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    Gamble's Devil Dice Magic

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    Serapheal

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    Character Sheet
    Character Name:
    Primary Magic: Claire Mierre
    Secondary Magic:

    Gamble's Devil Dice Magic

    Post by Serapheal on 12th August 2013, 7:27 pm



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    "Life is a gamble, at terrible odds - if it was a bet you wouldn't take it."
    -Tom Stoppard

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       Primary Magic: Devil Dice Magic
       Secondary Magic: -
       Caster or Holder: Holder
       Description: Devil Dice Magic is the gambling magic granted by devils to hold power over Luck and Fortune for a time at the cost of the user's afterlife,  through use of a soul-bound contract that allows the devils to claim the mage's soul after death so long as a goal set by the caster is met or a time frame of typically 10 years is passed.  

    Devil Dice Magic allows the mage who utilizes it to influence Chance,  and demonstrate extraordinary luck and supernatural powers to manipulate reality by altering causality past present and future to bring about specific effects given in the spells that reverse after the fact.   This works through tying different timelines together so no actual alteration is done to the current timeline,  but the reality of a different timeline is superimposed over the mage's own.

    The Devil Dice are a set of two white ivory dice that have a subtle, very subtle, red glow to them (Barely perceptible in darkness, emits no light though they're vaguely visible in the dark.  Ceramic (I think) statues sometimes have this same kind of glow,  but green in total darkness).  Small flat obsidian beads carefully weighted are set into the ivory serving as the black dots that number each side.

       Strengths:

    • A great variety of usages,  with the potential to deliver effects more powerful then normal spells of it's given rank,  though with an equal chance at being far worse or useless, and is not bound to any one element.
    • The Devil Dice can never be lost,  and always remain with the owner.  Even if the owner wishes them gone,  they will be there.   When purposefully tossed with the need to remain,  such as using them to gamble with,  they can linger but the moment the owner tries to walk away from them they disappear.   The owner can call them back with barely a thought to appear on her person.
    • The Devil Dice when they would receive damage instead disappear or phase through the effect harmlessly.   Only functions against damaging effects,  and can't be thrown through walls or anything like that.  (Unless a spell specifically states it can).
    • The dice are bonded and infused with the bearer's soul,  housing them similarly to a Liches Phylactery.  Soul stealing or soul-based effects can't effect the owner of the Devil Dice,  because they have no soul to effect.    Unlike a Lich,  the owner won't come back but is instead taken away,  their afterlife a payment for the Devil Dice.  Because they are based on the mage's soul,  as they grow in power one additional set of two dice can be conjured per rank of the owner.



       Weaknesses:

    • The Devil Dice can't be lost or taken because they are contracted to the owner.   So while they'll always have the dice,  they're always reminded of their contract for these dice... and the fate that awaits them if they die or fulfill the contract.
    • The Devil Dice have no use on their own for any manner of blocking spells or damage,  being just a pair of dice.  They can't even stop a dart that is thrown at their heart,  and the dice would be in the dart's way.  The dart would go right through the dice,  the dice phasing out. 
    • The owner is limited by how many dice she can use at any one moment,  which is two dice each rank the owner possesses.   This means that she can usually only perform one spell at any given time while one set of dice is in use,  as few spells or effects- if any- will rely on only one die,  and none will not use them.  
    • Not having a soul,  as the Dice have it sealed,  the owner can't Benefit from any soul based effects either.   After the contract is fulfilled (Someday),  and the wearer dies,  no external force can revive the character.  Not even H+ guild spells that can resurrect the dead.
    • The dice rely on Chance,  and thus using them can bring undesired consequences or make a bad situation worse,  or a good situation bad.    If you're doing good and are about to win but you take a gamble,  the entire situation could be completely reversed at times.
    • The Devil Dice can be sensed and detected by mages that possess a magic associated with Hell,  Necromancy,  or Curses.   They can be sensed,  and the Devil Dice carry a unique aura that once known is easily recognizable.    The dice themselves aren't sensed so much as the influence over the bearer.  It's the bearer herself who is sensed how her soul is replaced by the dice.
    • When the Devil Dice mimic an elemental effect,  said elemental effect shares all standard weaknesses of that element,  and of course can be eaten by a slayer.  The dice itself is not eaten,  clearly,  just the elemental effect while the die vanishes.



       Abilities/Powers:

    Devil's Fortune:The mage always gets the result she wishes when playing gambling games.
    When this is used on her Devil's Dice,  she has to blow on the set to be used and she can modify the result of the dice either positively or negatively by adding a number equal to her own mage rank minus the rank of the spell being used to a minimum of 1.  Doing this makes the spell modified cost extra MP as a D-ranked spell.

    Devil's Luck:The mage is very lucky,  and because of this luck is harder to hit while she finds it easier to hit.   Fortune smiles on her.    All her defensive capability, evasion,  all of that,  even skill,  comes from Good Luck.   Without this Luck the mage is like a normal girl of her age.   This is due to the mage's Contract,  and the contract trying to keep her alive until it's fulfilled.
    When rolling with the forum's dice in Jobs,  roll twice and take the better roll or ignore one result on the Monster dice you don't want.

    Color Gamble:  Devil Dice each deal damage equal to one less then the owner's own rank if they touch another living being.  The elemental properties of this damage are determined by the number.  So together they deal damage equal to the owner's own rank,  up to a maximum of S combined and A separate at higher ranks.
    1- Boon: Enemy recovers 1% MP per rank it would have damaged- Shadows out and flickers with red glowing runes,  2-Ice,  Blue aura  3-Shock, yellow aura  4- Earth orange aura, 5-Fire red aura,  6-Wind green aura.
    The two dice deal damage separately,  having their own elements.

    Self Gamble:  Once per post the owner can gamble on her own,  rolling both dice the owner recovers a percentage of MP equal to the number shown.  However,  for every 1 that is rolled the owner loses 5% MP, and a roll of a 2 results in nothing,  while whenever a 6 is rolled the owner gets no MP for that dice but the second die gets three times the MP from it's roll, and transforms the 1 and two on the second dice into 5MP.  Potentially losing 10% MP and gaining none,  gaining only 1 with a roll of 6 and 1,  or gaining a maximum of 18% with a very lucky roll of two 6's.   For this to be used the bearer has to have at least 5% MP remaining.
    A set of dice used for Self Gamble cannot be used again that post.   Meaning if the owner only has one set and uses it for Self Gamble,  she can't use it again for any other magic until the next post.

    Devil Dice D's:
    Spoiler:

     Name: Fade to Black...
      Rank: D
      Type: Devil
      Description: The mage rolls her dice several times in order to change her appearance into that of another person.


    • First Roll:   Sex.  Even = Female,  Odd = Male.    Modifying this with her ability to influence rolls results in being able to choose male or female.
    • Second Roll:  Hair Color.  2- Brunette  3- Blond  4-  Auburn   5- Sable  6-Crimson   7-white or silver   8-Sky Blue   9- Light Green  10-Lilac  11-Iridescent  12-Black
    • Third Roll:   Eye Color.    2- Light Blue  3- Dark Green  4- Hazel   5-Brown   6- Crimson  7-  Light Green   8-Dark Blue   9- Pink   10- Gold    11- Silver   12- Each Different (Roll twice again).
    • Fourth Roll:   Skin Complexion:   1- Dusky Olive    2- Bronze  3- Milky White    4- Ebony   5- Light Red/pinkish   6- Chocolate
    • Fifth Roll:  Special Characteristics:   2- Small Angel Wings (flightless,  but hover a foot off the ground)   3- Horns    4- scales    5- Downy-soft fur   6- Partial Tattoos   7- Full Body tattoos   8-  Halo   9- Glowing Eyes   10- Tail(s)    11- Tiny Wings  12- Roll Twice
    • Sixth Roll:  Duration:  1:  1 day.   2: two days.   3:   four days.   4:  eight days.   5:  two weeks.  6:  One Month.
    • Seventh Roll: Height:   Roll both dice and subtract or add the result from the character's starting height.  When subtracting,  the number can be doubled.
      Eighth Roll:
        Preset:   The Devil Dice can store up to 11 appearances that have been rolled before.   Using her ability to modify the outcome of a roll,  she can outright choose one of these 'presets'. 


    The caster can choose which dice she wants to roll.

    If used during a Life or Death gamble,  one other subject of Life or Death can be changed by Generate Appearance.


      Strengths: 

    • It sees a variety of uses in the information gathering and infiltration businesses and makes certain the caster can get about unnoticed.
    • The variety of changes allow for very dramatic changes and with the inclusion of the Special Characteristics the appearances can be otherworldly. 
    • The dice can be rerolled during one casting to avoid damning appearances.  Such as being stuck as a dark skinned mage when trying to infiltrate a KKK-like event,  or getting a full body tattoo when trying to infiltrate a group of nuns.



      Weaknesses:


    • For all its randomness and diverse modifications to appearance,  it is very random despite the ability to select past appearances or choose gender at least.   It really can't be used to appear like specific individuals and can at most be rerolled until you look similar to a person.  Maybe similar enough to be mistaken at distances,  but never up close unless the person who gets close doesn't actually know the disguise personally.
    • No matter the change in appearance the caster's personality and memories remain the same, obviously.  This cosmetic change has no impact on who the character really is and thus trying to disguise as a specific person is further more problematic and awkward situations where someone demands information the disguise should know but you do not.
    • No matter the cosmetic change,  another static factor is that the character's weight remains the same.   Through use of this spell,  everything visual can change.  But weight is not a visual thing all the time,  so it stays what it was.  For Hex,  this weight is a good one hundred and eighty pounds.   Thus taking the form of a short delicate angel has the major flaw in that that sweet little angel weighs a comparative truckton.
    • The Duration roll cannot be rerolled.  And remains static at the time originally rolled in one casting.  You're stuck with the time you have,  which puts a time limit on infiltration tasks if you're stuck as your cover identity for only one day,  when the information you need to gather would normally take days to uncover.




      Duration/Cooldowns: Lasts however long was rolled on the Duration roll.   The effect can be ended early if the caster desires.   Once the roll is set,  a new roll can't be made until the caster has been in her true form for either twice as long as she was disguised or one day.  Whichever is less.


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     Name: Now you see me...
       Rank: D
       Type: Devil
       Description: The mage throws one die in one direction and the other in another direction.   One die is the Target die and the second die is the Targeting die.   The person touched by the Targeting die is the subject of the spell while the place of the Target die is where the effect happens.
    Both dice account for a random factor.  One die will express in which direction from the location of the target die the subject with deviate,  while the other expresses how far in either direction the target will deviate- to a maximum distance of the nearest obstruction.

    The numbers are calculated in relation to the Subject.   The S is where the die landed while the numbers represent directions from that die.   OPTIONALLY;  The even or odd nature of the number can result in either an upward or downward movement,  which using the ability to manipulate the dice outcome can outright be decided upon.  This allows the deviation to factor in vertical movement instead of solely horizontal movement.   To a limited degree.
    How far in the direction the subject is sent depends on the other die.  
    1 means there is no movement,  and the Subject remains on the S hex in the image.  
    2 means they move five feet, or almost 2 meters away in the the direction- about one Hex away.  
    3 means they move five move 10 feet,  or over 3 meters.  
    4 means 15 feet,  and so on.  
    The die itself is tossed up to forty meters away,  fairly well considering how light the die is,  with the mage's luck enhancement it's likely to hit where the mage wants it to go.

       Strengths:


    • The dice will wait up to ten posts before teleportation,  after that the dice will return and the spell canceled.  Because of this wait,  a die can not be thrown at all but stashed somewhere.
    • Once the travel die is where it needs to be teleportation is by it's very definition instantaneous with the target not having to cross the space his/herself,  the die does it for her.
    • Since this teleportation relies on the two dice to act as waypoints,  it is capable of teleporting into areas normally blocked to teleportation because the physical distance IS already traveled by the die itself,  which functions as a cosmic loophole in anti-teleport magic.




       Weaknesses:

    • Unlike regular teleportation effects,  the distance is traveled by the Target die.  This means that the mage cannot teleport where the die cannot reach.  She can get out of prison bars,  but can't leave a sealed room,  or a room with bars or holes so narrow she can't fit a die through.  Because it has to travel,  it means it is limited also by substance.  She can't throw a die if she is under water, for example.
    • Unlike regular teleportation effects,  Now You See Me is not initially instantaneous but requires travel time for the Target Die.  Meaning it can't exactly be used Flash-Step style or as a dodge without preparation.  But requires preparation or warning with enough time to have the die travel then teleport the subject of the target die.
    • Random Factor limit's exact usefulness,  as you can't be certain where the Subject will pop up.  Thus it's harder to use to land enemies into hazards or avoid hazards in an area teleporting to since you don't know the direction from the landing point the target will appear,  and neither how far from the landing it will travel which can be up to 25 feet away from where the die landed (Stopping if there are obstacles in the way such as a wall).
    • The die has to be used IC,  it can't simply be assumed she left a die somewhere else to bullshit a sudden exit if things aren't going her way.


       Duration/Cooldowns: The Target Die can remain active for up to ten posts.   Effect however,  is instantaneous and/or taking however long it takes for the die to sail through the air to the target location.   Three post cooldown.


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     Name: Life or Death...
       Rank: D
       Type: Devil
       Description: The mage tosses a die at an enemy,  just needing to land within 3 meters of or hit the target,  while she drops the other die in the set at her feet.  If landed within 3 meters,  the target has to remain within that 3 meters for a second or two until the die is at a stand still.    When this happens the world fades away and only humans, summons, or companion creatures are shown.   The black winged figure of a devil can be seen observing in the distance,  two little red pinpoints of light for it's eyes watching and waiting.   The Devil is more visible, and closer to the action the higher the stakes are.  

    Then the dice are rolled.

    Whoever's die has the smallest result suffers deep lacerations across their body in many areas,  amounting to damage equal to either A) Whoever's rank is higher. (shake once)  B) Whoever's rank is lower (shake twice)  C) The combined total. (shake thrice)  or D) No damage (Shake four times).

    If a tie is drawn,  both the dice will reroll themselves,  doubling the damage each would take- doubling the stakes.  This repeats until a winner is made.

    If the thrown die misses and is not close enough to target an enemy,  it disappears and the mage suffers from a single laceration amounting to D-rank equivalent damage.

       Strengths:

    • Potential for very heavy damage output that would normally be impossible for a mage of this rank,  since the spell doesn't rely solely on A) A straight up damage effect,  being a chance based and very risky form of damage.  B) The user's own rank.  It can use the users own rank,  but is also fed by the enemy's rank.   Which makes the game more deadly for her but allows for some crazy and literally suicidal moves.
    • If multiple sets of dice can be used,  they can all be used at once.  Only one loser per re-roll,  and the game continues until there is only one mage standing.  
    • If there is someone willing,  they can take a die instead of the caster while an enemy can take a die for another enemy as well.  This has to be a player character and not an NPC,  NPCs cannot sacrifice themselves to take a dice.  This is because the Devil Dice recognize souls and will value some souls over others (OOC:  PCs).


       Weaknesses:

    • Not only does this rely on Chance,  but it is also sacrificial.   However much damage the enemy could take,  the caster is also at risk to take that damage.    Even if it misses,  the caster still takes damage.
    • Life or Death is not effected by Bless Dice, her ability to manipulate the result of outcomes.   This is because the game of Life or Death is out of the caster's hands,  and is a game played by the devil itself observing.  
    • If multiple mages are linked in a mass game of Life or Death,  then the maximum result of a Combined Total is only double the highest ranked participant in the game.lt of a Combined Total is only double the highest ranked participant in the game.
    • During a game of Life or Death,  no other Devil Dice magic can be used except for those that state that they use the connection formed by Life or Death to produce an effect of it's own.


       Duration/Cooldowns:  Instantaneous or up to a few seconds.   At it's maximum usage it can be used once every three posts.


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     Name: Scattering Shots
       Rank: D
       Type: Devil
       Description: To use this spell the caster simply throws her dice which become charged with devil magic to project them at bullet speeds. 
    After five meters of travel the dice will explode based on what side is facing the direction it is traveling in.  The number displayed on that side is how many more dice the die splits off into.  Each one a clone and the same size as the last. 
    One roll is made at that point which determines how many dice appear in addition to the initial thrown dice,  which for simplicity is uniform throughout all splits.
    One roll made to determine how many times it will split,  this roll happens midair before the split roll.
    After this point the dice will travel ten meters every time they split.   If they do not split, then ten meters after their last split they lose their magic which causes a sudden decrease in velocity and angle making them hit the ground and roll after 5 meters,  for a 15 meter total distance in the air after the final split after which they simply roll around on the ground and fade into nothingness over the next few seconds.

    While they are flying,  each single die deals .5 D-rank equivalent damage as they hit the body and embed themselves 1cm into the flesh,  which would be hard pressed to kill anyone no matter where it hit.  Even in a vital spot such as a temple or throat they have a good enough chance of living,  meanwhile it's just a painful irritation somewhere like an arm that doesn't even hamper the usage of that arm.
    Multiple dice however stack their damage.   Due to the spread,  most single unprotected and unaware targets within the area of effect would only get hit with 1 die per split.  While each extra number of dice per split add 1 meter to the area effect on all sides in a cone like burst.


       Strengths:



    • Scattering Shots has the potential to cause a large area effect with stacking half-rank damage dice that could at it's MOST damaging cause...  With two initial rolls of six result (quite unlikely to happen) in...    C+ (C and D) rank equivalent damage as a result of six dice hitting one target.
    • Scattering Shots has the potential to achieve a decent range of about 70 meters, in a cone like growth that at it's widest towards the end will be... about around 60 meters at the end.
    • Scattering Shots will produce a very loud sound as each die snaps with the sound of a firecracker each time it splits,  then adding in all the clanking of a dice hitting an object and/or bouncing around on the ground after that,  it amounts to a very loud effect that at it's most potent ( a roll of 2 6s ) will deafen everyone within about 30 meters of it for 2 posts,  while those within the range at a roll of 2 5s or greater would be deafened for 1 post,  and drown out all sound in the area it's heard in during the initial few seconds in which it travels and splits.



       Weaknesses:



    • Scattering shots has the potential to cause negligible or no harm even if it hits.  On a roll of two 1's,  it would be hard pressed to land even one hit and if it does it'd deal only a half-rank's equivalent damage.  With that same poor roll, the spell would only travel 20 meters before it hits the ground.
    • Scattering shots have a very small penetrating power,  they cannot deal any sort of damage against Strong or stronger armors,  where armored,  they cannot do anything to metal objects besides make the smallest of dents in very soft or thin metals,  they cannot deal damage to spell barriers or defenses of B-rank or higher.
    • Scattering shots continue to split off after they have hit an object and have been redirected.  This means that a skillful mage with metal magic or something could in all probability create a shield of some sort that could hit the dice and redirect them back at the caster,  the redirected dice continuing to split and travel just as they would have before but now traveling in a new direction- likely towards the caster herself.
    • The dice are purely physical in nature and can't do any harm to elemental body mages who transform,  steel or earth bodies harmlessly having the dice ricochette off their bodies,  air or water bodies harmlessly having the dice pass through them,  fire or electric bodies having the dice vanish against them as the body would damage them so they instead vanish.


       Duration/Cooldowns:
    The dice will scatter quickly and travel out to the maximum distance within one post.   Scattering Shots has a three post cooldown.

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    Last edited by Gamble Girl on 16th August 2013, 11:33 am; edited 6 times in total
    avatar
    ~ Lady of Midnight ~
     
     

    Moderator- King of Darkness- God Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Senior [500]- Novice [250]- 1 Year Anniversary- Player -
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    Character Sheet
    Character Name: Hanabi Tsukuda
    Primary Magic: Cosmic Magic
    Secondary Magic:

    Re: Gamble's Devil Dice Magic

    Post by ~ Lady of Midnight ~ on 12th August 2013, 11:34 pm

    I don't see how this has anything to do with gambling as everything is in your favor. This is more like Luck Inducement Magic. Either change the name or make this more like "gambling" since gambling means you can win just as much as you can lose.


    ___________________________________________________________________
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    Steigmaz Yoverin

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    Character Name: Steigmaz Yoverin
    Primary Magic: Dark Recreation: Eternal Subordination
    Secondary Magic: Absolute Seith Magic

    Re: Gamble's Devil Dice Magic

    Post by Steigmaz Yoverin on 13th August 2013, 7:36 am

    Gamble Girl wrote:
    Notice:
    This magic has to be made before the character itself,  because if for some reason I cannot use this magic then there is no point in this character.  So yes, I'm aware I have no character app.
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    "Life is a gamble, at terrible odds - if it was a bet you wouldn't take it."
    -Tom Stoppard

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       Primary Magic: Devil Dice Magic
       Secondary Magic: -
       Caster or Holder: Holder
       Description: Devil Dice Magic is the gambling magic granted by devils to hold power over Luck and Fortune for a time at the cost of the user's afterlife,  through use of a soul-bound contract that allows the devils to claim the mage's soul after death so long as a goal set by the caster is met or a time frame of typically 10 years is passed.  

    Devil Dice Magic allows the mage who utilizes it to influence Chance,  and demonstrante extraordinary luck and supernatural powers to manipulate reality by altering causality past present and future to bring about specific effects given in the spells that reverse after the fact.   This works through tying different timelines together so no actual alteration is done to the current timeline,  but the reality of a different timeline is superimposed over the mage's own.

       Strengths:
    A great variety of usages,  with the potential to deliver effects more powerful then normal spells of it's given rank,  though with an equal chance at being far worse or useless.

    Devil Dice magic is not bound to any one element.


       Weaknesses:
    The Devil Dice have no use on their own for any manner of blocking spells or damage,  being just a pair of dice.  They can't even stop a dart that is thrown at their heart,  and the dice would be in the dart's way.  The dart would go right through the dice,  the dice phasing out.
    The Dice do, however,  by virtue of their Contract allow the owner to negate most effects three times within a time frame (See the Lineage Knight of Destiny which I rolled).

    The owner is limited by how many dice she can use at any one moment,  which is two dice each rank the owner possesses.

    Not having a soul,  as the Dice have it sealed,  the owner can't Benefit from any soul based effects either.    Meanwhile,  if the owner dies their soul is taken and the owner can't be revived if killed after the contract is fulfilled.

    The dice rely on Chance,  and thus using them can bring undesired consequences or make a bad situation worse,  or a good situation bad.

       Abilities/Powers:

    The mage always gets the result she wishes when playing gambling games.
    When this is used on her Devil's Dice,  she has to blow on the set to be used and she can modify the result of the dice either positively or negatively by adding a number equal to her own mage rank minus the rank of the spell being used to a minimum of 1.  Doing this makes the spell modified cost extra MP as a D-ranked spell.

    When rolling with the forum's dice in Jobs,  roll twice and take the better roll or ignore one result on the Monster dice you don't want.

    The mage is very lucky,  and because of this luck is harder to hit while she finds it easier to hit.   Fortune smiles on her.    All her defensive capability, evasion,  all of that,  even skill,  comes from Good Luck.   Without this Luck the mage is like a normal girl of her age.   This is due to the mage's Contract,  and the contract trying to keep her alive until it's fulfilled.

    Devil Dice D's:
    Spoiler:

     Name: Fade to Black...
      Rank: D
      Type: Devil
      Description: The mage rolls her dice several times in order to change her appearance into that of another person.

    First Roll:   Sex.  Even = Female,  Odd = Male.    Modifying this with her ability to influence rolls results in being able to choose male or female.

    Second Roll:  Hair Color.  2- Brunette  3- Blond  4-  Auburn   5- Sable  6-Crimson   7-white or silver   8-Sky Blue   9- Light Green  10-Lilac  11-Iridescent  12-Black

    Third Roll:   Eye Color.    2- Light Blue  3- Dark Green  4- Hazel   5-Brown   6- Crimson  7-  Light Green   8-Dark Blue   9- Pink   10- Gold    11- Silver   12- Each Different (Roll twice again).

    Fourth Roll:   Skin Complexion:   1- Dusky Olive    2- Bronze  3- Milky White    4- Ebony   5- Light Red/pinkish   6- Chocolate

    Fifth Roll:  Special Characteristics:   2- Cat Ears   3- Horns   4- Fangs   5- Downy-soft fur   6- Partial Tattoos   7- Full Body tattoos   8-  Halo   9- Glowing Eyes   10- Tail    11- Tiny Wings  12- Roll Twice

    Sixth Roll:  Duration:  1:  1 day.   2: two days.   3:   four days.   4:  eight days.   5:  two weeks.  6:  One Month. 

    The caster can choose which dice she wants to roll.

    If used during a Life or Death gamble,  one other subject of Life or Death can be changed by Generate Appearance.


      Strengths: 
    Disguise Extravaganza.


      Weaknesses:
    Random and Unique,  can't shift to specific people just a general change in appearance.


      Duration/Cooldowns: Lasts however long was rolled.   Can't be rerolled until effect ends (On it's own or being ended early) and the caster remains in her true form for one day.


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     Name: Now you see me...
       Rank: D
       Type: Devil
       Description: The mage throws one die in one direction and the other in another direction.   One die is the Target die and the second die is the Targeting die.   The person touched by the Targeting die is the subject of the spell while the place of the Target die is where the effect happens.
    Both dice account for a random factor.  One die will express in which direction from the location of the target die the subject with deviate,  while the other expresses how far in either direction the target will deviate- to a maximum distance of the nearest obstruction.

    The numbers are calculated in relation to the Subject.   The S is where the die landed while the numbers represent directions from that die.
    How far in the direction the subject is sent depends on the other die.   1 means there is no movement,  and the Subject remains on the S hex in the image.   2 means they move five feet, or almost 2 meters away in the the direction- about one Hex away.   3 means they move five move 10 feet,  or over 3 meters.   4 means 15 feet,  and so on.  
    The die itself is tossed up to 100 meters away,  with the mage's luck enhancement it's likely to hit where the mage wants it to go.

       Strengths:
    A fairly effective teleportation effect,  though the distance is still traveled by the thrown die.
    The Subject doesn't have to be selected immediately,  but the die can be thrown and through this spell will remain until a subject is chosen up to ten posts before the die decides "fk it" and returns.

       Weaknesses:
    Unlike regular teleportation effects,  the distance is traveled by the Target die.  This means that the mage cannot teleport where she cannot throw the die.  She can get out of prison bars,  but can't leave a sealed room,  or a room with bars or holes so narrow she can't fit a die through.

    Unlike regular teleportation effects,  Now You See Me is not instantaneous but requires travel time for the Target Die.  Meaning it can't exactly be used Flash-Step style or as a dodge without preparation.

    Random Factor limit's exact usefulness,  as you can't be certain where the Subject will pop up.  Thus it's harder to use to land enemies into hazards or avoid hazards in an area teleporting to.

       Duration/Cooldowns: The Target Die can remain active for up to ten posts.   Effect however,  is instantaneous and/or taking however long it takes for the die to sail through the air to the target location.   Three post cooldown.


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     Name: Life or Death...
       Rank: D
       Type: Devil
       Description: The mage tosses a die at an enemy,  just needing to land within 3 meters of or hit the target,  while she drops the other die in the set at her feet.  If landed within 3 meters,  the target has to remain within that 3 meters for a second or two until the die is at a stand still.
    Then the dice are rolled.

    Whoever's die has the smallest result suffers deep lacerations across their body in many areas,  amounting to damage equal to either A) Whoever's rank is higher. (shake once)  B) Whoever's rank is lower (shake twice)  C) The combined total. (shake thrice)  or D) No damage (Shake four times).

    If a tie is drawn,  both the dice will reroll themselves,  doubling the damage each would take- doubling the stakes.  This repeats until a winner is made.

    If the thrown die misses and is not close enough to target an enemy,  it disappears and the mage suffers from a single laceration amounting to D-rank equivalent damage.

       Strengths:
    Potential for large damage.
    If multiple sets of dice can be used,  they can all be used at once.  Only one loser per re-roll,  and the game continues until there is only one mage standing.
    If there is someone willing,  they can take a die instead of the caster.  This has to be a player character and not an NPC.

       Weaknesses:
    Not only does this rely on Chance,  but it is also sacrificial.   However much damage the enemy could take,  the caster is also at risk to take that damage.    Even if it misses,  the caster still takes damage.
    Life or Death is not effected by Bless Dice.

       Duration/Cooldowns:  Instantaneous or up to a few seconds.


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     Name: Bag of Tricks...
       Rank: D
       Type: Devil
       Description: The caster tosses the dice,  if they hit or land within 3 meters of a living creature they become a Subject of this spell.   What happens is left to chance.
    One dice gives an effect,  while the other gives a duration.
    1- Restful Sleep:  The subject falls asleep,  but regenerates 25% of it's health and 5% of it's mana each post it is a sleep.
    2- Berserk Rage:  The subject can only use Attacking spells,  and is 25% less accurate,  but deals it's own rank in addition to all damage it deals.
    3- Void Heart:  The subject cannot feel emotion or pain.
    4- Corrosive Soul:  The subject burns from the inside out,  taking d-rank damage each post.
    5- Gorgon Gaze:  The subject becomes petrified,  body turned into a statue.  However,  they take are immune to spells of their own rank and under,  with a 25% resistance to all other damage.
    6- Mounting Pain:  The subject takes d-rank damage,  which doubles each consecutive post.  This damage is mental in nature,  and just a sensory effect.  Meaning it will render a creature unconscious but deal no lasting harm.

    Duration:  The duration equals the number displayed on the Duration die.  A roll of six counts as a 5,  and allows a re-roll to add the number to a maximum of 10. 
       Strengths:
    Diverse effects that could ruin an Enemy's day or ensure the caster's own defeat.

       Weaknesses:
    Diverse effects that could ruin an Enemy's day or ensure the caster's own defeat.
    Can end up lasting only a single post.

       Duration/Cooldowns: Spell lasts as long as is rolled.  Cooldown is five posts before it can be used against the same subject again.


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    Go forth, and masturbate. I mean. Approved.


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    Steigmaz Yoverin

    Player -
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    Character Sheet
    Character Name: Steigmaz Yoverin
    Primary Magic: Dark Recreation: Eternal Subordination
    Secondary Magic: Absolute Seith Magic

    Re: Gamble's Devil Dice Magic

    Post by Steigmaz Yoverin on 13th August 2013, 9:25 pm

    If you god mod, or act overpowered. Its denied. Approved for now.


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    NightDrivenEn7

    Administrator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Veteran Level 3- Senior [500]- Novice [250]- 1 Year Anniversary- Player -
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    Character Name: Zaltac Nivalis
    Primary Magic: Requip: Four elements.
    Secondary Magic:

    Re: Gamble's Devil Dice Magic

    Post by NightDrivenEn7 on 16th August 2013, 6:49 am

    I am unapproving this for i noticed a few problems with the spells...

    One; your little "Now you see me" spell has a throw range that makes NO SENSE. 100 meters of a throwing range is...300+feet...you are telling me that your D rank character can throw their dice farther than what we allow even MOST S ranks to be able to hurl a weapon or a spell? I think not. Dramatically reduce this range to a reasonable and fashionable range. I will not have you sniping people with two little dice.

    Your life and death gamble roll has no actual cooldown and Duration. You need a Post Limit along with your other Now you see me spell. You need an actual post limit so WE know how long it takes before you can cast the spell again.
    Not only that, but your Life and Death gamble has no real variation of how much damage it actually does. The variables you mentioned to me do not make sense as you do not describe what the difference is. And because it doubles each time; you NEED this information actually listed, or else there can be a giant gap of pain of you being able to KILL an S rank while only at D rank level...that in itself is too ridiculously stupid. A D rank should not be able to drastically hurt or Kill anyone above B rank. Wounding yes; but you can have a lot more damage than ANY OTHER character in this site at a D rank level....So you can imagine why I need this in order to view how effective it will be when you start ranking up.

    Your bag of tricks spell lasts a bit longer than it should for most of the spells. Please give them all a universal Duration; that is under your cooldown. if your cool down is 5, i want to see at least 3 Turns on all of your spells. To have someone who takes D rank damage that doubles to C, B, A, S, SS, SSS because it lasts six turns...you can KILL someone with that if you managed to land it; it doesn't matter who at that point. So you REALY spell need a drastically lower Duration on that spell effect; and make that 6th condition currently take damage that equals to about.....C rank (400) at the end if you need to: Which means you deal half of D rank, than D rank, and than C rank damage in a 3 turn interval. That is a lot more balanced and makes you still a dangerous foe to have that effect be cast on D and C mages while not being drastically powerful enough to kill either of those two ranks and being dangerously lethal to above ranks.

    Next, I want EVERY weakness you have on this app; to at least contain 1 more than any of your strengths; and you need a minimum of 3 strengths listed. On most of your spells, you even out. I want to see more weaknesses listed.

    Also; in your main description you list a weakness Twice. The fact that they have no soul is part of the first weakness as it already described their situation. Also; you mixed Strengths and weaknesses in your weakness section alone. Take some time to remove and properly list all strengths and weaknesses within this app.

    please bump when edited.


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    Serapheal

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rune Knight Leader- H-Rank- S-Rank- Richie Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Join A Faction!- The Beast- Master [1000]- Senior [500]- Novice [250]- Player -
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    Character Sheet
    Character Name:
    Primary Magic: Claire Mierre
    Secondary Magic:

    Re: Gamble's Devil Dice Magic

    Post by Serapheal on 16th August 2013, 7:59 am

    Name: Cats of the Caribbean. 
    Spoiler:
    Rank: S (A+A)
    Type: Creation | Summon
    Duration: 10+
    Cooldown: ↑+2/topic
    Description:   Claire creates a small fleet of ships on a 1/3 scale,  making them just somewhat larger than sailing boats though with the appearance of full galleons,  that appear behind or around her within 50 meters.  There are two such ships each baring 14 cannons behind their individual ports.   On these ships reside dozens of small kittens bearing an assortment of pirate paraphernalia ranging from little eye patches to hook-hands and peg-legs.  The only difference between them and kittens is they are intelligent and the joints in their hind legs and shoulder blades allow them to walk bipedally if they feel like it and....  they have thumbs,  allowing them to manipulate things with a semblance of dexterity using their claws and pads.   Each ship and it's crew are one summon,  the cats can do very little on their own and operate the ship to be effective.  They can move at a rate of about 35 knots,  roughly 40mph,  or roughly 17 m/s so long as they are on water using little rocket engines that appear out the sides of the rear cabin and a propeller below the water line.   On land a larger cat head will come out of the front of the ship and four legs emerge from the bottoms of the ship as a large cat carries the ship as though it were in costume ironically making it far more mobile than were it on sea and increasing speed to 25 m/s.

    Active Ability:  CAT THE CANNONS!- The ship fires it's boadside to deal A-rank damage via a wave of cannonballs 10 meters in length,  5 meters in height reaching out to 60 meters before rolling another 20ish if unimpeded.   Once per post firing speed per ship.

    Passive Ability:  ALL PAWS ON DECK!- Little cats with little tools or carrying little planks of wood are busy at work making repairs.  The ships repair themselves of C-rank damage per post per ship. 

    Strengths:
    - Adorable pirate kittens.
    - Quite agile on land.
    - Yarrr... Cannons.


    Weaknesses:
    - They want da' booty.  They can be distracted by shinies and/or literal booty.   They tend to not be overly distracted,  however,  as they know Claire can give them mountains of shinies and lots of new 'friends'.  But they tend to be a little short sighted.
    - The individual tiny kittens are rather vulnerable depending on the effects at hand.  The ship body itself can resist direct attack for the kittens inside/manning the cannons but various effects can wreck'em and the cats managing the outside are vulnerable.

    -



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    Name: Architect of Reality
    Rank: H
    Type: Creation | Supportive
    Duration: 25
    Cooldown: Single use.
    Description: Largely just a plot ability and a method of kicking things up a notch for everyone,  Architect of Reality is Claire's ultimate ability to sculpt a whole knew environment straight out of her imagination.  Usage allows her to generate an area the size of Magnolia out of pure fantasy.  The area in question is limited in that like all her creation,  it requires free space to use.  She can't create a location superseding what already exists.  This limits her ability to use this ability in Earthland to either the Sky,  or the Sea.  In either case when it is created it cannot be moved.  So she cannot create a labyrinth over Magnolia and have it fall down and crush everyone,  but it remains fixed in place.  Even if destruction occurs,  the ruins will remain free-floating and not fall on the city below until the duration is up,  as an area of new creation such as this is resisted by the true reality and cannot be made permanent,  neither sustain Persistent Loss to wear out it's welcome.  

    The area created by Architect of Reality can have whole new properties so long as they don't directly interfere with the nature of magic or of life- Meaning she cannot create a place where magic cannot exist or gets magnified,  and she could not create a place where life fades or that life cannot die.  

    What she CAN create besides physical characteristics are changes to gravity,  time relativity to an extent (The area can be slower or faster relative to outside),  or changes in fundamental properties such as water you can breath,  like jelly,  or fishes that swim in air.    Essentially if it would make an interesting painting,  it can be made with this ability though the nature of the pocket-dimension can never cause direct harm or immediate inconvenience to anyone caught up in it.    Which means even if she were to create a fiery hellscape,  the heat can't be as such that it hurts to breath by default or drop anyone in lava and there always has to be ways to survive.  For example,  stepping stones over said lava,  and so on.   It could be that the lava isn't even hot,  but just seems like it should be.  


    Or, alternatively,   the area can seem completely normal,  but somethings not quite right...  

    Strengths:
    - Unpredictable as it is capable of generating unique instances with every use that differ widely from the rules of reality. 
    - Wide scale,  capable of generating an area the size of Magnolia.  
    - Aspects of the creation can be beneficial to certain magic types and/or detrimental to others despite not being able to directly effect the nature of magic.  Example being very hot areas that are a nuisance for ice mages,  or icy tundras that that are a thorn in nature mage's side.  Or a pocket dimension of water that will rain on a fire mage's parade.    This is the only directly useful function of this magic aside from creating an arena to fight in instead of screwing with an actual location.    A total of up to 20% of the creation can be immune to magic, psychic, or otherwise super/preternatural effects so long as it does not directly entrap anyone. 


    Weaknesses:
    - Claire isn't fully in control of what she creates with this.   The new creation is almost as foreign to her as it is to anyone else caught up in it unless she spends time preparing to cast it for something specific such as creating an arena for a planned event. 
    - Anything created by this ability when used on Earthland cannot be made permanent either through Persistent Loss or through the ability Permanency.  Meaning she can't just magic into being a new town or village to replace one that got destroyed.  She could,  however,  create permanent fixtures off-world or in a different phase of reality such as her "Dreamworld". 
    - This ability can't create new creatures that aren't small non-hostile "Background" creatures,  such as fishes or squirrels,  cats or rabbits and so on. 
    - Claire cannot completely seal in her creation.  She might be able to "shell" the area in by creating a sphere on the outskirts,  but there always has to be an exit somewhere.  She doesn't know why this is.  However,  the method of exiting doesn't always have to be so straight forward...
    - Architect of Reality cannot be directly offensive to any capacity.  Meaning she might be able to create a lake,  rivers,  geysers or "water"falls of lava,  since those aren't offensive by default (unless created directly under or over them, which they cannot),  but she cannot create cannons for example (Meaning she can't use Architect of Reality to create giant floating doom fortresses to assault something below/in the distance).






    Name: Magma-nimous
    Rank: S
    Type: Creation | Offense
    Duration: 10
    Cooldown: 14
    Description: Magma-nimous creates a whirling ball of magma the size of a beachball that grows larger by the second.  It's heat is so intense that it causes stone within 5ft of it's eventual 4 meter diameter to melt and become molten itself and catches flammable material within 20 meters on fire.  It causes A-rank damage if it passes within 1 meter of a person,  B at 2,  C at 4,  and D at 8 meanwhile a direct hit will deal S-rank damage regardless of armor unless you possess a full-body barrier spell and heat resistance,  and repeat at half damage on the next turn,  half again on the turn after that before it hardens as stone around them.   Deals double damage to items and the environment.   
    It travels about 40 meters per second or in other words less than half as fast as a cannonball reaching out as far as 1km where on impact the ball will burst splashing lava around a 30 meter area which will become molten as well and slowly creep outwards naturally at a rate of 20 meters per post from then on unless countered with a equally potent Water and/or Ice magic that covers an equal area. 
    Strengths:
    - Intensely offensive effect that no one wants to get hit with,  leaving behind a hazard zone. 
    - Will ruin almost any obstruction or defense it hits,  which is it's primary usage- It's meant to clear fortifications and neutralize a location.
    - Range.   It has half-decent range by spell standards (Which are awkwardly low for a high-magic fantasy site).
     

    Weaknesses:
    - Speed-  It travels only 40 m/s- slower than professional baseball throws giving it over half a minute of flight time before it hits a target at maximum range (accounting for the arc it takes through the air). 
    - Conjuring- The lava ball starts small and swells to it's 4 meter size adding time to it's use that adds a time window for closer range targets.  It's around 3 seconds.
    - Water or Ice spells of A rank will turn this magma ball into a fragile lump of rock with ease or solidify it's splash and prevent spread, while same rank spells can still try to attack it which would naturally cause it to burst to start it's spread over the area it burst over.  This is a mutual elimination as the heat of this spell transfers very well to melt S-rank ice spells and evaporate water ones. 
    - Risky for Claire to use,  especially at range.  It's more of a low-range artillery effect at range meaning Claire may not know what would be at risk in the target area and the lava spread is out of her control once the spell is launched.












    A-Rank Spell Name:  War Breaker Strike
    Type: Support
    Description: War Breaker Strike augments any one weapon within 25 meters with a reddish rusty glow and empowers it to deal an extra A-rank's damage when it impacts something.   When it hits,  the rusty aura seems to strike out on it's own and inject itself and spread with destructive force pushing beyond the limitations of the weapon associated with it and causing a collapse of any object or obstruction it meets.   War Breaker if it hits the ground will extend out to a maximum influence of 25 meters with a momentary pulse of the rust-red aura throughout the effected surface... then it will burst.   This applies to all objects to deal double damage to non-living physical targets,  it applies to living targets as well but it doesn't deal excess damage.  Though if the attack were to kill them,  their bodies will shatter into red mist. 
    Strengths:

    - Augments a weapon for empowered damage.
    - Allows the weapon to deal excessive damage to material obstruction.
    - Can be applied to any weapon. 

    Weaknesses:

    - War Breaker Strike lasts 2 posts or until the strike is consumed.   Whoever wields the item can channel their own magic into the weapon to keep the effect at the cost of A-rank MP,  or 50% of their MP if they are not A-rank,  or to extend it by 2 more posts. 
    - War Breaker has a 6 post cooldown.
    - War Breaker cannot augment unarmed "weapons".  A hand-to-hand combatant would have to use brass knuckles or something similar. 
    - War Breaker's destruction effect does not deal bonus damage against energetic obstruction,  such as force fields. 


    Last edited by Serapheal on 11th March 2015, 7:54 pm; edited 4 times in total

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    Re: Gamble's Devil Dice Magic

    Post by Guest on 2nd September 2013, 2:46 am

    Yeah so. I don't really care.....so like. Respond in two days Night. Or it's re-approved. Just because it's been like literally two weeks.
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    Serapheal

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    Character Sheet
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    Primary Magic: Claire Mierre
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    Re: Gamble's Devil Dice Magic

    Post by Serapheal on 4th September 2013, 5:00 am

    Θεία Θέληση




    Divine Will












    Primary Magic: Θεία Θέληση - Divine Will
    Secondary Magic: Arc of Embodiment | Faith Embrace
    Caster or Holder:Caster
    Description: Θεία Θέληση translated as "Divine Will" is the divine ability to manipulate kinetic energy,  the energy of motion.  It isn't magic so much as it is an exertion of her personal energy or "chi" "zen" "Qi" "Ki" or so on to issue commands to forces of nature.  Her dominion or "portfolio" is over kinetic energy,  momentum/ motion,  as it bends to her will with focus similarly to flexing a muscle. Just as exerting yourself causes fatigue,  so too does exerting this will.  Rather than using MP,  using Divine Will will result in Stamina loss,  as using her influence is a physical strain on her.  All spells cost half as much as their magic counterparts but each loss in stamina is immediately felt.  Being at 50% stamina means she's literally half way to passing out,  taking a penalty to speed and reaction times equal to 20%,  and increasing by 5% per 5% less than 50,  until 30 where each loss in Stamina has a direct increase to the speed/reaction penalty.  She'd barely be capable of standing at sub-10% and is rendered unconscious at 0% stamina for one post +1 post per 2% under 0, or until combat is over and someone rouses her.    Magic spells that heal her raise her Stamina as well by half the healing value,   spells that would rejuvenate or revitalize/ otherwise increase one's stamina give 2% stamina per spell rank.  Passive health regeneration effects regenerate only 1% per 10% rounded down.  Stamina costs:  D-0%.  C-0%.  B-2%. A-5%.  S-10%.  H-15%.

    Θεία Θέληση's influence isn't normally accepted by Earthland,  so it's usage is brutish and is more like forcing nature to obey her.  As a result it manifests violently as it chaotically tears at the kinetic energy to bend it to her will,   doing so causes a discharge of electricity that wildly crackles in the air around her or the area of influence,  and because of the movement in the air it generates wind to go along with it for the same reasons a fan generates wind.  
    The usage of Divine Will tends to be a very physical one,  using it to steal or siphon momentum ie; the kinetic energy of a physical object in order to cause things to stop in their tracks,  or it can be used to spike kinetic energy in objects to send them flying.   By robbing things of kinetic energy she could for example cause a ball to stop midair and drop straight down,  or keep it neutral in it's place as to not let it drop.  She could decide to spike it herself,  and send the ball hurtling in a new direction.    The theft of kinetic energy means that she herself could fall an incredible distance only to rob herself of kinetic energy for a silent and graceful landing,   or to apply kinetic energy in a way that she might walk on a ceiling.  

    By manipulating motion she is also capable of manipulating temperature,  as temperature is directly related to motion.  By agitating particles she can cause them to heat up,  by robbing them of motion she an cause them to cool.  This has some applications in causing things to melt,  turning ice to water or steam or steam to water or ice.   By sending a pulverizing shockwave along with a heat spike she is capable of converting areas of earth into molten lava.   The usage has some variety to it as you might guess,  but all of it is very physical.   It is hard for her to concentrate on fields or intangible things and it has no effect at all on things that aren't physical such as mental,  spiritual,  and she has some difficulty in doing things with energy.  Some forms of energy can be worked with,  others cannot.  Even the electricity that is discharged when Divine Will is in action isn't directly manipulated by her,  it's just a byproduct.   

    Strengths:
    - Non-Magical.   Divine Will isn't negated by anti-magic,  as it has more in common with natural phenomena than magical incantation. 
    - Non-Elemental Multi-Elemental.  Divine Will has no element of it's own but by it can other elements be manipulated in the same way your hands could manipulate a rock-  by acting upon it.  
    - Very forceful abilities that are very effective against things of a physical nature,  such as stopping projectiles and sending them flying in another direction. 

    Weaknesses: 
    - No directly defensive effects,  especially towards intangible threats.  It's very likely that this whole magic could be rendered entirely useless against some types of threats.   The only sort of defense this magic can generate are "Defensively offensive",  kind of like hitting a ball with a bat or slicing an arrow with a sword,   the only way this magic can defend is to bring to bear it's offensive potential to exert force over physical threats or to violently tear something into the path of the threat in question. 
    - Rendered powerless in psyche/shadow or spirit planes.   Places where things aren't real,  where you aren't physically touching anything or so on.  There is nothing for her to exert her influence on,  depending on the specifics and situation.
    - Effects that replenish MP have no effect on her,  as she has no MP. (Using Stamina instead).
    - The caster,  Claire herself, can't use objects requiring magic, such as the lacrima vehicles.  Neither does Claire have any sort of "magic aura".  She registers to such senses as completely natural / mundane.  Likewise,  Claire can't really sense magic auras herself.  She can just make assumptions.  

    Lineage:
    Lineage:

    Lineage
    The White Serpent:
    Wielder: Claire Mierre (Claire Mierre)
    Description:
    The White Serpent is a birthright found in the descendants to a powerful goddess that is said to take the form of a gargantuan white hydra,  and though the goddess has moved on fragments of her power linger in her bloodline manifesting as a seven-headed serpent with "tattoo" that moves freely over the bearer's body of it's own will,  but tends to pick a favorite spot and can remain dormant for hours at a time.    It's a relatively new lineage to Fiore,  having only a few instances found in Pergrande,  and not much information is available on the matter.  What is known, however,  is that the goddess in question started out as more simply just one of the greater monsters of Sin and was opposed by seven Pergrande Guardian Knights,  each embodying a virtue.  When the seven heads consumed the seven knights,  they absorbed with them those virtues and with it the hydra became a higher being with an expanded awareness and capacity for good.   The Hydra turned back toward Sin and completed the quest the Guardian's sought after,  reclaiming some of the lands that had been lost in monster raids before disappearing.   Reports have appeared every now and then throughout the centuries of sightings of this hydra,  linked in some way to sightings of a white haired woman.    The stories and folklore vary wildly,  but there are some who claim the white haired woman has left behind children every so often,  children that bear the mark of the hydra, and eventually the white serpent gets sighted again.

    Ability: 

    • The white tattoo of a many-headed snake seems to physically eat impurities in the bearer's body,  consuming things such as toxins,  embedded shards,  or even markings and foreign magic.   Lingering magic effects don't last longer than a post,  whether they be targeting spells,  tracking,  damage over time,  or so on.  Her body never scars and can't be tattooed.  Body paint is fine as it is both harmless and temporary,  allowing her to wear makeup if she wanted to or so on.  The minds of the serpent are her minds,  forming one larger intelligence allowing quick thinking,  memory recall and storage,  problem solving,  and overpowering forms of mind control or attempts to manipulate her spirit due to this unison and the strength of this hydra soul.   She can see in 360 degrees through the eyes of the serpent tattoos,  and/or focus on one thing to have multiple points of focus to really absorb detail.   She could very easily think about eight different things simultaneously, but since each mind is aware of the others they can work together to think about different parts of the same general subject to really lay down the thought-speed.
    • Like a hydra,  the bearer has an intense regenerative ability.  HP Regen is at 10%,  and can heal missing flesh and bone to completely replace lost tissue eventually.  This regeneration occurs in whatever largest bulk of flesh remains and is independent of willing input,  and as such will regenerate her head or vital organs.  Unlike a hydra,  it will not make two grow from the one.   It wont regenerate if there is something blocking it,  such as a stake in the heart.  Small objects like bullets will be pushed out.
    • Once per topic for seven posts she is capable of replacing herself with the body of the white serpent,  becoming a hydra with pure white scales.   This hydra is 90 meters long from head(s) to tail.  It only has one head initially but gains a new head each post.    The durability of the body and the toughness of the scales mean it's defense is increased by 200% and the strength is boosted by 75%.  "MP" regeneration increases to 10 every 3 posts rather than 5,  and multiple spells can be used at once using the different heads,  though signature spells can only be used once at a time.    If the bearer ever takes damage that would have killed her if not for her regeneration and leaves her unconscious as a result,  this form activates on it's own and will leave her unconscious after it ends,  however the scales are black and this hydra will turn on allies after non-ally threats are dealt with if the time limit doesn't run out before then.   Claire from then on loses one of the White Serpent heads and gains a Black version of it representing a Sin which is now a part of Claire,  becoming a Vice of hers.    White heads can also be replaced with Black depending on plotstuffs.  




    Usage: Mostly passive.  7 posts serpent form.  Once serpent form ends her MP/"Stamina" is set to 10% unless it was reduced to less during it's activity.  This is a divine race characteristic,  making her personally vulnerable to godslaying.  Meaning a godslaying spell effect would deal double damage to her.  









    Unique Abilities:
    Motion's Grace:  Claire is aware of all motion within 30 meters of her and instantly knows the speed and trajectory.  She can make subtle immediate tweaks and adjustments depending on the force and size of the incoming projectile.  This gives her incredible reflexes and an uncanny ability to dodge projectiles.  Thousands of mortal arrows could be aimed at her and not one would hit,  meanwhile a powerful legendary arrow might only be slightly judged enough to miss her heart if she took the hit.   It also boosts her accuracy in her own projectile weaponry within that 30 meters.  
    Willed Movement:  Claire is capable of exerting the equivalent of her strength at ranges up to 100 meters in order to move or throw things around without physically touching them.  This is capable of moving objects at up to 60mph minus 5mph per 50lbs resulting in a weight limit of 600lbs before no movement can be done.    Speed can be amplified by the nature of the manipulation.  The arc of a sword would be faster than 60mph for example,  as the sword blade itself isn't under influence but is in an arc from the movement focused at the hilt.  This can be applied to someone within that range to either decrease speed by 15% +5% per rank less than her,  or increase speed by 25% +5% per rank less than her. This percentage can also apply to the m/s or mph of an object's velocity,  excluding those already being manipulated by this. 
    Self-Manipulation:  Claire can manipulate her own motion in order to fly in a very blunt manner comparable more to throwing herself with or without gradual acceleration or deceleration,  but can also counteract gravity by applying opposing forces or "Neutralizing" her motion in order to remain motionless mid-air or appear to be walking on a ceiling.  She is capable of directing her movement with fine precision almost like a very elaborate puppet,  particularly in mid-air.   She amplifies her normal movements to provide a 50% speed boost (Note she has no other stat buffs while other magics might provide a number of them.  She relies on speed to try to avoid getting hit but has little to deal with taking hits).
    Apply Tension:  Every post in which Claire is in combat she can charge the area with the equivalent of C-rank "tension" as the area becomes stuffed with kinetic potential.  This "Tension" boosts the power of Claire's spells by C-rank effectiveness  per rank of Tension.   Claire can detonate the accumulated Tension at will to trigger a sudden crushing collapse of air pressure in a sudden shockwave of force dealing the accumulated damage stemming from the outside of the area inward.  This area tends to be either a whole room,  or a 100 meter area of land.   The size of the area of Tension can increase by 15 meters per rise in Tension,  or can be shrunken.   At four ranks in tension,  all enemy and allied movement is reduced by 20% and increases by 10% per tension there after as a result of opposing forces and an all-around resistance to motion.    At 50% speed reduction (Seven posts of applying tension) people start taking 5% damage per post which increases by 5% every 20% reduction as the resistance starts to feel crushing.  
    Subtle Motion:  Claire can excite or siphon off the movement of things on the micro scale as such that temperature gets heated up or cooled down based on this change in it's most minute motions.  This allows her to easily heat non-legendary(or higher) metal to the point it causes pain and first degree burns to the touch,  or chill things to the point they freeze.    Using water as an example,  she could snap ice into water into steam and vice versa complete not just with the change in state but with the change in temperature as well.  Quite useful in heating or cooking things,  your drink would always be at just the right temperature.   Kind of like a microwave, but nothing to do with microwaves.  With some concentration and a little bit of time,  metal could be melted.    This can melt an area 30 meters radius around her at a time,  or change the temperature of one incoming effect up to 1 rank below her,  which may or may not do anything to hinder it in any way or potentially make it worse for her.
    Divine Body: Claire's body is a seemingly endless font of stamina.  She never suffers fatigue or loss of stamina except when using her abilities.   She regenerates lost stamina at a rate of +1 per post on top of normal "mp" regeneration rates which regenerate Stamina instead.   (Note:  This makes for 2% total stamina regen per post including a 1% due to passive health regen not part of this magic.  Enough to keep her on her toes if she doesn't go overboard with her magic.).  Claire's body is immune to her own kinetic effects.  If a spell of hers would propel her like a cannonball for example,  she suffers no ill effect from the sudden burst of speed and acceleration.   Because Divine Will creates so much electricity as a side effect,  Claire's body is resistant to it.  She has a 25% Electricity resistance with + 10% per rank below her it is.  This electric resistance is the only direct defense she possesses (No strength boosts, no other ability to take a hit).
    -:  Description description description. 





    Template:

    Name:-
    Rank:H-D
    Type:( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:-
    Cooldown:-
    Description: -
    Strengths: 
    -
    -
    -

    Weaknesses:
    -
    -
    -
    -









    Signature Spell:

    Name: Acceleration Cannon 
    Rank:S (User-Ranked (S-max))
    Type: Force | Offense
    Duration: 1
    Cooldown: x
    Description:  Acceleration Cannon takes material from the environment and spikes the kinetic energy to cause it to burst forward like a beam in visual effect,  though it's merely a projectile that leaves an empowered trail.  This can project a coin,  pebbles,  stones, small boulders,  nails, or so on.    The nature of the shot changes depending on what she is using to fuel the Acceleration Cannon .   A pebble or coin would puncture like a bullet,   or by projecting a large stone,  small boulders,  or so on would cause blunt damage like a cannon shot.    
    When this is used,  the fuel/projectile she decides on levitates into position.  A large rock or brick would float in front of her.
    When using full power in try to deal damage using this can cause intense electrical discharge along the path of the shot and cause the air around it to ripple/storm with wind currents,  meanwhile the projectile would leave behind it an intense "Beam" composed of superheated air,  air disruptions,  and electrical energy.
    Strengths: 
    - Quick reliable damage that can match the situation,  similar to stabbing, slicing,  or using the flat or pommel of a sword.  Source and type or projection can make a huge difference in damage output,  allowing her to deal less damage than S-rank by controlling the acceleration.
    - Range of up to 650 meters (A very easy rifle range,  which this power is supposed to emulate at the least (It's technically supposed to emulate a Railgun,  but Railguns travel for miles.)) Or very inaccurately at twice that distance by arcing shots- A boulder slung into the sky isn't just going to vanish after all.
    - Can be used immediately after Motion Capture to Accelerate an incoming projectile (Though doing so would have her in contact with it,  not something that happens at range).

    Weaknesses:
    - Forewarning as the projectile she needs to use has to be collected,  either by drawing a coin,  gathering wind,  or floating a rock into position.  The firing position is always directly in front of her by a meter.   This can take just a second or two,  but that's all the time someone who would normally stand a chance against those of her rank need anyway. 
    - Only goes in a single straight line.   Minor exception in projecting stones in which case the stone continues on it's own natural trajectory (ie;  a downward arc)
    - Doesn't do anything on it's own.  She has to have something she can accelerate which isn't always the case.   She can't accelerate Sand, Water, or just Air to attack.  She can use Ice as an anchor to accelerate but the ice would melt,  leaving only the superheated air and the generated wind/electricity.   Doing so lowers the range to 30 meters- With no "Inaccurately at twice the distance" since there is no projectile to throw,   and deals only A-rank damage.
    - Accelerated or not,  a slayer could easily snack on an accelerated shot of their element.  The electric discharge and wind disruption don't have much effect on their own,  though they could just as easily be consumed independently of the projectile. 



    Name: Motion Capture
    Rank: Artifact | S
    Type: Force | Defensively Offensive Utility
    Duration:x
    Cooldown:x
    Description:  Motion Capture is one of Claire's most frequently used abilities.  Motion Capture is the ability to, on contact, steal kinetic energy.  Using Motion Capture Claire is capable of robbing almost any physical effect of all kinetic energy,  rendering it completely inert.  This allows her to stop a giant boulder in mid-air completely free of kinetic energy. 
    This can't steal from people directly,  but could steal from a sword or arrow making it immediately stop, which stops all momentum as though it were never swung at all,  just an instant stop without inertia or recoil.   This can be used to steal the energy of her fall.   
    Only works with something she is in contact with.  (She'd have to make contact with a sword or arrow to Motion Capture.)  She can only Motion Capture one general thing at a time.  She could stop the energy of a fall for herself and someone she's carrying,  but she could only stop say a speeding baseball,  but not a hail of sand or water with this.    

    Strengths:  
    - Very effective ability to halt movement,  practically the only defensive function of Divine Will entirely.  
    - Allows sexy action scenes and things,  and it can be intimidating to see a short young woman like Claire stop a freight train so suddenly yet effortlessly that it might even be confusing,  as at the least one might expect there to be wreckage,  but in using this all that kinetic energy is just gone,  causing no wreckage or whip-lash on anyone in the train.
    - Motion Capture can halt nearly anything within it's reign of solid physical influences. 

    Weaknesses:
    - Can't do anything to stop Fine or Insubstantial threats.  Example:  Flamethrower,  Hurricane,  Lightning Bolt,  Water splash,  Sand splash,  or so on.  What it stops are things like Boulders, Arrows, or Cannonballs.  
    - Requires contact.   Claire has to put herself in the way and physically touch whatever she robs of kinetic energy.  To stop said train,  she'd have to stand in front of it and wait for it to touch her.  She can't, for example, save someone from a fall if she can't reach them.    
    - Cannot store kinetic energy.  Despite the name of Motion "Capture",  this doesn't redistribute the energy in a typical way.  The energy is converted purely into electricity and a rush of air that sends a shockwave out from Claire's position.
    - Explosives can really ruin her day.  She might stop a cannonball or a cannonball that detonates on impact- There is no impact with Motion Capture-,  but Timed or Proximity explosives will be an unfortunate proposition.  









    Fusions:

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
    Name Name of the Spell )
    Rank:(What rank is your spell? H, S, A, B, C, or D)
    Type:( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)


    Last edited by Serapheal on 27th February 2015, 2:01 pm; edited 1 time in total


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    ~ Lady of Midnight ~
     
     

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    Character Sheet
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    Re: Gamble's Devil Dice Magic

    Post by ~ Lady of Midnight ~ on 4th September 2013, 2:36 pm

    ~ Re-Approved Hun ~


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