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    Kinetic Karma

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    Vhesira Lithvir
    Vhesira Lithvir

    Quality Badge Level 1- Quality Badge Level 2- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Motor City Rush- Player 
    Lineage : Shinokishi: Knight of Death
    Position : None
    Posts : 35
    Guild : Aurora
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Character Sheet
    First Magic: Kinetic Karma
    Second Magic:
    Third Magic:

    In Progress Kinetic Karma

    Post by Vhesira Lithvir on Sun 13 May 2018 - 0:21

    Magic

    Primary Magic: Kinetic Karma
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Kinetic Karma allows the user to manipulate the kinetic energy of people and objects around them. It was once thought to be a form of Wind magic, but after extensive testing, it was found that it was more akin to something like Gravity magic, manipulating basic laws of physics of the world around the caster by increasing, decreasing, or redirecting the kinetic energy of a target. It has good defensive options, wide support versatility, and decent offensive ability, though is almost completely lacking in any healing options.

    Vhesira's use of it depends on the situation. Offensively, she can use it to increase the kinetic energy of her physical attacks, thus increasing their power. She can also exert her willpower on thrown objects or even the air for a brief moment, forming a sort of 'air bullet'. Defensively, she can remove the kinetic energy of an enemy attack, or send out a wave of force to keep an enemy at bay. For support purposes is where it shines. Allowing herself or others to move faster, jump higher, hit harder, slow a fall, or various other things.

    Strengths:

    • Most spells are near instant, allowing for quick reactions.
    • In most cases, there are little to no visual cues of its use, allowing the caster to surprise opponents.
    • The nature of the magic makes the user very dangerous in close combat.

    Weaknesses:

    • Most spells are single target, with very few AoE options.
    • Magical effects with no physical form are unaffected by kinetic force, thus ignore it's defenses.
    • Very limited ranged options, meaning ranged fighters hold advantage.


    Lineage:
    Shinokishi - Knight of Death:
    Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
    Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
    Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell.  So a Fire spell would become Death/Fire or so on.
    Usage: They can envelop death magic around their self  to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.

    Unique Abilities:
    Kinetic Buffer (Passive): A thin field of kinetic energy automatically forms around the body upon entering a dangerous situation. Any attack that makes physical contact will have it's damage reduced by 30%. Magical effects that cannot by physically interacted with (light, darkness, gravity, etc.) ignore this.

    Kinetic Lock (Active): The user completely removes kinetic energy from the target, within single target range, effectively paralyzing them. Inanimate objects, normal animals, non-mages, and Mages 1 rank or more below the user can be held for 2 posts. Mages of equal rank can be held for 1. Mages of 1 rank above cannot be held; only slowed by 50% for 1 post. Mages of 2 or more ranks above are unaffected. Magic that does not require movement on the target's part can still be used by them, and they can still speak. The user cannot use other magic while holding a target unless they are at least 1 rank below, due to the effort to hold them. Has a cooldown of 3 posts.

    Kinetic Boost (Passive): The user passively accelerates their own kinetic energy when in dangerous situations, granting them increased speed and force to their attacks. Their Speed is increased by 30(35)%, and their Strength by 10(13)%. These boosts increase by 5%/3% respectively per rank, maxing out at 50% for Speed and 20% for Strength, at S rank.

    New Ability:

    Spells:
    D Rank Spells (4):

    Hammer Blow:

    Name: Hammer Blow
    Rank: D (20MP)
    Type: Offensive, Single-Target
    Duration: Instant
    Cooldown: 2
    Description: This spell is cast by rapidly increasing the level of kinetic energy in the user's chosen weapon or limb. A brief pulse of unseen energy emanating from the user is the only warning of the spell before the user strikes. The speed and force of the strike is greatly increased, dealing D-Rank spell damage(40hp) for that single strike.

    Strengths:

    • Instant activation makes it good for fast paced action.

    Weaknesses:

    • Short range only.


    Burst Wave:

    Name: Burst Wave
    Rank: D (20 MP)
    Type: Defensive/Offensive, AoE
    Duration: Instant
    Cooldown: 2
    Description: The user gathers kinetic energy within their body, and then expels it in a 15 meter AoE wave, at 15mps. Up to two opposing single-target spells are dissipated by the force of the wave unless the opposing caster spends 10mp to push through the effect, and all targets in the radius of the wave take 50% D-rank spell damage(20hp).

    Strengths:

    • Good defensive and offensive utility.

    Weaknesses:

    • Hits friend and foe alike.


    Fault Line:

    Name: Fault Line
    Rank: D (20MP)
    Type: Offensive, Multi Target
    Duration: 1
    Cooldown: 3
    Description: The user gathers a large amount of kinetic energy into their chosen weapon or limb, and slams it into the ground at an angle, channeling the energy into the ground as they do. The resulting shock wave causes rubble and kinetic energy to erupt from the ground in a narrow cone in front of the user at 20 meters per second. Everyone caught in the 5 meter by 25 meter cone takes 50% D-Rank spell damage(20hp). Speed is reduced by 25% when trying to move out of the terrain created by this spell.

    Strengths:

    • Wide area of effect.
    • Restricts enemy mobility.
    • Creation of rubble creates throwing 'weapons' for the user.

    Weaknesses:

    • Hits friend and foe alike.
    • Longer cooldown.
    • Useless against opponents that can fly in some way.


    Firing Hammer:

    Name: Firing Hammer
    Rank: D (20MP)
    Type: Offensive, DoT Single Target
    Duration: 3
    Cooldown: 4
    Description: The user starts this spell off much like Hammer Blow. However, they expel all the kinetic energy at the exact moment of impact, creating a powerful explosion of energy. The explosion deals 50% D-Rank spell damage(20hp), and sends the target flying 20 meters. The energy clings to the point of impact, constricting to deal 50% D-Rank spell damage per post for the duration, maxing out at a total of 200% D-Rank spell damage(80hp) overall.

    Strengths:

    • High damage over the course of the spells effect.
    • Allows for the use of other spells with the DoT continues to cause damage.

    Weaknesses:

    • Extensive cooldown.
    • The knockback effect could make it difficult to use other short range spells effectively.

    C Rank Spells (3):

    Spell:

    Name:
    Rank: C (30MP)
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    • Placeholder

    Weaknesses:

    • Placeholder

    Spell:

    Name:
    Rank: C (30MP)
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    • Placeholder

    Weaknesses:

    • Placeholder


    Spell:

    Name:
    Rank: C (30MP)
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    • Placeholder

    Weaknesses:

    • Placeholder


    Advanced Spells:
    D+:
    Name: Karma Bullet
    Rank: D+ (30MP)
    Type: Offensive, Single Target
    Duration: 2
    Cooldown: 4
    Description: The user focuses their will on the very air in front of them, halting a small bubble of it, and then firing it at the opponent with a burst of kinetic energy. Traveling up to 50 meters, at 50 meters per second, the invisible 'bullet' slams into the opponent for 100% D+ Rank spell damage(60hp). If it hits on the first post, it then envelopes the opponent and reduces their Speed by 80% for the next post. If it misses on the first post, it will instantly change direction and try to hit again, but without the Speed reduction.

    Strengths:

    • Fast and invisible.
    • Ranged spell, which helps counteract the lack of other ranged options.
    • Either reduces target speed or homes in.

    Weaknesses:

    • Cooldown is double the duration.
    • Moves in a straight line on both 'charges'; predictable.
    • Due to being invisible, allies could accidentally get in it's way.

    C+:
    Name:
    Rank: C+ (45MP)
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    • Placeholder

    Weaknesses:

    • Placeholder


    Signature Spells:
    D:
    Name:
    Rank: D (0MP)
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    • Placeholder

    Weaknesses:

    • Placeholder

    C:
    Name:
    Rank: C (0MP)
    Type:
    Duration:
    Cooldown:
    Description:

    Strengths:

    • Placeholder

    Weaknesses:

    • Placeholder



    Last edited by Vhesira Lithvir on Mon 28 May 2018 - 3:43; edited 2 times in total
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    In Progress Re: Kinetic Karma

    Post by Lester Drynedi on Mon 14 May 2018 - 7:57

    Hey hey Lester here! I'm your grader for this round, comments are in this wonderful color (tell me if you can't read it and I'll change it)
    Feel free to ask any questions or clarefications. Just reply to the thread with a 'bump'when you're finished with the changes!~

    ❀:

    @Vhesira Lithvir wrote:Magic

    Primary Magic: Kinetic Karma
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Kinetic Karma allows the user to manipulate the kinetic energy of people and objects around them. It was once thought to be a form of Wind magic, but after extensive testing, it was found that it was more akin to something like Gravity magic, manipulating basic laws of physics of the world around the caster by increasing, decreasing, or redirecting the kinetic energy of a target. It has good defensive options, wide support versatility, and decent offensive ability, though is almost completely lacking in any healing options.

    Vhesira's use of it depends on the situation. Offensively, she can use it to increase the kinetic energy of her physical attacks, thus increasing their power. She can also exert her willpower on thrown objects or even the air for a brief moment, forming a sort of 'air bullet'. Defensively, she can remove the kinetic energy of an enemy attack, or send out a wave of force to keep an enemy at bay. For support purposes is where it shines. Allowing herself or others to move faster, jump higher, hit harder, slow a fall, or various other things.

    Strengths:

    • Most spells are near instant, allowing for quick reactions.
    • In most cases, there are little to no visual cues of its use, allowing the caster to surprise opponents.
    • The nature of the magic makes the user very dangerous in close combat.

    Weaknesses:

    • Most spells are single target, with very few AoE options.
    • Magical effects with no physical form are unaffected by kinetic force, thus ignore it's defenses.
    • Very limited ranged options, meaning ranged fighters hold advantage.


    Lineage:
    Shinokishi - Knight of Death:
    Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
    Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
    Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell.  So a Fire spell would become Death/Fire or so on.
    Usage: They can envelop death magic around their self  to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.

    Unique Abilities:
    Kinetic Buffer (Passive): A thin field of kinetic energy automatically forms around the body upon entering a dangerous situation. Any attack that makes physical contact will have it's damage reduced by 30%. Magical effects that cannot by physically interacted with (light, darkness, gravity, etc.) ignore this.

    Kinetic Lock (Active): The user completely removes kinetic energy from the target, effectively paralyzing them. Inanimate objects, normal animals, non-mages, and Mages 1 rank or more below the user can be held for 2 posts. Mages of equal rank can be held for 1. Mages of 1 rank above cannot be held; only slowed by 50% for 1 post. Mages of 2 or more ranks above are unaffected. Magic that does not require movement on the target's part can still be used by them, and they can still speak. The user cannot use other magic while holding a target unless they are at least 1 rank below, due to the effort to hold them. Has a cooldown of 3 posts.
    Can you add in that the target must be within single target range of the caster please

    Kinetic Boost (Passive): The user passively accelerates their own kinetic energy when in dangerous situations, granting them increased speed and force to their attacks. Their Speed is increased by 30%, and their Strength by 10%. These boosts increase by 5%/3% respectively per rank, maxing out at 50% for Speed and 20% for Strength, at S rank.

    Spells:
    D Rank Spells (4):

    Hammer Blow:

    Name: Hammer Blow
    Rank: D (20MP)
    Type: Offensive/Support, Instant Single-Target
    Duration: 1 Just put the duration as instant
    Cooldown: 2
    Description: This spell is cast by rapidly increasing the level of kinetic energy in the user's chosen weapon or limb. A brief pulse of unseen energy emanating from the user is the only warning of the spell before the user strikes. The speed and force of the strike is greatly increased, increasing melee damage by 200% for that single strike. (As example; D-rank unarmed melee is 10. Due to Kinetic Boost being reduced to 5% because of the Compounding Buffs rule, it remains 10. With Hammer Blows 200% increase added, it becomes 30 damage. Less than the base damage of a D rank spell, but not by too much.)
    Since you can't have a 200% increase I would suggest just stating that it does 20hp damage (or any number thats 40 or below), either that or you could have a 60% increase to physical damage
    Strengths:

    • Instant activation makes it good for fast paced action.
    • Short cooldown allows for it to be used more frequently.

    Weaknesses:

    • Short range only.
    • Less damage than most spells of the same rank.


    Burst Wave:

    Name: Burst Wave
    Rank: D (20 MP)
    Type: Defensive/Offensive, Instant AoE
    Duration: 1 Same as before, If its instant just put instant not 1 post
    Cooldown: 2
    Description: The user gathers kinetic energy within their body, and then expels it in a 15 meter AoE wave. Up to two opposing single-target spells are dissipated by the force of the wave, and all targets in the radius of the wave take 50% D-rank spell damage.
    could you just add the speed in (max of 15mps), the dissipating single target spells that would fall under effect rules (just means that if you did pvp the person could pay 10mp to cancel out the effect), could you just mention that its an effect. Thanks!
    Strengths:

    • Good defensive and offensive utility.

    Weaknesses:

    • Hits friend and foe alike.


    Fault Line:

    Name: Fault Line
    Rank: D (20MP)
    Type: Offensive, Instant Multi Target  Could you just remove instant from the type? Since its got a duration of 1
    Duration: 1
    Cooldown: 3
    Description: The user gathers a large amount of kinetic energy into their chosen weapon or limb, and slams it into the ground at an angle, channeling the energy into the ground as they do. The resulting shock wave causes rubble and kinetic energy to erupt from the ground in a narrow cone in front of the user at 10 meters per second. Everyone caught in the 3 meter by 15 meter cone takes 75% D-Rank spell damage. Speed is reduced by 25% when trying to move out of the terrain created by this spell.
    This is more of an AOE spell than a multi target, which would be 50% D rank damage, you can increase the range if you want though
    Strengths:

    • Wide area of effect.
    • Restricts enemy mobility.
    • Creation of rubble creates throwing 'weapons' for the user.

    Weaknesses:

    • Hits friend and foe alike.
    • Longer cooldown.
    • Useless against opponents that can fly in some way.


    Firing Hammer:

    Name: Firing Hammer
    Rank: D (20MP)
    Type: Offensive, DoT Single Target
    Duration: 4
    Cooldown: 5
    Description: The user starts this spell off much like Hammer Blow. However, they expel all the kinetic energy at the exact moment of impact, creating a powerful explosion of energy. The explosion deals 50% D-Rank spell damage, and sends the target flying 20 meters. The energy clings to the point of impact, constricting to deal 50% D-Rank spell damage per post for the duration, maxing out at a total of 200% D-Rank spell damage overall. There is backlash, however, and the user takes 50% D-Rank spell damage themselves.
    The longest a D rank can go for is 3 posts, you can remove the backlash if you want
    Strengths:

    • High damage over the course of the spells effect.
    • Gives the user some distance from the opponent if needed.
    • Allows for the use of other spells with the DoT continues to cause damage.

    Weaknesses:

    • Injures the caster as well.
    • Extensive cooldown.
    • The knockback effect could make it difficult to use other short range spells effectively.


    Advanced Spells:
    D+:
    Name: Karma Bullet
    Rank: D+ (30MP)
    Type: Offensive, Instant Single Target could you just remove instant from the 'type'
    Duration: 2
    Cooldown: 4
    Description: The user focuses their will on the very air in front of them, halting a small bubble of it, and then firing it at the opponent with a burst of kinetic energy. Traveling up to 50 meters, at 50 meters per second, the invisible 'bullet' slams into the opponent for 100% D+ Rank spell damage. If it hits on the first post, it then envelopes the opponent and reduces their Speed by 25% for the next post. If it misses on the first post, it will instantly change direction and try to hit again, but without the Speed reduction.
    If you want you can increase the speed reduction to a max of 90%
    Strengths:

    • Fast and invisible.
    • Ranged spell, which helps counteract the lack of other ranged options.
    • Either reduces target speed or homes in.

    Weaknesses:

    • Cooldown is double the duration.
    • Moves in a straight line on both 'charges'; predictable.
    • Due to being invisible, allies could accidentally get in it's way.



    _____________________________________________________________________________________

    Vhesira Lithvir
    Vhesira Lithvir

    Quality Badge Level 1- Quality Badge Level 2- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Motor City Rush- Player 
    Lineage : Shinokishi: Knight of Death
    Position : None
    Posts : 35
    Guild : Aurora
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Character Sheet
    First Magic: Kinetic Karma
    Second Magic:
    Third Magic:

    In Progress Re: Kinetic Karma

    Post by Vhesira Lithvir on Mon 14 May 2018 - 17:45

    Bump! Seeing the edits you had to make, I am so sorry. I thought I had a better grasp of how things worked than I actually did, apparently.
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17

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    First Magic:
    Second Magic:
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    In Progress Re: Kinetic Karma

    Post by Lester Drynedi on Mon 14 May 2018 - 21:26

    ❀Oh no no its okay don't stress! Everyone has a few edits they have to make, its normal to get the odd thing wrong!
    Could you just add to Kinematic lock that the target has to be within single target range, then its all good to approve~


    _____________________________________________________________________________________

    Vhesira Lithvir
    Vhesira Lithvir

    Quality Badge Level 1- Quality Badge Level 2- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Motor City Rush- Player 
    Lineage : Shinokishi: Knight of Death
    Position : None
    Posts : 35
    Guild : Aurora
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Character Sheet
    First Magic: Kinetic Karma
    Second Magic:
    Third Magic:

    In Progress Re: Kinetic Karma

    Post by Vhesira Lithvir on Mon 14 May 2018 - 22:07

    I put "The user completely removes kinetic energy from the target, within single target range, effectively paralyzing them." already, do I need to put it down a different way?


    _____________________________________________________________________________________

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    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    In Progress Re: Kinetic Karma

    Post by Lester Drynedi on Tue 15 May 2018 - 6:03

    Gosh, sorry about that!

    ❀:
    @Vhesira Lithvir wrote:Magic

    Primary Magic: Kinetic Karma
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Kinetic Karma allows the user to manipulate the kinetic energy of people and objects around them. It was once thought to be a form of Wind magic, but after extensive testing, it was found that it was more akin to something like Gravity magic, manipulating basic laws of physics of the world around the caster by increasing, decreasing, or redirecting the kinetic energy of a target. It has good defensive options, wide support versatility, and decent offensive ability, though is almost completely lacking in any healing options.

    Vhesira's use of it depends on the situation. Offensively, she can use it to increase the kinetic energy of her physical attacks, thus increasing their power. She can also exert her willpower on thrown objects or even the air for a brief moment, forming a sort of 'air bullet'. Defensively, she can remove the kinetic energy of an enemy attack, or send out a wave of force to keep an enemy at bay. For support purposes is where it shines. Allowing herself or others to move faster, jump higher, hit harder, slow a fall, or various other things.

    Strengths:

    • Most spells are near instant, allowing for quick reactions.
    • In most cases, there are little to no visual cues of its use, allowing the caster to surprise opponents.
    • The nature of the magic makes the user very dangerous in close combat.

    Weaknesses:

    • Most spells are single target, with very few AoE options.
    • Magical effects with no physical form are unaffected by kinetic force, thus ignore it's defenses.
    • Very limited ranged options, meaning ranged fighters hold advantage.


    Lineage:
    Shinokishi - Knight of Death:
    Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
    Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
    Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell.  So a Fire spell would become Death/Fire or so on.
    Usage: They can envelop death magic around their self  to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.

    Unique Abilities:
    Kinetic Buffer (Passive): A thin field of kinetic energy automatically forms around the body upon entering a dangerous situation. Any attack that makes physical contact will have it's damage reduced by 30%. Magical effects that cannot by physically interacted with (light, darkness, gravity, etc.) ignore this.

    Kinetic Lock (Active): The user completely removes kinetic energy from the target, within single target range, effectively paralyzing them. Inanimate objects, normal animals, non-mages, and Mages 1 rank or more below the user can be held for 2 posts. Mages of equal rank can be held for 1. Mages of 1 rank above cannot be held; only slowed by 50% for 1 post. Mages of 2 or more ranks above are unaffected. Magic that does not require movement on the target's part can still be used by them, and they can still speak. The user cannot use other magic while holding a target unless they are at least 1 rank below, due to the effort to hold them. Has a cooldown of 3 posts.

    Kinetic Boost (Passive): The user passively accelerates their own kinetic energy when in dangerous situations, granting them increased speed and force to their attacks. Their Speed is increased by 30%, and their Strength by 10%. These boosts increase by 5%/3% respectively per rank, maxing out at 50% for Speed and 20% for Strength, at S rank.

    Spells:
    D Rank Spells (4):

    Hammer Blow:

    Name: Hammer Blow
    Rank: D (20MP)
    Type: Offensive, Single-Target
    Duration: Instant
    Cooldown: 2
    Description: This spell is cast by rapidly increasing the level of kinetic energy in the user's chosen weapon or limb. A brief pulse of unseen energy emanating from the user is the only warning of the spell before the user strikes. The speed and force of the strike is greatly increased, dealing 100% D-Rank spell damage(40hp) for that single strike.

    Strengths:

    • Instant activation makes it good for fast paced action.

    Weaknesses:

    • Short range only.


    Burst Wave:

    Name: Burst Wave
    Rank: D (20 MP)
    Type: Defensive/Offensive, AoE
    Duration: Instant
    Cooldown: 2
    Description: The user gathers kinetic energy within their body, and then expels it in a 15 meter AoE wave, at 15mps. Up to two opposing single-target spells are dissipated by the force of the wave unless the opposing caster spends 10mp to push through the effect, and all targets in the radius of the wave take 50% D-rank spell damage(20hp).

    Strengths:

    • Good defensive and offensive utility.

    Weaknesses:

    • Hits friend and foe alike.


    Fault Line:

    Name: Fault Line
    Rank: D (20MP)
    Type: Offensive, Multi Target
    Duration: 1
    Cooldown: 3
    Description: The user gathers a large amount of kinetic energy into their chosen weapon or limb, and slams it into the ground at an angle, channeling the energy into the ground as they do. The resulting shock wave causes rubble and kinetic energy to erupt from the ground in a narrow cone in front of the user at 20 meters per second. Everyone caught in the 5 meter by 25 meter cone takes 50% D-Rank spell damage(20hp). Speed is reduced by 25% when trying to move out of the terrain created by this spell.

    Strengths:

    • Wide area of effect.
    • Restricts enemy mobility.
    • Creation of rubble creates throwing 'weapons' for the user.

    Weaknesses:

    • Hits friend and foe alike.
    • Longer cooldown.
    • Useless against opponents that can fly in some way.


    Firing Hammer:

    Name: Firing Hammer
    Rank: D (20MP)
    Type: Offensive, DoT Single Target
    Duration: 3
    Cooldown: 4
    Description: The user starts this spell off much like Hammer Blow. However, they expel all the kinetic energy at the exact moment of impact, creating a powerful explosion of energy. The explosion deals 50% D-Rank spell damage(20hp), and sends the target flying 20 meters. The energy clings to the point of impact, constricting to deal 50% D-Rank spell damage per post for the duration, maxing out at a total of 200% D-Rank spell damage(80hp) overall.

    Strengths:

    • High damage over the course of the spells effect.
    • Allows for the use of other spells with the DoT continues to cause damage.

    Weaknesses:

    • Extensive cooldown.
    • The knockback effect could make it difficult to use other short range spells effectively.


    Advanced Spells:
    D+:
    Name: Karma Bullet
    Rank: D+ (30MP)
    Type: Offensive, Single Target
    Duration: 2
    Cooldown: 4
    Description: The user focuses their will on the very air in front of them, halting a small bubble of it, and then firing it at the opponent with a burst of kinetic energy. Traveling up to 50 meters, at 50 meters per second, the invisible 'bullet' slams into the opponent for 100% D+ Rank spell damage(60hp). If it hits on the first post, it then envelopes the opponent and reduces their Speed by 80% for the next post. If it misses on the first post, it will instantly change direction and try to hit again, but without the Speed reduction.

    Strengths:

    • Fast and invisible.
    • Ranged spell, which helps counteract the lack of other ranged options.
    • Either reduces target speed or homes in.

    Weaknesses:

    • Cooldown is double the duration.
    • Moves in a straight line on both 'charges'; predictable.
    • Due to being invisible, allies could accidentally get in it's way.



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    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    In Progress Re: Kinetic Karma

    Post by Lester Drynedi on Sun 27 May 2018 - 8:46

    Unlocked & Moved at users request

    ❀:
    @Vhesira Lithvir wrote:Magic

    Primary Magic: Kinetic Karma
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Kinetic Karma allows the user to manipulate the kinetic energy of people and objects around them. It was once thought to be a form of Wind magic, but after extensive testing, it was found that it was more akin to something like Gravity magic, manipulating basic laws of physics of the world around the caster by increasing, decreasing, or redirecting the kinetic energy of a target. It has good defensive options, wide support versatility, and decent offensive ability, though is almost completely lacking in any healing options.

    Vhesira's use of it depends on the situation. Offensively, she can use it to increase the kinetic energy of her physical attacks, thus increasing their power. She can also exert her willpower on thrown objects or even the air for a brief moment, forming a sort of 'air bullet'. Defensively, she can remove the kinetic energy of an enemy attack, or send out a wave of force to keep an enemy at bay. For support purposes is where it shines. Allowing herself or others to move faster, jump higher, hit harder, slow a fall, or various other things.

    Strengths:

    • Most spells are near instant, allowing for quick reactions.
    • In most cases, there are little to no visual cues of its use, allowing the caster to surprise opponents.
    • The nature of the magic makes the user very dangerous in close combat.

    Weaknesses:

    • Most spells are single target, with very few AoE options.
    • Magical effects with no physical form are unaffected by kinetic force, thus ignore it's defenses.
    • Very limited ranged options, meaning ranged fighters hold advantage.


    Lineage:
    Shinokishi - Knight of Death:
    Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
    Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
    Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell.  So a Fire spell would become Death/Fire or so on.
    Usage: They can envelop death magic around their self  to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.

    Unique Abilities:
    Kinetic Buffer (Passive): A thin field of kinetic energy automatically forms around the body upon entering a dangerous situation. Any attack that makes physical contact will have it's damage reduced by 30%. Magical effects that cannot by physically interacted with (light, darkness, gravity, etc.) ignore this.

    Kinetic Lock (Active): The user completely removes kinetic energy from the target, within single target range, effectively paralyzing them. Inanimate objects, normal animals, non-mages, and Mages 1 rank or more below the user can be held for 2 posts. Mages of equal rank can be held for 1. Mages of 1 rank above cannot be held; only slowed by 50% for 1 post. Mages of 2 or more ranks above are unaffected. Magic that does not require movement on the target's part can still be used by them, and they can still speak. The user cannot use other magic while holding a target unless they are at least 1 rank below, due to the effort to hold them. Has a cooldown of 3 posts.

    Kinetic Boost (Passive): The user passively accelerates their own kinetic energy when in dangerous situations, granting them increased speed and force to their attacks. Their Speed is increased by 30%, and their Strength by 10%. These boosts increase by 5%/3% respectively per rank, maxing out at 50% for Speed and 20% for Strength, at S rank.

    Spells:
    D Rank Spells (4):

    Hammer Blow:

    Name: Hammer Blow
    Rank: D (20MP)
    Type: Offensive, Single-Target
    Duration: Instant
    Cooldown: 2
    Description: This spell is cast by rapidly increasing the level of kinetic energy in the user's chosen weapon or limb. A brief pulse of unseen energy emanating from the user is the only warning of the spell before the user strikes. The speed and force of the strike is greatly increased, dealing 100% D-Rank spell damage(40hp) for that single strike.

    Strengths:

    • Instant activation makes it good for fast paced action.

    Weaknesses:

    • Short range only.


    Burst Wave:

    Name: Burst Wave
    Rank: D (20 MP)
    Type: Defensive/Offensive, AoE
    Duration: Instant
    Cooldown: 2
    Description: The user gathers kinetic energy within their body, and then expels it in a 15 meter AoE wave, at 15mps. Up to two opposing single-target spells are dissipated by the force of the wave unless the opposing caster spends 10mp to push through the effect, and all targets in the radius of the wave take 50% D-rank spell damage(20hp).

    Strengths:

    • Good defensive and offensive utility.

    Weaknesses:

    • Hits friend and foe alike.


    Fault Line:

    Name: Fault Line
    Rank: D (20MP)
    Type: Offensive, Multi Target
    Duration: 1
    Cooldown: 3
    Description: The user gathers a large amount of kinetic energy into their chosen weapon or limb, and slams it into the ground at an angle, channeling the energy into the ground as they do. The resulting shock wave causes rubble and kinetic energy to erupt from the ground in a narrow cone in front of the user at 20 meters per second. Everyone caught in the 5 meter by 25 meter cone takes 50% D-Rank spell damage(20hp). Speed is reduced by 25% when trying to move out of the terrain created by this spell.

    Strengths:

    • Wide area of effect.
    • Restricts enemy mobility.
    • Creation of rubble creates throwing 'weapons' for the user.

    Weaknesses:

    • Hits friend and foe alike.
    • Longer cooldown.
    • Useless against opponents that can fly in some way.


    Firing Hammer:

    Name: Firing Hammer
    Rank: D (20MP)
    Type: Offensive, DoT Single Target
    Duration: 3
    Cooldown: 4
    Description: The user starts this spell off much like Hammer Blow. However, they expel all the kinetic energy at the exact moment of impact, creating a powerful explosion of energy. The explosion deals 50% D-Rank spell damage(20hp), and sends the target flying 20 meters. The energy clings to the point of impact, constricting to deal 50% D-Rank spell damage per post for the duration, maxing out at a total of 200% D-Rank spell damage(80hp) overall.

    Strengths:

    • High damage over the course of the spells effect.
    • Allows for the use of other spells with the DoT continues to cause damage.

    Weaknesses:

    • Extensive cooldown.
    • The knockback effect could make it difficult to use other short range spells effectively.


    Advanced Spells:
    D+:
    Name: Karma Bullet
    Rank: D+ (30MP)
    Type: Offensive, Single Target
    Duration: 2
    Cooldown: 4
    Description: The user focuses their will on the very air in front of them, halting a small bubble of it, and then firing it at the opponent with a burst of kinetic energy. Traveling up to 50 meters, at 50 meters per second, the invisible 'bullet' slams into the opponent for 100% D+ Rank spell damage(60hp). If it hits on the first post, it then envelopes the opponent and reduces their Speed by 80% for the next post. If it misses on the first post, it will instantly change direction and try to hit again, but without the Speed reduction.

    Strengths:

    • Fast and invisible.
    • Ranged spell, which helps counteract the lack of other ranged options.
    • Either reduces target speed or homes in.

    Weaknesses:

    • Cooldown is double the duration.
    • Moves in a straight line on both 'charges'; predictable.
    • Due to being invisible, allies could accidentally get in it's way.



    _____________________________________________________________________________________

    Vhesira Lithvir
    Vhesira Lithvir

    Quality Badge Level 1- Quality Badge Level 2- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Motor City Rush- Player 
    Lineage : Shinokishi: Knight of Death
    Position : None
    Posts : 35
    Guild : Aurora
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 150

    Character Sheet
    First Magic: Kinetic Karma
    Second Magic:
    Third Magic:

    In Progress Re: Kinetic Karma

    Post by Vhesira Lithvir on Mon 25 Jun 2018 - 6:09

    Changelog:

    Absolutely nothing yet, but I'm trying! This is more to make sure everyone knows I'm still alive while I work on this >.>


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      Current date/time is Sun 24 Mar 2019 - 21:58