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    Kamille's Shift

    Neyvahn
    Neyvahn

    Player 
    Lineage : Warrior's Heart
    Position : None
    Posts : 18
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 21
    Experience : 25

    Character Sheet
    First Magic: Kamille's Shift
    Second Magic: N/A
    Third Magic:

    Kamille's Shift Empty Kamille's Shift

    Post by Neyvahn on 12th September 2017, 4:14 pm

    Neyvahn ╪ D Rank

    ╪ Magic ╪




    Primary Magic: Kamille's Shift
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Neyvahn was gifted this magic by his family, and it was revealed around the time he began maturing into an adult. It utilizes matter and space manipulation. The idea behind how a mage can alter their surroundings lies in how their MP is used. Rather than using MP as an energy source for spells, it is used as a connection between the mage and their surroundings. Depending on how delicate and precise this connection is, the mage can alter smaller, larger, heavier, or more delicate things with varied levels of prowess. However, Neyvahn has not refined it and is very inexperienced with it, making him proficient in only the simplest exercises.
    Strengths:

    • Versatile: This magic only requires that there be matter that can be manipulated. As long as the mage is not in the Void (or another magic-restricting place), then this magic can still be used.
    • No Elemental Disadvantages: This magic has no specific element, meaning it doesn't bring any elemental weaknesses.

    Weaknesses:

    • Lack of Experience: Only simple spells can be cast at this level of experience.
    • No Elemental Advantages: Although this magic has no elemental weakness, it also doesn't have any elemental strengths.
    • Defense Oriented: Not a good magic for solo mages to use,
      because it has to offensive capabilities.


    Lineage:
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    Unity of the Pack: The mage passively shares their MP with their teammates, granting up to 2 teammates within 10 meters an extra 2% MP each post at the expense of their own MP regen. If too many allies are around, or if there are no allies at all, the mage passively regenerates 2% MP every post.

    Third Eye: Up to 2 teammates within 10 meters can link with the mage, allowing them all to take in each other's sensory information. This includes the five senses, but does not include thoughts or ideas. It is not entirely telepathy, but it is partial telepathy.

    Kei's Grief: The mage can expend all of their remaining mana and health to briefly increase their allies' capabilities. Using this ability leaves the mage with 5 HP and 0% MP, and also cancels "Third Eye" and "Unity of the Pack," disorienting them and making them obsolete in battle until they recover. However, two allies within 10 meters gain a 50% boost to speed, and a 50% boost to damage resistance for 3 posts, and a 20 point boost to their current HP. This doesn't resurrect allies though. The mage must have at least 50% MP remaining and 50 HP remaining to perform Kei's Grief.

    D-Rank Spells:

    Toshu:
    Name: Toshu
    Rank: D
    Type: Supportive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: This spell targets an ally and grants them an aura that surrounds them with a flurry of small debris. This debris never touches them and absorbs incoming damage. It can take three strikes of the same rank before collapsing, and one strike of a rank higher. To grant an ally "Toshu," the mage has to be within 10 meters and say "Toshu."
    Strengths:

    • Temporarily shields an ally

    Weaknesses:

    • Cannot shield the casting mage
    • Requires a teammate


    Tenshu:
    Name: Tenshu
    Rank: D
    Type: Defensive
    Duration: Immediate
    Cooldown: 3 posts
    Description: "Tenshu" is a fragmentation and defragmentation spell used to dodge a non-AOE attack, activated upon the mage's mental command. Tenshu splits the mage into small particles that immediately reform 10 meters from the mage's initial position. These particles can only be damaged using Area of Effect spells or attacks.
    Strengths:

    • Quick retreat option

    Weaknesses:

    • Does not work against AOE attacks
    • Cannot be granted to nearby allies


    Tishon:
    Name: Tishon
    Rank: D
    Type: Supportive
    Duration: Immediate
    Cooldown: 3 posts
    Description: "Tishon" immediately regenerates 20 HP to a targeted ally by using nearby organic matter to treat their wounds. However, the spell consumes 1.5 times as much MP in order to immediately recover the HP. The targeted ally must be within 10 meters for "Tishon" to take effect.
    Strengths:

    • Heals teammates

    Weaknesses:

    • Cannot heal the mage who casted the spell
    • Consumes more MP


    Teppshi:
    Name: Teppshi
    Rank: D
    Type: Offensive, Supportive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The mage or a targeted ally is granted two debris clones that wield debris clubs. If they hit an enemy, they deal 10 HP of damage each, then disappear. These clones can be destroyed after they take any damage. Using these clones requires concentration though, which means the mage cannot use any other spells while "Teppshi" is active.
    Strengths:

    • Can be a momentary distraction

    Weaknesses:

    • Disappear after one hit
    • Cannot cast other spells while this one is active



    kittykool75
    kittykool75

    Player 
    Posts : 1219
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Second Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧
    Third Magic:

    Kamille's Shift Empty Re: Kamille's Shift

    Post by kittykool75 on 12th September 2017, 7:27 pm

    Spoiler:

    @Neyvahn wrote:Neyvahn ╪ D Rank

    ╪ Magic ╪





    Primary Magic: Kamille's Shift
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Neyvahn was gifted this magic by his family, and it was revealed around the time he began maturing into an adult. It utilizes matter and space manipulation. The idea behind how a mage can alter their surroundings lies in how their MP is used. Rather than using MP as an energy source for spells, it is used as a connection between the mage and their surroundings. Depending on how delicate and precise this connection is, the mage can alter smaller, larger, heavier, or more delicate things with varied levels of prowess. However, Neyvahn has not refined it and is very inexperienced with it, making him proficient in only the simplest exercises.
    Strengths:

    • Versatile: This magic only requires that there be matter that can be manipulated. As long as the mage is not in the Void (or another magic-restricting place), then this magic can still be used.
    • No Elemental Disadvantages: This magic has no specific element, meaning it doesn't bring any elemental weaknesses.

    Weaknesses:

    • Lack of Experience: Only simple spells can be cast at this level of experience.
    • No Elemental Advantages: Although this magic has no elemental weakness, it also doesn't have any elemental strengths.
    • Defense Oriented: Not a good magic for solo mages to use,
      because it has to offensive capabilities.


    Lineage:
    Warrior's Heart:
    Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
    Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement.   Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
    Usage: Passive.

    Unique Abilities:
    Unity of the Pack: The mage passively shares their MP with their teammates, granting up to 2 teammates within 10 meters an extra 2% MP each post at the expense of their own MP regen. If too many allies are around, or if there are no allies at all, the mage passively regenerates 2% MP every post.

    Third Eye: Up to 2 teammates within 10 meters can link with the mage, allowing them all to take in each other's sensory information. This includes the five senses, but does not include thoughts or ideas. It is not entirely telepathy, but it is partial telepathy.

    Kei's Grief: The mage can expend all of their remaining mana and health to briefly increase their allies' capabilities. Using this ability leaves the mage with 5 HP and 0% MP, and also cancels "Third Eye" and "Unity of the Pack," disorienting them and making them obsolete in battle until they recover. However, two allies within 10 meters gain a 50% boost to speed, and a 50% boost to damage resistance for 3 posts, and a 20 point boost to their current HP. This doesn't resurrect allies though. The mage must have at least 50% MP remaining and 50 HP remaining to perform Kei's Grief.

    D-Rank Spells:

    Toshu:
    Name: Toshu
    Rank: D
    Type: Supportive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: This spell targets an ally and grants them an aura that surrounds them with a flurry of small debris. This debris never touches them and absorbs incoming damage. It can take three strikes of the same rank before collapsing, and one strike of a rank higher. To grant an ally "Toshu," the mage has to be within 10 meters and say "Toshu."
    Strengths:

    • Temporarily shields an ally

    Weaknesses:

    • Cannot shield the casting mage
    • Requires a teammate


    Tenshu:
    Name: Tenshu
    Rank: D
    Type: Defensive
    Duration: Immediate
    Cooldown: 3 posts
    Description: "Tenshu" is a fragmentation and defragmentation spell used to dodge a non-AOE attack, activated upon the mage's mental command. Tenshu splits the mage into small particles that immediately reform 10 meters from the mage's initial position. These particles can only be damaged using Area of Effect spells or attacks.
    Strengths:

    • Quick retreat option

    Weaknesses:

    • Does not work against AOE attacks
    • Cannot be granted to nearby allies


    Tishon:
    Name: Tishon
    Rank: D
    Type: Supportive
    Duration: Immediate
    Cooldown: 3 posts
    Description: "Tishon" immediately regenerates 20 HP to a targeted ally by using nearby organic matter to treat their wounds. However, the spell consumes 1.5 times as much MP in order to immediately recover the HP. The targeted ally must be within 10 meters for "Tishon" to take effect.
    Strengths:

    • Heals teammates

    Weaknesses:

    • Cannot heal the mage who casted the spell
    • Consumes more MP


    Teppshi:
    Name: Teppshi
    Rank: D
    Type: Offensive, Supportive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The mage or a targeted ally is granted two debris clones that wield debris clubs. If they hit an enemy, they deal 10 HP of damage each, then disappear. These clones can be destroyed after they take any damage. Using these clones requires concentration though, which means the mage cannot use any other spells while "Teppshi" is active.
    Strengths:

    • Can be a momentary distraction

    Weaknesses:

    • Disappear after one hit
    • Cannot cast other spells while this one is active




    Kamille's Shift SESFcGa


    _____________________________________________________________________________________


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


    Kamille's Shift 1LMjHkp
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      Current date/time is 6th April 2020, 11:19 pm