explosion in front of where the circle is placed, or supportive which could be enhancing the speed of an ally. It all depends on the user of this magic.

    Hikari is a jack-of-all-trades, which means she knows many to cover all possible groups to suit her battle style but she isn’t excelling at anything either. Her offensive and defensive capabilities with this magic are slightly above average but it isn’t anything to write home about. The magic all depends on how it is used.


    Strengths




    + Is AoE, so it can hit multiple enemies at once.
    + Can support her allies with some buffs.
    + Effects caused by the magic circle are more potent if she draws them.
    + Can cover most roles within a team.


    Weaknesses




    - Should she decide to draw the magic circle out, it will take a certain amount of posts to draw the circle. (1 for D-Rank, 2 for C-Rank, 3 for B-Rank, etc.)
    - Drawing an incomplete magic circle can make them unstable and they become a threat to everyone.
    - If half the circle is drawn, then it’s unstable and if less than half is drawn, the circle cannot be activated and becomes inactive.
    - If she instantly places a circle, she needs to think of the one that she wants to place and has to focus on that one circle while tapping the spot she wants it to be placed.
    - The user must touch whatever they want to Emblazon a Magic Circle on.



    Lineage




    Commander Aura:
    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his proteges became very good commanders, but that is entirely a different story.

    Ability:

    Commander’s Presence – Increases the morale and fighting spirit of their allies.  Making them immune to fear and very bold, capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don’t experience fatigue near the user. Has a 5 post duration and 6 post cooldown

    The Strategist- Boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however,  so invading a castle owned by another player will be just as difficult as though this ability were not in place. This is passive ability.


    Unique Abilities




    Passive - Tracer: Effects of the magic circle become more potent should the user draw them. Drawing the circle takes 1-6 posts based on the rank of the spell. D-Rank takes one turn to draw and it increases from there. Drawing out the circle will give it extra effects. Also, when the circle is drawn, it must stay in the place it is drawn.

    Passive - Artist's Soul: If the user does Trace a magic circle, not only will it have an effect added to it, it's damage will be increased by 25%.

    Active - Boom: For 10% of their mana, the user can add an 'explosive' effect to any offensive spell they cast, adding 50% damage to the spell. The cooldown for each use is 3 turns.

    Passive - Extension: By using an extra 5%, the user can channel a circle through a weapon (sword, staff, spear etc.) The user places the tip of their weapon on a surface and the circle is placed, the magical energy being passes through the weapon and onto the surface.



    D-Rank Spells




    Blockade:
    Name: Enchant: Blockade

    Rank: D

    Type: Defensive

    Duration: This spell lasts 1 post and the spell is only activated when triggered with a spell or melee attack.

    Cooldown: The cooldown on this spell is 2 posts.

    Description: The user raises their hand and in front of them, a magic circle gets summoned in front of their hand. The spell will remain inactive until it an something hits the magic circle. The magic circle will activate and activate a series of smaller magical circles around the user, protecting them from damage all around except for behind them. The circle the user uses activate the spell is 2m wide. It can block two hits of damage from the same rank. The user cannot move until the barrier has faded. The effects if the circle is drawn will be that the magic circle will be able to withstand three hits of damage from the same rank.

    Strengths:
    + Blocks mostly all around the user.
    + Can be chained into Enchant: Cross-Strike
    + Can block a maximum of three hits of D-Ranked Damage and one hit of C-Rank Damage. B and above will break the barrier.

    Weaknesses:
    - User cannot move for a short duration if nothing is countered.
    - User can be hit from behind.
    - If the barrier gets broken, the user will take the damage that shattered the barrier.
    - User HAS to get hit in order for it to be activated.

    Cross-Strike:
    Name: Enchant: Cross-Strike

    Type: Chain

    Description: Right after Enchant: Blockade, the user can activate this spell to counter-attack should Enchant: Blockade block an attack. The user will slash a weapon that has been enchanted with a magical seal that will place a tattoo on the enemy. The slash attack deals 50% of a D-Ranked Attack. The next Enchant: Emblazon spell that is used will activate the tattoo which will make the next spell deal 50% more damage. Enemies with the tattoo will also deal 50% more damage to her on their next spell as well.


    Duration: The duration is one turn. The duration of the tattoo is two turns

    Cooldown: The cooldown is four turns

    Strengths:
    + Can amplify the user’s damage.
    + Can be very effective if chained effectively.
    + Can make her deal a lot of damage very quickly, making her fill a damage mage decently.

    Weaknesses:
    - Completely relies on Enchant: Blockade hitting.
    - The tattoo aspect is a double edged sword, as it all depends on who attacks faster.
    - This is the only spell that doesn’t not benefit from Tracer as she can’t draw it’s circle in advance.
    - Without a weapon, this spell will do significantly less damge.

    Adrenaline:
    Name: Enchant: Adrenaline

    Rank: D

    Type: Supplementary

    Duration: This spell lasts 3 posts.

    Cooldown: The cooldown on this spell is 4 posts.

    Description: The user touches their index finger to their own skin or the skin of an ally, and envisions the Magic Circle, which has a diameter of only 1 inch. The magic circle activates automatically, and increases the effects of the user's other spells by 50%. However, the increased adrenaline wears and tears the user's body, dealing 5% damage to whoever the spell was cast on, and decreasing their speed by 10% as soon as it enters the cooldown phase. When used with Tracer, the spells effect will increase by 25% but the penalties will increase by 25% as well. Effects of the spell are halved on C -Ranks and do not affect B-Ranks or higher.

    Strengths:
    + Makes the spells of who it was cast on more powerful.
    + Is cast instantaneously.
    + The Magic Circle is very small, making it easy to hide.

    Weaknesses:
    - The user is dealt damage once the spell wears off.
    - The user must use their hands to cast the spell, so it is useless if they are bound.
    - As soon as the spell enters it's cooldown phase, whoever it was cast on has their speed decreased by 10%.
    - The spell triggers the Adrenal Glands, making it useless on those who are not human/humanoid.

    Inferno:
    Name: Enchant: Inferno

    Rank: D

    Type: Offensive/Fire

    Duration: 1 Post (Only activated once the user snaps their finger.)

    Cooldown: 2 Posts

    Description: The user touches their hand against a solid object and envisions the Magic Circle, which has a diameter of 1 foot. It will emblazon itself onto whatever object the user is touching, but the spell will only be activated once the user snaps their finger. Once they do snap their finger, the magic circle will explode into flames, dealing 100% D-Ranked damage. After one post, the magic circle will dissipate into nothingness. If used with Tracer, the damage will do a fire DoT that does 0.25 of D-Ranked Damage for 2 posts.

    Strengths:
    + Only activates when the user wants it to activate.
    + Very easy to cast, all it requires is a touch of the user's hand.
    + Can be cast on human beings or inanimate objects, allowing it to be used as a trap or a direct source of damage.

    Weaknesses:
    - If the user's hands are bound, and they cannot snap, the spell becomes virtually useless.
    - The flame, despite being fire, will not burn the people that they hit.
    - The Magic Circle must have a diameter of 1 foot, making it hard to cast on small objects.
    - The user must touch what they want to cast this spell on, making it hard to use on ranged enemies.


    C-Rank Spells



    Garrison:
    Name: Enchant: Garrison

    Rank: C

    Type: Supportive

    Duration: 4 posts

    Cooldown: 6 posts

    Description: Hikari places a magic circle on the ground, which is 35 meters in diameter. Anyone Hikari considers an ally will receive a +25% damage reduction buff for the duration of the circle until it is gone. Those who Hikari considers enemies will receive a -25% damage reduction debuff for the duration that they remain in the circle. It takes two hits of C-rank damage to shatter the circle.

    Strengths:
    + Can be quickly placed on the ground for the buff/debuff
    + Can reduce amount of hits taken while decreasing the amount of hits enemies can take.
    + Useful in small areas, with not much room for running.
    + If it is Traced for two posts, the buff increases to +50% and the debuff increases to -50%

    Weaknesses:
    - Those who receive the debuff will feel their resistances drop, so they can easily step out of the circle should they realize it is the cause.
    -  Those who receive the buffs will glow, making it obvious the circle is underneath them.
    - The circle glows upon activation but blends in with the floor it is drawn upon. However, should someone take notice of the circle it can be destroyed in two C-rank hits or equivalent
    - This spell is very bad in large, open areas as most people can simply run out of the magic circle.
    - If Traced for two posts, the damage it can sustain becomes one C-Rank hit or equivalent.

    Mirror:
    Name: Enchant: Mirror

    Rank: C

    Type: Defensive

    Duration:  1 post of set up + 3 post duration

    Cooldown: 5 turns

    Description: Hikari says a small chant and a magic circle appears in the air beside her. This magic circle, after duplicating itself multiple times, it becomes a mirror image of her. This mirror image can take 2 hits of C- Rank damage and can copy Hikari’s actions but not her magic. When it takes too much damage or Hikari dispels it, the clone shatters, dealing 0.5 C-rank damage in a 2-meter radius around it.

    Strengths:
    + Can be used to outsmart an enemy.
    + Can be used as a makeshift “meat shield”
    + Increases Hikari’s damage output due to attacks being mirrored.

    Weaknesses:
    - Cannot be traced as the spell must be used on the air beside Hikari
    - If Hikari takes damage during the set up, all damage done to her is increased by half a rank.
    - The damage the clone takes gets dealt to Hikari but in half the original damage.
    - Due to the shatter having such a small radius, it is hard to hit enemies with the shards.

    Eraser:
    Name: Enchant: Eraser

    Rank: C

    Type: Defensive

    Duration: Instant

    Cooldown: 3 Posts

    Description: Hikari places a magical circle on her sword and slashes forward. An afterimage of the slash appears, with a small delay. The slash can cut through one spell of equal rank or two spells of one rank lower. Deals 0.5 C- Ranked damage if it hits a mob. The spell disappears after about 20m if it doesn’t hit anything.

    Strengths:
    + Can be used instantly
    + Can be used defensively and offensively.
    + Since the magic circle isn’t obvious, the slash can catch opponents by surprise.

    Weaknesses:
    - Does not benefit from Tracer
    - Timing is key for the spell as the afterimage does not come immediately after the sword slash
    - Cannot block spells that are higher ranked.
    - Primarily defensive as it doesn’t do much damage to enemies, mainly used to negate a spell.



    Signature Spell



    Shatter:
    Name: Enchant: Shatter

    Rank: Signature (Currently C)

    Type: Offensive

    Duration: Instant

    Cooldown: 2 Posts

    Description: Hikari places a magic circle on her target and when she points to the magic circle she placed and whistles. All other magic circles will shatter and their shards will aim for the magic circle. The shards are not homing but will travel in the direction of the circle, so if they pass the target circle, they will dissipate. Each shard does 0.25 of Hikari’s respective rank. The magic circles that shatter create more shards based on rank, 2 shards if it’s a D-rank circle, and doubling each rank. (4 at C, 8 at B, etc.). Hikari can only shatter a maximum of 3 magic circles and the shards fly at 20mph. The shards travel a maximum distance of 25m and then they dissipate.

    Strengths:
    + Can provide a quick burst of damage.
    + Casting, unlike all of Hikari’s other spells, isn’t obvious.

    Weaknesses:
    - Cannot be traced.
    - Can be dodged.
    - Instantly shatters all magic circles, getting rid of all the buffs and debuffs they were providing instantly.

    Momentum:
    Name: Enchant: Momentum

    Rank: Signature (D)

    Type: Supportive

    Duration: Instant

    Cooldown: 2 Posts

    Description: Hikari places a magic circle beneath her and the circle can move around with a limit of 15m. The circle can move in all directions within the 15m but if Hikari attempts to move more than that, the circle dissipates. The circle moves around at 7.5mph

    Strengths:
    + Quick movement spell
    + Can be used in a pinch

    Weaknesses:
    - The movement is similar to skating so it builds momentum over time.
    - The circle can be destroyed with a single D-Rank hit.
    - Cannot be traced ahead of time.

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    Re: Blessings of Athena

    Post by Leila Vergious on 7th July 2017, 10:31 am

    Hey there, Hikari! I'm a new trial mod who will be grading your magic under the supervision of Jiyu Kazehime, so you have nothing to worry about. All requested changes will be in this color, so let's get to it~
    Once the changes are made or if you have any questions, PM me or bump the app.

    Hikari wrote:Primary Magic: Blessings of Athena
    Caster or Holder: Caster
    Description: Athena is the goddess of wisdom and every now and then, the goddess chooses someone to house the many blessings that she gave to Earthland.  The host of these blessings can summon or even equip these vessels in order to do combat, strategize or even defend against foes in battles. Athena is knowledgeable about all aspects of battle and as such, made each of her blessings suited for those aspects. The goddess prefers when the host uses these vessels to fight for a just cause and will deem more blessings based upon how strong a wizard is and what situation they are currently in.

    The purpose of this magic is to make the user diverse in as many areas of combat as possible. This includes hand to hand combat, armed combat and long ranged battles. This makes the user unpredictable as to how they can fight. The user is also able to block powerful attacks with the blessings that they have been given. The problem with this magic lies at how far a user’s potential is spread. Only those who are complete masters of combat can wield this magic at it’s fullest potential. The vessels are not purely a physical object however, this makes it so that the wielder appears normal to the enemy but in fact, has a hidden advantage based on the hidden vessel that is being used. Most magic has flashy appearances when using a weapon but this magic is all about being subtle in order to surprise the enemy.


    Strengths:
    + Very diverse range of spells to be able in proficient in many areas of combat.

    + Spells are subtle, hard to see if the battle is chaotic.

    + Does increased damage to undead/unholy enemies as the magic was granted by a goddess. (1.5x bonus damage) Unfortunately, this would have to be an actual Unique ability rather than just strength, so I will have to ask you to remove it.

    + Spells cannot be eaten by Light Dragon Slayers or Demon Slayers as the magic is a holy light and not pure light magic.


    Weaknesses:
    – Magic switches between ranged and melee, making it difficult to find a comfortable fighting range during a battle.

    - The user of this magic takes extra damage from god slayers, as the user was blessed by a goddess.

    - The user takes increased by undead/unholy enemies as they are imbued with the goddess’s power so they have to deal with her weaknesses as well.

    - The pure magic energy can be eaten by Ascendant Demon Slayers as the magic’s element is mainly holy light based.

    - A majority of spells suffer from a long cooldown, hindering them if the spells miss or the effects are wasted.

    Lineage:
    Commander Aura:

    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Abilities:

    Commander's Presence increases the morale and fighting spirit of their allies.  Making them all immune to Fear and very bold,  capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don't experience fatigue while near the user.

    The Strategist boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however, so invading a castle owned by another player will be just as difficult as though this ability were not in place.


    Usage: Commander’s Presence has a 5 post duration with a 6 post cooldown and The Strategist is a passive ability.
    Unique Abilities:
    CaduceusAthena is always present during the battle and will always try to make sure that the user will be ahead in battle. There is a lingering aura around the caster that provides debuffs the longer that enemies stay in range. The debuffs only apply to those that the caster considers enemies. If the enemy stays in range for one post, then they experience a debuff of -15% to damage and defense. This effects stacks up to 2 times if the enemy stays in range for 2 posts. The potency of this debuff increases by 5%, up to -30% at H-Rank The aura is missing a range

    Ossinato When the user damages an enemy, the enemy becomes marked with the Herititor’s Brand. This brand will envelop the enemy’s skin, providing a -25% to speed and will look appear glowing gold around their bodies. The longer the Brand remains on their skin, the more the debuff increases being -5% per post, capping at -35%. The Brand can also be detonated for user ranked damage or more, when hit by an attack from the user. It will deal user ranked damage if it remained for one post, increasing by 25% each post the brand remains, for a maximum of 150% user ranked damage. Brands can only be applied once per post. I'm afraid the ability to deal damage with these brands is a little bit too much, as it also borders on spawning at attack inside of an enemy, which is not allowed anymore. There should also be something about how long these brands last and if they can be removed by any means. If not, they should only affect an enemy of equal or lower rank.

    AegisThe user permanently has a shield around their body. The Holy Shield Aegis absorbs the damage that is headed in the direction of the caster. Once taking one hit of user ranked damage, it emits a burst that blows away the enemy and a small shockwave, doing half the damage that it took to dissipate the shield. The shield repairs itself after 2 posts and after must be destroyed again. You meantion that the burst blows away enemies. Supply a range for the knockback, please.

    AvalonThe user’s body has been so affiliated with holy magic that the reserves of Athena’s treasury naturally flow to the user. This provides a passive +5% MP gain while in combat and +10% while out of combat (Not fighting an actual battle for 2 posts). The user can also form a set of wings made of the overflowing holy MP. The user can go over 100% MP and this will cap at 160%, the cap raising by 10% at each rank, capping at H-Rank’s 200% MP. The wings drain 10% MP per post active and can only be used with the overflow MP. This means the wings will dissipate at 100%. "The MP regain per post will have to be lowered to only +2% both in and out of combat, while keeping in mind that a cap for such regen is only 4% across all your abilities. There should also be a decent drawback for every extra 25% MP you can regenerate. 3 is also quite a lot of abilities for one UA, so I will have to ask you to remove one."

    GungnirThe user has complete mastery over any weapon they come across due to them having access to the wisdom of Athena as well as her treasury. With this knowledge, they know how to create this weapons with ease and can create them out of the holy magic energy that they wield. These weapons deal Strong (+) weapon damage. A weapon will break after one hit of user ranked damage but a shield will break with two hits of user ranked damage. The user can swap between a maximum of three different weapon types per post and each different summon will cost 5% MP. This ability should say that summoned weapons can only deal damage and are incapable of blocking while shield block only 1 spell of user's rank instead of two.



    Spells

    Signatures:

    Gleipnir:
    Name: Gleipnir
    Rank: Signature
    Type: Holy, Offensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user summons a ball of holy magic and when they flick their wrist, the ball unravels into a thread that will wrap around the weapon that is currently being used and raising it’s weapon strikes to B-Rank damage. Unfortunately, this is little too much in terms of damage. Signatures are simple spells that usually do not deal more than 100% of their regular rank damage and boosting your melee by such a large amount could easily exceeded that several times over.
    Strengths: + A subtle spell that will increase the user’s damage output by a lot.
    + Does not take long to set up.

    Weaknesses: – If an enemy sees the thread reinforce the weapon, they can see the effects.
    - The thread can be destroyed before it reinforces the weapon.
    - Only affects the caster’s weapons/
    Talaria:
    Name: Talaria
    Rank: Signature (D)
    Type: Holy, Defensive, Movement
    Duration: Instant
    Cooldown: 2 posts
    Description: The user can teleport themselves to a different location on the battlefield. They simply teleport to the Treasury and Athena will teleport them to the place that they had in mind instantaneously. The user emits a burst of light, which is just a quick glimpse of what the Treasury of Athena truly looks like. The maximum distance for the teleport is 15m from where the user had originally teleported from.
    Strengths: + Mobility can be used in multiple situations, save user in a tough spot or simply for movement
    + The flash of light can disorient enemies who see it.

    Weaknesses: – Is not a subtle spell whatsoever.
    - Flash can blind allies as well
    - Cannot use attacks until after the teleportation finishes.
    D-Rank:

    Agimat:
    Name: Agimat
    Rank: D
    Type: Holy, Buff, Debuff
    Duration: 3 posts
    Cooldown: 6 posts
    Description: Not everything in the vault started sacred. This is the essence of a demon that was contained in combat by Athena. While it’s slowly been purified, the original intentions of this demon are still present. When the user summons the vial in which it is being stored, the user can reverse debuffs on themselves and turn them into buffs, or turn buffs on enemies into debuffs. The buffs/debuffs that were switched will only have full potency of the original buff/debuff. (50% buff to speed becomes a 50% debuff to speed) This reversal will only last for a maximum of three posts before the effects are dispelled all together. Reversing buffs and debuffs is considered an immunity to such effects,
    something that is no longer allowed. I'll have to ask you to replace this spell completely.

    Strengths: + Can fix a situation where the user is debuffed or the enemy has buffed themselves to a certain degree.
    + Can easily turn the tide of a fight.

    Weaknesses: – Can turn an ally’s buff to debuffs or enemy’s debuffs into buffs.
    - Can only go one option at a time. Either buff to debuff or debuff to buff.
    - Vial needs to make contact with the target.
    Veil:
    Name: Veil
    Rank: D
    Type: Holy, Defensive
    Duration: 3 posts
    Cooldown: 5 posts
    Description: The user summons a veil that surrounds them. The veil can cover only two people at a time and will be broken easier if split amongst two others. The veil can relocate the protected from four D-ranked damage hits. The veil will redirect the attack in another direction, making it very complicated for melee attackers. Since this spell has two effects, please lower the amount of deflected spells to 2
    Strengths: + Severly counters melee attacks as it will redirect them farther from the protected.
    + Hard to see other than the occasional glimmer as the veil makes things behind it seem translucent.

    Weaknesses: – Can only take two hits if spread amongst two people.
    - The redirected hits can hit allies if the veil puts it in a different direction.
    - Harder to move around safely, due to the veil travelling slower than the protected.
    Secace:
    Name: Secace
    Rank: D
    Type: Holy, Offensive, Multi-Hit
    Duration: Instant
    Cooldown: 3 posts
    Description: Athena forms a magic circle in front of the caster and when they point in a direction, the circle summons birds that are seemingly made of pure holy light. The birds are continuously summoned and swarm around the target. The birds deal 1/50th of D-Rank damage and after a couple of seconds, the birds explode dealing 1/100th of D-Rank damage. A maximum of 50 birds can be summoned. These birds were created as messengers of the treasury and are fragile due to the only intention for them to carry across invitations. As a result of this, the birds are fragile and will immediately dissipate into light, to transport themselves back to the Treasury should they be hit. While this is not a requirement, it would be nice to have normal numbers instead of these portions. The damage should also be lowered, or a weakness provided, as the spell exceeds 100% of it's regular damage.
    Strengths: + Flock of birds makes it hard to see and is very disruptive to one’s hearing.
    + Deal very good damage to larger enemies

    Weaknesses: – Hard to deal full damage to smaller enemies due to how many birds are summoned.
    - Will legitimately be destroyed with one hit so a good AoE will immediately destroy the spell.
    - Can be destroyed by ally’s spells and can hinder their vision of enemies.
    Grail:
    Name: Grail
    Rank: D
    Type: Holy, Supportive, Defensive, Buff
    Duration: 1 post of set up + 3 post duration
    Cooldown: 5 posts (cooldown starts when the barrier activates)
    Description: The user summons a chalice above themselves and one other individual and after a short delay, the chalice tips and a red liquid pours down over the area. The liquid pours around the targets and surrounds them, similar to a ball.  After a slight shimmer, the liquid barrier runs clear and from there, it acts as a shield. This barrier can block 5 D-Ranked hits before it is broken.   The normal number of attacks a defensive spell can normally block against without any weaknesses is 3,
    so please lower it to that. A range for the barrier should also be provided.

    Strengths: + Very powerful shield that can be used when expecting an attack.
    + Barrier runs clear after being set up so enemies might think that nothing happened after the spell.

    Weaknesses: – Cannot be hit during the casting or the spell will not be cast.
    - The final attack that destroys the shield can still make it through the remaining strength of the barrier if it breaks through.
    - Has to be able to predict a fight and be used pre-emptively in order for the spell to be used to it’s fullest.
    Obelisk:
    Name: Obelisk
    Rank: D
    Type: Holy, Supportive, AoE, Debuff, Buff
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places their palm facing the ground and a golden magical circle forms on the ground. When the user raises their hand, a giant pillar forms. Any targets above it are not harmed as the pillar is simply made of pure holy magic. After a delay, the pillar sends out a pulse and intensifies all buffs/debuffs in a 15m radius by 2x. This will only completely effect the caster and those equal rank to this spell. As this is only D-ranked spell, please lower the increase only to about +15%
    Strengths: + Can provide unique strategies by intensifying buffs or debuffs
    + Has shock value when this giant pillar appears out of no where.

    Weaknesses: – Cannot be used to attack in any way.
    - Despite not being physically present, any magical spell of equal or greater rank can destroy it, getting rid of the effect.
    - Doesn’t effect allies or enemies above D-Rank
    C-Rank:

    Petasos:
    Name: Petasos
    Rank: C
    Type: Holy, Defensive
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places a mark with Athena’s blessing on their hand and it will remain there dormant until activated. When activated, any spell of equal or lower rank in front of them will be transported to the Treasury where it will be made into pure holy energy that refires it at the target. The magic will sense the original caster and follow them in a 30m radius at 15m/s. Counter spells are no longer allowed, so I'll have to ask you to adjust this ability or change it completely.
    Strengths: + A counterattack that can negate damage to the user.
    + Can provide an unexpected turn when the spell comes back with a new element towards the enemy.

    Weaknesses: – Can potentially be useless as the user needs to remember to counter.
    - Has a set distance the spell can travel before it dissipates.
    - Cannot absorb spells that are stronger in rank.
    Astra:
    Name: Astra
    Rank: C
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons five orbs of holy light surrounding them and when they command it, each orb goes forward and explodes on contact with an enemy. The initial hit of the orb does 15% of a C-Rank hit and the explosion does 20% of a C-Rank hit. The orbs travel in a straight 30m line at 15m/s Each segment of a multi-hit spell can only hit one target, please specify that the explosion does not affect any enemies that might be nearby.
    Strengths: + Very good damage dealing spell.
    + Explosions are distracting to other enemies in the area.

    Weaknesses: – Only travel in a straight line
    - Easy to side step due to the orbs travelling in set lines.
    - The direction the orbs travel in is telegraphed by the user when they command the orbs in a specific direction.
    Sagitta:
    Name: Sagitta
    Rank: C
    Type: Holy, Offensive
    Duration: 2 post This should be 1 post of preparation + one post duration
    Cooldown: 5 posts
    Description: The user holds out their palm towards the sky and within it, a golden orb forms. After charging the spell for a post, the user sends the orb up into the heavens and after a brief delay, the sky begins to shimmer gold as holy weapons fall in a 30m radius from where the orb ascended. Each weapon deals 5% of C-Rank damage for each hit and the weapons continuously fall for 1 post. The weapon cannot hurt those the user deems as allies. Please, specify the number of weapons that can fall from the sky or a damage limit for the ability.
    Strengths: + A very powerful spell that will a large amount of damage to a larger enemy.
    + Can turn the tide of battle if used in a contained battle.

    Weaknesses: – Cannot be used in a place that has a ceiling/completely blocks out the sky.
    - During the set up, the user can still be attacked.
    - Can escape the 30m radius and avoid the fall of weaponry.
    Brynhildr:
    Name: Brynhildr
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of set up + 2 posts
    Cooldown: 6 posts
    Description: The user places their hand on the ground and calls forth Athena’s blessings from the earth in order to sprout holy roots that grasp the target and snare them in place for 2 posts. The binding roots deal 30% of C-Rank damage and an extra 5% every time the user struggles. The roots only extend the center of a 30m radius from where the caster originally casts the spell. Please, state that this ability only works against enemies of equal or lower rank. The duration should also be lowered to only 1 post and a damage limit has to be provided for the struggle.
    Strengths: + Can be used in advance when the user predicts how the enemy is going to move and fight.
    + Can provide an unexpected outcome when the enemy becomes snared from getting too close to the spell.

    Weaknesses: – The post where the trap is set up, the spell is inactive due to it still having to gather the holy magic in the ground.
    - Has a set distance the spell can effect.
    - Can be simply avoided as the place where the spell was cast has a distinct golden glow if one looks out for it.
    B-Rank:

    Yggdrasil:
    Name: Yggdrasil
    Rank: B
    Type: Holy, Defensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: While forming a fist with their hand, the user throws it akin to a javelin into the earth. After a short delay, a tree forms and creates a shield around all those the caster considers allies in a 50m radius. The barrier will block 4 hits of B-Rank damage and if broken, the tree will regenerate a barrier for the person in two posts should it still be up. The tree can be destroyed with This might be just me, but the description seems unfinished. As with previous barriers, please lower the number of blocked spells to 3 and remove the regeneration ability, as that would allow you to exceed this number.
    Strengths: + Replenishing barriers in a fight is always appreciated
    + The tree covers a very large area.

    Weaknesses: – If the tree disappears or is destroyed, so do the barriers that are left.
    - Enemies will find it easy to destroy the tree.
    - Not very good against mages with a lot of AoE spells due to them being able to hit both the tree and the barriers they provide.
    Uaithne:
    Name: Uaithne
    Rank: B
    Type: Holy, Supportive, Buff
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user calls upon a harp from the Treasury and plays it for a post. While playing, the user provides a 50% strength and defense buff when they are playing. After the one post of playing, the spirits of nature bless them due to the nature of the harp, allowing their attacks to do 1.5x damage to barriers for the remaining 5 posts. The 50% buff disappears after the 1.5x damage is applied. Boosting two different stats by 50% is little too much for this rank. Either reduce this increase to about +20%, or limit the increase to one stat only, in which case it could be +40%
    Strengths: + Makes it dangerous for enemies who rely on shields/barriers.
    + The 50% buff can provide a quick turn around as well as the 1.5x damage boost.

    Weaknesses: – The user cannot move while playing the harp.
    - The damage boost can be useless if the enemy doesn’t use barriers at all.
    - Requires a post of set up.
    Tyrfing:
    Name: Tyrfing
    Rank: B
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons a sword, which floats next to them, and uses it akin to a boomerang for the post summoned, where it will spin at it approaches the enemy. This spell goes through non magical objects, so environment that was not created by a spell. Each hit does 20% of a B-Rank hit and can only strike to a total damage of 160% of a B-Rank hit. Please, provide a range and speed for the sword.
    Strengths: + A spell that can make it harder for close combat mages.
    + Prevent people from hiding from her as it goes through non magical things.

    Weaknesses: – The sword can be destroyed by 1 hit of B-Rank damage.
    - The sword can harm allies if they get in the way.
    - Has a short duration so it’s hard to get the maximum damage as it will only strike at the same time of the user.


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    Hikari

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    Character Sheet
    Character Name: Hikari Inoue
    Primary Magic: Blessings of Athena
    Secondary Magic:

    Re: Blessings of Athena

    Post by Hikari on 8th July 2017, 9:12 am

    The changes have been made and for that, here is a bump!


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    Leila Vergious
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    Re: Blessings of Athena

    Post by Leila Vergious on 9th July 2017, 5:02 am

    Alright, just a few more adjustments and you'll be good to go! Just like before, bump when done or PM me any questions you might have.

    Hikari wrote:Primary Magic: Blessings of Athena
    Caster or Holder: Caster
    Description: Athena is the goddess of wisdom and every now and then, the goddess chooses someone to house the many blessings that she gave to Earthland.  The host of these blessings can summon or even equip these vessels in order to do combat, strategize or even defend against foes in battles. Athena is knowledgeable about all aspects of battle and as such, made each of her blessings suited for those aspects. The goddess prefers when the host uses these vessels to fight for a just cause and will deem more blessings based upon how strong a wizard is and what situation they are currently in.

    The purpose of this magic is to make the user diverse in as many areas of combat as possible. This includes hand to hand combat, armed combat and long ranged battles. This makes the user unpredictable as to how they can fight. The user is also able to block powerful attacks with the blessings that they have been given. The problem with this magic lies at how far a user’s potential is spread. Only those who are complete masters of combat can wield this magic at it’s fullest potential. The vessels are not purely a physical object however, this makes it so that the wielder appears normal to the enemy but in fact, has a hidden advantage based on the hidden vessel that is being used. Most magic has flashy appearances when using a weapon but this magic is all about being subtle in order to surprise the enemy.


    Strengths:
    + Very diverse range of spells to be able in proficient in many areas of combat.

    + Spells are subtle, hard to see if the battle is chaotic.

    + The user can fight at various distances effectively, being long-range, close-combat or a medium distance.

    + Spells cannot be eaten by Light Dragon Slayers or Demon Slayers as the magic is a holy light and not pure light magic.


    Weaknesses:
    – Magic switches between ranged and melee, making it difficult to find a comfortable fighting range during a battle.

    - The user of this magic takes extra damage from god slayers, as the user was blessed by a goddess.

    - The user takes increased by undead/unholy enemies as they are imbued with the goddess’s power so they have to deal with her weaknesses as well.

    - The pure magic energy can be eaten by Ascendant Demon Slayers as the magic’s element is mainly holy light based.

    - A majority of spells suffer from a long cooldown, hindering them if the spells miss or the effects are wasted.

    Lineage:
    Commander Aura:

    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Abilities:

    Commander's Presence increases the morale and fighting spirit of their allies.  Making them all immune to Fear and very bold,  capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don't experience fatigue while near the user.

    The Strategist boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however, so invading a castle owned by another player will be just as difficult as though this ability were not in place.


    Usage: Commander’s Presence has a 5 post duration with a 6 post cooldown and The Strategist is a passive ability.
    Unique Abilities:
    CaduceusAthena is always present during the battle and will always try to make sure that the user will be ahead in battle. There is a lingering aura around the caster that provides debuffs the longer that enemies stay in range. The debuffs only apply to those that the caster considers enemies. If the enemy stays in range for one post, then they experience a debuff of -15% to damage and defense. This effects stacks up to 2 times if the enemy stays in range for 2 posts. The potency of this debuff increases by 5%, up to -30% at H-Rank. The maximum range of this ability will be the maximum range of the user's rank. The range and speed rules were changed recently. If you're not going to provide a number, please specify that the range is AoE.

    Ossinato When the user damages an enemy, the enemy becomes marked with the Herititor’s Brand. This brand will float close to the enemy’s skin and will look appear glowing gold around their bodies. The Brand can be destroyed by attacks from other magic sources, as well as buffs and barriers. How much is required to destroy them? The Brand can also be detonated for user ranked damage or more, when hit by an attack from the user. It will deal user ranked damage if it remained for one post, increasing by 25% each post the brand remains, for a maximum of 150% user ranked damage. Brands can only be applied once per post. Each brand can only last two posts before disappearing on the third. As I requested before, the ability to detonate these to deal damage will unfortunately have to go.

    AegisThe user permanently has a shield around their body. The Holy Shield Aegis absorbs the damage that is headed in the direction of the caster. Once taking one hit of user ranked damage, it emits a burst that blows away the enemy and a small shockwave, doing half the damage that it took to dissipate the shield. The knockback range is the user's rank maximum range, cut in half. (7.5m at D, 15m at C, 25m at B, etc) The shield repairs itself after 2 posts and after must be destroyed again.

    AvalonThe user’s body has been so affiliated with holy magic that the reserves of Athena’s treasury naturally flow to the user. This provides a passive 2% MP gain. The user can also form a set of wings made of the overflowing holy MP. The user can go over 100% MP and this will cap at 160%, the cap raising by 10% at each rank, capping at H-Rank’s 200% MP. However, due to a human body not being able to sustain too much MP, there are drawbacks with each 25% more MP the user has than the cap, with the effects overlapping:
    25%= speed is reduced by 10% Increase this drawback to at least 25% please
    50%= defense is reduced by 10% Same as above
    75%= the user's maximum HP gets reduced by 25%
    100%= the user cannot use spells of their rank.

    As I asked before, having 3 different effects for one ability is little too much.
    Please, remove one of the effects.


    GungnirThe user has complete mastery over any weapon they come across due to them having access to the wisdom of Athena as well as her treasury. With this knowledge, they know how to create this weapons with ease and can create them out of the holy magic energy that they wield. These weapons deal Strong (+) weapon damage. The summoned weapons can only be used to deal damage and will fade if being used to block a hit, while the shields summoned can only block one user ranked hit. The user can swap between a maximum of three different weapon types per post and each different summon will cost 5% MP.



    Spells

    Signatures:

    Gleipnir:
    Name: Gleipnir
    Rank: Signature
    Type: Holy, Offensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user summons a ball of holy magic and when the user uses any attack, the ball unravels a thread to hit the target of the attack. It can only deal a maximum of 100% of user ranked damage and per strike, it deals 5%. The thread will fade after the maximum damage is dealt.
    Strengths: + A subtle spell that will increase the user’s damage output by a lot.
    + Does not take long to set up.

    Weaknesses: – It can only attack after the user attacks as well.
    - If reacted to quickly, the thread can be destroyed.
    - Only affects the caster's attacks.
    Talaria:
    Name: Talaria
    Rank: Signature (D)
    Type: Holy, Defensive, Movement
    Duration: Instant
    Cooldown: 2 posts
    Description: The user can teleport themselves to a different location on the battlefield. They simply teleport to the Treasury and Athena will teleport them to the place that they had in mind instantaneously. The user emits a burst of light, which is just a quick glimpse of what the Treasury of Athena truly looks like. The maximum distance for the teleport is 15m from where the user had originally teleported from.
    Strengths: + Mobility can be used in multiple situations, save user in a tough spot or simply for movement
    + The flash of light can disorient enemies who see it.

    Weaknesses: – Is not a subtle spell whatsoever.
    - Flash can blind allies as well
    - Cannot use attacks until after the teleportation finishes.
    D-Rank:

    Agimat:
    Name: Agimat
    Rank: D
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user puts their hand out and sends a ball of holy magic at the enemy. The spell does D-Rank damage and can only hit one target. The ball travels for a maximum of 60m in a straight line and travels at about 45m per second.
    Strengths: + A simple damage spell that can be used in a pinch
    + Not hindered by a long cooldown like other spells.

    Weaknesses: – Can be dodged with quick enough speed.
    - Only can travel in a straight line
    - Only hits one target.
    Veil:
    Name: Veil
    Rank: D
    Type: Holy, Defensive
    Duration: 3 posts
    Cooldown: 5 posts
    Description: The user summons a veil that surrounds them. The veil can cover only two people at a time and will be broken easier if split amongst two others. The veil can relocate the protected from two D-ranked damage hits. The veil will redirect the attack in another direction, making it very complicated for melee attackers.
    Strengths: + Severly counters melee attacks as it will redirect them farther from the protected.
    + Hard to see other than the occasional glimmer as the veil makes things behind it seem translucent.

    Weaknesses: – Can only take two hits if spread amongst two people.
    - The redirected hits can hit allies if the veil puts it in a different direction.
    - Harder to move around safely, due to the veil travelling slower than the protected.
    Secace:
    Name: Secace
    Rank: D
    Type: Holy, Offensive, Multi-Hit
    Duration: Instant
    Cooldown: 3 posts
    Description: Athena forms a magic circle in front of the caster and when they point in a direction, the circle summons birds that are seemingly made of pure holy light. The birds are continuously summoned and swarm around the target. The birds deal 2% of D-Rank damage and after a couple of seconds, the birds explode dealing 1% of D-Rank damage. A maximum of 25 birds can be summoned. These birds were created as messengers of the treasury and are fragile due to the only intention for them to carry across invitations. As a result of this, the birds are fragile and will immediately dissipate into light, to transport themselves back to the Treasury should they be hit. The birds travel 33.75m per second and will only travel within a radius of 45m around the caster.
    Strengths: + Flock of birds makes it hard to see and is very disruptive to one’s hearing.
    + Deal very good damage to larger enemies

    Weaknesses: – Hard to deal full damage to smaller enemies due to how many birds are summoned.
    - Will legitimately be destroyed with one hit so a good AoE will immediately destroy the spell.
    - Can be destroyed by ally’s spells and can hinder their vision of enemies.
    Grail:
    Name: Grail
    Rank: D
    Type: Holy, Supportive, Defensive, Buff
    Duration: 1 post of set up + 3 post duration
    Cooldown: 5 posts (cooldown starts when the barrier activates)
    Description: The user summons a chalice above themselves and one other individual and after a short delay, the chalice tips and a red liquid pours down over the area. The liquid pours around the targets and surrounds them, similar to a ball.  After a slight shimmer, the liquid barrier runs clear and from there, it acts as a shield. This barrier can block three D-Ranked hits before it is broken. The barrier is applied to allies within a 30m radius of initial cast of the spell. 
    Strengths: + Very powerful shield that can be used when expecting an attack.
    + Barrier runs clear after being set up so enemies might think that nothing happened after the spell.

    Weaknesses: – Cannot be hit during the casting or the spell will not be cast.
    - The final attack that destroys the shield can still make it through the remaining strength of the barrier if it breaks through.
    - Has to be able to predict a fight and be used pre-emptively in order for the spell to be used to it’s fullest.
    Obelisk:
    Name: Obelisk
    Rank: D
    Type: Holy, Supportive, AoE, Debuff, Buff
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places their palm facing the ground and a golden magical circle forms on the ground. When the user raises their hand, a giant pillar forms. Any targets above it are not harmed as the pillar is simply made of pure holy magic. After a delay, the pillar sends out a pulse and intensifies all buffs/debuffs in a 15m radius by 15%. This will only completely effect the caster and those equal rank to this spell.
    Strengths: + Can provide unique strategies by intensifying buffs or debuffs
    + Has shock value when this giant pillar appears out of no where.

    Weaknesses: – Cannot be used to attack in any way.
    - Despite not being physically present, any magical spell of equal or greater rank can destroy it, getting rid of the effect.
    - Doesn’t effect allies or enemies above D-Rank
    C-Rank:

    Petasos:
    Name: Petasos
    Rank: C
    Type: Holy, Mobility
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places a mark on their back and when they feel it's necessary to activate, a pair of wings sprout in order to allow the user to fly for a certain amount of posts. The user can travel at a maximum of 90m per second.
    Strengths: + Can provide a surprising twist as the user has a new way to fight.
    + Can provide an unexpected turn when the enemy is fighting and the user is now in the air.

    Weaknesses: – The wings can be destroyed by being hit with a spell of equal or higher rank.
    - Doesn't combine well with spells that require contact with the ground.
    - Purely for flight as the wings don't do damage..
    Astra:
    Name: Astra
    Rank: C
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons five orbs of holy light surrounding them and when they command it, each orb goes forward and explodes on contact with an enemy. The initial hit of the orb does 15% of a C-Rank hit and the explosion does 20% of a C-Rank hit. The orbs can only hit one target and the subsequent explosions only hit the enemy that was hit with the orb. The orbs travel in a straight 120m line at a speed of 90m/s.
    Strengths: + Very good damage dealing spell.
    + Explosions are distracting to other enemies in the area.

    Weaknesses: – Only travel in a straight line
    - Easy to side step due to the orbs travelling in set lines.
    - The direction the orbs travel in is telegraphed by the user when they command the orbs in a specific direction.
    Sagitta:
    Name: Sagitta
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of preparation + 1 post of falling weapons.
    Cooldown: 5 posts
    Description: The user holds out their palm towards the sky and within it, a golden orb forms. After charging the spell for a post, the user sends the orb up into the heavens and after a brief delay, the sky begins to shimmer gold as holy weapons fall in a 30m radius from where the orb ascended. Each weapon deals 5% of C-Rank damage for each hit and the weapons continuously fall for 1 post. The weapon cannot hurt those the user deems as allies. Enemies caught in the shower can only be dealt a maximum of 75% C-Ranked damage to them before the falling weapons will not affect them.
    Strengths: + A very powerful spell that will a large amount of damage to a larger enemy.
    + Can turn the tide of battle if used in a contained battle.

    Weaknesses: – Cannot be used in a place that has a ceiling/completely blocks out the sky.
    - During the set up, the user can still be attacked.
    - Can escape the 30m radius and avoid the fall of weaponry.
    Brynhildr:
    Name: Brynhildr
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of set up + 1 post
    Cooldown: 6 posts
    Description: The user places their hand on the ground and calls forth Athena’s blessings from the earth in order to sprout holy roots that grasp the target and snare them in place for 1 posts. Please specify that only those of equal or lower rank will be completely stopped, those one rank higher will be slowed down and those who are two or more ranks above this spell only receive the damage. The binding roots deal 30% of C-Rank damage and an extra 5% every time the user struggles. The struggle can only deal a maximum of 20% of C-Ranked damage. The roots only extend the center of a 30m radius from where the caster originally casts the spell.
    Strengths: + Can be used in advance when the user predicts how the enemy is going to move and fight.
    + Can provide an unexpected outcome when the enemy becomes snared from getting too close to the spell.

    Weaknesses: – The post where the trap is set up, the spell is inactive due to it still having to gather the holy magic in the ground.
    - Has a set distance the spell can effect.
    - Can be simply avoided as the place where the spell was cast has a distinct golden glow if one looks out for it.
    B-Rank:

    Yggdrasil:
    Name: Yggdrasil
    Rank: B
    Type: Holy, Defensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: While forming a fist with their hand, the user throws it akin to a javelin into the earth. After a short delay, a tree forms and creates a shield around all those the caster considers allies in a 50m radius. The barrier will block 3 hits of B-Rank damage. The tree can be destroyed with 3 B-Ranked hits and when the tree is destroyed, so are the barriers that came with it.
    Strengths: + Replenishing barriers in a fight is always appreciated I believe this strength no longer applies
    + The tree covers a very large area.

    Weaknesses: – If the tree disappears or is destroyed, so do the barriers that are left.
    - Enemies will find it easy to destroy the tree.
    - Not very good against mages with a lot of AoE spells due to them being able to hit both the tree and the barriers they provide.
    Uaithne:
    Name: Uaithne
    Rank: B
    Type: Holy, Supportive, Buff
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user calls upon a harp from the Treasury and plays it for a post. While playing, the user provides a 20% strength and defense buff when they are playing. After the one post of playing, the spirits of nature bless them due to the nature of the harp, allowing their attacks to do 1.5x damage to barriers for the remaining 5 posts. The 20% buff disappears after the 1.5x damage is applied.
    Strengths: + Makes it dangerous for enemies who rely on shields/barriers.
    + The 20% buff can provide a quick turn around as well as the 1.5x damage boost.

    Weaknesses: – The user cannot move while playing the harp.
    - The damage boost can be useless if the enemy doesn’t use barriers at all.
    - Requires a post of set up.
    Tyrfing:
    Name: Tyrfing
    Rank: B
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons a sword, which floats next to them, and uses it akin to a boomerang for the post summoned, where it will spin at it approaches the enemy. This spell goes through non magical objects, so environment that was not created by a spell. Each hit does 20% of a B-Rank hit and can only strike to a total damage of 160% of a B-Rank hit. The sword will only attack if the enemy is struck within 200m of the target and will travel at a speed of 125m per second.
    Strengths: + A spell that can make it harder for close combat mages.
    + Prevent people from hiding from her as it goes through non magical things.

    Weaknesses: – The sword can be destroyed by 1 hit of B-Rank damage.
    - The sword can harm allies if they get in the way.
    - Has a short duration so it’s hard to get the maximum damage as it will only strike at the same time of the user.
    [/font]


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    Hikari

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    Character Sheet
    Character Name: Hikari Inoue
    Primary Magic: Blessings of Athena
    Secondary Magic:

    Re: Blessings of Athena

    Post by Hikari on 9th July 2017, 8:25 am

    Edited again \o/


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    Leila Vergious
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    Re: Blessings of Athena

    Post by Leila Vergious on 9th July 2017, 1:11 pm

    After a discussion with an admin, I'm afraid I'll have to ask you to decrease the extra MP gained from Avalon UA to +50% and only if a proper drawback is provided (such as having another stat decreased by 50% or two stats both decreased by 25% minimum).
    Alternatively, you could make the MP increase only +25% to have a smaller drawback or +10% to have no drawback at all. Bump or PM me once finished and I apologize for the inconvenience.


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    Re: Blessings of Athena

    Post by Leila Vergious on 10th July 2017, 1:51 am

    ~Approved~


    Spoiler:

    Hikari wrote:Primary Magic: Blessings of Athena
    Caster or Holder: Caster
    Description: Athena is the goddess of wisdom and every now and then, the goddess chooses someone to house the many blessings that she gave to Earthland.  The host of these blessings can summon or even equip these vessels in order to do combat, strategize or even defend against foes in battles. Athena is knowledgeable about all aspects of battle and as such, made each of her blessings suited for those aspects. The goddess prefers when the host uses these vessels to fight for a just cause and will deem more blessings based upon how strong a wizard is and what situation they are currently in.

    The purpose of this magic is to make the user diverse in as many areas of combat as possible. This includes hand to hand combat, armed combat and long ranged battles. This makes the user unpredictable as to how they can fight. The user is also able to block powerful attacks with the blessings that they have been given. The problem with this magic lies at how far a user’s potential is spread. Only those who are complete masters of combat can wield this magic at it’s fullest potential. The vessels are not purely a physical object however, this makes it so that the wielder appears normal to the enemy but in fact, has a hidden advantage based on the hidden vessel that is being used. Most magic has flashy appearances when using a weapon but this magic is all about being subtle in order to surprise the enemy.


    Strengths:
    + Very diverse range of spells to be able in proficient in many areas of combat.

    + Spells are subtle, hard to see if the battle is chaotic.

    + The user can fight at various distances effectively, being long-range, close-combat or a medium distance.

    + Spells cannot be eaten by Light Dragon Slayers or Demon Slayers as the magic is a holy light and not pure light magic.


    Weaknesses:
    – Magic switches between ranged and melee, making it difficult to find a comfortable fighting range during a battle.

    - The user of this magic takes extra damage from god slayers, as the user was blessed by a goddess.

    - The user takes increased by undead/unholy enemies as they are imbued with the goddess’s power so they have to deal with her weaknesses as well.

    - The pure magic energy can be eaten by Ascendant Demon Slayers as the magic’s element is mainly holy light based.

    - A majority of spells suffer from a long cooldown, hindering them if the spells miss or the effects are wasted.

    Lineage:
    Commander Aura:

    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Abilities:

    Commander's Presence increases the morale and fighting spirit of their allies.  Making them all immune to Fear and very bold,  capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don't experience fatigue while near the user.

    The Strategist boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however, so invading a castle owned by another player will be just as difficult as though this ability were not in place.


    Usage: Commander’s Presence has a 5 post duration with a 6 post cooldown and The Strategist is a passive ability.
    Unique Abilities:
    CaduceusAthena is always present during the battle and will always try to make sure that the user will be ahead in battle. There is a lingering aura around the caster that provides debuffs the longer that enemies stay in range. The debuffs only apply to those that the caster considers enemies. If the enemy stays in range for one post, then they experience a debuff of -15% to damage and defense. This effects stacks up to 2 times if the enemy stays in range for 2 posts. The potency of this debuff increases by 5%, up to -30% at H-Rank. The maximum range of this ability will be the maximum range of an AoE spell of the user's rank.

    Ossinato When the user damages an enemy, the enemy becomes marked with the Herititor’s Brand. This brand will float close to the enemy’s skin and will look appear glowing gold around their bodies. The Brand can be destroyed by barriers or one user ranked magic hit. The Brand will be destroyed upon summoning a barrier and will disappear, consuming one user ranked hit of damage. (Barrier is able to block 3 B-Ranked hits but after the Brand disappears, it can now only block two.). The Brand lowers the afflicted party's spell damage and defense by 20%. There can only be two Brands per target at a maximum with the effects becoming weaker on enemies that are above the user's rank. (Effects are halved one rank above, and don't do anything at all at two ranks above). Brands can only be applied once per post. Each brand can only last two posts before disappearing on the third.

    AegisThe user permanently has a shield around their body. The Holy Shield Aegis absorbs the damage that is headed in the direction of the caster. Once taking one hit of user ranked damage, it emits a burst that blows away the enemy and a small shockwave, doing half the damage that it took to dissipate the shield. The knockback range is the user's rank maximum range, cut in half. (7.5m at D, 15m at C, 25m at B, etc) The shield repairs itself after 2 posts and after must be destroyed again.

    AvalonThe user’s body has been so affiliated with holy magic that the reserves of Athena’s treasury naturally flow to the user. This provides a passive 2% MP gain. The user will have 110% MP instead of 100% because of their overflowing mana due to Athena's reserves.

    GungnirThe user has complete mastery over any weapon they come across due to them having access to the wisdom of Athena as well as her treasury. With this knowledge, they know how to create this weapons with ease and can create them out of the holy magic energy that they wield. These weapons deal Strong (+) weapon damage. The summoned weapons can only be used to deal damage and will fade if being used to block a hit, while the shields summoned can only block one user ranked hit. The user can swap between a maximum of three different weapon types per post and each different summon will cost 5% MP.



    Spells

    Signatures:

    Gleipnir:
    Name: Gleipnir
    Rank: Signature
    Type: Holy, Offensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user summons a ball of holy magic and when the user uses any attack, the ball unravels a thread to hit the target of the attack. It can only deal a maximum of 100% of user ranked damage and per strike, it deals 5%. The thread will fade after the maximum damage is dealt.
    Strengths: + A subtle spell that will increase the user’s damage output by a lot.
    + Does not take long to set up.

    Weaknesses: – It can only attack after the user attacks as well.
    - If reacted to quickly, the thread can be destroyed.
    - Only affects the caster's attacks.
    Talaria:
    Name: Talaria
    Rank: Signature (D)
    Type: Holy, Defensive, Movement
    Duration: Instant
    Cooldown: 2 posts
    Description: The user can teleport themselves to a different location on the battlefield. They simply teleport to the Treasury and Athena will teleport them to the place that they had in mind instantaneously. The user emits a burst of light, which is just a quick glimpse of what the Treasury of Athena truly looks like. The maximum distance for the teleport is 15m from where the user had originally teleported from.
    Strengths: + Mobility can be used in multiple situations, save user in a tough spot or simply for movement
    + The flash of light can disorient enemies who see it.

    Weaknesses: – Is not a subtle spell whatsoever.
    - Flash can blind allies as well
    - Cannot use attacks until after the teleportation finishes.
    D-Rank:

    Agimat:
    Name: Agimat
    Rank: D
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user puts their hand out and sends a ball of holy magic at the enemy. The spell does D-Rank damage and can only hit one target. The ball travels for a maximum of 60m in a straight line and travels at about 45m per second.
    Strengths: + A simple damage spell that can be used in a pinch
    + Not hindered by a long cooldown like other spells.

    Weaknesses: – Can be dodged with quick enough speed.
    - Only can travel in a straight line
    - Only hits one target.
    Veil:
    Name: Veil
    Rank: D
    Type: Holy, Defensive
    Duration: 3 posts
    Cooldown: 5 posts
    Description: The user summons a veil that surrounds them. The veil can cover only two people at a time and will be broken easier if split amongst two others. The veil can relocate the protected from two D-ranked damage hits. The veil will redirect the attack in another direction, making it very complicated for melee attackers.
    Strengths: + Severly counters melee attacks as it will redirect them farther from the protected.
    + Hard to see other than the occasional glimmer as the veil makes things behind it seem translucent.

    Weaknesses: – Can only take two hits if spread amongst two people.
    - The redirected hits can hit allies if the veil puts it in a different direction.
    - Harder to move around safely, due to the veil travelling slower than the protected.
    Secace:
    Name: Secace
    Rank: D
    Type: Holy, Offensive, Multi-Hit
    Duration: Instant
    Cooldown: 3 posts
    Description: Athena forms a magic circle in front of the caster and when they point in a direction, the circle summons birds that are seemingly made of pure holy light. The birds are continuously summoned and swarm around the target. The birds deal 2% of D-Rank damage and after a couple of seconds, the birds explode dealing 1% of D-Rank damage. A maximum of 25 birds can be summoned. These birds were created as messengers of the treasury and are fragile due to the only intention for them to carry across invitations. As a result of this, the birds are fragile and will immediately dissipate into light, to transport themselves back to the Treasury should they be hit. The birds travel 33.75m per second and will only travel within a radius of 45m around the caster.
    Strengths: + Flock of birds makes it hard to see and is very disruptive to one’s hearing.
    + Deal very good damage to larger enemies

    Weaknesses: – Hard to deal full damage to smaller enemies due to how many birds are summoned.
    - Will legitimately be destroyed with one hit so a good AoE will immediately destroy the spell.
    - Can be destroyed by ally’s spells and can hinder their vision of enemies.
    Grail:
    Name: Grail
    Rank: D
    Type: Holy, Supportive, Defensive, Buff
    Duration: 1 post of set up + 3 post duration
    Cooldown: 5 posts (cooldown starts when the barrier activates)
    Description: The user summons a chalice above themselves and one other individual and after a short delay, the chalice tips and a red liquid pours down over the area. The liquid pours around the targets and surrounds them, similar to a ball.  After a slight shimmer, the liquid barrier runs clear and from there, it acts as a shield. This barrier can block three D-Ranked hits before it is broken. The barrier is applied to allies within a 30m radius of initial cast of the spell. 
    Strengths: + Very powerful shield that can be used when expecting an attack.
    + Barrier runs clear after being set up so enemies might think that nothing happened after the spell.

    Weaknesses: – Cannot be hit during the casting or the spell will not be cast.
    - The final attack that destroys the shield can still make it through the remaining strength of the barrier if it breaks through.
    - Has to be able to predict a fight and be used pre-emptively in order for the spell to be used to it’s fullest.
    Obelisk:
    Name: Obelisk
    Rank: D
    Type: Holy, Supportive, AoE, Debuff, Buff
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places their palm facing the ground and a golden magical circle forms on the ground. When the user raises their hand, a giant pillar forms. Any targets above it are not harmed as the pillar is simply made of pure holy magic. After a delay, the pillar sends out a pulse and intensifies all buffs/debuffs in a 15m radius by 15%. This will only completely effect the caster and those equal rank to this spell.
    Strengths: + Can provide unique strategies by intensifying buffs or debuffs
    + Has shock value when this giant pillar appears out of no where.

    Weaknesses: – Cannot be used to attack in any way.
    - Despite not being physically present, any magical spell of equal or greater rank can destroy it, getting rid of the effect.
    - Doesn’t effect allies or enemies above D-Rank
    C-Rank:

    Petasos:
    Name: Petasos
    Rank: C
    Type: Holy, Mobility
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places a mark on their back and when they feel it's necessary to activate, a pair of wings sprout in order to allow the user to fly for a certain amount of posts. The user can travel at a maximum of 90m per second.
    Strengths: + Can provide a surprising twist as the user has a new way to fight.
    + Can provide an unexpected turn when the enemy is fighting and the user is now in the air./font]
    Weaknesses: – The wings can be destroyed by being hit with a spell of equal or higher rank.
    - Doesn't combine well with spells that require contact with the ground.
    - Purely for flight as the wings don't do damage..
    Astra:
    Name: Astra
    Rank: C
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons five orbs of holy light surrounding them and when they command it, each orb goes forward and explodes on contact with an enemy. The initial hit of the orb does 15% of a C-Rank hit and the explosion does 20% of a C-Rank hit. The orbs can only hit one target and the subsequent explosions only hit the enemy that was hit with the orb. The orbs travel in a straight 120m line at a speed of 90m/s.
    Strengths: + Very good damage dealing spell.
    + Explosions are distracting to other enemies in the area.

    Weaknesses: – Only travel in a straight line
    - Easy to side step due to the orbs travelling in set lines.
    - The direction the orbs travel in is telegraphed by the user when they command the orbs in a specific direction.
    Sagitta:
    Name: Sagitta
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of preparation + 1 post of falling weapons.
    Cooldown: 5 posts
    Description: The user holds out their palm towards the sky and within it, a golden orb forms. After charging the spell for a post, the user sends the orb up into the heavens and after a brief delay, the sky begins to shimmer gold as holy weapons fall in a 30m radius from where the orb ascended. Each weapon deals 5% of C-Rank damage for each hit and the weapons continuously fall for 1 post. The weapon cannot hurt those the user deems as allies. Enemies caught in the shower can only be dealt a maximum of 75% C-Ranked damage to them before the falling weapons will not affect them.
    Strengths: + A very powerful spell that will a large amount of damage to a larger enemy.
    + Can turn the tide of battle if used in a contained battle.

    Weaknesses: – Cannot be used in a place that has a ceiling/completely blocks out the sky.
    - During the set up, the user can still be attacked.
    - Can escape the 30m radius and avoid the fall of weaponry.
    Brynhildr:
    Name: Brynhildr
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of set up + 1 post
    Cooldown: 6 posts
    Description: The user places their hand on the ground and calls forth Athena’s blessings from the earth in order to sprout holy roots that grasp the target and snare them in place for 1 posts. Only those of equal or lower ranked will be snared. If the target is one rank above, they will only be slowed by 30% and if they are two ranks above, they will only receive the damage. The binding roots deal 30% of C-Rank damage and an extra 5% every time the user struggles. The struggle can only deal a maximum of 20% of C-Ranked damage. The roots only extend the center of a 30m radius from where the caster originally casts the spell.
    Strengths: + Can be used in advance when the user predicts how the enemy is going to move and fight.
    + Can provide an unexpected outcome when the enemy becomes snared from getting too close to the spell.

    Weaknesses: – The post where the trap is set up, the spell is inactive due to it still having to gather the holy magic in the ground.
    - Has a set distance the spell can effect.
    - Can be simply avoided as the place where the spell was cast has a distinct golden glow if one looks out for it.
    B-Rank:

    Yggdrasil:
    Name: Yggdrasil
    Rank: B
    Type: Holy, Defensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: While forming a fist with their hand, the user throws it akin to a javelin into the earth. After a short delay, a tree forms and creates a shield around all those the caster considers allies in a 50m radius. The barrier will block 3 hits of B-Rank damage. The tree can be destroyed with 3 B-Ranked hits and when the tree is destroyed, so are the barriers that came with it.
    Strengths: + Can provide a distraction due to the giant tree appearing out of no where.
    + The tree covers a very large area.

    Weaknesses: – If the tree disappears or is destroyed, so do the barriers that are left.
    - Enemies will find it easy to destroy the tree.
    - Not very good against mages with a lot of AoE spells due to them being able to hit both the tree and the barriers they provide.
    Uaithne:
    Name: Uaithne
    Rank: B
    Type: Holy, Supportive, Buff
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user calls upon a harp from the Treasury and plays it for a post. While playing, the user provides a 20% strength and defense buff when they are playing. After the one post of playing, the spirits of nature bless them due to the nature of the harp, allowing their attacks to do 1.5x damage to barriers for the remaining 5 posts. The 20% buff disappears after the 1.5x damage is applied.
    Strengths: + Makes it dangerous for enemies who rely on shields/barriers.
    + The 20% buff can provide a quick turn around as well as the 1.5x damage boost.

    Weaknesses: – The user cannot move while playing the harp.
    - The damage boost can be useless if the enemy doesn’t use barriers at all.
    - Requires a post of set up.
    Tyrfing:
    Name: Tyrfing
    Rank: B
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons a sword, which floats next to them, and uses it akin to a boomerang for the post summoned, where it will spin at it approaches the enemy. This spell goes through non magical objects, so environment that was not created by a spell. Each hit does 20% of a B-Rank hit and can only strike to a total damage of 160% of a B-Rank hit. The sword will only attack if the enemy is struck within 200m of the target and will travel at a speed of 125m per second.
    Strengths: + A spell that can make it harder for close combat mages.
    + Prevent people from hiding from her as it goes through non magical things.

    Weaknesses: – The sword can be destroyed by 1 hit of B-Rank damage.
    - The sword can harm allies if they get in the way.
    - Has a short duration so it’s hard to get the maximum damage as it will only strike at the same time of the user.


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    kittykool75

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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: Contrôleur des Ténèbres
    Secondary Magic: N/A

    Re: Blessings of Athena

    Post by kittykool75 on 5th September 2017, 4:31 pm

    Spoiler:
    Hikari wrote:Primary Magic: Blessings of Athena
    Caster or Holder: Caster
    Description: Athena is the goddess of wisdom and every now and then, the goddess chooses someone to house the many blessings that she gave to Earthland.  The host of these blessings can summon or even equip these vessels in order to do combat, strategize or even defend against foes in battles. Athena is knowledgeable about all aspects of battle and as such, made each of her blessings suited for those aspects. The goddess prefers when the host uses these vessels to fight for a just cause and will deem more blessings based upon how strong a wizard is and what situation they are currently in.

    The purpose of this magic is to make the user diverse in as many areas of combat as possible. This includes hand to hand combat, armed combat and long ranged battles. This makes the user unpredictable as to how they can fight. The user is also able to block powerful attacks with the blessings that they have been given. The problem with this magic lies at how far a user’s potential is spread. Only those who are complete masters of combat can wield this magic at it’s fullest potential. The vessels are not purely a physical object however, this makes it so that the wielder appears normal to the enemy but in fact, has a hidden advantage based on the hidden vessel that is being used. Most magic has flashy appearances when using a weapon but this magic is all about being subtle in order to surprise the enemy.


    Strengths:
    + Very diverse range of spells to be able in proficient in many areas of combat.

    + Spells are subtle, hard to see if the battle is chaotic.

    + The user can fight at various distances effectively, being long-range, close-combat or a medium distance.

    + Spells cannot be eaten by Light Dragon Slayers or Demon Slayers as the magic is a holy light and not pure light magic.


    Weaknesses:
    – Magic switches between ranged and melee, making it difficult to find a comfortable fighting range during a battle.

    - The user of this magic takes extra damage from god slayers, as the user was blessed by a goddess.

    - The user takes increased by undead/unholy enemies as they are imbued with the goddess’s power so they have to deal with her weaknesses as well.

    - The pure magic energy can be eaten by Ascendant Demon Slayers as the magic’s element is mainly holy light based.

    - A majority of spells suffer from a long cooldown, hindering them if the spells miss or the effects are wasted.

    Lineage:
    Commander Aura:

    Description: There was once a great general who served for the king of Fiore. He was a great tactician and his mere presence boosted the morale of his men. With him in the front lines, Fiore had won many battles against invading nearby countries. Eventually peace was achieved so his services were no longer needed. So the general settled down and got married. Some of his progenies became very good commanders, but that is entirely a different story.

    Abilities:

    Commander's Presence increases the morale and fighting spirit of their allies.  Making them all immune to Fear and very bold,  capable of charging into certain death without fear with only the faint hope of survival. In return, they all gain 5% HP Regen and don't experience fatigue while near the user.

    The Strategist boosts the user's ability to make sound and well devised tactics.   Their plans are favored by fortune and fate with higher likelihood of working smoothly.  A guard might be asleep at their post of the castle they're sneaking into or so on. It has little effect towards other players however, so invading a castle owned by another player will be just as difficult as though this ability were not in place.


    Usage: Commander’s Presence has a 5 post duration with a 6 post cooldown and The Strategist is a passive ability.
    Unique Abilities:
    CaduceusAthena is always present during the battle and will always try to make sure that the user will be ahead in battle. There is a lingering aura around the caster that provides debuffs the longer that enemies stay in range. The debuffs only apply to those that the caster considers enemies. If the enemy stays in range for one post, then they experience a debuff of -15% to damage and defense. This effects stacks up to 2 times if the enemy stays in range for 2 posts. The potency of this debuff increases by 5%, up to -30% at H-Rank. The maximum range of this ability will be the maximum range of an AoE spell of the user's rank.

    Ossinato When the user damages an enemy, the enemy becomes marked with the Herititor’s Brand. This brand will float close to the enemy’s skin and will look appear glowing gold around their bodies. The Brand can be destroyed by barriers or one user ranked magic hit. The Brand will be destroyed upon summoning a barrier and will disappear, consuming one user ranked hit of damage. (Barrier is able to block 3 B-Ranked hits but after the Brand disappears, it can now only block two.). The Brand lowers the afflicted party's spell damage and defense by 20%. There can only be two Brands per target at a maximum with the effects becoming weaker on enemies that are above the user's rank. (Effects are halved one rank above, and don't do anything at all at two ranks above). Brands can only be applied once per post. Each brand can only last two posts before disappearing on the third.

    AegisThe user permanently has a shield around their body. The Holy Shield Aegis absorbs the damage that is headed in the direction of the caster. Once taking one hit of user ranked damage, it emits a burst that blows away the enemy and a small shockwave, doing half the damage that it took to dissipate the shield. The knockback range is the user's rank maximum range, cut in half. (7.5m at D, 15m at C, 25m at B, etc) The shield repairs itself after 2 posts and after must be destroyed again.

    AvalonThe user’s body has been so affiliated with holy magic that the reserves of Athena’s treasury naturally flow to the user. This provides a passive 2% MP gain. The user will have 110% MP instead of 100% because of their overflowing mana due to Athena's reserves.

    GungnirThe user has complete mastery over any weapon they come across due to them having access to the wisdom of Athena as well as her treasury. With this knowledge, they know how to create this weapons with ease and can create them out of the holy magic energy that they wield. These weapons deal Strong (+) weapon damage. The summoned weapons can only be used to deal damage and will fade if being used to block a hit, while the shields summoned can only block one user ranked hit. The user can swap between a maximum of three different weapon types per post and each different summon will cost 5% MP.



    Spells

    Signatures:

    Gleipnir:
    Name: Gleipnir
    Rank: Signature
    Type: Holy, Offensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user summons a ball of holy magic and when the user uses any attack, the ball unravels a thread to hit the target of the attack. It can only deal a maximum of 100% of user ranked damage and per strike, it deals 5%. The thread will fade after the maximum damage is dealt.
    Strengths: + A subtle spell that will increase the user’s damage output by a lot.
    + Does not take long to set up.

    Weaknesses: – It can only attack after the user attacks as well.
    - If reacted to quickly, the thread can be destroyed.
    - Only affects the caster's attacks.
    Talaria:
    Name: Talaria
    Rank: Signature (D)
    Type: Holy, Defensive, Movement
    Duration: Instant
    Cooldown: 2 posts
    Description: The user can teleport themselves to a different location on the battlefield. They simply teleport to the Treasury and Athena will teleport them to the place that they had in mind instantaneously. The user emits a burst of light, which is just a quick glimpse of what the Treasury of Athena truly looks like. The maximum distance for the teleport is 15m from where the user had originally teleported from.
    Strengths: + Mobility can be used in multiple situations, save user in a tough spot or simply for movement
    + The flash of light can disorient enemies who see it.

    Weaknesses: – Is not a subtle spell whatsoever.
    - Flash can blind allies as well
    - Cannot use attacks until after the teleportation finishes.
    D-Rank:

    Agimat:
    Name: Agimat
    Rank: D
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The user puts their hand out and sends a ball of holy magic at the enemy. The spell does D-Rank damage and can only hit one target. The ball travels for a maximum of 60m in a straight line and travels at about 45m per second.
    Strengths: + A simple damage spell that can be used in a pinch
    + Not hindered by a long cooldown like other spells.

    Weaknesses: – Can be dodged with quick enough speed.
    - Only can travel in a straight line
    - Only hits one target.
    Veil:
    Name: Veil
    Rank: D
    Type: Holy, Defensive
    Duration: 3 posts
    Cooldown: 5 posts
    Description: The user summons a veil that surrounds them. The veil can cover only two people at a time and will be broken easier if split amongst two others. The veil can relocate the protected from two D-ranked damage hits. The veil will redirect the attack in another direction, making it very complicated for melee attackers.
    Strengths: + Severly counters melee attacks as it will redirect them farther from the protected.
    + Hard to see other than the occasional glimmer as the veil makes things behind it seem translucent.

    Weaknesses: – Can only take two hits if spread amongst two people.
    - The redirected hits can hit allies if the veil puts it in a different direction.
    - Harder to move around safely, due to the veil travelling slower than the protected.
    Secace:
    Name: Secace
    Rank: D
    Type: Holy, Offensive, Multi-Hit
    Duration: Instant
    Cooldown: 3 posts
    Description: Athena forms a magic circle in front of the caster and when they point in a direction, the circle summons birds that are seemingly made of pure holy light. The birds are continuously summoned and swarm around the target. The birds deal 2% of D-Rank damage and after a couple of seconds, the birds explode dealing 1% of D-Rank damage. A maximum of 25 birds can be summoned. These birds were created as messengers of the treasury and are fragile due to the only intention for them to carry across invitations. As a result of this, the birds are fragile and will immediately dissipate into light, to transport themselves back to the Treasury should they be hit. The birds travel 33.75m per second and will only travel within a radius of 45m around the caster.
    Strengths: + Flock of birds makes it hard to see and is very disruptive to one’s hearing.
    + Deal very good damage to larger enemies

    Weaknesses: – Hard to deal full damage to smaller enemies due to how many birds are summoned.
    - Will legitimately be destroyed with one hit so a good AoE will immediately destroy the spell.
    - Can be destroyed by ally’s spells and can hinder their vision of enemies.
    Grail:
    Name: Grail
    Rank: D
    Type: Holy, Supportive, Defensive, Buff
    Duration: 1 post of set up + 3 post duration
    Cooldown: 5 posts (cooldown starts when the barrier activates)
    Description: The user summons a chalice above themselves and one other individual and after a short delay, the chalice tips and a red liquid pours down over the area. The liquid pours around the targets and surrounds them, similar to a ball.  After a slight shimmer, the liquid barrier runs clear and from there, it acts as a shield. This barrier can block three D-Ranked hits before it is broken. The barrier is applied to allies within a 30m radius of initial cast of the spell. 
    Strengths: + Very powerful shield that can be used when expecting an attack.
    + Barrier runs clear after being set up so enemies might think that nothing happened after the spell.

    Weaknesses: – Cannot be hit during the casting or the spell will not be cast.
    - The final attack that destroys the shield can still make it through the remaining strength of the barrier if it breaks through.
    - Has to be able to predict a fight and be used pre-emptively in order for the spell to be used to it’s fullest.
    Obelisk:
    Name: Obelisk
    Rank: D
    Type: Holy, Supportive, AoE, Debuff, Buff
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places their palm facing the ground and a golden magical circle forms on the ground. When the user raises their hand, a giant pillar forms. Any targets above it are not harmed as the pillar is simply made of pure holy magic. After a delay, the pillar sends out a pulse and intensifies all buffs/debuffs in a 15m radius by 15%. This will only completely effect the caster and those equal rank to this spell.
    Strengths: + Can provide unique strategies by intensifying buffs or debuffs
    + Has shock value when this giant pillar appears out of no where.

    Weaknesses: – Cannot be used to attack in any way.
    - Despite not being physically present, any magical spell of equal or greater rank can destroy it, getting rid of the effect.
    - Doesn’t effect allies or enemies above D-Rank
    C-Rank:

    Petasos:
    Name: Petasos
    Rank: C
    Type: Holy, Mobility
    Duration: 3 posts
    Cooldown: 6 posts
    Description: The user places a mark on their back and when they feel it's necessary to activate, a pair of wings sprout in order to allow the user to fly for a certain amount of posts. The user can travel at a maximum of 90m per second.
    Strengths: + Can provide a surprising twist as the user has a new way to fight.
    + Can provide an unexpected turn when the enemy is fighting and the user is now in the air./font]
    Weaknesses: – The wings can be destroyed by being hit with a spell of equal or higher rank.
    - Doesn't combine well with spells that require contact with the ground.
    - Purely for flight as the wings don't do damage..
    Astra:
    Name: Astra
    Rank: C
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons five orbs of holy light surrounding them and when they command it, each orb goes forward and explodes on contact with an enemy. The initial hit of the orb does 15% of a C-Rank hit and the explosion does 20% of a C-Rank hit. The orbs can only hit one target and the subsequent explosions only hit the enemy that was hit with the orb. The orbs travel in a straight 120m line at a speed of 90m/s.
    Strengths: + Very good damage dealing spell.
    + Explosions are distracting to other enemies in the area.

    Weaknesses: – Only travel in a straight line
    - Easy to side step due to the orbs travelling in set lines.
    - The direction the orbs travel in is telegraphed by the user when they command the orbs in a specific direction.
    Sagitta:
    Name: Sagitta
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of preparation + 1 post of falling weapons.
    Cooldown: 5 posts
    Description: The user holds out their palm towards the sky and within it, a golden orb forms. After charging the spell for a post, the user sends the orb up into the heavens and after a brief delay, the sky begins to shimmer gold as holy weapons fall in a 30m radius from where the orb ascended. Each weapon deals 5% of C-Rank damage for each hit and the weapons continuously fall for 1 post. The weapon cannot hurt those the user deems as allies. Enemies caught in the shower can only be dealt a maximum of 75% C-Ranked damage to them before the falling weapons will not affect them.
    Strengths: + A very powerful spell that will a large amount of damage to a larger enemy.
    + Can turn the tide of battle if used in a contained battle.

    Weaknesses: – Cannot be used in a place that has a ceiling/completely blocks out the sky.
    - During the set up, the user can still be attacked.
    - Can escape the 30m radius and avoid the fall of weaponry.
    Brynhildr:
    Name: Brynhildr
    Rank: C
    Type: Holy, Offensive
    Duration: 1 post of set up + 1 post
    Cooldown: 6 posts
    Description: The user places their hand on the ground and calls forth Athena’s blessings from the earth in order to sprout holy roots that grasp the target and snare them in place for 1 posts. Only those of equal or lower ranked will be snared. If the target is one rank above, they will only be slowed by 30% and if they are two ranks above, they will only receive the damage. The binding roots deal 30% of C-Rank damage and an extra 5% every time the user struggles. The struggle can only deal a maximum of 20% of C-Ranked damage. The roots only extend the center of a 30m radius from where the caster originally casts the spell.
    Strengths: + Can be used in advance when the user predicts how the enemy is going to move and fight.
    + Can provide an unexpected outcome when the enemy becomes snared from getting too close to the spell.

    Weaknesses: – The post where the trap is set up, the spell is inactive due to it still having to gather the holy magic in the ground.
    - Has a set distance the spell can effect.
    - Can be simply avoided as the place where the spell was cast has a distinct golden glow if one looks out for it.
    B-Rank:

    Yggdrasil:
    Name: Yggdrasil
    Rank: B
    Type: Holy, Defensive
    Duration: 6 posts
    Cooldown: 8 posts
    Description: While forming a fist with their hand, the user throws it akin to a javelin into the earth. After a short delay, a tree forms and creates a shield around all those the caster considers allies in a 50m radius. The barrier will block 3 hits of B-Rank damage. The tree can be destroyed with 3 B-Ranked hits and when the tree is destroyed, so are the barriers that came with it.
    Strengths: + Can provide a distraction due to the giant tree appearing out of no where.
    + The tree covers a very large area.

    Weaknesses: – If the tree disappears or is destroyed, so do the barriers that are left.
    - Enemies will find it easy to destroy the tree.
    - Not very good against mages with a lot of AoE spells due to them being able to hit both the tree and the barriers they provide.
    Uaithne:
    Name: Uaithne
    Rank: B
    Type: Holy, Supportive, Buff
    Duration: 6 posts
    Cooldown: 8 posts
    Description: The user calls upon a harp from the Treasury and plays it for a post. While playing, the user provides a 20% strength and defense buff when they are playing. After the one post of playing, the spirits of nature bless them due to the nature of the harp, allowing their attacks to do 1.5x damage to barriers for the remaining 5 posts. The 20% buff disappears after the 1.5x damage is applied.
    Strengths: + Makes it dangerous for enemies who rely on shields/barriers.
    + The 20% buff can provide a quick turn around as well as the 1.5x damage boost.

    Weaknesses: – The user cannot move while playing the harp.
    - The damage boost can be useless if the enemy doesn’t use barriers at all.
    - Requires a post of set up.
    Tyrfing:
    Name: Tyrfing
    Rank: B
    Type: Holy, Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: The user summons a sword, which floats next to them, and uses it akin to a boomerang for the post summoned, where it will spin at it approaches the enemy. This spell goes through non magical objects, so environment that was not created by a spell. Each hit does 20% of a B-Rank hit and can only strike to a total damage of 160% of a B-Rank hit. The sword will only attack if the enemy is struck within 200m of the target and will travel at a speed of 125m per second.
    Strengths: + A spell that can make it harder for close combat mages.
    + Prevent people from hiding from her as it goes through non magical things.

    Weaknesses: – The sword can be destroyed by 1 hit of B-Rank damage.
    - The sword can harm allies if they get in the way.
    - Has a short duration so it’s hard to get the maximum damage as it will only strike at the same time of the user.

    Moved at user's request


    ___________________________________________________________________

    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "




    Lucius FossContrôleur des TénèbresBank


      Current date/time is 22nd November 2017, 4:51 pm