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    Malleable Magic [Completed]

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    Adolonius Pakks

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    Malleable Magic [Completed]

    Post by Adolonius Pakks on 31st October 2017, 9:25 pm

    Magic

    Primary Magic: Malleable Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description:
    Malleable Magic, as the name implies is a rather versatile magic. This magic is fairly basic all things considering, and at its truest form is simple energy releasing into spells the user wishes. Malleable Magic is unelemental, and raw magic ability. While similar to make magic, in regards to the fact if the caster can think it they can make it out of raw magical energy, it is only different as it doesn't require study and knowledge of a singular element.

    Adolonius personally uses this magic very basic. He can build up shields, shoot out orbs of the energy, and even buff his own capabilities slightly. He cannot heal or buff others with this magic. His spells are all single target, as Adolonius doesn't wish to harm more than he has to. Later that may change if his views of fighting ever change.

    Strengths:
    -The strengths of this magic is in its name. It is malleable, versatile, flexible.
    -The spells of this magic are usually stronger than spells from other magics at the same ranks, as this is raw magic energy being bent into the spells.(Spells treated all passively as being between the rank it is supposed to be and the next rank up in damage and buffs.)
    -Malleable Magic is also on par with any element, being unelemental. It does not beat any element or lose against any element.

    Weaknesses:
    Because of its great strengths, Malleable Magic comes at great drawbacks.
    -The caster uses up double the amount of MP to cast a single spell. Signature spells still cost zero MP. If a spell would cost zero MP, from being a high enough rank, it would still cost 2% of MP.
    -As it is tremendous raw magic energy used, MP regenerates half as well as normal and cannot be increased through items. (This only applies when MP used is from spells of this magic, if MP is used for another magic then MP regen is normal to restore that amount of MP.)
    -For the purposes of buffs, Malleable Magic can only effect the caster. It cannot apply debuffs in any way.
    -In order to cast spells from this magic requires great concentration. During this time the caster cannot move, if the caster moves he cannot even cast an instant spell that post. The exclusion to this is instant signature spells. If a spell needs a full 2 posts to casts the caster cannot move for the entirety of those posts. Nor can they have their concentration broken, if that happens the spell fizzles out, using up half the mp needed to cast the spell.

    Lineage: None. Adolonius is the first in his entire family tree to show signs of magical aptitude.

    Unique Abilities:
    - Quirky Adaptiveness: Malleable Magic is normally unelemental. However if the caster is hit with an elemental spell, the next spell they cast is of the element they got hit by. All strengths stated of the magic are null and void, and the spell is now prone to elemental resistance as would be norm for the element the spell is. This means that the spell loses damage boost, but gains elemental properties. All weaknesses of the magic still apply.
    - Forced Adaptation: A caster of Malleable Magic can force their spells to be a certain element, but only for a short time. This elemental change only lasts until the caster casts a spell, and cannot be used the same post as a spell being cast. Each element itself has a 10 post cooldown before the caster can reforce his/her spell to be that element again (starting from the time augmented spell was cast).
    - Thirsty Adaptability: Once per thread Malleable magic allows the caster to use life force in place of magic power, or vice versa. This only can be activated if the desired pool, be it MP or HP, drops below 15%. Upon activation, the caster is revitalized up to 25% of the max pool of choice, so long as the other pool has an equivalent 25% to spare without bring the caster to 0 on either. However much is spent from one pool is how much is restored in another.


    Spells:


    D rank Spells:

    Name: Mage Hand
    Rank: D
    Type: Unelemental. Supportive/Offensive
    Duration: Out of combat hand has no duration. If out, or cast, during combat, 3 posts duration.
    Cooldown: 5 posts
    Description: The caster wraps their hand in an eery green magical glow. Upon snapping this hand the magic comes off like a glove and retains the shape of a hand. The user then had control over where this hand goes, up to 30ft in any direction. It can travel this full distance in a mere second. It can lift up items up to 10lbs. Mostly used out of combat to retrieve a book or item that isn't overly far away and is in line of sight. The spell requires the user to concentrate on the hand as if it was one of his own, thus it only works if the caster can see what needs to be grabbed. In combat this spell is able to grab people and hold them back, trip them, disarm them and on the occasion punch them. The punch is treated as a normal punch from the caster, but can be boosted to the damage of a spell of this rank in this magic by reducing the duration by one.

    Strengths:
    -Spell has many uses, from tripping someone to picking up an object to even offensively hitting someone.
    -Can act like a third hand and hold onto things, open doors etc. Also can be used to punch with as caster lands an actual punch as well.
    Weaknesses:
    -Must retain line of sight to keep hand conjured.
    -Limited range of only 30ft from caster.
    -Caster must be aware of the element the hand has if any. A flame hand can burn papers it tries to grab, while a water hand would drench anything it touched.
    ---------------------------------------------------------------------------------------------------
    Name: Mage Armor
    Rank: D
    Type: Unelemental. Defensive
    Duration:2 posts or until broken through
    Cooldown:4 posts and 10 posts (see below)
    Description: With a clap of the caster's hands, whilst they concentrate on this spell, their magic aura is projected forward. It holds almost skin tight to the caster, but does not restrict them in any way. Normally it gives of a light green glow, but the glow changes if it is cast under a particular element. What is does is block damage up to the damage of a D rank spell, yes even physical hits. Once it has blocked this much damage it fades and if damage is still incoming, the caster is hit by the brute force of what was left.

    However if cast in a certain element, Mage Armor only blocks elemental damage of that type. Used in this manor it can block up to C rank of damage from stated element. Thus even physical attacks would hit through a Wind Mage Armor, but a C rank wind spell would not. This comes at a cost however and the caster cannot elementally cast this spell again regardless of element for 10 posts. (Can be cast again in 4 posts only unelementally)

    Strengths:
    - When elementally cast, this spell is extraordinarily strong against magic of the element it was cast as.
    - Buys caster time to prepare a spell without being interrupted from incoming damage.
    Weaknesses:
    - Extreme cooldown between uses of elemental casts of this spell.
    - Can give the caster away from the light it emits.
    - Short duration can be patiently waited out by foes making this spell a large waste of mana.
    ---------------------------------------------------------------------------------------------------
    Name: Magic Missile
    Rank: D
    Type: Unelemental Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The caster focuses magic energy into the tip of their index finger. With a motion like a gun shooting, the energy is release and launch forward in a straight line up to 30 meters at a speed of 67.5 meters per second. If it reaches max range without hitting anything it fizzles out of existence. This spell only ever does D rank damage. (Damage cannot be increased from buffs of any kind or even ranking up the spell. Does not gain the passive increase to damage all spells of Malleable Magic tend to get.)

    When elementally cast it merely just changes the look and type of damage dealt to the target. Ignores elemental weakness. Elemental resistance negates this spell when elementally cast.

    Strengths:
    - A very simple spell to cast and reliable.
    - Moderately fast.
    Weaknesses:
    - The spell is not as strong as other damaging spells in this magic.
    - The spell can not be boosted damage wise in any way.
    - If an person or object has elemental weakness to an element the spell still does D rank damage and not more if it is of that element.
    - Can be negated by elemental resistance.
    ---------------------------------------------------------------------------------------------------
    Name: Magic Dagger
    Rank: D
    Type: Unelemental Offensive
    Duration: 3 posts
    Cooldown:5 posts or 7 posts(if thrown)
    Description: The caster says “Dagger to me” either in a whisper or a shout. With their hand pretending to hold a dagger, magic energy surges from the caster to form a small dagger in the hand. Thus the mage now holds a dagger. This dagger deals damage when it hits someone or something. The damage dealt is normal for a Malleable Magic spell of D rank.

    The dagger can be thrown up to 20ft, and only 15ft a second. If it hits however it deals damage as if it dealt damage for each remaining post of duration. Regardless, once the dagger stops moving once thrown it fades from existence. However, if it is thrown the strain of magic energy to keep its form wears the caster to where they cannot cast this again longer than normal. (7 posts) Also this drains more mana from the caster (normal cost not the of the cost of Malleable Magic Spells. This means throwing the dagger as a D rank mage would be 30% of MP.)

    When elementally cast it merely just changes the look and type of damage dealt to the target.

    Strengths:
    - High burst damage potential.
    - Gives caster a stronger melee option besides their fist.
    Weaknesses:
    - The shortness of the dagger doesn't offer much more reach than actually punching someone.
    - Cannot be thrown far.
    - Cannot be thrown fast.
    - More mana drained if thrown.
    - Unreliable damage when thrown.
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)[/b]
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    Jiyu Kazehime

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    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Malleable Magic [Completed]

    Post by Jiyu Kazehime on 18th November 2017, 1:33 pm

    Due to Sal who had claimed your magic leaving, I will be taking over, you can call me Kitty or Jiyu, my grading is done in this color. If you have questions feel free to ask and I'll do my best to make sure you understand everything. So let's get to making sure your magic is good to go~

    Adolonius Pakks wrote:Magic

    Primary Magic: Malleable Magic
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description:
    Malleable Magic, as the name implies is a rather versatile magic. This magic is fairly basic all things considering, and at its truest form is simple energy releasing into spells the user wishes. Malleable Magic is unelemental, and raw magic ability. While similar to make magic, in regards to the fact if the caster can think it they can make it out of raw magical energy, it is only different as it doesn't require study and knowledge of a singular element.

    Adolonius personally uses this magic very basic. He can build up shields, shoot out orbs of the energy, and even buff his own capabilities slightly. He cannot heal or buff others with this magic. His spells are all single target, as Adolonius doesn't wish to harm more than he has to. Later that may change if his views of fighting ever change.

    Strengths:
    -The strengths of this magic is in its name. It is malleable, versatile, flexible.
    -The spells of this magic are usually stronger than spells from other magics at the same ranks, as this is raw magic energy being bent into the spells.(Spells treated all passively as being between the rank it is supposed to be and the next rank up in damage and buffs.)
    -Malleable Magic is also on par with any element, being unelemental. It does not beat any element or lose against any element.

    Weaknesses:
    Because of its great strengths, Malleable Magic comes at great drawbacks.
    -The caster uses up double the amount of MP to cast a single spell. Signature spells still cost zero MP. If a spell would cost zero MP, from being a high enough rank, it would still cost 2% of MP.
    -As it is tremendous raw magic energy used, MP regenerates half as well as normal and cannot be increased through items. (This only applies when MP used is from spells of this magic, if MP is used for another magic then MP regen is normal to restore that amount of MP.)
    -For the purposes of buffs, Malleable Magic can only effect the caster. It cannot apply debuffs in any way.
    -In order to cast spells from this magic requires great concentration. During this time the caster cannot move, if the caster moves he cannot even cast an instant spell that post. The exclusion to this is instant signature spells. If a spell needs a full 2 posts to casts the caster cannot move for the entirety of those posts. Nor can they have their concentration broken, if that happens the spell fizzles out, using up half the mp needed to cast the spell.

    Lineage: None. Adolonius is the first in his entire family tree to show signs of magical aptitude.

    Unique Abilities:
    - Quirky Adaptiveness: Malleable Magic is normally unelemental. However if the caster is hit with an elemental spell, the next spell they cast is of the element they got hit by. All strengths stated of the magic are null and void, and the spell is now prone to elemental resistance as would be norm for the element the spell is. This means that the spell loses damage boost, but gains elemental properties. All weaknesses of the magic still apply.
    - Forced Adaptation: A caster of Malleable Magic can force their spells to be a certain element, but only for a short time. This elemental change only lasts until the caster casts a spell, and cannot be used the same post as a spell being cast. Each element itself has a 10 post cooldown before the caster can reforce his/her spell to be that element again (starting from the time augmented spell was cast). it doesn't have to be this long of a cooldown, just every other post or a 2 post cool down would be good enough.
    - Thirsty Adaptability: Once per thread Malleable magic allows the caster to use life force in place of magic power, or vice versa. This only can be activated if the desired pool, be it MP or HP, drops below 15%. Upon activation, the caster is revitalized up to 25% of the max pool of choice, so long as the other pool has an equivalent 25% to spare without bring the caster to 0 on either. However much is spent from one pool is how much is restored in another. Please check the regeneration rules in the magic and hp damage rules, as this technically breaks them.


    Spells:



    D rank Spells:

    Name: Mage Hand
    Rank: D
    Type: Unelemental. Supportive/Offensive
    Duration: Out of combat hand has no duration. If out, or cast, during combat, 3 posts duration.
    Cooldown: 5 posts
    Description: The caster wraps their hand in an eery green magical glow. Upon snapping this hand the magic comes off like a glove and retains the shape of a hand. The user then had control over where this hand goes, up to 30ft in any direction. It can travel this full distance in a mere second. It can lift up items up to 10lbs. Mostly used out of combat to retrieve a book or item that isn't overly far away and is in line of sight. The spell requires the user to concentrate on the hand as if it was one of his own, thus it only works if the caster can see what needs to be grabbed. In combat this spell is able to grab people and hold them back, trip them, disarm them and on the occasion punch them. The punch is treated as a normal punch from the caster, but can be boosted to the damage of a spell of this rank in this magic by reducing the duration by one. As this can potentially preform multiple hits, just state it deals 25% its rank in magic damage each hit, though it can not stack melee and magic hits together, also you've nerfed yourself in distance as well, for multi hits the max distance for this rank is 45 meters, though it may only move at 33.75 meters per second at most. However the 'instant' effect you want is clear, so know you can lower the distance to 33.75 to match its speed and thus keep the effect you originally wrote up, while not over nerfing yourself.

    Strengths:
    -Spell has many uses, from tripping someone to picking up an object to even offensively hitting someone.
    -Can act like a third hand and hold onto things, open doors etc. Also can be used to punch with as caster lands an actual punch as well.
    Weaknesses:
    -Must retain line of sight to keep hand conjured.
    -Limited range of only 30ft from caster.
    -Caster must be aware of the element the hand has if any. A flame hand can burn papers it tries to grab, while a water hand would drench anything it touched.
    ---------------------------------------------------------------------------------------------------
    Name: Mage Armor
    Rank: D
    Type: Unelemental. Defensive
    Duration:2 posts or until broken through
    Cooldown:4 posts and 10 posts (see below)
    Description: With a clap of the caster's hands, whilst they concentrate on this spell, their magic aura is projected forward. It holds almost skin tight to the caster, but does not restrict them in any way. Normally it gives of a light green glow, but the glow changes if it is cast under a particular element. What is does is block damage up to the damage of a D rank spell, yes even physical hits. Once it has blocked this much damage it fades and if damage is still incoming, the caster is hit by the brute force of what was left.

    However if cast in a certain element, Mage Armor only blocks elemental damage of that type. Used in this manor it can block up to C rank of damage from stated element. Thus even physical attacks would hit through a Wind Mage Armor, but a C rank wind spell would not. This comes at a cost however and the caster cannot elementally cast this spell again regardless of element for 10 posts. (Can be cast again in 4 posts only unelementally) You are also nerfing yourself here, go to the magic rules, under the types of spells section open the types spoiler and than open the defensive spells spoiler. If you can't find it I'll happily explain.

    Strengths:
    - When elementally cast, this spell is extraordinarily strong against magic of the element it was cast as.
    - Buys caster time to prepare a spell without being interrupted from incoming damage.
    Weaknesses:
    - Extreme cooldown between uses of elemental casts of this spell.
    - Can give the caster away from the light it emits.
    - Short duration can be patiently waited out by foes making this spell a large waste of mana.
    ---------------------------------------------------------------------------------------------------
    Name: Magic Missile
    Rank: D
    Type: Unelemental Offensive
    Duration: Instant
    Cooldown: 2 posts
    Description: The caster focuses magic energy into the tip of their index finger. With a motion like a gun shooting, the energy is release and launch forward in a straight line up to 30 meters at a speed of 67.5 meters per second. If it reaches max range without hitting anything it fizzles out of existence. This spell only ever does D rank damage. (Damage cannot be increased from buffs of any kind or even ranking up the spell. Does not gain the passive increase to damage all spells of Malleable Magic tend to get.)

    When elementally cast it merely just changes the look and type of damage dealt to the target. Ignores elemental weakness. Elemental resistance negates this spell when elementally cast.

    Strengths:
    - A very simple spell to cast and reliable.
    - Moderately fast.
    Weaknesses:
    - The spell is not as strong as other damaging spells in this magic.
    - The spell can not be boosted damage wise in any way.
    - If an person or object has elemental weakness to an element the spell still does D rank damage and not more if it is of that element.
    - Can be negated by elemental resistance.
    ---------------------------------------------------------------------------------------------------
    Name: Magic Dagger
    Rank: D
    Type: Unelemental Offensive
    Duration: 3 posts
    Cooldown:5 posts or 7 posts(if thrown)
    Description: The caster says “Dagger to me” either in a whisper or a shout. With their hand pretending to hold a dagger, magic energy surges from the caster to form a small dagger in the hand. Thus the mage now holds a dagger. This dagger deals damage when it hits someone or something. The damage dealt is normal for a Malleable Magic spell of D rank.

    The dagger can be thrown up to 20ft, and only 15ft a second. If it hits however it deals damage as if it dealt damage for each remaining post of duration. Regardless, once the dagger stops moving once thrown it fades from existence. However, if it is thrown the strain of magic energy to keep its form wears the caster to where they cannot cast this again longer than normal. (7 posts) Also this drains more mana from the caster (normal cost not the of the cost of Malleable Magic Spells. This means throwing the dagger as a D rank mage would be 30% of MP.)

    When elementally cast it merely just changes the look and type of damage dealt to the target.
    This read's as being able to damage for more than one post, if this is the case make it follow the damage over time rules found in the same section as defensive rules
    Strengths:
    - High burst damage potential.
    - Gives caster a stronger melee option besides their fist.
    Weaknesses:
    - The shortness of the dagger doesn't offer much more reach than actually punching someone.
    - Cannot be thrown far.
    - Cannot be thrown fast.
    - More mana drained if thrown.
    - Unreliable damage when thrown.
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)[/b]

    Also as a final note, you can scale back some of the weaknesses in your over arching weaknesses, you have severely nerfed yourself, I won't force you to change it if that's how you want it, but know you can scale some of them back if you want. and as I said if you have trouble finding anything, or don't understand just tell me and I'll explain it the best I can in length to make sure your cool.


    ___________________________________________________________________



    For my ref:
    1320000 then 775000, 2095000 total.

      Current date/time is 22nd November 2017, 4:52 pm