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    Mapleseruhp
    Mapleseruhp

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    Lineage : Reaper's Touch
    Position : None
    Posts : 154
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: ESP
    Second Magic:
    Third Magic:

    ESP Empty ESP

    Post by Mapleseruhp on 19th April 2018, 3:25 pm

    Magic

    Primary Magic: ESP
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: ESP is the magical manipulation of the caster's physical surrounding. Generally speaking, this is used to manipulate without physical contact, such as lifting up a tree mentally and tossing it towards an opponent. This magic is less effective when used against sentient life besides the caster. For example, the caster cannot manipulate characters without express consent beforehand (OOC consent). This magic has no influence on the thoughts of others, but can be potentially used in a puppeteer fashion. This force can be imbued within matter to allow for more intricate manipulation. For example, this can be used to control muscles individually to allow for increased strength and agility of the caster. If desired, an aesthetic effect of black and white checks or a grey aura can appear around manipulated objects. Magically created substances that are not directly controlled can be manipulated as well. For example, if an ice mage creates a block of ice but is not actively controlling it, the caster may control it. This cannot be used to deflect attacks in any means.

    To be used, the caster must focus on the object and be in its general vicinity. This focus can manifest as simply watching an object as it is manipulated or pointing and tracked with an outstretched finger.


    Strengths:

    • Inconspicuous - As this magic is neither flashy nor directly noticeable, it is highly effective for sneak attacks or assassinations in plain sight. The identity of the caster is undetectable.

    • Destructive - As this magic is the manipulation of force itself, it can become quite destructive. This magic is easily capable of ripping the ground out from the feet of its target, along with crushing their valued possessions if applicable.

    Weaknesses:

    • Requirements - This magic is absolutely useless without matter to manipulate. In a room full of pillows with cushioned walls, Kenneth's spells would barely bruise.

    • Concentration - This magic requires more concentration than most magics, leaving him somewhat vulnerable if distracted by intense pains, fear, or illusions.

    Lineage: Dragon Spirit

    Unique Abilities:

    Mind over Matter: In a range equal to an AoE spell of the caster's rank, the caster , etcis capable of minute manipulations such as opening doors, pressing buttons, fetching keys. This ability is useless combatively but useful for everyday and plot things.

    ESP Waves: The caster can communicate telepathically due to their mastery of the mind and unique brainwaves emitted.

    Boundless ESP: Due to the constant emission of ESP, Kenneth's mind has been refined, increasing spell damage by 50%.

    Spells:

    Offensive:


    D-Rank:
    Name: Psychic Grab (20MP)
    Rank: D
    Type: Offensive
    Duration: Instantaneous
    Cooldown: 2 Posts
    Description: Within 30m, Kenneth may levitate an object up to 2m by 2m large. Kenneth must be aware and focused on the object in order to do so. Once this matter is grasped, it can be flung or dropped on a single target within this 30m radius. This object can be held for longer than a swift attack, thus increasing the cooldown by one for each post up to three held. Unless consented, this cannot affect player characters. This object moves at 50m/s and does 40 points of damage. If consented, this spell can affect characters and NPCs, thus the character used to bludgeon would receive an additional amount of damage equal to the amount dealt. For example, if a creature is held, and smashed against a character, the monster would take 40 points of damage while the character would take 40 as well.

    Strengths:


    • Forceful - This spell can easily knock down an unprepared or weaker opponent.

    Weaknesses:

    • Solid matter must be present to be used.
    • Can easily hit allies if in the way.
    • Shorter range than normal single target spells.






    Name: Psychic Crash (20MP)
    Rank: D
    Type: Offensive, AoE
    Duration: Instantaneous
    Cooldown: 1
    Description: Within 15m, Kenneth may levitate an assortment of debris forming a ring shape around him. This matter will then be smashed or dropped dealing 20 points of damage to all within this range. This debris moves at 15m/s. Kenneth has no choice over what things are used in this attack, simply tearing from his surroundings. If consented, this spell can affect characters and NPCs, thus the character used to bludgeon would receive an additional amount of damage equal to the amount dealt.

    Strengths:


    • This spell has a large area of effect and can therefore hit multiple enemies with less concentration.

    Weaknesses:

    • Solid matter must be present to be used, and will randomly retrieve matter from the caster's surroundings.
    • Hits enemy and ally alike


    Defensive:


    D-Rank:
    Name: Psychic Guard (20MP)
    Rank: D
    Type: Defensive
    Duration: 3 post
    Cooldown: 4 Posts
    Description: Gathering rubble and debris from his surroundings, Kenneth creates a weak shield around his body 0.5m away from his body with an HP equal to three D rank spells. [120HP]
    Strengths:

    • As this shield is a collection of debris, it can be replenished by telekinetically adding more rubble.

    Weaknesses:

    • As this shield is made from environmental materials, in some situations certain elements will count as two spells against the shield. For example, if wood is used in the shield, fire spells count as two.

    Utility:

    D-Rank:
    Name: Psychic Blink (20MP)
    Rank: D
    Type: Burst
    Duration: Instantaneous
    Cooldown: 1 Posts
    Description: Focusing all of his ESP on himself, Kenneth teleports up to 15m away in a burst of white and black light. No direct line of sight or effect is required.
    Strengths:

    • This spell can be done quickly, as a reaction.

    Weaknesses:

    • This spell has a reduced range.

    Advanced Spells:

    Name: Psychic Relay (30MP)
    Rank: D+
    Type: Offensive, Multi Target
    Duration: Instantaneous
    Cooldown: 2 Posts
    Description: Kenneth takes control of various objects within 30m and sends them all flying foward towards multiple targets. These items cannot be larger than 1m by 1m each. This spell can reach a distance of 67.5m at speeds of up to 45m/s in order to deal 60 points of damage. If consented, this spell can affect characters and NPCs, thus the character used to bludgeon would receive an additional amount of damage equal to the amount dealt.

    Strengths:

    • This spell is potent and can strike multiple enemies.

    Weaknesses:

    • This spell has an increased mana cost.

      Current date/time is 18th October 2019, 4:35 am