Magic
Primary Magic:
Distortion Magic
Secondary Magic:
Savagery
Caster or Holder:
Caster
Description:
Distortion Magic is best to be explained as a sort of Manipulation magic. Not Manipulation like controlling someone, but more like the ability to alter magical patterns. For instance, Harrigan Crawfords magic was known as Rapture. Which is a magic that finds it's origin points in Distortion Magic. It allowed the user to manipulate the internal magic power of a person, and made it rapture inside of them.
Distortion on the other hand, is more seen as interfering with someones magic power, instead of targeting it against them. Sure some abilities let Victor actual manipulate a spell, but for the most part you can say the magic on itself can be seen as some sort of interference. Just like when there is a storm interfering with the radio waves. So can Victor create areas that interfere with magic on itself.
Strengths:
- Powerful Magic that lets the user basically act as an interference to other magics
- Has the ability to even redirect some spells
- Can disperse materialized magic attacks
- Can be a useful support
- Highly attuned to magical sensing
Weaknesses:
- Larger area spells, aren't focussed. Meaning that it affects enemies and allies alike.
- Most of the more direct spells, are materialized focussed. Meaning that the spells that disperse other spells, only focus on a magical attack that materializes. Like fireballs for instance.
- Telekinesis for instance, can still throw and thrust larger objects at you, with out materializing a spell. Meaning that some attacks use magic and can still damage you.
- Basically useless on enemies without magical abilities.
- Hasn't many direct offensive capabilities
- Doesn't affect Curses
Lineage:
-
Primary Magic:
Distortion Magic
Secondary Magic:
Savagery
Caster or Holder:
Caster
Description:
Distortion Magic is best to be explained as a sort of Manipulation magic. Not Manipulation like controlling someone, but more like the ability to alter magical patterns. For instance, Harrigan Crawfords magic was known as Rapture. Which is a magic that finds it's origin points in Distortion Magic. It allowed the user to manipulate the internal magic power of a person, and made it rapture inside of them.
Distortion on the other hand, is more seen as interfering with someones magic power, instead of targeting it against them. Sure some abilities let Victor actual manipulate a spell, but for the most part you can say the magic on itself can be seen as some sort of interference. Just like when there is a storm interfering with the radio waves. So can Victor create areas that interfere with magic on itself.
Strengths:
- Powerful Magic that lets the user basically act as an interference to other magics
- Has the ability to even redirect some spells
- Can disperse materialized magic attacks
- Can be a useful support
- Highly attuned to magical sensing
Weaknesses:
- Larger area spells, aren't focussed. Meaning that it affects enemies and allies alike.
- Most of the more direct spells, are materialized focussed. Meaning that the spells that disperse other spells, only focus on a magical attack that materializes. Like fireballs for instance.
- Telekinesis for instance, can still throw and thrust larger objects at you, with out materializing a spell. Meaning that some attacks use magic and can still damage you.
- Basically useless on enemies without magical abilities.
- Hasn't many direct offensive capabilities
- Doesn't affect Curses
Lineage:
-
- Unique Abilities:
Sensory Array
An user rank based ability, that allows Victor to basically serve as some sort of radar. By sending out a faint invisible wave of magic, he is able to sense any magical entity equal C rank and below in the radius. It's strong enough to even make the difference between a mage or a creature or even sense if there is a magical object. He can't however sense who the actual person is, not unless he has felt their magical auras before. The radius for this utility is 1 kilometer.
High ranked mages starting from A, and who have a highly attuned sense to magical sensing, can sense the ping.
Interference
Basically creates a large exclusion zone for a lot of utility or support spells/abilities. With mostly the focus on a lot of non materialized abilities. For instance long range hearing, mind reading, sensing and so on. Everything utility that is magically enhanced. Takes 3 posts and has a cooldown of 7.
This counts only for utility like spells/properties/enhancements. Meaning that other support spells like healing, and strength and speed buffs are excluded. Range is 50 meter, meaning that everyone in that field is affected.
- Signature Spells:
Name:
Aura Barrage {Locked till B}
Rank:
Signature
Type:
Offensive
Duration:
1 post
Cooldown:
5 posts
Description:
A spell that targets the persons magical power itself. Basically a similar spell to Rapture Magic yet less evolved.
Just like Rapture, the Aura Barrage targets the magical power of a person itself. Warping and twisting it until it reaches a certain point that it send a powerful shockwave of pain all through your body. It deals rank damage equal to the target for each 50% of full mana there is left in a targets body, and can affect multiple enemies at a time. As long as they stand in a reach of 15 meters.
Strengths:
- Can hit up to 5 people at a time
- The greater the mana pool, the more damage it can potentially deal
- Deals rank damage equal to the user rank, with limiting it to the casters rank when the target is above his rank.
Weaknesses:
- Useless against enemies with basically no magical abilities
- the rank damage is dealt only when there is a full 50%. Meaning that any less would render this spell useless. So with like 83% left you will only be dealt 1 damage.
- Long cool down, compared to it's duration
- Short reach
- C - Rank spells:
- Name
Marked: Lockdown
Rank:
C
Type:
Utility
Fused Spells
-
Description:
Affecting player mages from C rank to D, and NPC from B rank to D, Viktor can mark his enemies with an in-erasable and unnoticeable stamp. That automatically puts his enemies in a state of magical lock down. Meaning that for the duration of the three posts, they can't cast any magical spells whatsoever. Leaving only utility abilities such as far sight, extreme hearing or sensing to be used.
This stamp can be placed onto the bodies in two different ways. 1, it targets up to two people form a far. Which creates marks on random parts of their bodies. Mostly up to the users themselves. Giving away something is up. Or 2, from close by, inside the distance of a meter. Then Viktor can place the marks where he wants them to be. Hidden under the clothing for instance.
Duration:
3 post
Cooldown:
6 posts
Strengths:
- Lockdowns magic spells and attacks from the target alone. Weapons not included.
- Can be used in a combination with 'Marked for pain'
- Can be used from a range of 15 meters to close by.
- Stamp is unnoticeable, even by sensing
Weaknesses:
- Litteral no damage at all
- Only renders the opponent without their magical attacks. Utility abilities are still a go.
- Works on 2 mages max, unless followed up by 'Marked for Pain'
- Npc works only up to B, while player mages are only affected up to C
- When followed up by 'Marked for Pain' the cool down increases with 1 post
- Long cool down
Name
Marked for Pain
Rank:
C
Type:
Offensive
Fused Spells
-
Description:
Following up on the Marking spell Lockdown, is the spell Marked for Pain. What it does is basically releasing the lockdown for a rather nasty surprise. It gathers a portion of their magic power and conforms it in an attack pattern that will send pain through their body thus dealing a C rank worth of damage. But it doesn't stop there, no instead of the two targets alone, the magic will go outwards. Creating a small chain connection to everyone in a 5 meter radius of the two targets. Dealing them all a single D rank of damage as well. Downside to this is that it affects, allies and even himself, and the lockdown is immediately lifted. It works well against larger crowds, especially if the targets are entirely unaware of their marks.
Duration:
1 post
Cooldown:
3 posts
Strengths:
- Damages the targets as well as everyone in a 5 meter diameter
- Has the chance to deal 1.5 damage to the initial first two targets if they are close enough to each other.
- Affects up to 3 people total around each initial target.
Weaknesses:
- 'Marked: Lockdown' is a prerequisite for this spell
- Lifts the lockdown, allowing them to use magic again
- Adds 1 extra cool down post to 'Marked: Lockdown'
- Npc works only up to B, while player mages are only affected up to C
Name
Redirect - C1
Rank:
C
Type:
Offensive/Defensive/support
Fused Spells
-
Description:
Just as the name suggests, Redirect allows Viktor to warp a materialized magic spell of equal rank or lower. And send it any other way, even bend it around and shoot it back to the original caster. With Materialized spells is meant that it has to be a magic attack that has taken visible form. A fire roar or a spout of water or even a beam of light or darkness.
While attacks that uses telekinesis to like sling shot a boulder at you, aren't affected. As the boulder is already shot, and thus isn't using any magic. Nor has it been created from nothing. Same goes for weapons, magical objects with magical properties aren't affected or can be turned to swing a different way, unless the object like shoots a fireball at you. Has to be inside the reach of 25 meters.
Duration:
1 post
Cooldown:
4 posts
Strengths:
- Strong against Make Mages
- Redirects attack
- Defensive as well as Offensive
Weaknesses:
- Spells has to be visibly materialized. Meaning that spells that use illusion, dolls or something alike still have free reign.
- Weapons aren't affected directly, unless they have the ability as said.
- Only works on one spell at a time.
- Doesn't work on spells that are higher of rank then B
- D - Rank spells:
- Name
Redirect - D1
Rank:
D
Type:
Offensive/Defensive/support
Fused Spells
-
Description:
Just as the name suggests, Redirect allows Viktor to warp a materialized magic spell of equal rank or lower. And send it any other way, even bend it around and shoot it back to the original caster. With Materialized spells is meant that it has to be a magic attack that has taken visible form. A fire roar or a spout of water or even a beam of light or darkness.
While attacks that uses telekinesis to like sling shot a boulder at you, aren't affected. As the boulder is already shot, and thus isn't using any magic. Nor has it been created from nothing. Same goes for weapons, magical objects with magical properties aren't affected or can be turned to swing a different way, unless the object like shoots a fireball at you. Has to be inside the reach of 25 meters.
Duration:
1 post
Cooldown:
4 posts
Strengths:
- Strong against Make Mages
- Redirects attack
- Defensive as well as Offensive
Weaknesses:
- Spells has to be visibly materialized. Meaning that spells that use illusion, dolls or something alike still have free reign.
- Weapons aren't affected directly, unless they have the ability as said.
- Only works on one spell at a time.
- Doesn't work on spells that are higher of rank then C
Name
Redirect - D2
Rank:
D
Type:
Offensive/Defensive/support
Fused Spells
-
Description:
Just as the name suggests, Redirect allows Viktor to warp a materialized magic spell of equal rank or lower. And send it any other way, even bend it around and shoot it back to the original caster. With Materialized spells is meant that it has to be a magic attack that has taken visible form. A fire roar or a spout of water or even a beam of light or darkness.
While attacks that uses telekinesis to like sling shot a boulder at you, aren't affected. As the boulder is already shot, and thus isn't using any magic. Nor has it been created from nothing. Same goes for weapons, magical objects with magical properties aren't affected or can be turned to swing a different way, unless the object like shoots a fireball at you. Has to be inside the reach of 25 meters.
Duration:
1 post
Cooldown:
4 posts
Strengths:
- Strong against Make Mages
- Redirects attack
- Defensive as well as Offensive
Weaknesses:
- Spells has to be visibly materialized. Meaning that spells that use illusion, dolls or something alike still have free reign.
- Weapons aren't affected directly, unless they have the ability as said.
- Only works on one spell at a time.
- Doesn't work on spells that are higher of rank then C
Name
Disperse
Rank:
D
Type:
Defensive/support
Fused Spells
-
Description:
Similar to Redirect, but instead of slingshotting the spell around. Viktor just disperse the spell entirely. Same properties as the Redirect spell. The attacks have to be visibly materialized magic attacks. Has to be of equal rank or lower. Doesn't affect weapons directly. Has to be inside the reach of 25 meters.
Duration:
1 post
Cooldown:
4 posts
Strengths:
- Strong against Make Mages
- Disperses an entire attack
- Defensive
Weaknesses:
- No offense
- Spells has to be visibly materialized. Meaning that spells that use illusion, dolls or something alike still have free reign.
- Weapons aren't affected directly, unless they have the ability as said.
- Only works on one spell at a time.
- Doesn't work on spells that are higher of rank then C
Name
Negate
Rank:
D
Type:
support
Fused Spells
-
Description:
Not visibly to the naked eye, Viktor lays around a magical field around him. That negates any magical properties armor and weapons can have. Meaning any D rank buffs, enchantments or environmental bonuses and so on. Are negated in the small zone around him. As well as bullets shot at him with magical properties, sure it doesn't get rid of the bullet. But the magic it can have is gone. The diameter is 15 meters wide. And takes up of a total of 10 effects before it disperses the field.
Duration:
3 post
Cooldown:
6 posts
Strengths:
- Negates any effects on low ranked weapons
- Negates any effects on low ranked armors
- Aslo nullifies the magic properties of bullets.
Weaknesses:
- Only support, no offensive at all
- Spells and magics from the caster itself are still casted
- Weapons spells itself that actually cast an offensive spell. Like fireballs or something can still be casted
- Doesn't work on high tier weapons.
- A ranks can see the vague interference that is the field
- Affects allies as well, meaning allies effects of items will add up to the count of the field
Last edited by Harrigan on 20th January 2016, 5:15 am; edited 3 times in total