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    Dragon Tarot Magic

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    Gaia

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    Lineage : Card Bonded
    Position : None
    Posts : 114
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Experience : 930.25

    Character Sheet
    Character Name: Gaia Sabin
    Primary Magic:
    Secondary Magic:

    Dragon Tarot Magic

    Post by Gaia on 5th March 2018, 10:05 pm

    Dragon Tarot Magic

    Primary Magic: Dragon Tarot Magic
    Secondary Magic: N/A
    Caster or Holder: Holder/Summoning
    Description: Dragon Tarot Magic is lost magic done through Tarot cards, based on the Rider-Waite deck. Both the Major Arcana, and Minor Arcana, are used in the deck. The suits of the Minor Arcana represent the elements that is associated with them. Wands are Fire, Cups are Water, Swords are Air, and Pentacles are Earth. The Major Arcana cards used will have something similar to what the cards represent. The deck is called The Cards of the Heavenly Dragons and are all dragon themed, depicting dragons where people usually are on them, and a ying-yang dragon on the back of each card while the edges of the cards all have silver gilt edges to them.

    To use the cards, the holder will grab the card they wish to use, and then speak the name that the spell is to be able to activate it. They are best used at long range to avoid the caster being hit and to effectively bring on a surprise attack on their enemy. Gaia will mostly try whispering the cards names the better she gets to make her attacks by surprise, but she will try to keep her distance if she can.

    Back of Cards:

    Strengths:
    ~ Versatile in the sense of has a variety of different elements and isn't tied down to a single element
    ~ On occasion they can be played out to predict an outcome and play accordingly
    ~ Can be used in the mage's daily life for simple things, but at a smaller scale as compared to in battle.

    Weaknesses:
    ~ Works best at a distance, so the mage could be attacked while using the cards in general.
    ~ The cards can’t be wet, or they won’t work
    ~ If the enemy isn't specifically mentioned, allies and innocents can be hit as well.
    ~ Cards can be damaged (even though Gaia wouldn't let that happen so easily)

    Lineage: Card Bonded:
    Description: Far down deep in her family tree line, Gaia had some ancestors who used to dabble in divination card magic. This magic granted them the ability to literally bond with the cards that calls to them. The ability to be able to do this happened to be all in the bloodline too, so it was only in her family that the magic could be done. Card Bonded gives the user the ability to manipulate the cards to their whim. The ability to do this has been kept dormant for years till it bestowed upon Gaia when she came in contact with some cards.

    Gaia hails from Bellum, where magic users are everywhere. Originally, Gaia was magicless, thus treated terribly by everyone, even her family. In her search to find something to help her with magic in her parents dusty attic when she was sixteen, Gaia had stumbled upon a box, with a deck of dragon themed tarot cards in it. The cards themselves seemed to speak to her in a bunch of raspy, old voices. And when she opened the box, the cards looked rather ordinary in her opinion, till she had touched them and managed to get a papercut on the corner of one, dropping a droplet of blood on the top card, The World. The blood on the card sealed the deal and activated her lineage, allowing Gaia to feel the magic in her cards immediately.

    Abilities:
    Seventy-Eight Card Control. Gaia’s deck is full of 78 cards that she can use in whatever order she wishes. With the ability to control the cards, she can call upon the card and it’ll jump to the hand she has open for them. The deck doesn’t even have to be in her hand, they only have to be at most 3 meters away and relatively together.

    Slice of the Cards. While having every card in her hand, Gaia will prick her thumb with a needle, and then spread out the deck before she runs her thumb over the deck and is able to let her cards float around her. The same thumb she pricked, would have to point in the direction of the target for the cards to go after it and use the edges to slice them. The cards deal .6 rank damage each post.

    Card Tricks. When Gaia uses this ability, she will take her deck of cards and do a spring card flourish with them, making them go to her other hand before the cards all together flow out and start to form a shape for her. Her most common shapes to create are a temporary shield, and a copy of herself out of the cards.

         ~ The shield is a half dome that pops up when Gaia’s being attacked and has 50% rank health (D= 100 HP, C=150%, B=200%, and so on to Z=500 HP).
         ~ The copy of cards is the lifelike shape of Gaia in the form of the cards with 50% of her magic ability, and rank health (D= 100 HP/MP, C=150%, B=200%, and so on to Z=500 HP/MP).

    The other shapes the cards take on are of utilities, such as acting like a compass and providing a trail for her to follow, a temporary shelf to put things like books on, and even a distraction of animals made of the cards positioning themselves just right.
    Passed Down. As Gaia’s ancestors created this blood bond with cards, they have an extra boost with summoning the cards. This ability gives Gaia the ability to be able to have an extra summons earlier than most. At C rank, she can have 2 cards out at once with 15% movement penalty, B rank 2 cards with no consequence, at A rank, she can have 3 with 15% movement penalty, and S rank 3 cards with no penalty, but at H rank, she can have 4 cards with 20% movement penalty.

    Note:  If more than allotted are attempted to use at the rank, another 5% movement will be implemented (e.g 3 cards at C would have 20% movement penalty)

    Fogah Supri Lasauic (38 Summons). After reading about Urano Metria, the ‘Ultimate Magic of the Stars’, Gaia had found she could do something similar with her cards. Fogah Supri Lasauic (which translates to ‘Three Eight Summons’ in draconic), makes semi-opaque versions of all of the dragons of the Major Arcana, as well as all of the Kings, Queens, Knights, and Pages from all the Minor Arcana suits – which total to 38 cards together – appear around her. They only appear after she bends the top and bottom of all the tarot cards to make them fly in front of her to the ground while chanting in draconic:

    “Fogah Supri Lasauic (Three Eight Summons,)
    Si relgr acht wux ekess letoclo ve, (I call upon you to help me,)
    Voenllyl sia relgr vur confn zexenuma ini ve, (Heed my call and come stay by me,)
    Fogah Supri Lasauic, (Three Eight Summons,)
    Nymuer sia ulnot vur nar sia irlym. (Hear my cry and strike my enemy.)”

    After the chant had been placed, a misty veil is put over the surrounding 30 meters of the area along with the dragons appearing. The dragons around would gather enough energy between all thirty-eight of them. Anyone whom Gaia has deemed an enemy, will suddenly be attacked with a blast of energy 2x her rank in damage from the dragons.

    Usage:
    ~ ‘Seventy-Eight Card Control’ is always active for Gaia to use as it is a passive ability the lineage has.
    ~ ‘Slice of Cards’ is used once per thread, and for only two posts, with the first post being a charge with Gaia pricking her thumb.
    ~ ‘Card Tricks’ can be used twice per thread, with a 5 post cooldown with the Utilities part of it being passive and able to be used freely.
    ~ ‘Passed Down’ is a passive ability that is always active for Gaia, as long as she’s at the correct rank to use the cards.
    ~ ‘Fogah Supri Lasauic’ on the other hand, is an ability that Gaia can only use once per thread. It works for 1 post and has a 5 post cool down, in which she also can’t use any of her other cards for the strain of the magic would be great on her if she were to try. If she were to cast another card while in the cooldown, she’ll use 1.5x of her MP to cast spells.

    Unique Abilities:
    ~ (D) Blank Cards. Blank Cards is an ability that Gaia has personally perfected herself. There are two blank cards in her deck that only have the same back as the rest of the cards. The blank cards each have the ability to make Gaia invisible physically for one post each card. (Her steps can still be heard if she was wearing shoes that make noise on the ground, and her shadow can be spotted if light is on her just right, and her scent is still there if she comes across anyone who can smell her.)
    ~ (D) Playing Games. When a spell from the Minor Arcana is used, the mage can pull a second card from the Minor Arcana to help determine if it can be stronger going up to 50% stronger. Ex. If the mage pulls an Ace, it is 5%, 2 is 10%, 3 is 15%, and so on and so on, going up 5% each card till they get to the 10 card of that suit.
    ~ (D) Crystal Charge. Gaia carries around 4 crystals with her and they can help her charge up her mana by 25% each when she gets down to 40% MP or less, but only when she’s at 40% MP or less.
    ~ (C) Dance of the Cards. When Gaia is holding her deck in her hands, she can do a small dance in which her cards will be able to fly out of her hand on their own, creating an effective distraction.
    ~ (B) Dragon Sense. As Gaia’s cards are themed after dragons, they can lend their senses to her and allow her to briefly hear, see, or smell, something as they do. Her senses are enhanced 10% thanks to her cards.

    Spells:
    Sig Spells:
    Rank Sig:

    Name: The Tower
    Rank: S
    Type: Fire, Charge up, Burst
    Duration: 4 Posts
    Cooldown: Once per thread
    Description: The Tower is the sixteenth card in the Major Arcana. The card itself represents disaster and upheaval. On the card is a tall stone tower with the top half broken off and fire coming out of the windows. Falling out from a window is a grey male dragon that seems to be upside down when holding the card upright. This dragon is usually quiet, so no one really knows his name, but Gaia tends to call him Tower as it is his cards name.

    Passive: Once the dragon is out of his card, he will give off an air of warmth 15 meters around himself. This warmth is rather unsettling, intending make his enemies uncomfortable and fear him and slow down by 15% as long as they’re in range of the warmth.

    Active: When instructed where the target is, Tower will stand tall on his hind legs and will inhale air for one post before he lets it out the next post in a form of rather large arrow made of fire. This repeats for the last two posts and deals 1.3 rank damage going up to the max distance of each rank. The speed of the arrows starts at 15 meters per second at D rank, gaining 10 meters per second each rank. (25 meters per second at C, 35 at B, 45 at A, and 55 at S). First and third post are charge up posts, with the second and fourth post release the spell and then the dragon disappears when the spell is done. The duration and cooldown are the same as the spell.

    Strengths:
    ~ Damage through fire bolts
    ~ Slows enemies down a bit
    Weaknesses:
    ~ Water magic can counter the fire
    ~ Fire slayers can eat it
    ~ Dirt can weaken fire by 25%
    ~ Dragon can be attacked while charging up the spell.

    D Rank Sig:

    Name: XXI (Twenty-One/Harmony)
    Rank: D
    Type: Healing, Instant
    Duration: 1 post
    Cooldown: Once per thread
    Description: XXI. The twenty first card in the Major Arcana in a tarot deck is The World. It represents harmony. On the card is a white and purple female dragon with her eyes closed and arms stretched out to either side of her, looking content as her extra-long tail wrapped into an oval around her. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the long tail trailing behind her on the card, appear before them.

    Passive: When Harmony is out of her card, she immediately puts a sense of calm over everyone within 30 meters of her. She can even give medical advice as she is in a sense a doctor of her own accord.

    Active: When the card is pulled it can heal the mage up to 60% HP, as well as allies that are within 15 meters of the dragon if she wishes. Has the same duration as the spell.

    Strengths:
    ~ Heals mage and allies
    ~ Calms allies
    ~ Harmony has medical knowledge
    Weaknesses:
    ~ Can only be used after a battle is completed
    ~ Can’t cure supernatural (Vampireism, Wereanimalism, ect.)
    ~ Uses 1.3 MP, plus .1 extra per ally, heals up to 10 other allies (4 other people is 1.7 MP used, 10 other people is 2.5 MP)

    D Spells:
    Knight Tadronteg of the Fire – D+:

    Name: Knight Tadronteg of the Fire
    Rank: D+
    Type: Fire, Offensive, Multi Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Knight Tadronteg of the Fire is the Knight of wands in the Rider-Waite deck. When one looks at the card, they'll see a red splatted male dragon holding a small  stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with stick on the card, appear before them.

    Passive: When out of his card, Knight Tadronteg emits warmth from him that can slow down enemies by 15%

    Active: As Tadronteg is a knight, when he’s told who the enemy is, his stick will suddenly light aflame and show that of a sword. As long as someone is within a 50 meter radius of the mage, Tadronteg will attack anyone who isn’t an ally with 1.3 rank damage from the sword and the burns from the fire of the sword. This has the same duration and cooldown as the spell itself.

    Strengths:
    ~ Up to 25% resistant to fire attacks
    ~ Resistant to 25% ice attacks
    ~ Sword combat
    ~ Can light things on fire with the sword
    ~ Can burn enemies while fighting
    Weaknesses:
    ~ Water can weaken fire by 30%
    ~ Fire slayers can eat the fire
    ~ Dirt can weaken fire by 30%
    ~ Can burn allies
    ~ People who don’t fear being burned can run through the fire
    ~ Light can be a beacon for enemies

    Water Knight Pachua:

    Name: Water Knight Pachua
    Rank: D
    Type: Water, Versatile, Burst
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: Water Knight Pachua is the Knight of Cups in the Rider-Waite deck. When one looks at the card, they'll see a silver male dragon holding a golden chalice in its' claw. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with cup on the card, appear before them.

    Passive: When out of his card, Knight Pachua can create up to 378 liters of water that is even drinkable.

    Active: He will let out a burst of water, when instructed who the enemy is, with his cup, the opening pointing towards it. The water reaches up to 15 meters at 11 meters per second to blast the water at the enemy to either attack at 1x rank damage, or defend with a knockback. This last for 1 post Duration, with a 2 post Cooldown.

    Strengths:
    ~ Fire is 25% less effective
    ~ Can move about to have the spell go farther from original spot
    ~ Can also knockback enemy as a defensive move
    ~ Drinkable water
    Weaknesses:
    ~ Air blasted at it can stop it
    ~ Can blast innocents with the water.
    ~ Only can be blasted in a straight line
    ~ Water Slayers can drink it for their magic
    ~ Takes 25% more damage from electricity

    Page Arsit of the Air:

    Name: Page Arsit of the Air
    Rank: D
    Type: Air, Healing, Multi Target
    Duration: 4 Post
    Cooldown: 5 Posts
    Description: Page Arsit of the Air is the Page of Swords in the Rider-Waite deck. The card depicts a dull, muddy brown, male dragon holding a sword, ready to pass it to someone off of the card. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with sword on the card, appear before them.

    Passive: When out of his card, Page Arsit will have a gentle breeze of air around him that can calm others within 30 meters from him.

    Active: He will point the sword at the intended target and heal them 5% every other post as long as the target is at least 10 meters away with air blowing at them from the tip is pointed at their target. This lasts for the same duration and cooldown as the spell itself.

    Strengths:
    ~ Heals 5% every other post
    ~ Presence can calm others
    Weaknesses:
    ~ Heals only one person at a time
    ~ Page can't move from his spot while healing
    ~ Takes up 15% more MP every post used
    ~ Air Slayers can eat it

    Earth King Dilong:

    Name: Earth King Dilong
    Rank: D
    Type: Earth, Shield, Defensive
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Earth King Dilong is the King of Pentacles in the Rider-Waite deck. Observing the card, the image of a two-toned, brown/green, male dragon holding a disk with a five-pointed star in the center of it is staring at you. The dragon seemed to be of high status, as with his gaze. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with disk on the card, comes out of it.

    Passive: When out of his card, King Dilong will naturally have dirt on him that hardens his scales even more, being able to make himself as a temporary shield to hide behind before the active is in place.

    Active: He will throw his disk up above his head and let it grow up to 20 meters and falls down to the ground, passing through the people under it to the ground, creating a dome of Earth 7 meters high, and 3 meters thick with 120 HP to it. This lasts for the same duration and cooldown as the spell itself.

    Strengths:
    ~ Absorbs 20% of earth spells launched on it
    ~ Protects all whom are inside of it
    Weaknesses:
    ~ Enemies can be in the range and be under the shield and be able to fight freely
    ~ Can be broken by intense heat
    ~ Takes 30% more damage from water spells
    ~ Needs enough earth nearby to be able to complete spell
    ~ Sand or gravel or blocks of stone can't be used
    ~ Earth slayers can eat it

    Goddess Monday:

    Name: Goddess Monday
    Rank: D
    Type: Illusion, Defensive, Area of Effect
    Duration: 1 Post
    Cooldown: 2 Post
    Description: Goddess Monday is the 18th card in the Major Arcana of the Rider-Waite deck and is known as The Moon. When one looks at the card, they’d see a pure white female dragon with a Moon symbol on her forehead and her eyes closed. She holds a divine aura about her and seems to be gentle while also seeming like she’s asleep. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same white dragon with the moon symbol on her forehead, comes out of it.

    Passive: When out of her card, Goddess Monday can make everyone feel uneasy as she gives off a heavy feeling within a 30 meter radius of her. This uneasiness can either cause someone to be afraid, or not be able to see clearly

    Active: When instructed by the mage who the enemy is, Goddess Monday will raise her hands up slowly, bringing up a smoke around her within a 20 meter radius up to 10 meters. The smoke doesn’t harm, just temporarily blinds and causes Illusions that can be felt and heard for the enemy of something they each fear to allow the mage time to get away from them. This lasts for the same duration and cooldown as the spell itself.
    NOTE: WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!

    Strengths:
    ~ Creates a diversion from sticky situations
    ~ Disorients enemies a bit
    Weaknesses:
    ~ Bright lights can make the fog useless
    ~ People who are blind aren’t affected by the fog
    ~ People who are vision impaired (need glasses) only hear things rather than see
    ~ Some allies with a weaker constitution may be effected as well

    C Spells:
    Earth Queen Dorolth:

    Name: Earth Queen Dorolth
    Rank: C
    Type: Earth, Knockback, Versatile, Multi Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Earth Queen Dorolth is the Queen of Pentacles the Rider-Waite deck. Observing the card, the image of a two-toned, brown/green, female dragon sitting down in a throne while holding a disk with a five-pointed star in the center of it is staring at you. The dragon seemed to be of high status, as with her gaze, but the gaze also seems to be calm and caring. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with disk on the card, comes out of it.

    Passive: Queen Dorolth will come out bearing an smell of fresh cut grass, and the sense of danger emanating from her that will slow down people deemed as enemies by 30%.

    Active: With her disk, Queen Dorolth will throw it at the ground and smash it to bits. The bits of the shattered disk will imbed themselves in the ground like seeds and make their way towards the targets within a 50-meter radius. When the shattered disk seeds get to their target, vines will shoot out from the ground and wrap around the opponent to hold them there, or snap at them to shoot them back 10 meters away from them. Even if she doesn’t like doing it, Dorolth can also use the vines to deal rank damage by hardening the tips of the vines and allowing them to puncture at .65 rank damage each post. It lasts as long as the spell does with the first post being used to smack the disk down to activate it, and it starts 2 posts after that for 2 posts with the same cooldown as the spell.

    Strengths:
    ~ Vines go virtually undetected
    ~ Can hit up to ten people at a time back
    ~ Slows down enemies
    ~ Being in a forest of sorts gives the spell an extra 20% boost to slowing down the enemies
    ~ Forest surrounding also increases distance to 70 meters range
    ~ Sneak attack basically when vines are used to puncture
    Weaknesses:
    ~ Fire can burn the vines and render them 40% weaker
    ~ Earth magic can detect it
    ~ Plant magic can detect it
    ~ Doesn’t work without dirt nearby
    ~ Lighting magic can burn the vines and make them 40% weaker
    ~ Vines can be caught by hand if one can catch it

    Water Page Hydra:

    Name: Water Page Hydra
    Rank: C
    Type: Water, Damage over Time, Multi-Target
    Duration: 3
    Cooldown: 5
    Description: Hydra is the Page of Cups in the Rider-Waite deck. When one looks at the card, they'll see a pale blue female dragon holding a golden chalice with a fish in it, in its' claw. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the cup on the card, appear before them.

    Passive: The Page is naturally soaking wet from head to toe, so she leaks water from her body from under her scales that makes the ground wet/muddy wherever she’s standing

    Active: When Hydra is notified of whom the target is, she’ll point her cup in the direction of the enemy is and fish will come out from the cup that seem to come from a hidden pool of water from another dimension within the cup. The fish aren’t any fish, they’re piranhas. The piranha’s deal 0.75 rank damage per hit. It last as long as the spell itself does.

    Strengths:
    ~ The fish latch on to their target and don’t let go
    ~ Water helps them get to their target better
    ~ Can make people slip/get stuck on the water from passive ability
    Weaknesses:
    ~ Fish can be deflected
    ~ Fish can be fried (lightning/fire)
    ~ The fish could be flattened
    ~ The teeth of the fish could be broken if they bite into something hard
    ~ The water from passive ability can make allies slip/get stuck

    Fire King Ryaqold:

    Name: Fire King Ryaqold
    Rank: C
    Type: Fire, Defensive
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Fire King Ryaqold is the King of Wands in the Rider Waite deck. When one looks at the card, they'll see a blood red male dragon holding a staff-like walking stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the staff on the card, appear before them.

    Passive: When out of his card, King Ryaqold creates natural light with his staff that goes up to 15 meters that is always there, or can light a fire in a fire pit within the same distance.

    Active: To use his power, King Ryaqold has to point the tip of his staff to the ground, in which the tip lights up to a brilliant flame that reaches up to 8 meters high. After he does that, he can quickly make a half circle wall of fire, that is 5 meters in diameter, by dragging the staff on the ground around himself and those around him, effectively creating a temporary barrier. This lasts for as long as the spell does

    Strengths:
    ~ Creates a barrier of fire
    ~ Burns people who try to touch it
    ~ Light from King Ryaqold can blind enemies by 20%
    ~ Resistant to 25% ice attack
    ~ Temporary light
    Weaknesses:
    ~ Water can weaken fire by 30%
    ~ Fire slayers can eat the fire
    ~ Dirt can weaken fire by 30%
    ~ Can burn allies
    ~ Light can be a beacon for enemies
    ~ People who don’t fear being burned can run through the fire

    Knight Gayle of the Air – C+:

    Name: Knight Gayle of the Air
    Rank: C+
    Type: Air, Offensive, Burst
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Knight Gayle of the Air is the Knight of Swords in the Rider Waite deck. When one looks at the card, they'll see a two-toned silver and tan female dragon holding a sword and looking like she’s ready to go charging off to fight. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the sword on the card, appear before them.

    Passive: As soon as Knight Gayle is out of her card, she has an intense look on her face and will stare down anyone who is before her to intimidate them, even the mage who summoned her. Unlike her Page, Gayle has high winds swirling around her within a 10-meter range of her that are intent on knocking people, and things, down.

    Active: When instructed where to attack, Knight Gayle will thrust her sword up into the air, emitting a loud growl before bringing her sword down and jabbing it in the direction she was told to. A moment afterwards, a flurry of glowing brown birds will shoot from the sky and fly in to attack the targets, pecking away at them and dealing 0.8 damage per post. This lasts for 5 posts, with a 6 post cooldown.

    Strengths:
    ~ Strong winds can knock others off balance
    ~ Birds swarm at enemies
    Weaknesses:
    ~ Birds can be shot down
    ~ Other Air magic Users could potentially knock the birds off course
    ~ Fire can harm the birds, making them deal .5 damage per post instead
    ~ Lightning can harm the birds, making them deal .5 damage per post instead
    ~ Strong winds from Gayle can knock allies off balance

    B Spells:
    King Apalala of the Deep:

    Name: King Apalala of the Deep
    Rank: B
    Type: Water, Offensive, Area of Effect
    Duration: 4 posts
    Cooldown: 5 posts
    Description: King Apalala of the Deep is the King of Cups in the Rider Waite deck. When one looks at the card, they'll see a deep blue male dragon holding a cup and sitting on a throne while calmly looking off to the side of the card. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the cup on the card, appear before them.

    Passive: As soon as Apalala is out of the card, he will look calm as a cucumber… and strangely smells like it. His smell is quite strong, enough that it may distract others. His cup will also be constantly self-filling and overflowing with water, which he can use to manipulate for small tricks he can play, like splashing others with it, or allowing other to have a sip of drinkable water.

    Active: When in battle, Apalala’s normally calm expression is replaced with that of something fierce. He’ll dump his cup upside down after he’s instructed who his enemy is, and water will come gushing out. The water will rush out of the cup like a rolling tsunami at 45 meters per second up to 75 meters from where he stands. The water will rush out and literally smack into the enemies at .5 rank damage each post while shoving them back an additional 20 meters away on the last post. The spell lasts for 3 posts with a 4 post cooldown.

    Strengths:
    ~ Fire is 25% less effective
    ~ Can knockback enemy as a defensive move
    ~ Drinkable water
    ~ Smacks the enemy away while damaging them

    Weaknesses:
    ~ Air blasted at it can stop it
    ~ Areas with little water makes the spell less effective, making the water come at 30 meters per second up to 50 meters away and dealing .4 rank damage per post
    ~ Water Slayers can drink it for their magic
    ~ Takes 25% more damage from electricity

    Page Epayr of the Green:

    Name: Page Epayr of the Green
    Rank: B
    Type: Earth, Poison, Offensive, Multi-Target, Damage Over Time
    Duration: 6
    Cooldown: 7
    Description: Page Epayr of the Green is the Page of Pentacles in the Rider Waite deck. When one looks at the card, they'll see a pale green male dragon holding a disk, with a pentacle on it, in his hand. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the disk on the card, appear before them.

    Passive: Page Epayr will immediately seem like he’s nothing but an excited little creature. Flying about him will be ten yellow and black bugs. Asking him what they are, he’d tell you that they were giant hornets, native to his land. The hornets make a rather loud buzzing sound collectively and look like Giant Japanese Hornets.

    Active: As soon as he’s told whom the enemy is, the page will release his hornets from him and they will fly away at 30 meters per second and attack all whom are within a 60 meter range with their stingers and deal .5 rank damage per hit. If the hornets bite an enemy, the poison that is injected into them will slow the enemy down by 30%. This lasts for 5 posts with a 7 posts cooldown.

    Strengths:
    ~ Stings
    ~ Slows enemy down
    ~ Can hit multiple people at once
    ~ Attacks from above
    Weaknesses:
    ~ Water thrown on the hornets will slow down their wings, making them fly at 15 meters per second up to 30 meters from where they were originally released
    ~ Fire burns the hornets
    ~ Air can push the hornets back
    ~ Earth can bury the hornets
    ~ Can be batted out of the way
    ~ Noise from wings give away position

    Air King Negeim:

    Name: Air King Negeim
    Rank: B
    Type: Air, Illusion, Truth, Multi Target
    Duration: 6
    Cooldown: 8
    Description: Air King Negeim is the King of Swords in the Rider Waite deck. When one looks at the card, they'll see a two-toned, white/pale blue, male dragon holding a wispy sword in his hand. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the sword on the card, appear before them.

    Passive: King Negeim will have a misty air around him that gives off a menacing feeling from him with how he looks down upon others. Within 20 meters of him, first 5 being clear, anyone will be slowed down by 20%.

    Active: As soon as he’s told where to fire off his magic, Negeim will throw his arms out to throw the mist where he’s told to. The mist will instantly go into a 10 meter cone, that widens by 5 meters every 10 meters, up to 75 meters away with the first 5 meters being clear (meaning anyone within the first 5 meters are in the clear). Within the mist are millions of little bugs that will bite whomever at .65 rank damage each hit. If one is bitten by the bugs, they’ll instantly be blocked off from the world and see nothing but darkness around them. The bugs will work their way to get to the mind and persuade one to spill the truth of something that may needed. Lasts as long as the spell does.

    Strengths:
    ~ Slows people down
    ~ Can get the truth out of others
    Weaknesses:
    ~ Allies may be affected too if they’re 5 or more meters away from Negeim
    ~ Can get more truth than intended (personal information that is TMI)
    ~ Can’t always control what truths to fully get and how much of something specific
    ~ The blind aren’t affected by the mist
    ~ Bugs can be pushed back
    ~ Bright light can deter the bugs away within the mist

    Fire Queen Sirroa – B+:

    Name: Fire Queen Sirroa
    Rank: B+
    Type: Fire, Offensive, Area of Effect
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Fire Queen Sirroa is the Queen of Wands card in the Rider-Waite deck. The card is of a shimmering two-tone purple/red female dragon holding a staff-like walking stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with staff on the card, appear before them.

    Passive: Much like her husband, Queen Sirroa creates natural light with her staff up to 25 meters that is always there, or can light a fire in a fire pit within the same distance. The difference is the light on her staff can be brighter than his.

    Active: She will let out a plum of fire, when instructed who the enemy is, with her staff. The fire's area of effect is up to a 10 meter cone, 135 meters away at 65 meters per second, effectively burning anyone in its wake. The fire she deals is .6 rank damage per post. This lasts for 3 posts, and 4 posts Cooldown.

    Strengths:
    ~ Up to 25% resistant to fire attacks
    ~ Can move about to have the spell go farther from original spot
    ~ Creates temporary light
    ~ Creates a quick, fire starter
    ~ Resistant to 25% ice attack
    ~ Light from Queen Sirroa can blind enemies by 35%
    Weaknesses:
    ~ Water weakens spell by 30%
    ~ Dirt weakens spell by 30%
    ~ Can burn the mage if pointed at them
    ~ Can let enemies know location.
    ~ Fire Slayers can eat it
    ~ Light can be a beacon for enemies


    Last edited by Gaia on 21st June 2018, 6:59 pm; edited 1 time in total


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    kittykool75

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    Lineage : Soldier of Chaos
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    Posts : 1127
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    Mentor : Zotikus
    Experience : 8,550.5
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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Dragon Tarot Magic

    Post by kittykool75 Today at 5:47 pm

    Hello Gaia, I apologize for the wait, all edits will be in this color. If you have any questions ask on here or pm onsite.

    Spoiler:

    @Gaia wrote:Dragon Tarot Magic

    Primary Magic: Dragon Tarot Magic
    Secondary Magic: N/A
    Caster or Holder: Holder/Summoning
    Description: Dragon Tarot Magic is lost magic done through Tarot cards, based on the Rider-Waite deck. Both the Major Arcana, and Minor Arcana, are used in the deck. The suits of the Minor Arcana represent the elements that is associated with them. Wands are Fire, Cups are Water, Swords are Air, and Pentacles are Earth. The Major Arcana cards used will have something similar to what the cards represent. The deck is called The Cards of the Heavenly Dragons and are all dragon themed, depicting dragons where people usually are on them, and a ying-yang dragon on the back of each card while the edges of the cards all have silver gilt edges to them.

    To use the cards, the holder will grab the card they wish to use, and then speak the name that the spell is to be able to activate it. They are best used at long range to avoid the caster being hit and to effectively bring on a surprise attack on their enemy. Gaia will mostly try whispering the cards names the better she gets to make her attacks by surprise, but she will try to keep her distance if she can.

    Back of Cards:

    Strengths:
    ~ Versatile in the sense of has a variety of different elements and isn't tied down to a single element
    ~ On occasion they can be played out to predict an outcome and play accordingly
    ~ Can be used in the mage's daily life for simple things, but at a smaller scale as compared to in battle.

    Weaknesses:
    ~ Works best at a distance, so the mage could be attacked while using the cards in general.
    ~ The cards can’t be wet, or they won’t work
    ~ If the enemy isn't specifically mentioned, allies and innocents can be hit as well.
    ~ Cards can be damaged (even though Gaia wouldn't let that happen so easily)

    Lineage:
    Description: Far down deep in her family tree line, Gaia had some ancestors who used to dabble in divination card magic. This magic granted them the ability to literally bond with the cards that calls to them. The ability to be able to do this happened to be all in the bloodline too, so it was only in her family that the magic could be done. Card Bonded gives the user the ability to manipulate the cards to their whim. The ability to do this has been kept dormant for years till it bestowed upon Gaia when she came in contact with some cards.

    Gaia hails from Bellum, where magic users are everywhere. Originally, Gaia was magicless, thus treated terribly by everyone, even her family. In her search to find something to help her with magic in her parents dusty attic when she was sixteen, Gaia had stumbled upon a box, with a deck of dragon themed tarot cards in it. The cards themselves seemed to speak to her in a bunch of raspy, old voices. And when she opened the box, the cards looked rather ordinary in her opinion, till she had touched them and managed to get a papercut on the corner of one, dropping a droplet of blood on the top card, The World. The blood on the card sealed the deal and activated her lineage, allowing Gaia to feel the magic in her cards immediately.

    Abilities:
    Seventy-Eight Card Control. Gaia’s deck is full of 78 cards that she can use in whatever order she wishes. With the ability to control the cards, she can call upon the card and it’ll jump to the hand she has open for them. The deck doesn’t even have to be in her hand, they only have to be at most 3 meters away and relatively together.

    Slice of the Cards. While having every card in her hand, Gaia will prick her thumb with a needle, and then spread out the deck before she runs her thumb over the deck and is able to let her cards float around her. The same thumb she pricked, would have to point in the direction of the target for the cards to go after it and use the edges to slice them. The cards deal .6 rank damage each post.

    Card Tricks. When Gaia uses this ability, she will take her deck of cards and do a spring card flourish with them, making them go to her other hand before the cards all together flow out and start to form a shape for her. Her most common shapes to create are a temporary shield, and a copy of herself out of the cards.

         ~ The shield is a half dome that pops up when Gaia’s being attacked and has 50% rank health (D= 100 HP, C=150%, B=200%, and so on to Z=500 HP).
         ~ The copy of cards is the lifelike shape of Gaia in the form of the cards with 50% of her magic ability, and rank health (D= 100 HP/MP, C=150%, B=200%, and so on to Z=500 HP/MP).

    The other shapes the cards take on are of utilities, such as acting like a compass and providing a trail for her to follow, a temporary shelf to put things like books on, and even a distraction of animals made of the cards positioning themselves just right.
    Passed Down. As Gaia’s ancestors created this blood bond with cards, they have an extra boost with summoning the cards. This ability gives Gaia the ability to be able to have an extra summons earlier than most. At C rank, she can have 2 cards out at once with 15% movement penalty, B rank 2 cards with no consequence, at A rank, she can have 3 with 15% movement penalty, and S rank 3 cards with no penalty, but at H rank, she can have 4 cards with 20% movement penalty.

    Note:  If more than allotted are attempted to use at the rank, another 5% movement will be implemented (e.g 3 cards at C would have 20% movement penalty)

    Fogah Supri Lasauic (38 Summons). After reading about Urano Metria, the ‘Ultimate Magic of the Stars’, Gaia had found she could do something similar with her cards. Fogah Supri Lasauic (which translates to ‘Three Eight Summons’ in draconic), makes semi-opaque versions of all of the dragons of the Major Arcana, as well as all of the Kings, Queens, Knights, and Pages from all the Minor Arcana suits – which total to 38 cards together – appear around her. They only appear after she bends the top and bottom of all the tarot cards to make them fly in front of her to the ground while chanting in draconic:

    “Fogah Supri Lasauic (Three Eight Summons,)
    Si relgr acht wux ekess letoclo ve, (I call upon you to help me,)
    Voenllyl sia relgr vur confn zexenuma ini ve, (Heed my call and come stay by me,)
    Fogah Supri Lasauic, (Three Eight Summons,)
    Nymuer sia ulnot vur nar sia irlym. (Hear my cry and strike my enemy.)”

    After the chant had been placed, a misty veil is put over the surrounding 30 meters of the area along with the dragons appearing. The dragons around would gather enough energy between all thirty-eight of them. Anyone whom Gaia has deemed an enemy, will suddenly be attacked with a blast of energy 2x her rank in damage from the dragons.

    Usage:
    ~ ‘Seventy-Eight Card Control’ is always active for Gaia to use as it is a passive ability the lineage has.
    ~ ‘Slice of Cards’ is used once per thread, and for only two posts, with the first post being a charge with Gaia pricking her thumb.
    ~ ‘Card Tricks’ can be used twice per thread, with a 5 post cooldown with the Utilities part of it being passive and able to be used freely.
    ~ ‘Passed Down’ is a passive ability that is always active for Gaia, as long as she’s at the correct rank to use the cards.
    ~ ‘Fogah Supri Lasauic’ on the other hand, is an ability that Gaia can only use once per thread. It works for 1 post and has a 5 post cool down, in which she also can’t use any of her other cards for the strain of the magic would be great on her if she were to try. If she were to cast another card while in the cooldown, she’ll use 1.5x of her MP to cast spells.

    Unique Abilities:
    ~ (D) Blank Cards. Blank Cards is an ability that Gaia has personally perfected herself. There are two blank cards in her deck that only have the same back as the rest of the cards. The blank cards each have the ability to make Gaia invisible physically for one post each card. (Her steps can still be heard if she was wearing shoes that make noise on the ground, and her shadow can be spotted if light is on her just right, and her scent is still there if she comes across anyone who can smell her.)
    ~ (D) Playing Games. When a spell from the Minor Arcana is used, the mage can pull a second card from the Minor Arcana to help determine if it can be stronger going up to 50% stronger. Ex. If the mage pulls an Ace, it is 5%, 2 is 10%, 3 is 15%, and so on and so on, going up 5% each card till they get to the 10 card of that suit.
    ~ (D) Crystal Charge. Gaia carries around 4 crystals with her and they can help her charge up her mana by 25% each when she gets down to 40% MP or less, but only when she’s at 40% MP or less.
    ~ (C) Dance of the Cards. When Gaia is holding her deck in her hands, she can do a small dance in which her cards will be able to fly out of her hand on their own, creating an effective distraction.
    ~ (B) Dragon Sense. As Gaia’s cards are themed after dragons, they can lend their senses to her and allow her to briefly hear, see, or smell, something as they do. Her senses are enhanced 10% thanks to her cards.

    Spells:
    Sig Spells:
    Rank Sig:

    Name: The Tower
    Rank: S
    Type: Fire, Charge up, Burst
    Duration: 4 Posts
    Cooldown: Once per thread
    Description: The Tower is the sixteenth card in the Major Arcana. The card itself represents disaster and upheaval. On the card is a tall stone tower with the top half broken off and fire coming out of the windows. Falling out from a window is a grey male dragon that seems to be upside down when holding the card upright. This dragon is usually quiet, so no one really knows his name, but Gaia tends to call him Tower as it is his cards name.

    Passive: Once the dragon is out of his card, he will give off an air of warmth 15 meters around himself. This warmth is rather unsettling, intending make his enemies uncomfortable and fear him and slow down by 15% as long as they’re in range of the warmth.

    Active: When instructed where the target is, Tower will stand tall on his hind legs and will inhale air for one post before he lets it out the next post in a form of rather large arrow made of fire. This repeats for the last two posts and deals 1.3 rank damage going up to the max distance of each rank. The speed of the arrows starts at 15 meters per second at D rank, gaining 10 meters per second each rank. (25 meters per second at C, 35 at B, 45 at A, and 55 at S). First and third post are charge up posts, with the second and fourth post release the spell and then the dragon disappears when the spell is done. The duration and cooldown are the same as the spell.

    Strengths:
    ~ Damage through fire bolts
    ~ Slows enemies down a bit
    Weaknesses:
    ~ Water magic can counter the fire
    ~ Fire slayers can eat it
    ~ Dirt can weaken fire by 25%
    ~ Dragon can be attacked while charging up the spell.

    D Rank Sig:

    Name: XXI (Twenty-One/Harmony)
    Rank: D
    Type: Healing, Instant
    Duration: 1 post
    Cooldown: Once per thread
    Description: XXI. The twenty first card in the Major Arcana in a tarot deck is The World. It represents harmony. On the card is a white and purple female dragon with her eyes closed and arms stretched out to either side of her, looking content as her extra-long tail wrapped into an oval around her. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the long tail trailing behind her on the card, appear before them.

    Passive: When Harmony is out of her card, she immediately puts a sense of calm over everyone within 30 meters of her. She can even give medical advice as she is in a sense a doctor of her own accord.

    Active: When the card is pulled it can heal the mage up to 60% HP, as well as allies that are within 15 meters of the dragon if she wishes. Has the same duration as the spell.

    Strengths:
    ~ Heals mage and allies
    ~ Calms allies
    ~ Harmony has medical knowledge
    Weaknesses:
    ~ Can only be used after a battle is completed
    ~ Can’t cure supernatural (Vampireism, Wereanimalism, ect.)
    ~ Uses 1.3 MP, plus .1 extra per ally, heals up to 10 other allies (4 other people is 1.7 MP used, 10 other people is 2.5 MP)

    D Spells:
    Knight Tadronteg of the Fire – D+:

    Name: Knight Tadronteg of the Fire
    Rank: D+
    Type: Fire, Offensive, Multi Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Knight Tadronteg of the Fire is the Knight of wands in the Rider-Waite deck. When one looks at the card, they'll see a red splatted male dragon holding a small  stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with stick on the card, appear before them.

    Passive: When out of his card, Knight Tadronteg emits warmth from him that can slow down enemies by 15%

    Active: As Tadronteg is a knight, when he’s told who the enemy is, his stick will suddenly light aflame and show that of a sword. As long as someone is within a 50 meter radius of the mage, Tadronteg will attack anyone who isn’t an ally with 1.3 rank damage from the sword and the burns from the fire of the sword. This has the same duration and cooldown as the spell itself.

    Strengths:
    ~ Up to 25% resistant to fire attacks
    ~ Resistant to 25% ice attacks
    ~ Sword combat
    ~ Can light things on fire with the sword
    ~ Can burn enemies while fighting
    Weaknesses:
    ~ Water can weaken fire by 30%
    ~ Fire slayers can eat the fire
    ~ Dirt can weaken fire by 30%
    ~ Can burn allies
    ~ People who don’t fear being burned can run through the fire
    ~ Light can be a beacon for enemies

    Water Knight Pachua:

    Name: Water Knight Pachua
    Rank: D
    Type: Water, Versatile, Burst
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: Water Knight Pachua is the Knight of Cups in the Rider-Waite deck. When one looks at the card, they'll see a silver male dragon holding a golden chalice in its' claw. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with cup on the card, appear before them.

    Passive: When out of his card, Knight Pachua can create up to 378 liters of water that is even drinkable.

    Active: He will let out a burst of water, when instructed who the enemy is, with his cup, the opening pointing towards it. The water reaches up to 15 meters at 11 meters per second to blast the water at the enemy to either attack at 1x rank damage, or defend with a knockback. This last for 1 post Duration, with a 2 post Cooldown.

    Strengths:
    ~ Fire is 25% less effective
    ~ Can move about to have the spell go farther from original spot
    ~ Can also knockback enemy as a defensive move
    ~ Drinkable water
    Weaknesses:
    ~ Air blasted at it can stop it
    ~ Can blast innocents with the water.
    ~ Only can be blasted in a straight line
    ~ Water Slayers can drink it for their magic
    ~ Takes 25% more damage from electricity

    Page Arsit of the Air:

    Name: Page Arsit of the Air
    Rank: D
    Type: Air, Healing, Multi Target
    Duration: 4 Post
    Cooldown: 5 Posts
    Description: Page Arsit of the Air is the Page of Swords in the Rider-Waite deck. The card depicts a dull, muddy brown, male dragon holding a sword, ready to pass it to someone off of the card. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with sword on the card, appear before them.

    Passive: When out of his card, Page Arsit will have a gentle breeze of air around him that can calm others within 30 meters from him.

    Active: He will point the sword at the intended target and heal them 5% every other post as long as the target is at least 10 meters away with air blowing at them from the tip is pointed at their target. This lasts for the same duration and cooldown as the spell itself.

    Strengths:
    ~ Heals 5% every other post
    ~ Presence can calm others
    Weaknesses:
    ~ Heals only one person at a time
    ~ Page can't move from his spot while healing
    ~ Takes up 15% more MP every post used
    ~ Air Slayers can eat it

    Earth King Dilong:

    Name: Earth King Dilong
    Rank: D
    Type: Earth, Shield, Defensive
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Earth King Dilong is the King of Pentacles in the Rider-Waite deck. Observing the card, the image of a two-toned, brown/green, male dragon holding a disk with a five-pointed star in the center of it is staring at you. The dragon seemed to be of high status, as with his gaze. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with disk on the card, comes out of it.

    Passive: When out of his card, King Dilong will naturally have dirt on him that hardens his scales even more, being able to make himself as a temporary shield to hide behind before the active is in place.

    Active: He will throw his disk up above his head and let it grow up to 20 meters and falls down to the ground, passing through the people under it to the ground, creating a dome of Earth 7 meters high, and 3 meters thick with 120 HP to it. This lasts for the same duration and cooldown as the spell itself.

    Strengths:
    ~ Absorbs 20% of earth spells launched on it Unless you have something of equal or higher percentage to offset this in the weaknesses, please remove it
    ~ Protects all whom are inside of it
    Weaknesses:
    ~ Enemies can be in the range and be under the shield and be able to fight freely
    ~ Can be broken by intense heat
    ~ Can be washed away by intense water
    ~ Needs enough earth nearby to be able to complete spell
    ~ Sand or gravel or blocks of stone can't be used
    ~ Earth slayers can eat it

    Goddess Monday:

    Name: Goddess Monday
    Rank: D
    Type: Illusion, Defensive, Area of Effect
    Duration: 1 Post
    Cooldown: 2 Post
    Description: Goddess Monday is the 18th card in the Major Arcana of the Rider-Waite deck and is known as The Moon. When one looks at the card, they’d see a pure white female dragon with a Moon symbol on her forehead and her eyes closed. She holds a divine aura about her and seems to be gentle while also seeming like she’s asleep. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same white dragon with the moon symbol on her forehead, comes out of it.

    Passive: When out of her card, Goddess Monday can make everyone feel uneasy as she gives off a heavy feeling within a 30 meter radius of her. This uneasiness can either cause someone to be afraid, or not be able to see clearly

    Active: When instructed by the mage who the enemy is, Goddess Monday will raise her hands up slowly, bringing up a smoke around her within a 20 meter radius up to 10 meters. The smoke doesn’t harm, just temporarily blinds and causes Illusions that can be felt and heard for the enemy of something they each fear to allow the mage time to get away from them. This lasts for the same duration and cooldown as the spell itself.
    NOTE: WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!

    Strengths:
    ~ Creates a diversion from sticky situations
    ~ Disorients enemies a bit
    Weaknesses:
    ~ Bright lights can make the fog useless
    ~ People who are blind aren’t affected by the fog
    ~ People who are vision impaired (need glasses) only hear things rather than see
    ~ Some allies with a weaker constitution may be effected as well

    C Spells:
    Earth Queen Dorolth:

    Name: Earth Queen Dorolth
    Rank: C
    Type: Earth, Knockback, Versatile, Multi Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Earth Queen Dorolth is the Queen of Pentacles the Rider-Waite deck. Observing the card, the image of a two-toned, brown/green, female dragon sitting down in a throne while holding a disk with a five-pointed star in the center of it is staring at you. The dragon seemed to be of high status, as with her gaze, but the gaze also seems to be calm and caring. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with disk on the card, comes out of it.

    Passive: Queen Dorolth will come out bearing an smell of fresh cut grass, and the sense of danger emanating from her that will slow down people deemed as enemies by 30%.

    Active: With her disk, Queen Dorolth will throw it at the ground and smash it to bits. The bits of the shattered disk will imbed themselves in the ground and make their way towards the targets within a 50-meter radius. When it gets there, vines will shoot out from the ground and wrap around the opponent to hold them there, or snap at them to shoot them back 10 meters away from them. Even if she doesn’t like it, Dorolth can also use the vines to deal rank damage by hardening the tips and allowing them to puncture at .65 rank damage each post. The first post if used to smack the disk down, and it starts 2 posts (on post 3 of the spell) after that for 2 posts with a 3 post cooldown. Please rephrase this last sentence so it's more understandable

    Strengths:
    ~ Vines go virtually undetected
    ~ Can hit up to ten people at a time back
    ~ Slows down enemies
    ~ Being in a forest of sorts gives the spell an extra 20% boost to slowing down the enemies
    ~ Forest surrounding also increases distance to 70 meters range
    ~ Sneak attack basically when vines are used to puncture
    Weaknesses:
    ~ Fire can burn the vines and render them 40% weaker
    ~ Earth magic can detect it
    ~ Plant magic can detect it
    ~ Doesn’t work without dirt nearby
    ~ Lighting magic can burn the vines and make them 40% weaker
    ~ Vines can be caught by hand if one can catch it

    Water Page Hydra:

    Name: Water Page Hydra
    Rank: C
    Type: Water, Damage over Time, Multi-Target
    Duration: 3
    Cooldown: 5
    Description: Hydra is the Page of Cups in the Rider-Waite deck. When one looks at the card, they'll see a pale blue female dragon holding a golden chalice with a fish in it, in its' claw. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the cup on the card, appear before them.

    Passive: The Page is naturally soaking wet from head to toe, so she leaks water from her body from under her scales that makes the ground wet/muddy wherever she’s standing

    Active: When Hydra is notified of whom the target is, she’ll point her cup in the direction of the enemy is and fish will come out from the cup that seem to come from a hidden pool of water from another dimension within the cup. The fish aren’t any fish, they’re piranhas. The piranha’s deal 0.7 This can be 0.75 or 75% rank damage per post This can be changed to per hit. It last as long as the spell itself does.

    Strengths:
    ~ The fish latch on to their target and don’t let go
    ~ Water helps them get to their target better
    ~ Can make people slip/get stuck on the water from passive ability
    Weaknesses:
    ~ Fish can be deflected
    ~ Fish can be fried (lightning/fire)
    ~ The fish could be flattened
    ~ The teeth of the fish could be broken if they bite into something hard
    ~ The water from passive ability can make allies slip/get stuck

    Fire King Ryaqold:

    Name: Fire King Ryaqold
    Rank: C
    Type: Fire, Defensive
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Fire King Ryaqold is the King of Wands in the Rider Waite deck. When one looks at the card, they'll see a blood red male dragon holding a staff-like walking stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the staff on the card, appear before them.

    Passive: When out of his card, King Ryaqold creates natural light with his staff that goes up to 15 meters that is always there, or can light a fire in a fire pit within the same distance.

    Active: To use his power, King Ryaqold has to point the tip of his staff to the ground, in which the tip lights up to a brilliant flame that reaches up to 8 meters high. After he does that, he can quickly make a half circle wall of fire, that is 5 meters in diameter, by dragging the staff on the ground around himself and those around him, effectively creating a temporary barrier. This lasts for as long as the spell does

    Strengths:
    ~ Creates a barrier of fire
    ~ Burns people who try to touch it
    ~ Light from King Ryaqold can blind enemies by 20%
    ~ Resistant to 25% ice attack
    ~ Temporary light
    Weaknesses:
    ~ Water can weaken fire by 30%
    ~ Fire slayers can eat the fire
    ~ Dirt can weaken fire by 30%
    ~ Can burn allies
    ~ Light can be a beacon for enemies
    ~ People who don’t fear being burned can run through the fire

    Knight Gayle of the Air – C+:

    Name: Knight Gayle of the Air
    Rank: C+
    Type: Air, Offensive, Burst
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Knight Gayle of the Air is the Knight of Swords in the Rider Waite deck. When one looks at the card, they'll see a two-toned silver and tan female dragon holding a sword and looking like she’s ready to go charging off to fight. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the sword on the card, appear before them.

    Passive: As soon as Knight Gayle is out of her card, she has an intense look on her face and will stare down anyone who is before her to intimidate them, even the mage who summoned her. Unlike her Page, Gayle has high winds swirling around her within a 10-meter range of her that are intent on knocking people, and things, down.

    Active: When instructed where to attack, Knight Gayle will thrust her sword up into the air, emitting a loud growl before bringing her sword down and jabbing it in the direction she was told to. A moment afterwards, a flurry of glowing brown birds will shoot from the sky and fly in to attack the targets, pecking away at them and dealing 0.7 damage per post This can be 0.75 or 75%, but since this is an advanced spell, you can add some more damage to this if you want.. This lasts for 5 posts, with a 6 post cooldown.

    Strengths:
    ~ Strong winds can knock others off balance
    ~ Birds swarm at enemies
    Weaknesses:
    ~ Birds can be shot down
    ~ Other Air magic Users could potentially knock the birds off course
    ~ Fire can harm the birds, making them deal .5 damage per post instead
    ~ Lightning can harm the birds, making them deal .5 damage per post instead
    ~ Strong winds from Gayle can knock allies off balance

    B Spells:
    King Apalala of the Deep:

    Name: King Apalala of the Deep
    Rank: B
    Type: Water, Offensive, Area of Effect
    Duration: 4 posts
    Cooldown: 5 posts
    Description: King Apalala of the Deep is the King of Cups in the Rider Waite deck. When one looks at the card, they'll see a deep blue male dragon holding a cup and sitting on a throne while calmly looking off to the side of the card. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the cup on the card, appear before them.

    Passive: As soon as Apalala is out of the card, he will look calm as a cucumber… and strangely smells like it. His smell is quite strong, enough that it may distract others. His cup will also be constantly self-filling and overflowing with water, which he can use to manipulate for small tricks he can play, like splashing others with it, or allowing other to have a sip of drinkable water.

    Active: When in battle, Apalala’s normally calm expression is replaced with that of something fierce. He’ll dump his cup upside down after he’s instructed who his enemy is, and water will come gushing out. The water will rush out of the cup like a rolling tsunami at 45 meters per second up to 75 meters from where he stands. The water will rush out and literally smack into the enemies at .8 Change this to .5 or 50% rank damage each post while shoving them back an additional 20 meters away on the last post. The spell lasts for 3 posts with a 4 post cooldown.

    Strengths:
    ~ Fire is 25% less effective
    ~ Can knockback enemy as a defensive move
    ~ Drinkable water
    ~ Smacks the enemy away while damaging them

    Weaknesses:
    ~ Air blasted at it can stop it
    ~ Areas with little water makes the spell less effective, making the water come at 30 meters per second up to 50 meters away and dealing .4 rank damage per post
    ~ Water Slayers can drink it for their magic
    ~ Takes 25% more damage from electricity

    Page Epayr of the Green:

    Name: Page Epayr of the Green
    Rank: B
    Type: Earth, Poison, Offensive, Multi-Target, Damage Over Time
    Duration: 6
    Cooldown: 7
    Description: Page Epayr of the Green is the Page of Pentacles in the Rider Waite deck. When one looks at the card, they'll see a pale green male dragon holding a disk, with a pentacle on it, in his hand. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the disk on the card, appear before them.

    Passive: Page Epayr will immediately seem like he’s nothing but an excited little creature. Flying about him will be ten yellow and black bugs. Asking him what they are, he’d tell you that they were giant hornets, native to his land. The hornets make a rather loud buzzing sound collectively and look like Giant Japanese Hornets.

    Active: As soon as he’s told whom the enemy is, the page will release his hornets from him and they will fly away at 30 meters per second and attack all whom are within a 60 meter range with their stingers and deal .5 rank damage per post This can be changed to per hit. If the hornets bite an enemy, the poison that is injected into them will slow the enemy down by 30%. This lasts for 5 posts with a 7 posts cooldown.

    Strengths:
    ~ Stings
    ~ Slows enemy down
    ~ Can hit multiple people at once
    ~ Attacks from above
    Weaknesses:
    ~ Water thrown on the hornets will slow down their wings, making them fly at 15 meters per second up to 30 meters from where they were originally released
    ~ Fire burns the hornets
    ~ Air can push the hornets back
    ~ Earth can bury the hornets
    ~ Can be batted out of the way
    ~ Noise from wings give away position

    Air King Negeim:

    Name: Air King Negeim
    Rank: B
    Type: Air, Illusion, Truth, Multi Target
    Duration: 6
    Cooldown: 8
    Description: Air King Negeim is the King of Swords in the Rider Waite deck. When one looks at the card, they'll see a two-toned, white/pale blue, male dragon holding a wispy sword in his hand. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the sword on the card, appear before them.

    Passive: King Negeim will have a misty air around him that gives off a menacing feeling from him with how he looks down upon others. Within 20 meters of him, first 5 being clear, anyone will be slowed down by 20%.

    Active: As soon as he’s told where to fire off his magic, Negeim will throw his arms out to throw the mist where he’s told to. The mist will instantly go into a 10 meter cone, that widens by 5 meters every 10 meters, up to 75 meters away with the first 5 meters being clear (meaning anyone within the first 5 meters are in the clear). Within the mist are millions of little bugs that will bite whomever at .4 Can be changed to .65 or 65% rank damage each post Can be changed to per hit. If one is bitten by the bugs, they’ll instantly be blocked off from the world and see nothing but darkness around them. The bugs will work their way to get to the mind and persuade one to spill the truth of something that may needed. Lasts as long as the spell does.

    Strengths:
    ~ Slows people down
    ~ Can get the truth out of others
    Weaknesses:
    ~ Allies may be affected too if they’re 5 or more meters away from Negeim
    ~ Can get more truth than intended (personal information that is TMI)
    ~ Can’t always control what truths to fully get and how much of something specific
    ~ The blind aren’t affected by the mist
    ~ Bugs can be pushed back
    ~ Bright light can deter the bugs away within the mist

    Fire Queen Sirroa – B+:

    Name: Fire Queen Sirroa
    Rank: B+
    Type: Fire, Offensive, Area of Effect
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Fire Queen Sirroa is the Queen of Wands card in the Rider-Waite deck. The card is of a shimmering two-tone purple/red female dragon holding a staff-like walking stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with staff on the card, appear before them.

    Passive: Much like her husband, Queen Sirroa creates natural light with her staff up to 25 meters that is always there, or can light a fire in a fire pit within the same distance. The difference is the light on her staff can be brighter than his.

    Active: She will let out a plum of fire, when instructed who the enemy is, with her staff. The fire's area of effect is up to a 10 meter cone, 135 meters away at 65 meters per second, effectively burning anyone in its wake. The fire she deals is .6 rank damage per post. This lasts for 3 posts, and 4 posts Cooldown.

    Strengths:
    ~ Up to 25% resistant to fire attacks
    ~ Can move about to have the spell go farther from original spot
    ~ Creates temporary light
    ~ Creates a quick, fire starter
    ~ Resistant to 25% ice attack
    ~ Light from Queen Sirroa can blind enemies by 35%
    Weaknesses:
    ~ Water weakens spell by 30%
    ~ Dirt weakens spell by 30%
    ~ Can burn the mage if pointed at them
    ~ Can let enemies know location.
    ~ Fire Slayers can eat it
    ~ Light can be a beacon for enemies


    ___________________________________________________________________

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



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    Gaia

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    Character Sheet
    Character Name: Gaia Sabin
    Primary Magic:
    Secondary Magic:

    Re: Dragon Tarot Magic

    Post by Gaia Today at 6:59 pm

    bump, fixed em


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    kittykool75

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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Dragon Tarot Magic

    Post by kittykool75 Today at 7:16 pm

    Spoiler:
    @Gaia wrote:Dragon Tarot Magic

    Primary Magic: Dragon Tarot Magic
    Secondary Magic: N/A
    Caster or Holder: Holder/Summoning
    Description: Dragon Tarot Magic is lost magic done through Tarot cards, based on the Rider-Waite deck. Both the Major Arcana, and Minor Arcana, are used in the deck. The suits of the Minor Arcana represent the elements that is associated with them. Wands are Fire, Cups are Water, Swords are Air, and Pentacles are Earth. The Major Arcana cards used will have something similar to what the cards represent. The deck is called The Cards of the Heavenly Dragons and are all dragon themed, depicting dragons where people usually are on them, and a ying-yang dragon on the back of each card while the edges of the cards all have silver gilt edges to them.

    To use the cards, the holder will grab the card they wish to use, and then speak the name that the spell is to be able to activate it. They are best used at long range to avoid the caster being hit and to effectively bring on a surprise attack on their enemy. Gaia will mostly try whispering the cards names the better she gets to make her attacks by surprise, but she will try to keep her distance if she can.

    Back of Cards:

    Strengths:
    ~ Versatile in the sense of has a variety of different elements and isn't tied down to a single element
    ~ On occasion they can be played out to predict an outcome and play accordingly
    ~ Can be used in the mage's daily life for simple things, but at a smaller scale as compared to in battle.

    Weaknesses:
    ~ Works best at a distance, so the mage could be attacked while using the cards in general.
    ~ The cards can’t be wet, or they won’t work
    ~ If the enemy isn't specifically mentioned, allies and innocents can be hit as well.
    ~ Cards can be damaged (even though Gaia wouldn't let that happen so easily)

    Lineage:
    Description: Far down deep in her family tree line, Gaia had some ancestors who used to dabble in divination card magic. This magic granted them the ability to literally bond with the cards that calls to them. The ability to be able to do this happened to be all in the bloodline too, so it was only in her family that the magic could be done. Card Bonded gives the user the ability to manipulate the cards to their whim. The ability to do this has been kept dormant for years till it bestowed upon Gaia when she came in contact with some cards.

    Gaia hails from Bellum, where magic users are everywhere. Originally, Gaia was magicless, thus treated terribly by everyone, even her family. In her search to find something to help her with magic in her parents dusty attic when she was sixteen, Gaia had stumbled upon a box, with a deck of dragon themed tarot cards in it. The cards themselves seemed to speak to her in a bunch of raspy, old voices. And when she opened the box, the cards looked rather ordinary in her opinion, till she had touched them and managed to get a papercut on the corner of one, dropping a droplet of blood on the top card, The World. The blood on the card sealed the deal and activated her lineage, allowing Gaia to feel the magic in her cards immediately.

    Abilities:
    Seventy-Eight Card Control. Gaia’s deck is full of 78 cards that she can use in whatever order she wishes. With the ability to control the cards, she can call upon the card and it’ll jump to the hand she has open for them. The deck doesn’t even have to be in her hand, they only have to be at most 3 meters away and relatively together.

    Slice of the Cards. While having every card in her hand, Gaia will prick her thumb with a needle, and then spread out the deck before she runs her thumb over the deck and is able to let her cards float around her. The same thumb she pricked, would have to point in the direction of the target for the cards to go after it and use the edges to slice them. The cards deal .6 rank damage each post.

    Card Tricks. When Gaia uses this ability, she will take her deck of cards and do a spring card flourish with them, making them go to her other hand before the cards all together flow out and start to form a shape for her. Her most common shapes to create are a temporary shield, and a copy of herself out of the cards.

         ~ The shield is a half dome that pops up when Gaia’s being attacked and has 50% rank health (D= 100 HP, C=150%, B=200%, and so on to Z=500 HP).
         ~ The copy of cards is the lifelike shape of Gaia in the form of the cards with 50% of her magic ability, and rank health (D= 100 HP/MP, C=150%, B=200%, and so on to Z=500 HP/MP).

    The other shapes the cards take on are of utilities, such as acting like a compass and providing a trail for her to follow, a temporary shelf to put things like books on, and even a distraction of animals made of the cards positioning themselves just right.
    Passed Down. As Gaia’s ancestors created this blood bond with cards, they have an extra boost with summoning the cards. This ability gives Gaia the ability to be able to have an extra summons earlier than most. At C rank, she can have 2 cards out at once with 15% movement penalty, B rank 2 cards with no consequence, at A rank, she can have 3 with 15% movement penalty, and S rank 3 cards with no penalty, but at H rank, she can have 4 cards with 20% movement penalty.

    Note:  If more than allotted are attempted to use at the rank, another 5% movement will be implemented (e.g 3 cards at C would have 20% movement penalty)

    Fogah Supri Lasauic (38 Summons). After reading about Urano Metria, the ‘Ultimate Magic of the Stars’, Gaia had found she could do something similar with her cards. Fogah Supri Lasauic (which translates to ‘Three Eight Summons’ in draconic), makes semi-opaque versions of all of the dragons of the Major Arcana, as well as all of the Kings, Queens, Knights, and Pages from all the Minor Arcana suits – which total to 38 cards together – appear around her. They only appear after she bends the top and bottom of all the tarot cards to make them fly in front of her to the ground while chanting in draconic:

    “Fogah Supri Lasauic (Three Eight Summons,)
    Si relgr acht wux ekess letoclo ve, (I call upon you to help me,)
    Voenllyl sia relgr vur confn zexenuma ini ve, (Heed my call and come stay by me,)
    Fogah Supri Lasauic, (Three Eight Summons,)
    Nymuer sia ulnot vur nar sia irlym. (Hear my cry and strike my enemy.)”

    After the chant had been placed, a misty veil is put over the surrounding 30 meters of the area along with the dragons appearing. The dragons around would gather enough energy between all thirty-eight of them. Anyone whom Gaia has deemed an enemy, will suddenly be attacked with a blast of energy 2x her rank in damage from the dragons.

    Usage:
    ~ ‘Seventy-Eight Card Control’ is always active for Gaia to use as it is a passive ability the lineage has.
    ~ ‘Slice of Cards’ is used once per thread, and for only two posts, with the first post being a charge with Gaia pricking her thumb.
    ~ ‘Card Tricks’ can be used twice per thread, with a 5 post cooldown with the Utilities part of it being passive and able to be used freely.
    ~ ‘Passed Down’ is a passive ability that is always active for Gaia, as long as she’s at the correct rank to use the cards.
    ~ ‘Fogah Supri Lasauic’ on the other hand, is an ability that Gaia can only use once per thread. It works for 1 post and has a 5 post cool down, in which she also can’t use any of her other cards for the strain of the magic would be great on her if she were to try. If she were to cast another card while in the cooldown, she’ll use 1.5x of her MP to cast spells.

    Unique Abilities:
    ~ (D) Blank Cards. Blank Cards is an ability that Gaia has personally perfected herself. There are two blank cards in her deck that only have the same back as the rest of the cards. The blank cards each have the ability to make Gaia invisible physically for one post each card. (Her steps can still be heard if she was wearing shoes that make noise on the ground, and her shadow can be spotted if light is on her just right, and her scent is still there if she comes across anyone who can smell her.)
    ~ (D) Playing Games. When a spell from the Minor Arcana is used, the mage can pull a second card from the Minor Arcana to help determine if it can be stronger going up to 50% stronger. Ex. If the mage pulls an Ace, it is 5%, 2 is 10%, 3 is 15%, and so on and so on, going up 5% each card till they get to the 10 card of that suit.
    ~ (D) Crystal Charge. Gaia carries around 4 crystals with her and they can help her charge up her mana by 25% each when she gets down to 40% MP or less, but only when she’s at 40% MP or less.
    ~ (C) Dance of the Cards. When Gaia is holding her deck in her hands, she can do a small dance in which her cards will be able to fly out of her hand on their own, creating an effective distraction.
    ~ (B) Dragon Sense. As Gaia’s cards are themed after dragons, they can lend their senses to her and allow her to briefly hear, see, or smell, something as they do. Her senses are enhanced 10% thanks to her cards.

    Spells:
    Sig Spells:
    Rank Sig:

    Name: The Tower
    Rank: S
    Type: Fire, Charge up, Burst
    Duration: 4 Posts
    Cooldown: Once per thread
    Description: The Tower is the sixteenth card in the Major Arcana. The card itself represents disaster and upheaval. On the card is a tall stone tower with the top half broken off and fire coming out of the windows. Falling out from a window is a grey male dragon that seems to be upside down when holding the card upright. This dragon is usually quiet, so no one really knows his name, but Gaia tends to call him Tower as it is his cards name.

    Passive: Once the dragon is out of his card, he will give off an air of warmth 15 meters around himself. This warmth is rather unsettling, intending make his enemies uncomfortable and fear him and slow down by 15% as long as they’re in range of the warmth.

    Active: When instructed where the target is, Tower will stand tall on his hind legs and will inhale air for one post before he lets it out the next post in a form of rather large arrow made of fire. This repeats for the last two posts and deals 1.3 rank damage going up to the max distance of each rank. The speed of the arrows starts at 15 meters per second at D rank, gaining 10 meters per second each rank. (25 meters per second at C, 35 at B, 45 at A, and 55 at S). First and third post are charge up posts, with the second and fourth post release the spell and then the dragon disappears when the spell is done. The duration and cooldown are the same as the spell.

    Strengths:
    ~ Damage through fire bolts
    ~ Slows enemies down a bit
    Weaknesses:
    ~ Water magic can counter the fire
    ~ Fire slayers can eat it
    ~ Dirt can weaken fire by 25%
    ~ Dragon can be attacked while charging up the spell.

    D Rank Sig:

    Name: XXI (Twenty-One/Harmony)
    Rank: D
    Type: Healing, Instant
    Duration: 1 post
    Cooldown: Once per thread
    Description: XXI. The twenty first card in the Major Arcana in a tarot deck is The World. It represents harmony. On the card is a white and purple female dragon with her eyes closed and arms stretched out to either side of her, looking content as her extra-long tail wrapped into an oval around her. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the long tail trailing behind her on the card, appear before them.

    Passive: When Harmony is out of her card, she immediately puts a sense of calm over everyone within 30 meters of her. She can even give medical advice as she is in a sense a doctor of her own accord.

    Active: When the card is pulled it can heal the mage up to 60% HP, as well as allies that are within 15 meters of the dragon if she wishes. Has the same duration as the spell.

    Strengths:
    ~ Heals mage and allies
    ~ Calms allies
    ~ Harmony has medical knowledge
    Weaknesses:
    ~ Can only be used after a battle is completed
    ~ Can’t cure supernatural (Vampireism, Wereanimalism, ect.)
    ~ Uses 1.3 MP, plus .1 extra per ally, heals up to 10 other allies (4 other people is 1.7 MP used, 10 other people is 2.5 MP)

    D Spells:
    Knight Tadronteg of the Fire – D+:

    Name: Knight Tadronteg of the Fire
    Rank: D+
    Type: Fire, Offensive, Multi Target
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Knight Tadronteg of the Fire is the Knight of wands in the Rider-Waite deck. When one looks at the card, they'll see a red splatted male dragon holding a small  stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with stick on the card, appear before them.

    Passive: When out of his card, Knight Tadronteg emits warmth from him that can slow down enemies by 15%

    Active: As Tadronteg is a knight, when he’s told who the enemy is, his stick will suddenly light aflame and show that of a sword. As long as someone is within a 50 meter radius of the mage, Tadronteg will attack anyone who isn’t an ally with 1.3 rank damage from the sword and the burns from the fire of the sword. This has the same duration and cooldown as the spell itself.

    Strengths:
    ~ Up to 25% resistant to fire attacks
    ~ Resistant to 25% ice attacks
    ~ Sword combat
    ~ Can light things on fire with the sword
    ~ Can burn enemies while fighting
    Weaknesses:
    ~ Water can weaken fire by 30%
    ~ Fire slayers can eat the fire
    ~ Dirt can weaken fire by 30%
    ~ Can burn allies
    ~ People who don’t fear being burned can run through the fire
    ~ Light can be a beacon for enemies

    Water Knight Pachua:

    Name: Water Knight Pachua
    Rank: D
    Type: Water, Versatile, Burst
    Duration: 2 Post
    Cooldown: 3 Posts
    Description: Water Knight Pachua is the Knight of Cups in the Rider-Waite deck. When one looks at the card, they'll see a silver male dragon holding a golden chalice in its' claw. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with cup on the card, appear before them.

    Passive: When out of his card, Knight Pachua can create up to 378 liters of water that is even drinkable.

    Active: He will let out a burst of water, when instructed who the enemy is, with his cup, the opening pointing towards it. The water reaches up to 15 meters at 11 meters per second to blast the water at the enemy to either attack at 1x rank damage, or defend with a knockback. This last for 1 post Duration, with a 2 post Cooldown.

    Strengths:
    ~ Fire is 25% less effective
    ~ Can move about to have the spell go farther from original spot
    ~ Can also knockback enemy as a defensive move
    ~ Drinkable water
    Weaknesses:
    ~ Air blasted at it can stop it
    ~ Can blast innocents with the water.
    ~ Only can be blasted in a straight line
    ~ Water Slayers can drink it for their magic
    ~ Takes 25% more damage from electricity

    Page Arsit of the Air:

    Name: Page Arsit of the Air
    Rank: D
    Type: Air, Healing, Multi Target
    Duration: 4 Post
    Cooldown: 5 Posts
    Description: Page Arsit of the Air is the Page of Swords in the Rider-Waite deck. The card depicts a dull, muddy brown, male dragon holding a sword, ready to pass it to someone off of the card. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with sword on the card, appear before them.

    Passive: When out of his card, Page Arsit will have a gentle breeze of air around him that can calm others within 30 meters from him.

    Active: He will point the sword at the intended target and heal them 5% every other post as long as the target is at least 10 meters away with air blowing at them from the tip is pointed at their target. This lasts for the same duration and cooldown as the spell itself.

    Strengths:
    ~ Heals 5% every other post
    ~ Presence can calm others
    Weaknesses:
    ~ Heals only one person at a time
    ~ Page can't move from his spot while healing
    ~ Takes up 15% more MP every post used
    ~ Air Slayers can eat it

    Earth King Dilong:

    Name: Earth King Dilong
    Rank: D
    Type: Earth, Shield, Defensive
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Earth King Dilong is the King of Pentacles in the Rider-Waite deck. Observing the card, the image of a two-toned, brown/green, male dragon holding a disk with a five-pointed star in the center of it is staring at you. The dragon seemed to be of high status, as with his gaze. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with disk on the card, comes out of it.

    Passive: When out of his card, King Dilong will naturally have dirt on him that hardens his scales even more, being able to make himself as a temporary shield to hide behind before the active is in place.

    Active: He will throw his disk up above his head and let it grow up to 20 meters and falls down to the ground, passing through the people under it to the ground, creating a dome of Earth 7 meters high, and 3 meters thick with 120 HP to it. This lasts for the same duration and cooldown as the spell itself.

    Strengths:
    ~ Absorbs 20% of earth spells launched on it
    ~ Protects all whom are inside of it
    Weaknesses:
    ~ Enemies can be in the range and be under the shield and be able to fight freely
    ~ Can be broken by intense heat
    ~ Takes 30% more damage from water spells
    ~ Needs enough earth nearby to be able to complete spell
    ~ Sand or gravel or blocks of stone can't be used
    ~ Earth slayers can eat it

    Goddess Monday:

    Name: Goddess Monday
    Rank: D
    Type: Illusion, Defensive, Area of Effect
    Duration: 1 Post
    Cooldown: 2 Post
    Description: Goddess Monday is the 18th card in the Major Arcana of the Rider-Waite deck and is known as The Moon. When one looks at the card, they’d see a pure white female dragon with a Moon symbol on her forehead and her eyes closed. She holds a divine aura about her and seems to be gentle while also seeming like she’s asleep. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same white dragon with the moon symbol on her forehead, comes out of it.

    Passive: When out of her card, Goddess Monday can make everyone feel uneasy as she gives off a heavy feeling within a 30 meter radius of her. This uneasiness can either cause someone to be afraid, or not be able to see clearly

    Active: When instructed by the mage who the enemy is, Goddess Monday will raise her hands up slowly, bringing up a smoke around her within a 20 meter radius up to 10 meters. The smoke doesn’t harm, just temporarily blinds and causes Illusions that can be felt and heard for the enemy of something they each fear to allow the mage time to get away from them. This lasts for the same duration and cooldown as the spell itself.
    NOTE: WILL HAVE OOC PERMISSION BEFORE USE IF USED IN A FIGHT!

    Strengths:
    ~ Creates a diversion from sticky situations
    ~ Disorients enemies a bit
    Weaknesses:
    ~ Bright lights can make the fog useless
    ~ People who are blind aren’t affected by the fog
    ~ People who are vision impaired (need glasses) only hear things rather than see
    ~ Some allies with a weaker constitution may be effected as well

    C Spells:
    Earth Queen Dorolth:

    Name: Earth Queen Dorolth
    Rank: C
    Type: Earth, Knockback, Versatile, Multi Target
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Earth Queen Dorolth is the Queen of Pentacles the Rider-Waite deck. Observing the card, the image of a two-toned, brown/green, female dragon sitting down in a throne while holding a disk with a five-pointed star in the center of it is staring at you. The dragon seemed to be of high status, as with her gaze, but the gaze also seems to be calm and caring. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with disk on the card, comes out of it.

    Passive: Queen Dorolth will come out bearing an smell of fresh cut grass, and the sense of danger emanating from her that will slow down people deemed as enemies by 30%.

    Active: With her disk, Queen Dorolth will throw it at the ground and smash it to bits. The bits of the shattered disk will imbed themselves in the ground like seeds and make their way towards the targets within a 50-meter radius. When the shattered disk seeds get to their target, vines will shoot out from the ground and wrap around the opponent to hold them there, or snap at them to shoot them back 10 meters away from them. Even if she doesn’t like doing it, Dorolth can also use the vines to deal rank damage by hardening the tips of the vines and allowing them to puncture at .65 rank damage each post. It lasts as long as the spell does with the first post being used to smack the disk down to activate it, and it starts 2 posts after that for 2 posts with the same cooldown as the spell.

    Strengths:
    ~ Vines go virtually undetected
    ~ Can hit up to ten people at a time back
    ~ Slows down enemies
    ~ Being in a forest of sorts gives the spell an extra 20% boost to slowing down the enemies
    ~ Forest surrounding also increases distance to 70 meters range
    ~ Sneak attack basically when vines are used to puncture
    Weaknesses:
    ~ Fire can burn the vines and render them 40% weaker
    ~ Earth magic can detect it
    ~ Plant magic can detect it
    ~ Doesn’t work without dirt nearby
    ~ Lighting magic can burn the vines and make them 40% weaker
    ~ Vines can be caught by hand if one can catch it

    Water Page Hydra:

    Name: Water Page Hydra
    Rank: C
    Type: Water, Damage over Time, Multi-Target
    Duration: 3
    Cooldown: 5
    Description: Hydra is the Page of Cups in the Rider-Waite deck. When one looks at the card, they'll see a pale blue female dragon holding a golden chalice with a fish in it, in its' claw. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the cup on the card, appear before them.

    Passive: The Page is naturally soaking wet from head to toe, so she leaks water from her body from under her scales that makes the ground wet/muddy wherever she’s standing

    Active: When Hydra is notified of whom the target is, she’ll point her cup in the direction of the enemy is and fish will come out from the cup that seem to come from a hidden pool of water from another dimension within the cup. The fish aren’t any fish, they’re piranhas. The piranha’s deal 0.75 rank damage per hit. It last as long as the spell itself does.

    Strengths:
    ~ The fish latch on to their target and don’t let go
    ~ Water helps them get to their target better
    ~ Can make people slip/get stuck on the water from passive ability
    Weaknesses:
    ~ Fish can be deflected
    ~ Fish can be fried (lightning/fire)
    ~ The fish could be flattened
    ~ The teeth of the fish could be broken if they bite into something hard
    ~ The water from passive ability can make allies slip/get stuck

    Fire King Ryaqold:

    Name: Fire King Ryaqold
    Rank: C
    Type: Fire, Defensive
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Fire King Ryaqold is the King of Wands in the Rider Waite deck. When one looks at the card, they'll see a blood red male dragon holding a staff-like walking stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the staff on the card, appear before them.

    Passive: When out of his card, King Ryaqold creates natural light with his staff that goes up to 15 meters that is always there, or can light a fire in a fire pit within the same distance.

    Active: To use his power, King Ryaqold has to point the tip of his staff to the ground, in which the tip lights up to a brilliant flame that reaches up to 8 meters high. After he does that, he can quickly make a half circle wall of fire, that is 5 meters in diameter, by dragging the staff on the ground around himself and those around him, effectively creating a temporary barrier. This lasts for as long as the spell does

    Strengths:
    ~ Creates a barrier of fire
    ~ Burns people who try to touch it
    ~ Light from King Ryaqold can blind enemies by 20%
    ~ Resistant to 25% ice attack
    ~ Temporary light
    Weaknesses:
    ~ Water can weaken fire by 30%
    ~ Fire slayers can eat the fire
    ~ Dirt can weaken fire by 30%
    ~ Can burn allies
    ~ Light can be a beacon for enemies
    ~ People who don’t fear being burned can run through the fire

    Knight Gayle of the Air – C+:

    Name: Knight Gayle of the Air
    Rank: C+
    Type: Air, Offensive, Burst
    Duration: 6 posts
    Cooldown: 7 posts
    Description: Knight Gayle of the Air is the Knight of Swords in the Rider Waite deck. When one looks at the card, they'll see a two-toned silver and tan female dragon holding a sword and looking like she’s ready to go charging off to fight. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the sword on the card, appear before them.

    Passive: As soon as Knight Gayle is out of her card, she has an intense look on her face and will stare down anyone who is before her to intimidate them, even the mage who summoned her. Unlike her Page, Gayle has high winds swirling around her within a 10-meter range of her that are intent on knocking people, and things, down.

    Active: When instructed where to attack, Knight Gayle will thrust her sword up into the air, emitting a loud growl before bringing her sword down and jabbing it in the direction she was told to. A moment afterwards, a flurry of glowing brown birds will shoot from the sky and fly in to attack the targets, pecking away at them and dealing 0.8 damage per post. This lasts for 5 posts, with a 6 post cooldown.

    Strengths:
    ~ Strong winds can knock others off balance
    ~ Birds swarm at enemies
    Weaknesses:
    ~ Birds can be shot down
    ~ Other Air magic Users could potentially knock the birds off course
    ~ Fire can harm the birds, making them deal .5 damage per post instead
    ~ Lightning can harm the birds, making them deal .5 damage per post instead
    ~ Strong winds from Gayle can knock allies off balance

    B Spells:
    King Apalala of the Deep:

    Name: King Apalala of the Deep
    Rank: B
    Type: Water, Offensive, Area of Effect
    Duration: 4 posts
    Cooldown: 5 posts
    Description: King Apalala of the Deep is the King of Cups in the Rider Waite deck. When one looks at the card, they'll see a deep blue male dragon holding a cup and sitting on a throne while calmly looking off to the side of the card. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the cup on the card, appear before them.

    Passive: As soon as Apalala is out of the card, he will look calm as a cucumber… and strangely smells like it. His smell is quite strong, enough that it may distract others. His cup will also be constantly self-filling and overflowing with water, which he can use to manipulate for small tricks he can play, like splashing others with it, or allowing other to have a sip of drinkable water.

    Active: When in battle, Apalala’s normally calm expression is replaced with that of something fierce. He’ll dump his cup upside down after he’s instructed who his enemy is, and water will come gushing out. The water will rush out of the cup like a rolling tsunami at 45 meters per second up to 75 meters from where he stands. The water will rush out and literally smack into the enemies at .5 rank damage each post while shoving them back an additional 20 meters away on the last post. The spell lasts for 3 posts with a 4 post cooldown.

    Strengths:
    ~ Fire is 25% less effective
    ~ Can knockback enemy as a defensive move
    ~ Drinkable water
    ~ Smacks the enemy away while damaging them

    Weaknesses:
    ~ Air blasted at it can stop it
    ~ Areas with little water makes the spell less effective, making the water come at 30 meters per second up to 50 meters away and dealing .4 rank damage per post
    ~ Water Slayers can drink it for their magic
    ~ Takes 25% more damage from electricity

    Page Epayr of the Green:

    Name: Page Epayr of the Green
    Rank: B
    Type: Earth, Poison, Offensive, Multi-Target, Damage Over Time
    Duration: 6
    Cooldown: 7
    Description: Page Epayr of the Green is the Page of Pentacles in the Rider Waite deck. When one looks at the card, they'll see a pale green male dragon holding a disk, with a pentacle on it, in his hand. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the disk on the card, appear before them.

    Passive: Page Epayr will immediately seem like he’s nothing but an excited little creature. Flying about him will be ten yellow and black bugs. Asking him what they are, he’d tell you that they were giant hornets, native to his land. The hornets make a rather loud buzzing sound collectively and look like Giant Japanese Hornets.

    Active: As soon as he’s told whom the enemy is, the page will release his hornets from him and they will fly away at 30 meters per second and attack all whom are within a 60 meter range with their stingers and deal .5 rank damage per hit. If the hornets bite an enemy, the poison that is injected into them will slow the enemy down by 30%. This lasts for 5 posts with a 7 posts cooldown.

    Strengths:
    ~ Stings
    ~ Slows enemy down
    ~ Can hit multiple people at once
    ~ Attacks from above
    Weaknesses:
    ~ Water thrown on the hornets will slow down their wings, making them fly at 15 meters per second up to 30 meters from where they were originally released
    ~ Fire burns the hornets
    ~ Air can push the hornets back
    ~ Earth can bury the hornets
    ~ Can be batted out of the way
    ~ Noise from wings give away position

    Air King Negeim:

    Name: Air King Negeim
    Rank: B
    Type: Air, Illusion, Truth, Multi Target
    Duration: 6
    Cooldown: 8
    Description: Air King Negeim is the King of Swords in the Rider Waite deck. When one looks at the card, they'll see a two-toned, white/pale blue, male dragon holding a wispy sword in his hand. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with the sword on the card, appear before them.

    Passive: King Negeim will have a misty air around him that gives off a menacing feeling from him with how he looks down upon others. Within 20 meters of him, first 5 being clear, anyone will be slowed down by 20%.

    Active: As soon as he’s told where to fire off his magic, Negeim will throw his arms out to throw the mist where he’s told to. The mist will instantly go into a 10 meter cone, that widens by 5 meters every 10 meters, up to 75 meters away with the first 5 meters being clear (meaning anyone within the first 5 meters are in the clear). Within the mist are millions of little bugs that will bite whomever at .65 rank damage each hit. If one is bitten by the bugs, they’ll instantly be blocked off from the world and see nothing but darkness around them. The bugs will work their way to get to the mind and persuade one to spill the truth of something that may needed. Lasts as long as the spell does.

    Strengths:
    ~ Slows people down
    ~ Can get the truth out of others
    Weaknesses:
    ~ Allies may be affected too if they’re 5 or more meters away from Negeim
    ~ Can get more truth than intended (personal information that is TMI)
    ~ Can’t always control what truths to fully get and how much of something specific
    ~ The blind aren’t affected by the mist
    ~ Bugs can be pushed back
    ~ Bright light can deter the bugs away within the mist

    Fire Queen Sirroa – B+:

    Name: Fire Queen Sirroa
    Rank: B+
    Type: Fire, Offensive, Area of Effect
    Duration: 4 Posts
    Cooldown: 5 Posts
    Description: Fire Queen Sirroa is the Queen of Wands card in the Rider-Waite deck. The card is of a shimmering two-tone purple/red female dragon holding a staff-like walking stick. To cast the spell, the holder of the card must pull it out of the deck and call out the spells name, making the same dragon with staff on the card, appear before them.

    Passive: Much like her husband, Queen Sirroa creates natural light with her staff up to 25 meters that is always there, or can light a fire in a fire pit within the same distance. The difference is the light on her staff can be brighter than his.

    Active: She will let out a plum of fire, when instructed who the enemy is, with her staff. The fire's area of effect is up to a 10 meter cone, 135 meters away at 65 meters per second, effectively burning anyone in its wake. The fire she deals is .6 rank damage per post. This lasts for 3 posts, and 4 posts Cooldown.

    Strengths:
    ~ Up to 25% resistant to fire attacks
    ~ Can move about to have the spell go farther from original spot
    ~ Creates temporary light
    ~ Creates a quick, fire starter
    ~ Resistant to 25% ice attack
    ~ Light from Queen Sirroa can blind enemies by 35%
    Weaknesses:
    ~ Water weakens spell by 30%
    ~ Dirt weakens spell by 30%
    ~ Can burn the mage if pointed at them
    ~ Can let enemies know location.
    ~ Fire Slayers can eat it
    ~ Light can be a beacon for enemies



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      Current date/time is 21st June 2018, 10:25 pm