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    Knight of Space

    King Zenshin
    King Zenshin
     
     

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    Lineage : Aspect of Neptune
    Position : None
    Posts : 3218
    Guild : Aurora
    Cosmic Coins : 25
    Dungeon Tokens : 9
    Age : 20
    Experience : 263,160

    Character Sheet
    First Magic: Archmage's Sanctum
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space Empty Knight of Space

    Post by King Zenshin on 15th January 2014, 7:52 pm

    Knight of Space


    Magic Name: Knight of Space
    Magic Type: Requip [Prevalent] / Caster [Auxiliary]
    Description: Knights of Space are the names of the magi who use this particular kind of Requip. Vincent was once a mage who excelled in casting spells from a distance, though this was not the magic he was most suited for. Upon being magically stressed to a breaking point, Vincent lost his ability his ability to use his elemental magic and gained the ability to manipulate the very space around him. Well, “gained” isn’t exactly right. Vincent “reawakened” his latent talent for the manipulation of space itself. A combination of spacial manipulation and skills with melee weapons allow Vincent to be an intimidating threat in close range.

    Strengths:

    • Potential to keep the opponent constantly on the offensive due to the numerous ways of changing the landscape of battle
    • Spatial manipulation allows for a wide range of effects to be applied to both Vincent and his weapons
    • Allows for quick navigation of large distances, making it an ideal pair for a close quarters specialist

    Weaknesses:

    • While Vincent can traverse large distances relatively quickly, most of his abilities are still melee based and thus opponents that are good at keeping their range are a natural counter
    • Many of Vincent’s spells require more than the usual amount of mana to cast – especially is the spell acts on space in a drastic way
    • Due to the strain the magic places on the wielder, Vincent begins to feel the effects of hitting 0 magical power at 10% of his total magical power


    Unique Abilities:


    • Momentum Tamper: Vincent is able to control how momentum affects him and thus, effectively, has a much more advanced range of movement. The wizard may launch himself with reasonable amounts of force without having to move a muscle.

    • Magical Transportation: This simple ability allows Vincent to snap his fingers and transport his current magical equipment into his hand or onto the appropriate part of his body. He needs this ability to compensate for his reliance on melee weapons.

    • Invisible Strings: Vincent’s control over space extends to objects in space. Vincent may control inanimate objects such as swords or bodies of liquid. He may not, though, take free control over objects that are magically bound to others such as an opponent’s spell weapon or anything with an approved application. Spell weapons controlled in this way will do their associated melee damage and regular weapons controlled in this way will do player ranked melee damage. No effective defenses beyond weapon durability are gained.

    • The Knight’s Specialty: Vincent’s intense training in both the Pergrande Kingdom and Fiore, in addition to his latent talent, has turned him into a melee specialist; his strength is passively increased by [A:55%|S:60%]

    • Magical Awakening: Due to incredible magical stress placed upon Vincent in the recent past, his current magical pool is above average and his spells are more potent. Vincent’s total magical power pool is increased by [A:25%|S:30%] and his spell damage is increased by [A:30%|S:30%]


    Spells


    signature spells:

    Master's Robes:

    Name: Master’s Robes
    Rank: A
    Type: Spell Armor
    Damage: N/A
    Requip/Summon HP: 240
    Range: 75m
    Speed: 75m/s
    Duration: 7 Posts
    Cooldown: 8 Posts
    Downside: N/A
    Description: The Master’s Robes are a set of robes handcrafted by Vincent with materials intended to empower his magical capabilities. The robes themselves are a blend of red, black and gold, and extend from his neck all the way down to his ankles legs.

    Strengths:

    • Provides magical protection from attacks without hampering mobility
    • Provides the user with many magic empowering abilities

    Weaknesses:

    • Protection provided limited only to magical spells
    • Unlike other spell armors, no active abilities are provided
    • Each of its abilities are generally weaker than other spells of its same rank



    Abilities:

    passive ability:

    Arcane Endowment: Vincent's magical power regenerates at a rate of 5 magic power every other post

    Warlock's Armor:

    Name: Warlock's Armor
    Rank: A
    Type: Spell Armor
    Damage: N/A
    Requip/Summon HP: 280
    Range: 75m
    Speed: 75m/s
    Duration: 7 Posts
    Cooldown: 8 Posts
    Downside: N/A
    Description: Vincent, knowing that his robes are not a realistic defense against creatures or magic, had a suit of armor crafted by a skilled blacksmith and enchanted by himself in order to aid in more dangerous combat. When cast, his clothes or robes will glow and be covered by a full set of knight's armor styled after those of the Pergrande Kingdom. If cast over Vincent's "Robes," the damage reduction from the robes goes to 0 while this spell is active.

    Strengths:

    • Can be active at the same time as his Robes signature spell, allowing for a powerful combination of effects from both spells
    • Highly effective against magical based enemies

    Weaknesses:

    • Singular buff is ineffective against melee attackers
    • Physical attackers are generally unhindered by the armor outside of its status as an armor


    Abilities:

    active ability:

    Spell Shield: Upon being activated, a transparent coating cover's the armor. This coating may take 300 HP of damage from spells before breaking. While this coating is active, Vincent is protected from magical attacks. While the shield doesn't protect from effects directly, Vincent may pay his own MP or HP from the 300 HP coating equal to the MP used to inflict the effect to negate it while "Spell Shield" is active. If the effect was inflicted with an ability, Vincent would pay MP or HP from the 300 HP coating equal to the MP cost of a user ranked spell.

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

    Kingdom's Legacy: While the armor is equipped, Vincent gains a 50% increase in damage reduction against magical attacks.

    Crystal Waters:

    Name: Crystal Waters
    Rank: A
    Type: Single target
    Damage: N/A
    Requip/Summon HP: N/A
    Range: 1m
    Speed: N/A
    Duration: Instant
    Cooldown: 2 Posts
    Downside: N/A
    Description: The god of the ocean, Neptune, has took a liking to Vincent when he was born. As a result, Vincent has always had a talent for water magic and has even been able to develop an additional signature spell relating to water without being related to his primary specialization of Requip. The target heals for 100 HP.

    Strengths:

    • Effective and necessary healing
    • Not only is vitality recovered, but bones are mended and poisons are expunged

    Weaknesses:

    • Extremely short range
    • No defensive or offensive applications
    • Only has a singular effect ; No utility


    Spacial Bolt:

    Name: Spacial Bolt
    Rank: D
    Type: Caster / Offensive
    Damage: 40 HP
    Requip/Summon HP: N/A
    Range: 30m
    Speed: 60m/s
    Duration: Instant
    Cooldown: 2 Posts
    Downside: N/A
    Description: The magical bolt is a spell as old as magic itself. It is a simple spell taught to all novice magicians due to its ease of use and effectiveness as a precise, but powerful attack. Unable to use the original version, Vincent has modified the spell to be compatible with his control of space. Vincent compresses all of the air in the space around his hand before firing off the effective “air bullet” towards his enemy.

    Strengths:

    • Relatively quick moving projectile
    • Quick source of damage in a pinch

    Weaknesses:

    • Relatively short range
    • No elemental weaknesses can be taken advantage of



    D-Rank Spells:


    Space Walk:

    Name: Space Walk
    Rank: D
    Type: Burst / Offensive
    Damage: 40 HP
    Range: 15m
    Speed: 15m/s
    Duration: Instant
    Cooldown: 2 Posts
    Downside: N/A
    Description: Vincent takes a step forward and disappears into a hole in space that remains open. After stepping through, Vincent may teleport anywhere with a 15 meter radius of the aforementioned hole. Upon stepping out, another hole in space will form between where both holes were formed, dealing 40 damage to everything between the two holes.

    Strengths:

    • Allows for both a quick closing of distance and a good source of damage

    Weaknesses:

    • Vincent must carefully choose where he teleports if he wants the damage of the spell to actually affect his opponent  



    Momentum Reversal:

    Name: Momentum Reversal
    Rank: D
    Type: AoE / Defensive
    Damage: Variable
    Range: 30m
    Speed: 15m/s
    Duration: 1 post
    Cooldown: 2 Posts
    Downside: N/A
    Description: Vincent holds both of his hands out creates a field all around him which is capable of reversing the direction of up to 3 D-Rank spells before dissipating.

    Strengths:

    • Can deal significant damage if a powerful non-magical projectile is redirected using this spell


    Weaknesses:

    • AoE spells are unaffected by this spell


    Spacial Twist:

    Name: Spacial Twist
    Rank: D
    Type: Single Target / Defensive
    Damage: Variable
    Range: 60m
    Speed: 60m/s
    Duration: 3 Posts
    Cooldown: 4 Posts
    Downside: N/A
    Description: Vincent activates this spell by putting a free hand out and channeling his mana into it. For the duration of the spell, the space wizard may twist the space in the path of an opponent’s projectile or spell to knock it off course away from him. He may do this to a max of three D-Rank spells before it goes on cooldown. If the spell being defended against is a multi-target, Vincent may warp the space for all of the projectiles summoned by the opponent’s spell at the cost one of these three “charges.”

    Strengths:

    • Because he’s redirecting the spell or projectile off in a straight path to his left or right, Vincent may potentially hit another enemy with this primarily defensive spell.


    Weaknesses:

    • Useless against most offensive AoE spells



    Phase Lock:

    Name: Phase Lock
    Rank: D
    Type: AoE / Offensive / Passive
    Damage: N/A
    Range: 30m
    Speed: 15m/s
    Downside: N/A
    Description: Enemies which are incorporeal present a problem for a melee specialist which led to the development of this simple spell. Any incorporeal enemies within range of Vincent are able to be struck by spells and weapons.

    Strengths:

    • A strong counter against beings that are typically accustomed to not being able to take damage from conventional sources


    Weaknesses:

    • Useless against entities who are not incorporeal



    Bow of the False Hunter:

    Name: Bow of the False Hunter
    Rank: D+
    Type: Spell Weapon
    Damage: 10.5 HP
    Requip/Summon HP: 75 HP
    Duration: 5 Posts
    Cooldown: 6 Posts
    Downside: N/A
    Description: The “Bow of the False Hunter” gets its name from the fact that, in Pergrande, monsters are typically hunted with sword and shield. Bows are viewed as a cowardly and ineffective way to hunt. Even so, Vincent had this bow crafted for use in battle and, when combined with his spatial manipulation, becomes quite a lethal weapon. The arrows fired are made of pure magic and their color is entirely dependent on the user. Appearance

    Strengths:

    • One of Vincent’s only truly ranged spell weapons


    Weaknesses:

    • Opponents have the potential to see his attack coming more so than with melee strikes; close range combat is ineffective with the bow


    Abilities:

    active ability:

    Final Shot: Vincent plants himself on the ground and draws a summoned and massive red arrow. This red arrow deals 90 HP to a single target and travels in a straight line at 75m/s for a max range of 100 meters. Regardless of whether or not the red arrow hits its mark, using this ability will break the bow and put it on cooldown.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Marksman’s Aid: Vincent is able to, using a simple manipulation of the space around his feet, effectively stick to any surface during the bows duration. Additionally, standing still greatly increases Vincent’s accuracy and strengthens all projectiles fired from the bow by 50%.

    C-Rank Spells:

    Mastery of Form:

    Name: Mastery of Form
    Rank: C
    Type: Buff / Passive
    Damage: N/A
    Downside: Only affects certain kinds of attacks and weapons.
    Description: Over time Vincent has come to master a particular style of fighting using bladed weapons. Any thrusting or slashing attack with a bladed spell weapon adds an additional 55% damage. This bonus extends to active abilities and any bladed weapon summoned or handled by Vincent.

    Strengths:

    • Empowers many of Vincent’s conventional methods of attacks

    Weaknesses:

    • This bonus does not apply to blunt weapons or attacks using the false edge of his blades.


    First Projection – Library:

    Name: First Projection – Library
    Rank: C
    Type: Special / AoE
    Damage: N/A
    Range: 60m
    Speed: 30m/s
    Duration: 5 Posts
    Cooldown: 6 Posts
    Downside: Costs double the regular C-Rank mana cost
    Description: The First Projection is named so because it was the first mental projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize a circular wooden floor extending outwards from him with tall bookcases acting as walls enclosing him, his allies, and his enemies. These walls of bookcases may be broken by taking damage exceeding 180 HP. Any spell cast by his enemy within the bounds of his Library projection has its cost increased by 25% and its damage decreased by 30%

    Strengths:

    • Highly effective against magic users

    Weaknesses:

    • Practically useless against melee specialists or opponents at longer ranges


    Rain of Arrows:

    Name: Rain of Arrows
    Rank: C
    Type: AoE / Offensive
    Damage: 45 HP
    Range: 60m
    Speed: 30m/s
    Duration: Instant
    Cooldown: 3 Posts
    Downside: Vincent must be using his “Bow of the False Hunter” to use this spell
    Description: While Vincent’s “Bow of the False Hunter” is requipped Vincent may activate this spell. Upon activation, the wizard will fire a black arrow into the sky. A moment later, a rain of arrows will come down dealing 45 HP to everything enemy within the range of the spell. Vincent and his allies will find that the arrows will not land on them. The damage of this spell is increased by 55% if used outdoors.

    Strengths:

    • Extends the usefulness of the “Bow of the False Hunter” with an unusually powerful AoE

    Weaknesses:

    • Using the spell indoors completely forfeits the damage bonus


    Samurai’s Shame:

    Name: Samurai’s Shame
    Rank: C+
    Type: Spell Weapon
    Damage: 21 HP
    Requip/Summon HP: 135 HP
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: N/A
    Description: Of all places to have a weapon created, Bosco would not be one’s first choice. Their technology was advanced beyond reason, but nothing could beat a finely crafted Midian blade, right? Well, Vincent wouldn’t agree and thus commissioned a techsmith from Bosco but living in Fiore to craft him a sword in the style of a Midian katana. The techsmith did not disappoint. There is a triggering mechanism located on the sheath of the blade which propels the sword out which allows for a the quickest of quick drawing techniques. Appearance

    Strengths:

    • The triggering mechanism is unique to this blade and can catch enemies off guard.

    Weaknesses:

    • The surprise aspect of the weapon will only work once


    Abilities:

    active ability:

    Three Pronged Strike: Vincent will crouch and hold the hilt of his blade while it is sheathed. Then, he will use propel himself forward using his spatial magic while using the aforementioned explosive quickdraw mechanism present in the sheath to strike his opponent on the way behind them before landing facing while facing their back. He will perform this sequence of actions two more times to deal a total of 90 HP.
    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Explosive Mechanism: Any attacks made with this sword using the explosive quickdraw mechanism have their damage increased by 55%

    B-Rank Spells:

    Enchantment – Strengthen Materials:

    Name: Enchantment – Strengthen Materials
    Rank: B
    Type: Special / Buff
    Damage: N/A
    Range: 50m
    Speed: 50m/s
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: Must have “Warlock’s Armor” or a spell weapon equipped
    Description: This spell is a modification of an elemental enchantment Vincent once used to strengthen his “Warlock’s Armor” when he was an elemental mage. This modified version can affect wither his “Warlock’s Armor” or a single spell weapon. Vincent will hold his hand to down to the ground to create a magical circle. From this magical circle a dark aura erupts and surrounds him and his armor, strengthening the materials in the armor and granting Vincent 60% physical defense. If cast on a spell weapon then the weapon’s blade or point will be sharpened, increasing the damage done by the spell weapon by 60%.  

    Strengths:

    • Increases the potency of either a spell weapon or his “Warlock’s Armor”

    Weaknesses:

    • Vincent must choose between an increased offense or an increased defense which leaves him with an uneven weakness in one of those two traits


    Enchantment – Lighten:

    Name: Enchantment – Lighten
    Rank: B
    Type: Caster / Support / AoE
    Damage: 40 HP
    Range: 50m
    Speed: 50m/s
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: N/A
    Description: This spell is a modification of an elemental enchantment Vincent once used to strengthen his “Warlock’s Armor” when he was an elemental mage. This spell improves upon the previous one by being able to be cast at any time. Vincent holds his hands up to create a dark circle in the skies over him. A black aura will begin to surround Vincent before a powerful wave of force hits him from the skies and then explodes outward - dealing damage and granting him 60% speed. For the duration of the spell Vincent will feel light as a feather. Any enemy hit by the shockwave will be dazed for one post.

    Strengths:

    • Both a reasonable source of damage as well as a powerful buffing effect

    Weaknesses:

    • Relatively low range and damage compared to spells of similar ranks


    Second Projection – Clocktower:

    Name: Second Projection – Clocktower
    Rank: B
    Type: Special / AoE
    Damage: N/A
    Range: 100m
    Speed: 50m/s
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: Costs double the regular B-Rank mana cost; Vincent loses 5 HP per post while inside this projection due to the strain it places on him
    Description: The Second Projection is named so because it was the second projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize the clocktower located at the Academy in which he studied magic. A dark wooden floor will extend outwards from him before large and sturdy wooden walls erupt at the edge of the spell’s radius to enclose him, his allies, and his enemies. The inside of a very large, circular, complex clock face may be seen on the northern wall. Any spell cast by Vincent or his allies while inside the projection will be empowered by 60%. In addition, any spell cast by Vincent’s enemies will be weakened by 50%. While in the projection, Vincent may summon one Spell Book containing an elemental spells whose elements may include the four natural elements, light, and darkness. These spell books can be used to cast a single spell before they must be discarded for another. The spell cast may be B-Rank or below and must be single-target offensive. These spells will cost half their usual price and follow the standards speeds, ranges, and damage listed here

    Strengths:

    • Provides Vincent with a repository of powerful elemental magics

    Weaknesses:

    • Spells cast must be purely offensive and Vincent must take care not to use too much magical power


    Sanguine Spear:

    Name: Sanguine Spear
    Rank: B+
    Type: Spell Weapon
    Damage: 31.5 HP
    Requip/Summon HP: 225 HP
    Duration: 8 Posts
    Cooldown: 9 Posts
    Downside: N/A
    Description: Vincent did return to Pergrande once more after his initial trip to have a particular kind of weapon forged. This weapon would be effective against both beasts and mages alike. The type of weapon that the mage had forged was a long red lance that could pierce through the tough hide of a beast but retained the anti-magical properties that the Pergrande smiths were known for. The wizard asked for a spear that could pierce through any defense, be that the scales of a dragon or the shield of a magician; the weapon he received did not disappoint. Appearance

    Strengths:

    • This is Vincent’s most lengthy melee weapon allowing for him to keep most melee combatants at bay

    Weaknesses:

    • The lance becomes much less effective against non-mages who specialize in offense


    Abilities:

    active ability:

    Aegis Piercer: Vincent will launch himself high up into the air and throw his spear at a target within 300m. The spear will travel in a straight line at 300m/s. The spear will deal 120 HP to whatever it hits. If the spear collides with a defensive spell of A-Rank or below then it will deal 60% damage to its target.
    Duration/Cooldowns: Instant / 5 posts

    active ability:

    Break Through: This ability automatically activates if the Sanguine Spear collides with a defensive spell. The damage done by the spear is increased by another 60%.

    Duration/Cooldowns: Instant / 5 posts

    A-Rank Spells:

    Crushing Field:

    Name: Crushing Field
    Rank: A
    Type: AoE / Debuff / DoT
    Damage: 25 HP
    Range: 200m
    Speed: 75m/s
    Duration: 7 Posts
    Cooldown: 8 Posts
    Downside: Costs double the regular A-Rank mana cost
    Description: Vincent holds his arms out and summons an oppressive spatial field in a large area around him. All enemies within the field will suffer a 32.5% speed and strength penalty as well as take 25 HP per post while they are inside the range of the “Crushing Field.”  

    Strengths:

    • An oppressive environment that has the potential of dealing a lot of damage to his enemies while keeping them in a weakened state

    Weaknesses:

    • No direct defensive benefits


    Black Arrow:

    Name: Black Arrow
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: 300m
    Speed: 300m/s
    Duration: Instant
    Cooldown: 5 Posts
    Downside: Vincent must be using his “Bow of the False Hunter” to use this spell
    Description: Vincent draws back a black arrows in his “Bow of the False Hunter” and takes aim. He fires the black arrow at his target and, if Vincent was still while firing the arrow, it will do 65% increased damage. If Vincent was moving while casting this spell, then it will do an additional 50% damage.

    Strengths:

    • High damage potential due to the passive ability of his “Bow of the False Hunter”

    Weaknesses:

    • A lot of the damage of the spell is relinquished if Vincent is on unstable footing or if he’s firing while moving around the battlefield; the spell requires him to be still for its full effect


    Third Projection – Vincent’s Dream:

    Name: Third Projection – Vincent’s Dream
    Rank: A
    Type: Offensive / Special
    Damage: N/A
    Range: 275m
    Speed: 165m/s
    Duration: 7 Posts
    Cooldown: 8 Posts
    Downside: Costs double the regular A-Rank mana cost; Vincent loses 10 HP per post while inside the range of his spell
    Description: The Third Projection is named so because it was the third projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize a dream of his. A desolate and barren battlefield complete with slain knights will extend outwards from him while a circle of swords falls at the edge of the spell’s radius to enclose him, his allies, and his enemies. While inside the range of this spell, Vincent may create mental projections of swords, spears, and other bladed weapons. Each of these weapons cost 5 MP to create in addition to the double mana cost to use this spell. They will float in the air around Vincent until he decides to control them and send them at his target. Each sword and bladed weapon deals 100 HP, can be launched as far as the spell’s borders, and travel at 300m/s.

    Strengths:

    • A very powerful offensive option if Vincent has the vitality and mana required to cast it

    Weaknesses:

    • No real defensive benefits and a large potential damage chunk to Vincent


    Space Breaker:

    Name: Space Breaker
    Rank: A+
    Type: Spell Weapon
    Damage: 45 HP
    Requip/Summon HP: 300 HP
    Duration: 9 Posts
    Cooldown: 10 Posts
    Downside: Requires that he not only land direct blows, but that his opponent is capable of some sort of bleeding
    Description: This is a weapon crafted by Vincent himself and, since he’s a scholar and not a blacksmith, he crafted it out of pure magic rather than metal. The result was the Space Breaker which, despite not seeming particularly impressive compared to other weapons in Vincent’s arsenal, is a key component of what few weapons he possesses. The vital property of this blade is that it turn’s an opponent’s blood into magic which is then absorbed by Vincent. Appearance

    Strengths:

    • Potential to recover a lot of necessary magical power

    Weaknesses:

    • Strikes must draw blood of some kind


    Abilities:

    active ability:

    Spatial Rend: Vincent will crouch down and put a free hand over his blade. After a moment, a dark aura will surround the blade and will continue to do so for the remainder of the duration. While active, Vincent may adjust the range of his sword swings essentially shifting the edge in space without having to actually move the sword. For example, he would be able to cut a watermelon on a table twenty meters away by slashing his sword down here he stood. While it wouldn’t appear as though the sword or Vincent moved to the watermelon, the watermelon would be cut. Additionally, if there was someone in the path of Vincent’s slash they would be unharmed since the effect of the slash was applied elsewhere. The range of this "phantom slash" is 112.5m and it occurs at 110m/s.

    Duration/Cooldowns: 4 posts / 5 posts

    passive ability:

    Magical Transmutation: This ability takes effect whenever Vincent draws an opponent’s blood. The blood on his sword will disappear and will increase his current magical power pool by 10 MP. This ability may only take effect once per strike. This is a flat addition to his mana current pool. Vincent may do this up to five times before the ability goes on a 4 post cooldown.

    S-Rank Spells:

    Collapse:

    Name: Collapse
    Rank: S
    Type: AoE / Offensive
    Damage: 60 HP
    Range: 200m
    Speed: 100m/s
    Duration: Instant
    Cooldown: 8 Posts
    Downside: N/A
    Description: This is a simple, but devastating spell wherein Vincent points his index finger towards a point in space and begins to create a small ball of magical energy. The density of the ball increases exponentially until the space around the ball collapses in on itself and a small black hole is created. This miniature black hole will create a strong gravitational pull towards it affecting only Vincent’s enemies and whatever items he sees fit before exploding on command from the wizard.

    Strengths:

    • Enemies that are flying or need to keep their distance will feel a powerful pulling force towards the miniature black hole  

    Weaknesses:

    • The black hole itself does much less damage than typical spells of this caliber and therefore requires other spells to fully realize its potential



    Fourth Projection – Conflict:

    Name: Fourth Projection – Conflict
    Rank: S
    Type: Offensive / Special
    Damage: N/A
    Range: 300m
    Speed: 250m/s
    Duration: 10 Posts
    Cooldown: 11 Posts
    Downside: Costs double the regular S-Rank mana cost; Vincent loses 20 HP per post while inside the range of his spell.
    Description: The Fourth Projection is named so because it was the fourth projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize his inner conflict. A field of torn up and illegible spell book pages will extend outwards from him while a circle of white magical fire erupts from the edge of the spell’s radius to enclose him, his allies, and his enemies. Pillars of spell books on fire can be seen stacked far into the sky beyond what anyone would be able to see. While inside this field, Vincent’s speed and strength are increased by 50% and he may requip one spell weapon or spell armor of rank S or below whose stats can be found here.

    Strengths:

    • This spell may be used to completely overpower his enemy in desperate situations

    Weaknesses:

    • Crippling if he doesn’t manage to finish the fight while inside his field


    Schwarz und Weiss:

    Name: Schwarz und Weiss
    Rank: S+
    Type: Spell Weapon
    Damage: 61.5 HP
    Requip/Summon HP: 375 HP
    Duration: 12 Posts
    Cooldown: 13 Posts
    Downside: Only one ability
    Description: Vincent had this weapon crafted by a master craftsman of Ca-Elum. It took the old craftsman quite a long time to complete these twin blades, but at last he finished. The result of his work was more than Vincent could have hoped. According to the old man the twin blades he made were modeled after a pair of legendary blades made by some ancient forger by the name Ailhbhe Luachair. The old man who made Vincent’s blades couldn’t recall much more than the name of the man who made the original swords off of which he crafted these, but he assured the white-haired wizard that these swords were without peer despite being imitations. Appearance.

    Strengths:

    • Provides a powerful increase to his mobility in battle

    Weaknesses:

    • Straightforward spell which can be countered by staying at a distance


    Abilities:

    active ability:

    The Conclusion: Vincent will channel his magical energy into his blades and they will glow either brighter black or brighter white depending on their original color. Nothing will seemingly happen, but he will have received a 32.5% increase to both his speed and strength. Additionally, Vincent will gain the ability to transport himself anywhere quickly within a five-meter radius once per post for the duration of the ability.

    Duration/Cooldowns: 10 posts / 12 posts


    Last edited by King Zenshin on 25th July 2018, 7:00 pm; edited 99 times in total


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    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 18th January 2014, 4:08 pm

    =Placeholder=


    Last edited by King Zenshin on 18th June 2017, 1:13 pm; edited 20 times in total


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    Knight of Space Empty Re: Knight of Space

    Post by Alye on 20th January 2014, 10:29 am

    Knight of Space 8dfvno9
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    Knight of Space Empty Re: Knight of Space

    Post by Gemma on 12th June 2014, 11:50 pm

    Unlocked for edits


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    Knight of Space Empty Re: Knight of Space

    Post by Guest on 13th June 2014, 10:22 am

    Changes are approved.

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    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 2nd July 2014, 7:02 am

    Added
    A-Rank Spell - Leyline Manipulation: Lockdown
    D-Rank Spell - Energy Manipulation: Generous Thief
    Signature Spell

    Clarified
    S-Rank Spell - The Dream

    Ready


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    Knight of Space Empty Re: Knight of Space

    Post by Guest on 3rd July 2014, 1:35 am

    Knight of Space ZhroAlE
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    Knight of Space Empty Re: Knight of Space

    Post by Indiana Jones on 11th July 2014, 1:34 am

    Unlocked and moved for a B-rank spell addition.


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    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 11th July 2014, 6:05 am

    - Slightly tweaked The Chance (A-Rank)
    - Added Energy Manipulation - Endless Blades (B-Rank)
    - Added Recreation - The Sentence (S-Rank)

    (Also purchased an S-Rank spell from the shop, notable from being dirt poor)


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    Knight of Space Empty Re: Knight of Space

    Post by Indiana Jones on 11th July 2014, 9:53 am

    - Slightly tweaked The Chance (A-Rank)
    - Added Energy Manipulation - Endless Blades (B-Rank)

    Those are both approved.

    My only issue with the S-rank spell is the Scythe Honest. And it's about this part.
    Every time it cuts its enemy, an additional 5% magic power and health will be stolen, and it increases by 5% each cut (so if he lands 2 cuts, he will steal 15% that post).

    Now there are two ways that this can be solved. Firstly the increase could be put to every other attack. So it wouldn't increase on the second cut, but on the third cut. And again on the fifth cut.

    Or the second way is to make it drain 5% mp and health every post. Without an increase.

    Those are my two opinions on it.

    Everything else about the spell is okay.

    Bump when edits have been made.


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    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 11th July 2014, 11:12 am

    Edited


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    Knight of Space Empty Re: Knight of Space

    Post by Indiana Jones on 11th July 2014, 11:19 am

    Everything is okay now. The Sentence (S-Rank) is approved, a long with all the other additions.

    Knight of Space Andd1f


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    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 8th November 2014, 1:12 pm

    Unapproved because some of the spells are overpowered and edits are needed for newer rules being implemented. Zeno will be following up with this review as I do it.

    Edits are in THIS color.

    @King Zenshin wrote:Primary Magic: Recreation: The Judge
    Secondary Magic: Recreation: The Puppet Master
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by mortal men. Unfortunately for the mysterious beings that created recreation, the universe had other plans and a baby was born with the inability to use any magic. Aegis Bright. As he grew, he eventually became aware of his powers as the only recreationist in existence, being able to bend reality to his will, in a sense. Of course, even this has limits. The only things that are able to be created are things that the caster has seen before and are nonliving, such as rocks, food, weapons, ect. Eventually, a mage approached Aegis in pursuit of the powerful magic to further his own goals and risked it all to achieve this. After half a year of grueling training and the risk of death closer than ever before, he emerged from the Serene Cliff side with a new view on 'everything'. The only one to ever the art of Recreation, this mage was Aegis' sole pupil, Zenshin.

    Recreation

    According to Aegis, past recreation users had their own theories as to how and why an object is what it is, and passed on his theory to Zenshin. But before that, the magic itself. Essentially, it allows the user to look at any object, analyze it, and "store" it in his memory to be recreated at a later time. There are conditions that have to be met if the user wants to recreate it, however. One of these conditions includes the destruction of the original, as two entities cannot exist at once, it's impossible. Condition two, the recreation *has* to be flawless, because if it's even slightly different from the original, it will simply destroy itself for the same reason as the first condition, two entities of one item contradicts the universe's set laws. Creating a flawless recreation is no easy feat, however, and with it comes its own special set of rules and conditions.

    The rules vary on the user, but from what Zenshin learned, they are as follows. You must 'see' the object, such as a sword, not as just a hunk of steel waiting to slice down any enemies, the user must see the object as 'a whole'. Seeing an object in this way requires the ability to 'scan' and object and 'analyze' all of the different pieces of the whole. Instead of normal 'pieces' like you'd find in a puzzle, these pieces are key in recreating the object. These pieces are the material from which the object is made, the history behind the object, the reason why it was made, the lifespan of the object, and the very basic concept of the object that eventually formed into the idea and eventually the finished product. All these things aside, there is another requirement in order to recreate an object.

    This other condition is access to a particular part of ones mind that takes the magical energy of the user, and makes it 'compatible' with the magic itself. It essentially turns the magic into an 'extension of the mage's mind'. It's also this 'circuit' that allows the user to be able to view the object as a whole instead of just another ordinary object as well as giving him access to everything that he's 'analyzed' already. Instead of looking at an object as a simple object, the magical circuit in his brain allows him to manipulate his 'mental energy', so to speak, in such a way to grasp the entirety of an object and store it within this very energy he manipulates. Because of this, the objects he analyzes aren't stored in his memory, they are stored in his very magic. So, in order to be able to 'find' and recreate these objects, the user must link up his mind and magic completely, and because all of his magic would be filtered at this point, it cannot become compatible with any other magics, causing the user to be 'stuck' with recreation if he so chooses to even attempt to learn it. Not only that, but the physical and mental strain put on the user is far greater than anyone has the right to bear, causing some to even go insane simply trying to use it.

    Zenshin, The Eternal Student

    His search for knowledge crossed his and Aegis' destinies in the Spooky Forest on that one day, the day that Zenshin requested to learn the ways of the recreationist from the only known user in existence, whom humbly accepted his request. Even atop the tallest peak of the Phoenix Mountains, where a millennium old ritual would be performed, Aegis warned him that there would be no turning  back after it, though Zenshin, foolhardy and determined, went along with the ritual.

    Then everything went white.

    He awoke on the Serene Cliff side with a pounding headache and the inability to use his previous, trademarked ice magic. For the first time, he felt like a regular human, and it wasn't a good feeling. Aegis, who seemed a bit surprised that Zenshin survived the ritual, informed him that he'd be receiving training and that if he couldn't make it through, he would never be able to use magic again or worse, death. Zenshin took on the half a year 'program' head on and learned and done things that would drive lesser men to insanity. All the mind games became predictable after a while, all the training strengthened his body immensely, and all the limits he once had were broken time and time again. Over the course of this time period, he also received many scars, many of which are not visible because of his clothes, but the most prominent of which is on his very eye. Although the vision to his left eye was lost, he gained a new vision that regular sight would pale in comparison to, the ability to access his magical circuit.

    Once his body and mind hit their peak, he was able to sustain the toll of recreation successfully and produced a simple weapon, "The Reaper", which was an average scythe from Aegis' many, many weapons. He has always had a need to learn as much as possible, and now with this new perception, he can get the knowledge of which he so desperately seeks. But even with all this powerful extension of his conscious, he is still limited to what he can know, as the biggest mystery remains: What happened to his mentor?

    Zenshin's use of Recreation
    Not only has he learned to recreate objects and techniques, he has also discovered a third ability that he can use. He is able to materialize the very "essence" of his magical power and use it to manipulate existing leylines to create impossible fields of movement or simply shape the "mana" into different shapes and sizes, allowing for a slightly less straining alternative to recreating objects. Not only that, but he can use the mana to strengthen his existing weapons or body parts to make them as strong as steel. Because of this, he strayed from the path that his master went down and became more focused on the controlling and weaving of leylines and the ability to route his mana on command.

    Strengths:
    -Versatile in many aspects, as many recreations or mana crafted items can be made to fit the moment
    -Deadly in close range as that's mostly what Zenshin trained for in the six months he was away
    -Since the strain that Recreation puts on the user is great, Zen has a much higher endurance, strength, and speed level to support the use of it

    Weaknesses:
    -Recreating anything or manipulating too much mana puts enormous strain on the user's body, which could lead to memory loss, blacking out, and even death
    -Very few support abilities
    -Not very good at longer ranges than it is in melee range

    Abilities/Powers:
    Magic Resistance:

    Magic Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Zenshin has received a sort of "resistance" to magic that would otherwise cause more harm to him. In his current condition, he will resist 50% of the damage from D rank spells, 30% from C rank spells, 25% from B rank spells, 10% from A rank spells, 3% from S rank spells, and 1% from H rank spells. This needs to be nerfed somehow seeing as it is a resistance to everything. Either he chooses a certain type of magic he is resistant to or he lowers the resistances to around 10% to all magic.
    Abnormal Recovery:

    Abnormal Recovery: Since the magical energy he uses is basically the equivalent of "life energy" in a sense, he has developed a very strange rate of recovery. While he is out of battle, his health will increase by 45% for each post that goes by. This should be lowered because of the new rules having it be 25% outside of battle at max.
    Dream Works Incarnate:


    Description: Zenshin puts the blade of his scythe gently onto the ground before closing his eyes and putting both hands on the bottom of the shaft of his weapon and focusing all his consciousness within him before utilizing the ultimate power of a recreationist mage, taught to him by the ultimate recreationist.
    "I am the sole and true judge
    What gives me this honor and right?
    I will step forward when no one else feels as though they could.
    My word is just and the truth. Any words that contradicts my judgement are false.
    I yearn for true and total balance in this reality.
    It is the only way to truly achieve peace.
    The evil cannot outweigh the good.
    The good cannot outweigh the evil.
    Any time this rule is broken, there will be war, bloodshed, and death.
    I have no regard for what becomes of me.
    I only have regard for what happens to those whose lives I change.
    For better.
    Or for worse.
    Dream Works Incarnate."

    Following the incantation, he is completely focused on his inner world and finishes with merging his mind, body, and magic. It is also where Zenshin is given a choice whether to project his inner world into reality, or make reality his inner world. Both will result in a blinding flash emanating from Zenshin before any changes in the reality of his opponents or allies becomes apparent. All of this will happen in an 80 meter radius around him. The sky will be cut in half, one side of it will be completely black while the other will be completely white and the ground they are standing on will have changed to a marble chessboard with alternating black and white tiles. Should he choose to project his inner world outwards, him, his allies, and his enemies will only be able to cast alternating ranked spells. Example: Zenshin uses an S-Ranked spell, his next spell would have to be C-Rank. Or he uses a B-Rank spell, the next spell would have to be A-Ranked. This effect only applies to B-Ranked mages and above, as he will most likely never use this against anyone weaker. It's unlikely he'll even use this against anyone but another mage of his strength or stronger. Also: While this ability is active and his inner world as replaced reality, Destruction, Creation and Recreation magic are greatly empowered (40% stronger, works for both allies and enemies) and allies get re-energized as well as lightly healed, at the cost of Zenshin's magic resistance and life energy.

    Should he choose to accept reality as his inner world, all magic will be disabled for the duration, leaving the magi with one weapon of their choice to fight with. His own allies as well as his opponent's allies will be left out of this, leaving only Zenshin to confront his enemy in the most basic way possible. The checkerboard will face as well as the sky into a pitch black sheet above them in place of the sky and a pitch white sheet under them replacing the ground. Both him and his enemy will be healed equally and it is up to who has the stronger will at this point. Damage and pain is amplified tenfold if he chooses to pick reality over his inner world.

    Strengths:
    - Semi-versatile
    - Greatly empowers Zenshin's Recreations, as well as any kind of Creation or Destruction magic any ally may have. (Destructive spells of different types of magic count as Destruction magic)<== Should he choose his IW over RTY
    - Heals minor wounds allies might have, restores their endurance and gives them strength and magical energy for one final powerful attack. (Applies to Zenshin himself) <== Should he choose his IW over RTY
    - Removes the cool-down of 1 A-rank spell, 2 B-rank spells or 4 C-rank spells of allies, of their choosing. (Applies to Aegis himself as well)<== Should he choose his IW over RTY
    - Completely balances the battlefield, no one is stronger than the other <== Should he choose his RTY over IW
    - Quick victory or quick loss

    Weaknesses:
    - Zenshin forfeits his Magic Resistance skill for the duration of this event and will need to wait 3 posts after it has ended in order to recover it
    - Using this ability is the ultimate gamble. If used at the right time it will assure victory. If used at the wrong time, however, it could potentially destroy Zenshin and his allies.
    - Due to the inhuman amounts of anguish and pain this entire process creates for Zenshin, after it ends he will lose his consciousness for 1-6 posts, the exact number being left to chance. The enormous strain also causes some of his smaller blood vessels to break, making his entire body start bleeding, which can lead to blood loss unless treated. He may also receive a more serious physical injury (broken bones, for example)
    - The spell potency increase is also applied to any and all enemies caught within the field
    - If Zenshin is unable to finish the chant (be that because of magical silencing, physical damage or any other type of interrupting event) he can not achieve the level of focus needed to activate the power.

    Duration/Cooldowns 3 posts / Entire thread This is a spell and a high rank spell so it should be adding to the spells and replaced with something else. This also does not have more weaknesses than strengths too.


    Spells



    D-Rank Spells:


    Energy Manipulation - Generous Thief:

    Name of Technique: Energy Manipulation - Generous Thief
    Rank: D
    Type: Passive
    Description: A technique developed to help with his energy consumption, Zenshin decided to use his talents of energy manipulation to develop a spell that allows him to do one simple thing, steal 2% of his foe's magical power per post as long as he's within 10 meters of them. The way it works is that he has made his body a fairly weak vacuum for magical energy, causing any magical power source in his proximity to immediately begin streaming to him through the air. Unfortunately, this will also affect his allies, so Zenshin keeps it off and only activates it for fights, unless his allies want to give him their magical energy. If the latter is the case, this spell also allows for that. IF his ally wants to transfer over magical energy, the need only let him take from them and the amount will be deducted from them and given to him. Zenshin is also capable of reversing the properties of the vacuum, instead giving magical power to his allies should they need it. This spell should either have a duration or it should siphon 2% MP each turn which would essentially give him no MP from this. Also this should only affect D-rank mages. You can also rank this spell up to affect higher ranks but it will only affect people of equal to or lower rank than this spell. The cost for it being a passive will also be half the rank of the spell then too.

    Strengths:
    - Helps with magic power consumption
    - Great way to restore a large amount of magic power if with willing allies
    - Also a great way to restore a large amount of magic power to a weak ally

    Weaknesses:
    - Affects allies
    - Only steals a small amount of magic power per post
    - Target has to be within a very close range to be affected
    - No offensive or defensive capabilities

    Duration/Cooldowns Variable / 3 posts if turned off and on again

    Leyline Manipulation - Foundation:

    Name: Leyline Manipulation - Foundation
    Rank: D
    Type: Utility
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. Visualizing a small plan of how he will move in his head, he begins to motion in the air, either with his hands, or if he wants to walk on them, stepping up, as if he was going onto a stool. From an outside perspective, it looks like he is scaling an invisible wall or walking on air, but he actually just brings the leylines into a solid existence for a few moments for him to use to get across gaps or get to the top of a cliff. Furthermore, Zenshin cannot move back on the leylines ; imagine a bridge that breaks behind you with each step forward you take, same principle. Before going on cooldown, he can preform up to five simple acts [such as making platforms to move on or jump off of] with the leylines, or one complex act.

    Strengths:
    - Great when used to cross things like gorges or water, as he can create a 'platform' out of leylines
    - These can be used to do unexpected acrobatics in combat
    - Confuses the enemy as they'll see him jumping around in mid-air or something similar

    Weaknesses:
    - Doesn't offer any offensive aspects
    - Only he can use this as a platform
    - Must visualize the exact scenario on how he will use the 'solidified' leylines ; takes a few seconds to a minute to prepare depending on the complexity of what he wants to do
    - No defensive aspects either; mostly utility

    Duration/Cooldowns 'Bridge analogy' / 1 post I need a specified duration here and the CD should be higher than the duration.

    Linkstep:

    Name: Linkstep
    Rank: D
    Type: Utility, Mobility
    Description: Linkstep is a move developed by his mentor, a move Zenshin asked to learn while training his recreation abilities. Zen looks for the leylines that flow into an entity and basically 'hitches a ride' on them, teleporting himself to the next entity. The closest comparison would be to imagine an invisible river flowing at the speed of light. He is basically turning into drops of water in the river and, upon reaching the end, re-materializes into his regular form. This spells range is the same as his Origin Perception, 25 meters. This spell seems like it is too much for a D-rank spell seeing as you move at the speed of light towards someone. Should at least be an A-rank spell.

    Strengths:
    - Effective as a gap closer ; almost exactly like teleportation
    - As long as he can see his opponent, he can linkstep to it
    - A core ability for him as a melee fighter

    Weaknesses:
    - Only living entities can be linkstepped to, as non-living entities dont have the same kind of leylines
    - Range of 25 meters, anything past that is out of reach
    - Not directly offensive
    - Not directly defensive either; mostly utility and movement

    Duration/Cooldowns Instantaneous / 2 posts

    Energy Manipulation - Volatile Energy:

    Name: Energy Manipulation - Volatile Energy
    Rank: D
    Type: Strategic
    Description: A power that draws upon his specialization in manipulating energy and replacing the a previous spell of his. Zenshin will draw magical energy from the air around him and create a dense disc shape of glowing energy somewhere on the ground. This is literally a disc (imagine a mine) made of extremely dense energy, making it extremely volatile. He will only create up to three at a time to avoid unnecessary destruction and every time one does explode, the explosion is quite violent with a radius of 4 meters in all directions.

    Strengths:
    - A great distraction
    - Great deal of damage for its rank Need a rank in damage for this. It sounds like it would do D-rank damage where the explosion would do half a D-rank.
    - Quite useful if used properly

    Weaknesses:
    - Only three at a time
    - Can hurt him if used improperly or haphazardly
    - Any spell or ranged attack (Like an arrow shot from a bow) will destroy it
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 1 post The duration has to be higher here.

    Vector:

    Name: Vector
    Rank: D
    Type: Utility, Defensive
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere withing 3 meters of himself, excluding underground. Then, after a few seconds, the air inside his 'invisible box' distorts slightly, but still visibly, as he changed the flow of the still leylines to all move in a specific direction weakly, but still flowing. What is happened inside the 'box' is force being redirected in an any direction of his choosing, redirecting anything that might be coming at him to wherever the force inside the 'box' is directed. The cooldown begins once the spell ends. This spell should only affect magical things of D-rank. Anything that is not not magical would be affected.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - The box lasts a while, giving it some tactical potential when it comes to avoiding attacks
    - Applies to any projectile as long as it's non-magical [this includes weapons that have been
    summoned through magical means. Such as when re-equip users summon a bunch of non-magical swords, as an example]

    Weaknesses:
    - Only one box can be created at a time
    - The force inside the box does not affect living entities
    - Projectiles with magical properties to them [such as swords made from ice] that are ranked-B and above are a bit less affected. A and up projectiles with magical properties are not affected altogether. This contradicts what is above and makes me think that it does actually affect magical items which is why I put the explanation above on what it would affect.
    - Works on allies projectiles as well

    Duration/Cooldowns 3 posts / 3 posts CD needs to be higher than the duration.

    Force Feint:

    Name: Technique: Force Feint
    Rank: D
    Type: Scythe Technique
    Description: Whenever Zenshin strikes with his scythe, he is able to negate the force of the blow and redirect it in the opposite direction. An example would be 'Zenshin swings his scythe horizontally and is blocked by the enemy', instead of recoiling from the force of the hard slash, the force would be redirected backwards, so Zenshin would immediately spin around and attack with the back of the scythe. The enemy would not feel the force of the first attack, so it would be like they didn't feel the attack hit, but the second would come with the force of the first. This can be used twice before going on cooldown.

    Strengths:
    - Great for making unexpected cuts and for negating a potential mistake when cutting
    - Excellent of taking advantage of openings that would otherwise be lost because of time
    - Doesn't break the flow of his weapon greatly which is a core aspect of it

    Weaknesses:
    - He cannot will where he wants the force of his blow to be redirected to [example being that if he activates this technique while striking with an upward cut, he would have to follow the path of the force and strike with an overhead attack]
    - Predictable path if his enemy somehow knows it's coming
    - Relatively higher cooldown compared to other spells of this rank
    - Force altering magic

    Duration/Cooldowns Instantaneous / 3 posts

    Enhanced Perception:

    Name: Enhanced Perception
    Rank: D
    Type: Utility, Passive
    Description: By stimulating the part of his mind that takes in and analyzes images with mana, he is able to increase his perception dramatically. Nothing like being able to see farther or better at night, not that kind of perception. The kind that allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. However, this isn't everything, only things in his immediate vicinity are able to be perceived through his 'advanced' vision. This sounds like it is more of an ability than a spell.

    Strengths:
    - Everything in his immediate vicinity move are perceived slightly slower than they are by others, making them easier to dodge, but not by much
    - Allows for the prediction of trajectories granted that hes seen how the weapon is swung by his opponent at least once Should only be able to predict the trajectory of D-rank mage attacks with this if anything.
    - Allows him to find exactly what he looks for if he focuses on this ability

    Weaknesses:
    - These predictions can only be made if the opponent is melee based, therefore ranged spells shot at him aren't predictable by this effect, nor are they perceived to be slightly slower
    - His immediate vicinity is limited to four meters in his field of vision ; he cannot 'see' behind him or underground
    - No directly offensive capabilities
    - No directly defensive capabilities either

    Duration/Cooldowns Always active [Passive]

    Phase:

    Name: Phase
    Rank: D
    Type: Utility ; Defensive
    Description: Derived from a technique by the same name used by his mentor, Zenshin is able to 'phase' out of reality and into another one via a leyline. Due to his specialization, he can stay in this plane of existence for up to ten seconds without adverse affects, and even longer with them. He is also able to move by combining what he does with linkstep by using that kind of leyline before locating a *static* one at his target location and stopping there. The range for this is short as all of this at once takes up quite a bit of energy from him. As a downside to all of these -extra- effects, it will go on cooldown when he phases back into his home plane regardless of whether or not he used up his "allotted" amount of time. This spell should be a higher ranked spell than D-rank. It is too powerful for D-rank. If you decide to keep this here this spell will only allow you to dodge a D-rank spell nut would not work against anything higher.

    Strengths:
    - Allows him to dodge any one attack
    - Allows him to remain "ethereal" for the duration of a potential AoE spell
    - Let's Zenshin move around while in use

    Weaknesses:
    - He can only move once in a linear direction up to 5 meters before being unable to do it again ; Movement is quite limited
    - If he's forced to go past the 10 seconds, the cooldown will double for every extra 5 seconds to a max of 20 seconds before he's forced back
    - If the spell is figured out, the opponent can prepare for his re-entry
    - He can't attack while phased

    Duration/Cooldowns Instantaneous / 2 post This CD is too short for such a powerful ability.


    C-Rank Spells:


    Recreation - The Reaper:

    Name: The Reaper
    Rank: C
    Type: Magical Scythe, Re-equip
    Description: The first thing made for him to store by his mentor, Aegis Bright, was a scythe in the exact image in which he imagined it to be. After it's recreation, it was also the first thing that Zenshin made a 'blueprint' of, so he could recreate it himself whenever he needed to use it or just had another unspecified use for the item. Probably because of his love of the particular type of weapon, he began training and using this scythe since he felt more comfortable using it than swords. This weapon of his is made from his mana and also has the potential to grow into something much more powerful. Regardless of its name, it has no specific elemental affinity, as stated earlier, its made from the 'pure' magic that is used by anyone who is a recreationist. Normally, this weapon would be too heavy for anyone but him to use effectively, unless the mage he was fighting has some way of disarming him, and making the weapon lighter than it really is. Aside from that, it is made specifically for him to use, as the snath is much longer than, say, a farming scythe, at  five feet, and the blade itself extends out a three and a half. It has a rather intricate heel and the toe is bent upwards a bit, making puncturing a much easier task than normal. Other than that, the heel has a pattern of seven protruding, black spikes, making it almost as effective if he were to use the back to strike the opponent. At the top of the weapon lies a small, decoration of sorts resembling a crescent moon, which at first glance appears useless, but it is the most important part of the scythe. Basically, over time, it takes from Zenshin's mana supply and stores it inside the decal. Once full, Zenshin can transform his scythe into 'The Hope', a more powerful version of 'The Repear'. Furthermore, at the top, are tiny, sharpened ridges that resemble scales to a certain point, but are just there in case he needs to "break" a sword. Lastly, the entire blade above the ring is sharpened to a masterful degree, making it very lethal in the right hands. I need to know the damage the scythe does in this form. I am thinking C-rank damage.

    The Scythe:

    Knight of Space 7UxVokV

    Strengths:
    - Powerful slashing attacks
    - Could be used as an "anchor" when performing acrobatics
    - Very light to him since it's made from his magic ; swings much faster than many expect

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly


    Duration/Cooldowns None / None [Re-equip type weapon] This spell still should have a duration and cooldown. Re-equip weapons still have durations and cooldowns.

    Name of Technique: Whirlwind
    Rank: C
    Type: Scythe Technique ; Offensive
    Description: Bringing his weapon down so that the top of the blade is touching the ground to his right, he sends a burst of mana into his forearms and shoulder and swings as hard as he possibly can. Though, this hard swing isn't the only thing going on. While his weapon swings through the air, the leylines it passes through are disrupted, causing a 'distortion' effect in the air followed by a gust of wind. That would be the force created when the leylines themselves near instantly re-position themselves to their proper place. It gets weaker as it gets farther away until 2 meters, where it completely disperses, but anything within the 2 meters that gets hit takes C-Rank damage.

    Strengths:
    - Effective at hitting targets on all sides almost at once
    - Cuts through defenses of C-Rank and below
    - Will cut to bone if it -does- land

    Weaknesses:
    - Very close range ; 2 meters
    - Doesn't work on anyone flying or underground
    - Leaves him open to attacks from directly above and below while he performs it
    - Easy to avoid

    Duration/Cooldowns Instantaneous / 3 post


    Fold:

    Name: Fold
    Rank: C
    Type: Utility, Re-positioner
    Description: With his knowledge on the very layout of leylines, Zenshin is able to visualize the 'grid' of the ones between him and his opponent and tamper with his dramatically. After a second of doing so, he outstretches his right arm, his hand completely open as if he was pushing a box forward. Then, he puts his index finger and thumb together, as if he he was pulling back on the 'string' of 'Slingshot', but instead of pulling back, he pulls down. While he moves his hand, the very ground begins to 'fold' downwards. This is because he is basically pinching the leylines that lie on the ground and pulling it down, reducing the distance between him and his opponent dramatically. Specifically, he can only 'fold' 8 meters of ground down, which would be the same distance he would be cutting between him and his enemy. 'Fold' only applies to solid ground [cannot be used in the air] and cannot affect the leylines of living entities [the ones he utilizes while using linkstep] and the ground returns to normal after a few posts, [the fold is not permanent]. Range-wise, he can fold any leylines around him in a 6 meter radius. Cooldown starts when the duration ends. Is this a 6 meter radius or 8 meter radius? Also it should be mentioned somewhere because that you move the ground that if the person jumps into the air they can avoid this.

    Strengths:
    - Confuses the enemy ; the fold happens very quickly, the enemy could think they were much farther, but somehow they got closer
    - Excellent against enemies trying to keep their distance
    - Opponent will almost always have their guard down as they were just quite far a moment ago

    Weaknesses:
    - Not directly offensive
    - Doesn't buff him in the slightest
    - Cannot be used in the air
    - Not directly defensive

    Duration/Cooldowns 3 posts / 3 posts CD needs to be higher.

    Breaker:

    Name: Technique: Breaker
    Rank: C
    Type: Offensive
    Description: Controlling the flow of mana from his hands to his weapon and arms or just to his hand and arms. If he drives a stream of the energy to the weapon, he'll focuses on the bottom of the 'hilt' of the scythe ; he long staff that he holds onto. He then begins to focus on attacking with the now glowing bottom of the scythe, in quick, almost stabbing-like, motions. If this were to actually land, regardless whether it was blocked or just bit normally, it would sent much more force into the blow than normal, enough to fracture a bone or cause moderate internal harm. This is because all that focused energy creates a lot of stored energy, which is released when it comes into contact with anything. Also, this could be used to shatter something, such as a boulder or even steel. Need the amount of damage this adds on to the attack. Thinking a C-rank at most.

    Strengths:
    - If it hits, it is able to moderately harm the enemie's insides
    - Will hit with enough force to shatter steel
    - Doubles his attack speed for the duration of the spell This is another spell in itself so change this.

    Weaknesses:
    - Melee attack ; Useless when used at long range
    - It's a waste if he doesn't 'hit' his opponent does nothing but dodge
    - Mostly offensive ; Little to no defensive capabilities
    - Can't even damage A-Rank and above barriers

    Duration/Cooldowns 2 posts / 4 posts

    Stability:

    Name: Stability
    Rank: C
    Type: Utility, Passive
    Description: Something he expressly trained during his time training. One of the things he wanted to accomplish the most was to never be knocked off balance, even if a situation comes where the enemy believes there is no way he could still be on his balance should be broken.  The reasoning behind this is that every time his balance would be broken, his body instinctively attaches itself to a leyline, very partially of course. It's not that he can't be knocked over, it's that when he is, or would be, pushed to the side, he recovers at a rate that isn't possible by humans without magic. Over time, this reflex was trained and mastered to the fullest. This sounds like a ability more than a spell but if you want you can keep it here.

    Strengths:
    - Very effective when he's in combat, as it is much harder to strike someone who can never be off balance
    - Increases his capabilities for acrobatics dramatically, as the most important thing when it comes to that is balance
    - Drastically improves the most important aspect of scythe combat ; the flow

    Weaknesses:
    - No direct offensive capabilities
    - Doesn't really increase anything power or magical-wise
    - Only affects his ability to balance himself ; A bit underwhelming
    - Not directly defensive

    Duration/Cooldowns Always active [Passive]

    Leyline Refraction:

    Name: Leyline Refraction
    Rank: C
    Type: Utility
    Description: Zen looks to a certain position around him within a meter, then begins to focus on his own leylines. He drives mana into them, then 'fractures' the leylines in his immediate vicinity and makes it so that they begin to, 'leak' the mana. In doing so, an effect is triggered similar to how refraction works. As an example, imagine a river and a single fish swimming in it. It looks like the fish is in one place, but if you stick your hand in to grab it, you will fail, as the fish is actually next to where the image is.

    Strengths:
    - Great for tricking the enemy into attacking a 'projection' instead of him
    - Give him time to set up for another strike ; potential to create a great opening
    - Useful for dodging linear spells

    Weaknesses:
    - If the enemy knows how the spell works, they will know where his position is
    - The spell is broken if Zenshin attacks while his image is being projected
    - Useless against AoE spells
    - Tricks only work once before he has to be wary about it

    Duration/Cooldowns Variable / 3 posts This needs a max duration with the CD being higher.

    Mana Cicatrize:

    Name: Mana Cicatrize
    Rank: C
    Type: Support, Utility
    Description: Putting his hand on a harmed part of his body, such as a laceration or over a bone that has been damaged or fractured, he directs mana directly onto or into the wound. A property of the 'pure' magic that he is able to control is its healing properties, so he is able to heal up to six 'cuts', or any kind of small wound, or one large wound, such as a broken bone. He can also heal his allies if he is able to touch them. Can also heal from a range of 10 meters maximum, but the effects will be *cut* in half (I'm too much for myself sometimes) How much HP does this heal for?

    Strengths:
    - Increases durability in battle
    - Strong, instantaneous heal regardless of the severity of the wound
    - Can heal from range, what more could you ask for

    Weaknesses:
    - If he wants to heal allies, he must be able to put his hand on them How is this spell a ranged heal then?
    - Does not increase any kind of resolve or have any effect on the person aside from their wounds
    - Ranged heal will half the potency of the spell
    - Just a heal, no buffs that accompany it

    Duration/Cooldowns Instantaneous / 3 posts


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
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    Partner : Demi
    Posts : 2393
    Cosmic Coins : 0
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    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 8th November 2014, 1:13 pm

    Review continued.

    @King Zenshin wrote:
    B-Rank Spells:


    Recreation - The Hope:

    Name: The Hope
    Rank: B
    Type: Magical Scythe, Re-equip
    Description: A property of Zenshin's peculiar scythe is that it can do something close to... 'transform', so to speak. While he uses it, the scythe takes his from his mana, slowly, not to completely drain him while he uses it. Over time, the small, crescent moon decoration at the top of 'The Reaper' goes from a dim blue to a bright aqua once it's completely 'full', which takes some time since the weapon draws slowly from his power. To finally get 'full' with his magic power takes two posts of the scythe in his hands. Example: The post he casts 'The Reaper' it counts as one and he would be able to transform it at the end of the second post. Once it has reached its limit, 'The Reaper' won't draw any more power from Zenshin, and will either continue to have a bright decoration, or wait to be transformed. After it cannot store any more of his power, Zen is able to transform the scythe, making it glow a bright white for a few seconds while the blade grows in size significantly. Not only does it grow about a foot and a half in length, on both sides, it gets a bit taller and heavier as well. The "transformation" doubles the power of the weapon and makes it much more efficient to wield double handedly, since, even though it is much lighter because it's made from his power, it's still heavy enough to warrant that he not use the huge scythe with one hand. Other than that, the weapon weapon looks aesthetically pleasing to him, obviously, consisting of the blade turning into a glowing, crescent moon on its side. Even though this weapon is basically an 'upgraded' version of the previous scythe and full of magic power, it still has the potential to grow into something even more powerful, the "storage" center of the scythe being the eye-like carving around the center of the blade. Need to know the damage this weapon does. I'm thinking B-rank damage.

    The Hope:

    Knight of Space RAbRHOx

    Strengths:
    - Significantly more powerful than its predecessor
    - Could be used as an "anchor"
    - Able to slice through defenses of B-Rank of below

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly

    Duration/Cooldowns None / None [Re-equip type weapon] Needs a duration and CD.

    Name of Technique: Rift
    Rank: B
    Type: Scythe Technique
    Description: Once at least a post has gone by since transforming his previous scythe into 'The Hope', Zenshin is able to raise the scythe up to his right side, and swing it quickly in a clock-wise, circular motion, causing the weapon to glow bright aqua and send a powerful, vertical wave of mana at the enemy. Alternatively, he can extend his arms so he holds his weapon horizontally and swings quickly around in a circle, spinning his body with it, and on his way back around to his original position, the weapon releases a horizontal wave of mana. Doing either of these increases the amount of time the weapon needs to be able to transform by a post. The wave itself will travel at 1 ft/s for 5 meters unless it collides with another spell. Furthermore, if it cuts through a defensive or offensive spell, it will continue forward and only stop until it hits a second spell, hits the target, or misses the target.

    Strengths:
    - Very unique effect ; reduces the rank of whatever defensive spell stands in its way by one rank [only effects one defensive spell ; if it cuts through and hits another, that other is not affected. Also, this does NOT affect directly offensive spells] This should only affect things of rank of the spell and lower.
    - Able to dispel any offensive spell that collides with it if it is of equal or lower rank [if equal rank, the technique is also destroyed]
    - Can be used in mid-air and be aimed at varying angles that lie on a y-axis

    Weaknesses:
    - Increases the amount of time the weapon needs to be able to transform by a post
    - Linear spell ; easily dodged if used at max range
    - Won't damage anything that it can't cut through [if it is used against an S-Rank spell, it will immediately be dispelled, it would be as if it was never used]
    - Only offensive

    Duration/Cooldowns Instantaneous / 4 post

    Objection:

    Name: Objection
    Rank: B
    Type: Counter-offensive
    Description: Only able to be cast if Zenshin is hit by a weapon, fists, etc,  and his enemy is less then 3 meters away. In other words, this cannot be activated if he is hit or is going to be hit by spells at a range farther than that. When he is hit or about to be by any kind of melee weapon, he focuses enough mana to wherever he's going to be hit to block at least a B ranks worth of damage and completely and prepare for a counter attack. If a normal weapon hits him, or a weapon created by magical means that is ranked B or below, the weapon will 'stick' to wherever it hit, as the mana focused is on the outside and wraps around the weapon as soon as it hits. After the weapon stick, Zenshin will extend an outstretched hand, manifesting his magical energy in the form of a glowing, weak sword followed by a movement to stab it through his enemy's solar plexus. Say, the enemy stabbed him with a spear, though, everything will proceed normally until after he makes the blade of concentrated mana, he will preform a quick dash to pick up speed to get to the spear man's chest. Will also create an energy vacuum around the enemy, nullifying their ability to cast any magic for the duration of it. The sphere will follow the enemy unless they go out of his range (25 meters) The nullifying energy part is too powerful and will have to be dropped.

    Strengths:
    - Takes advantage of the fact that the enemy won't expect a stuck weapon
    - Difficult to dodge due to the proximity of the spell
    - Sphere of nullifying magic around the enemy lasts two posts Too powerful like I said above so drop this.

    Weaknesses:
    - Low range ; only three meters
    - Opponent's with a good enough reaction time would be able to block such a linear attack
    - Sword doesn't last longer than five seconds
    - Very situational

    Duration/Cooldowns 2 posts / 5 posts With dropping the nullifying affect change this to suit it.

    Energy Manipulation - Endless Blades:

    Name: Energy Manipulation - Endless Blades
    Rank: B
    Type: Offensive
    Description: A pretty simple spell that as far as Zenshin is concerned, was developed by his brother, Shaku. Zenshin liked the spell, however, so he tweaked it so that it would work for his particular type of magic and be better than the original, as is the case with a few of his spells. He can create up to ten of these blades in the air created from mana before launching them all at once, two at a time, one at a time, etc. Zen is also able to launch them while he attacks, as if he had complete separate control of them. They have a full range of motion but will stay by or around his side until he launches them at a speed of 120 ft/s. It goes on cooldown after ten have been fired. Like his puppets, these can be used to overwhelm his opponent. Each deal B-Rank damage and if they impale the enemy, will explode and deal and additional C-Rank damage.

    Strengths:
    - Good for overwhelming an enemy
    - Relatively fast
    - Each deal a good amount of damage, if they all hit the damage potential is quite high

    Weaknesses:
    - Relatively long cooldown
    - Not very good for defense or out-of-combat purposes
    - Swords can't break through A-Ranked defenses (unless used together)
    - Range relatively short (150 ft)

    Duration/Cooldowns Until they are all used or destroyed / 7 posts This spell should have a duration with it and not be based on the number of blades summoned.

    Recreation - The Memory:

    Name: The Memory
    Rank: B
    Type: Magical Sword, Re-equip
    Description: The only other weapon he learned to use aside from the scythe was the sword. It was actually Aegis' preferred weapon, so Zenshin decided to make a blueprint of his favorite sword among his master's massive arsenal of sharp steel blades. It's the one he used during their final engagement, right before Aegis gave him a special key and the use of his magical circuit was finally unlocked. With a razor sharp edge and proper mastery of the weapon, he can use it to its fullest potential, not having to worry about what or how to do anything he has to with it. With a two and a half foot long blade, this is not just a simple katana, it's a memory of the final duel with the greatest swordsman whom ever lived. Need a damage amount it causes. I'd say B-rank or maybe 1.5 a B-rank.

    The Memory:

    Knight of Space K15016

    Strengths:
    - Very good for slicing and stabbing
    - Can cut through nearly anything provided that it isn't defended or enchanted by magic
    - Can be thrown with great speed in accuracy

    Weaknesses:
    - Melee weapon ; Little range
    - No utility
    - Can only throw it once before having to retrieve it (I guess you could say tactic is a double edged sword *rimshot*)
    - No magical enhancements other than being able to cut through anything non-magical

    Duration/Cooldowns None / None [Re-equip type weapon] Needs a CD and duration.

    Name of Technique: Relentless Assault
    Rank: B
    Type: Sword Technique
    Description: By empowering his limbs through the use of redirecting mana into his muscles, he is able to move and act much faster than normal. Zenshin will do this and do it relentlessly, swinging at his opponent in unpredictable, rough swings, throwing all chances of accuracy out the window in return for a much surprising and harder to block set of movements. Being very sloppy and rough, he doesn't particularly enjoy using it, and will only use it when he feels it has to be done. The empowering lasts for two posts and has a cooldown of three, but once it ends, his stamina will take a massive hit from the overexertion of his muscles, causing his speed to be cut by a good amount. This is as reckless as an assault can get. I need a percentage for the loss in speed.

    Strengths:
    - Quite unexpected and unpredictable. The enemy shouldn't be able to block the majority of these swings unless aided through magical means.
    - Doubles his speed and power for the remainder of the technique.
    - Reduces the effectiveness of defensive spells by a rank (those B-Rank and under) ; Will force the enemy to also "all in"

    Weaknesses:
    - The trade-off ; Once the technique ends, his speed and strength will halve for remainder of the cooldown
    - Short range ; Zenshin must be a few feet in order to successfully use this
    - Ineffective against flying enemies
    - Ineffective against ethereal enemies (like ghosts)

    Duration/Cooldowns Instantaneous / 3 post Is this spell an instant with no duration or does it last 2 posts as stated above?

    Refuse:

    Name: Refuse
    Rank: B
    Type: Defensive
    Description: To cast this spell, Zenshin takes a knee and holds out an unoccupied hand to the air. In an instant, a small dome will surround him made out of pure mana, absorbing any single spell that is B rank or below. Although it behaves like regular mana, it does have an additional property that makes it more than just a regular *shield*, like one made of ice or metal. This particular shield can only take a single spell before being destroyed, regardless of rank, but when it *does* absorb the spell of any rank, it will fire off a beam of energy at the enemy that deals damage equivalent to the spell that it absorbs.

    Strengths:
    - Powerful shield ; Will absorb anything that isn't A and above
    - Protection ; It protects him from every angle
    - Defensive offense ; Will fire a beam at the enemy of equal strength to the power absorbed

    Weaknesses:
    - Melee weapons cut through the shield and do not activate its second effect
    - Can only block one spell before being destroyed
    - Beam is linear and is very predictable
    - Mostly defensive ; He doesn't expect the beam to hit most of the time

    Duration/Cooldowns Instantaneous  / 5 posts

    A-Rank Spells:


    Recreation - The Chance:

    Name: The Chance
    Rank: A
    Type: Magical Scythe, Re-equip
    Description: This is the second "final" scythe in the line of 'The Reaper' transformations and as such, is the second most most powerful. After two posts of using 'The Hope' [assuming its technique hasn't been used], the max capacity of mana will be reached and Zenshin will be able to turn it into 'The Chance'. Example: The post he casts 'The Hope' it counts as one and he would be able to transform it at the end of the second post. Also like the previous 'form' of the scythe, the time when it is at the maximum amount of mana is explicitly telegraphed, as the red eye in the center of the glyph around the middle of the scythe will turn a much darker red and will leave a streak of red light whenever the scythe is moved. Unlike 'The Hope', however, the scythe will not elongate downwards like a regular scythe would, instead, it turns into something resembling an ax with a sharp, elongated heel. Being the largest and strongest scythe Zenshin has at his disposal, it becomes a question of strength over speed and maneuverability. It is also relatively hard to actually use since it takes at least six posts for 'The Reaper' to transform into this behemoth. When transforming, it will glow bright for a second before the heel retracts to a mere three and a half feet feet while the toe curves downwards sharply and grows until it hits a long, six feet. Need the damage that this weapons does. It looks like A-rank damage.

    The Chance:

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    Strengths:
    - Significantly more powerful than its predecessor
    - Able to slice through defenses of A-Rank of below
    - Due to its shape, it has the potential to be used as a hook

    Weaknesses:
    - Cannot be used single handedly
    - Very heavy ; swings at the speed of a normal scythe would swing
    - Melee weapon ; useless when the enemy is farther than six feet away
    - Takes a while to use ; at least six posts before 'The Verdict' can be used

    Duration/Cooldowns None / None [Re-equip type weapon] Need a duration and CD.

    Name of Technique: Guilty
    Rank: A
    Type: Scythe Technique
    Description: Once at least a post has gone by since transforming his previous scythe into 'The Chance', Zenshin will focus on one particular object and heave a powerful, vertical or horizontal slash at what he is aiming for. Regardless of it being an offensive or defensive spell, the scythe will cut through it like a hot knife through butter. There is only one catch to this effect, that being that if it cuts anything above A-Rank, the scythe will shatter and Zen will have to recreate another 'Reaper' and start all over again if he wants to reach this point. Also, it is only for any object that gets caught in the blade of the weapon, and as such, it is difficult to hit object behind him and under him without the proper foresight. Think of this technique as requiring 'counters'. Every time a post goes by without using it, 'The Chance' gains one 'counter', and every time it is used, one 'counter' is removed.

    Strengths:
    - Able to dispel any offensive spell that collides with it if it is of equal or lower rank [if equal rank, the technique is also destroyed]
    - Can be used in mid-air and be aimed at varying angles that lie on a y-axis
    - Very unique effect ; much like the technique 'Rift' this also reduces the rank of whatever defensive spell stands in its way by one rank. This one, however, includes any and all defensive spells that get in its path [does NOT affect directly offensive spells] This should only affect spells of equal rank or less.

    Weaknesses:
    - Relatively slow swing ; Swings at the speed of a normal scythe
    - Will break if used to slice anything above A-Rank
    - Melee range ; Useless at long range, unless the spell in question is shot at him
    - Having to re-do the entire chain of scythes is exhausting

    Duration/Cooldowns Instantaneous / 1 post [also requires 1 'counter' to use] The CD should be at least 3 posts.

    Mana Angel:

    Name: Mana Angel
    Rank: A
    Type: Offense, Mobility
    Description: By surging mana throughout his entire body, he extends it specifically out through his back and head, shaping and manipulating it into the shape of wings that have the likeness of stereotypical angel wings as well as a small ring around his head. While they are active, Zenshin is able to fly and fire projectiles from the wings that appear like feathers that deal B rank damage each. Each wing can fire a max of 5 projectiles per post and are razor sharp. As far as the halo goes, he is able to throw this and it will return to him like a boomerang. It deals A-Rank damage and can only be used once per post. As the trade-off of such a powerful form, he is unable to use any weapons (if his scythe was in a higher form such as The Hope or The Chance, it will be reset back to the reaper). Finally, while in this form, he will gain 5% of his magic power back per post. Lower the mp regen to 2%

    Strengths:
    - Allows for flight
    - Powerful passives
    - Good for ranged attacks

    Weaknesses:
    - Little melee capabilities
    - Zenshin will become exhausted after use, restricting his spell casting capabilities to C-Rank for 3 posts after the spell deactivates
    - Other passives are deactivated for the duration of this spell
    - Does very little for defense

    Duration/Cooldowns 5 posts / 10 posts

    Energy Manipulation - Siphon:

    Name of Technique: Energy Manipulation - Siphon
    Rank: A
    Type: Semi-Passive
    Description: A power that replaced Zenshin's "finishing move" ; The Executioner. This is more practical and draws more on his ability to manipulate energy. It is a powerful semi-passive ability that will indiscriminately cast itself, which is both a strength and a weakness. Zenshin will siphon magical power from any spell cast in a 50 meter radius around him based on the magical power expended by creating an energy vacuum close to him that will suck in the energy from the very air which he will absorb. The spell absorbs half the cost of the magic power expended for any spells and weaken it by just as much for obvious reasons. As stated earlier, this power activates whenever the opponent casts *any* spell, so they could bait the activation with a weaker spell to set up an attack with a much more powerful one. Spells S-Rank and above will not be affected by Siphon. Due to the nature of this spell, it is free to cast. This spell should not be free to cast. I think it instead should cost the user half the amount of mp of the spell used by the enemy that was halved.

    Strengths:
    - Weakens any spell A-Rank and below by half (A rank)
    - Relatively low cooldown compared to other A-Rank spells
    - Free to cast
    - Doesn't affect allies

    Weaknesses:
    - Activates indiscriminately
    - With the proper knowledge, the enemy could bait this ability
    - Enemies out of his range are unaffected
    - S-Rank spells and above are unaffected

    Duration/Cooldowns Instantaneous / 5 posts

    Overruled:

    Name: Overruled
    Rank: A
    Type: Defensive, Support
    Description: One of Zenshin's only shielding abilities, though, very powerful in its job. The special thing about this shield isn't how much it can take damage-wise, it's what happens after the shield is broken that makes it special. Firstly, to activate the spell, Zen kneels down on the floor, putting both his hands on the ground next to him, and sends a powerful burst of mana through the leylines to end up in front of himself and his allies in an upside down U shape. The shield itself is only 3 meters tall and 3 meters wide, but can sustain a lot of damage before being destroyed due to the nature of the 'pure' magic used to create it. Normally, any spell of equal rank or lower rank of the shield would simply be dispelled, but that's not how this particular one works. This one can resist 1 A-Rank spell before being broken by anything after, 2 B-Rank, 4 C-Rank, 8 D-Rank. When it IS destroyed, however, the mage behind the shield will gain a health and magic power boost depending on how powerful the spell that destroyed the shield was. If the shield was destroyed by an H-Rank spell, no boost will be gotten and the shield will instantly break, if S-Rank, the shield will instantly break, but it won't go through, the caster behind it will gain a 25% health and magic power boost. If destroyed by an A-Rank, 20% health and magic power boost, B-Rank, 15% health and magic power boost, C-Rank, 10% health and magic power boost, D-Rank, 5% magic power boost. The reason behind this is that the shield absorbs some of the power used to destroy it, and transfers it to whoever it is shielding. don't like the fact that this shield takes multiple hits to break but when it does gives the caster HP and MP back. I think either it should break after a hit from any spell and give the caster an amount of HP and MP for that or be a shield that takes multiple hits to be destroyed. If you choose to keep the MP and HP gain then it should not be affected by S-rank spells and the gain should be changed to A - 15%, B - 10%, C - 5%, and D - 5%. Also can Zenshin move as he is using this spell? IF so he should only move at half his regular speed.

    Strengths:
    - Powerful regardless of working in a team, or alone
    - Can sustain much damage before the mage behind it receives any damage
    - The abilities make it far better than the average shield

    Weaknesses:
    - Stationary shield ; not mobile at all
    - The enemy can abuse the ability if they know how the spell works
    - Only defends from the front
    - Strictly defensive

    Duration/Cooldowns 2 post / 5 posts

    Leyline Manipulation - Lockdown:

    Name: Leyline Manipulation - Lockdown
    Rank: A
    Type: Utility / Counter-spell
    Description: Leyline Manipulation - Lockdown is among Zenshin's simpler spells, created for the purpose of dealing with those who are able to evade his melee strikes by turning ethereal such as a shadow dragon slayer turning a portion of his body into shadow to avoid a slashing attack of his. Whenever typically solid objects become ethereal, they alter their own leylines unknowingly to have different properties than the rest of their average state. What this spell of Zenshin's does is force anyone within a 20 meter radius of him to stay in their original state of being, disallowing them from changing their form past physical aspects (which means it wouldn't affect mages that use takeover. As long as the body part or entire body remains solid, this spell doesn't affect them). Thanks to the fact that this is *his* spell, he is able to choose who it affects, allowing "exceptions" to allies and himself. Provided the spell they use is A-Rank or below, this will stop it and his enemy will still waste the cost of the spell.

    Strengths:
    - Doesn't affect him or his allies
    - Enemy will still waste the mana cost on a spell that changes their "state"
    - As long as the spell is A-Rank or below, this spell will prevent it from working

    Weaknesses:
    - Very situational
    - Useless if the enemy doesn't rely on changing their "state" or knows that he has this spell
    - No direct offensive capabilities
    - Doesn't affect "state" altering spells of S-Rank or above strength

    Duration/Cooldowns Always active [Passive] This spell should either be activated after the enemy uses their immaterial spell or should have a MP cost per post for being a passive. If it has an MP cost it should be half an A-rank cost per post. If it is changed to activating after then it will need a CD and duration.


    S-Rank Spells:


    Recreation - The Sentence:

    Name of Technique: Recreation - The Sentence
    Rank: S
    Type: Magical Weapons, Re-quip
    Description: This is the final stop where his scythe ends up if he uses it long enough in battle. Although it's the truly final evolution of his scythe, the weapon itself isn't necessarily the unconventional pole arm that the last three have been.  After two posts of using 'The Chance' [assuming its technique hasn't been used], the max capacity of mana will be reached and Zenshin will be able to turn it into 'The Sentence'. Example: The post he casts 'The Chance' it counts as one and he would be able to transform it at the end of the second post into either one of these final weapons. With the addition to this final set of weapons to his arsenal, Zenshin is capable of dueling with even the strongest of re-quip users as well as ultimate monsters that seem to be springing up lately. Upgrading his "Chance" scythe into different weapons in this arsenal will yield different, very powerful effects, although he can only upgrade it once and none of them have active effects, which is the downside to this spell. What is good, however, is the variability between them as well as the power to select which one he needs for the situation. Does he need raw power and speed? His sword. Does he need flight and the ability to make quick aerial maneuvers? His spear. Does he need to regenerate magical power and health quickly while stealing it from his opponent in order to come back in the fight? His scythe. Several final outcomes for his scythe, but only one final outcome for the battle is how he thinks of this spell. It takes at least two posts of using the Hope All of these weapons should do S-rank damage

    The Sword; Guilt:

    Knight of Space 300px-Rebellion_DMC4

    The sword is the first of what Zenshin can transform his scythe into. It is a five foot long sword that, to put it simply, hits like a truck. This sword is heavier than many other swords and can be wielded single handedly or with both, although both are equally comfortable to the wielder. If he re-quips to this sword, his speed will increase to a level at which it will be difficult to see him move, and his strength will increase to a point that a single swing of this weapon will shatter the earth in a linear pattern towards his opponent (kind of like how his signature spell works). Furthermore, this sword can be thrown straight or spinning horizontally, the latter of which will return to him like a boomerang because of the powerful magical connection he has with the weapon. At any time, he can return the weapon to his hand by either dissipating it from its current location of simply holding out his hand and causing force to return it to him. He will normally re-quip to this if he's looking to overpower his opponent in a battle or deal massive damage in a relatively short period of time. Although it's about as heavy as several harpoons, he wields it as if it was as light as a feather for the same reasons as his previous weapons I need a speed defined by a percentage increase that he moves at with using this weapon.
     

    The Scythe; Honest:

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    The scythe is the spiritual successor to his entire upgrade line of weapons, from all the way back since C-Rank, The Chance can transform into this surprisingly simple scythe. Although it doesn't hit nearly as hard as Guilt, his sword, it has powerful passive effects that make it as useful. It's relatively long, the shaft being six feet long and the blade being a little shorter (five inches shorter), making it a medium-to longer ranged weapon, it also has this nifty effect of leeching magical power and health off of any opponent in a 100 meter radius of him wielding the scythe. As long as he is holding the weapon and facing someone he perceives as an enemy, they will lose 5% magical power and health per post, as the scythe is imbued with properties similar to those found with blood magic. That and it literally 'reaps' the magical power from his enemy, their life energy, allowing him to recycle it and use it for his own purposes. Every second time it cuts its enemy, an additional 5% magic power and health will be stolen, and it increases by 5% each two cuts (so if he lands 2 cuts, he will steal 10% that post). Truly a force to be reckoned with, a worthy successor to the Reaper I feel as though that this scythe should only take MP and HP if it deals damage to the opponent. Otherwise this seems like you could just run away while having this out and deal damage just for having this in your hands. If you were to go with it draining MP and HP itself though it should only do that with no boosts from attacking. Also the radius of the draining effect would need to be dropped to around 10 meters around him. It has the odds of hitting too many people with the drain and basically causing him to regen too much. Also this should only affect S-rank and lower mages.
     

    The Spear; Truth:

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    Actually a relatively new weapon he has been experimenting with since he figured he preferred pole arms, Zenshin has now mastered using a spear. Like the other weapons that he can use with this spell, it has its own unique effects and weaknesses compared to the others. It's 5 feet long at the shaft with the blade measuring 2 feet, making it have quite long range for a melee weapon. The spear itself was actually inspired by watching the Speed Demon's fairy partner Devon fight wryms and he had a similar idea to incorporate into his spell. Using the spear allows for flight as well as very powerful lunging and stabbing attacks. Each lunging or stabbing attack that lands sends a wave of force throughout his enemy's body, inflicting internal damage beyond most of his other weapons as well as 'locking' their magic flow, disallowing them from using any spell of S-Rank or below for a post. Furthermore, if he is moving while he performs a successful lunging or stabbing attack with the spear, not only with the previous two effects happen, but it will also send a wave of force forward from behind him, speeding him up as well as his enemy as he moves to pin them to the nearest wall, though if there is no or if he doesn't pin them to the ground, it will send him 50 meters in an instant before he comes to a stop on a dime. Slashing attacks do little to no damage because of this This spear being able to nullify magic flow from just being used to attack with isn't going to work. I can understand it shooting out a shockwave that deals A-rank damage but causing the enemy to lose their ability to cast spells isn't going to work. Also I need a speed at which he travels when he uses the lunge ability of this weapon.
     

    The Gauntlets; Liar:

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    A gauntlet type weapon that covers both of his hands, Zen likes comparing it to a Katar. Although it increases his strength tremendously, it still doesn't compare to the sword that is capable of being made with this spell. The real power lies in the power of the spell to deactivates all of an enemy's passives that are ranked S or below (including passive magic power regeneration). Also, whenever he strikes an enemy with this weapon, they will be incapable of casting spells of their highest rank, and this effect stacks until they can no longer cast spells. This effect lasts two posts every time he lands a hit, which sounds extremely powerful, but it also needs to be considered that the blades are about a foot long from his wrist, and he needs to land an attack. At this short range, it would be difficult to do once, let alone several times. Relatively simple Stopping passives isn't sitting right with me and I think that if it lands a hit it should lower the effectiveness of the enemies highest ranked spells by half not stop them from using spells completely. This effect should only last a post too and should only go off on their highest magic no matter what. So if you were to hit them after you had already struck them and they were of S-rank, their S-rank spells would still be the only thing halved and only for a post also. This effect should only affect up to S-rank mages too. Also this is taken into account that you have spells that make you instantly able to move to your opponent in situations where they cannot dodge.
     

    The Bow; Dishonest:

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    The final weapon he can create is Dishonest, the bow. What it can do is different than all the other weapons, naturally, as it is a ranged weapon instead of a melee weapon. For one, it gives him a passive armor as well as a weapon, which is a two for one kind of deal. It can absorb all spells of S-Rank and below and dispel them due to the nature of the magical energy he uses, which definitely comes in handy when some slayer uses his breath attack to decimate an entire forest. Another key feature about this bow is the arrows. Zen creates any amount of arrows out of mana and simply has to move his hand along the side of the bow string to draw it. The arrows travel at a speed of 100 meters per second and will cut through spells of equal or lower rank. Zenshin can fire up to four arrows at once and they will be accurate from this bow. If his arrows hit an enemy, they will explode after a second, dealing an additional A-Ranked spells worth of damage, making this bow capable of dishing out severe dps if used properly. It is also capable of firing arrows with special properties, such as with a string or several attached  to anchor a target potentially to a wall or floor or an arrow that can be shot up into the air and cause a rain of arrows to come down that all deal B-Rank damage, but in an area of 10 meters, making it excellent for dealing with enemies in a large range. This spell is particularly used to deal with hordes or if he truly needs to keep at a range. You should only get the bow in this form not the armor with it.
     

    Strengths:
    - There's something for every situational
    - VERY powerful passive effects
    - Passives are still active!

    Weaknesses:
    - Takes a hell of a long time to get to this point
    - He can only pick ONE
    - By the time he gets here, he would've expended quite an enormous amount of magical power
    - Most spells do not allow him to use his scythe, making it even harder to get to this point
    - Picking the wrong one could be useless depending on the situation (such as if he gets tricked)

    Duration/Cooldowns Variable / 3 posts if turned off and on again This needs a actual duration and not a variable. There are not any variable durations.

    The Dream:

    Name: The Dream
    Rank: S
    Type: Offensive
    Description: One of the most powerful spells he has at his disposal, Zenshin recalls getting the idea from a dream (hence the name). Normally, he wouldn't go so far as to use something like this, as it strains his body so immensely, his very life is in danger while it's activated. To activate it, he must give up 30% of his current health and Magic Power. At this point, he will call out the name of the spell followed by undoing mental barriers he made to restrict his own power so that it wouldn't harm his body. When it *is* activated, he will only look like a glowing figure, like a silhouette, except glowing white instead of opaque black. The ground beneath him will crack and the air around him will look disrupted, as the leylines themselves are vibrating due to the pressure he is giving off. A half mile area around him will feel the pressure he's giving off, causing an increase in the force of gravity and grounding most flying enemies. He replicates the same technique used in "Leyline Refraction", but on a much grander scale, creating ten "holograms" of himself all around his enemy or enemies, although only he can actually attack. These holograms can move around and do everything he can, except for cast spells and physically attack. Each can take a single B-Rank spell's worth of damage before disappearing and are controlled by Zenshin. Also during this spell, his speed and strength hit their very limit, tripling for the remainder of the spell, being able to send cannon sized shock waves with just punches and move faster than the eye can follow. Of course, such a spell doesn't come without its downsides. Every post that this spell is active, his body takes 5% damage per post and his mana drains at a rate of 5% per post. This spell lasts five posts before Zenshin repairs the mental barriers lest his body be torn apart by this spell. Tripling his speed and strength is from what numbers? I need a specific amount of speed and strength he gains in this so it is known what to expect.

    Strengths:
    - In terms of raw power, unmatched
    - His speed allows him to become very difficult if not impossible to follow with the eye
    - Flying targets are grounded

    Weaknesses:
    - Will kill him if used at an improper situation
    - Very situational to cast
    - Other passives are deactivated during the remainder of the spell
    - Very high cooldown

    Duration/Cooldowns Variable / 14 posts Needs a duration here.

    Recreation - The Faith:

    Name: The Faith
    Rank: S
    Type: Offensive / Defensive
    Description: Just like "The Dream", this spell isn't likely to be used unless he really has to. Just like "The Dream", this puts enormous stress on his body because he does the same thing that he does when he uses the other, releases his mental barriers. The key difference is that he *focuses* all of that mana except of letting it run rampant in and all around his body. How he focuses it is entirely up to him, which is the beauty of this spell. He could either focus all of this mana into a powerful S ranked shield that will absorb anything that isn't H rank, or he could focus it all into a single, powerful weapon such as a sword or bow. Zenshin could also choose to focus them in such a way to project his limbs, such as a giant ethereal hand that is capable of grabbing his enemy or projectiles. It's possible to shape all of this overflowing magic power into whatever he so pleases, and whatever he creates will take the properties of that of a similar spell category. For example: If he creates a massive shield in front of him, it will take on the properties of a defensive spell, being able to block anything that is S rank or below. Or, if he creates a sword it will take on the properties of an offensive spell and do the same in damage. The largest he can create something is variable, but the biggest he's ever projected is a massive suit of armor with a buckler in one arm and a crossbow in the other hand. These enormous things are harder to maintain than, say, something he can hold in his own hands. What this means is that every post he is maintaining these enormous projections (anything like a giant hand or suit of armor like that above), 5% magic power will be expended. Anything that he is able to hold in his own hands, 2% magic power will be expended per post. Can he change the form of the projection throughout the duration? Also if he makes a shield or anything that protects him from something it should have a certain amount of damage it can take before it is dispersed. Also I need an amount of damage this spell can take before being destroyed. I'm thinking 2 S-rank damage. If any of the forms are dispersed then this spell will go on CD.

    Strengths:
    - One of the most versatile spells in his arsenal
    - Potential to be ranged
    - Powerful in arguably any situation

    Weaknesses:
    - Very expensive to cast
    - Strains his body immensely ; The most he can maintain this spell is 4 posts
    - The bigger the projection, the slower he moves
    - Very high cooldown and very low duration

    Duration/Cooldowns 4 Posts / 14 Posts


    Penultimate Bastion - The Judge:

    Name: Penultimate Bastion - The Judge
    Rank: S
    Type: Offensive / Defensive
    Description: Zenshin poured his very heart and soul into this spell. He developed it when he truly realized what his goals were, but couldn't perfectly perform it until now due to the nature of the spell. To cast, Zen stares his enemy down with a most serious of glares before driving whatever weapon he has into the ground and raising both his hands to head height and calling out a small chant. Although he isn't a big fan of them, he has to use certain words with much power behind them to bind his will to reality itself. "No one in this plane has the right to judge you. No one, but me" Following the incantation, he will judge his opponent as a danger to the stability of reality, an imbalance that reality itself must correct by allowing Zenshin to bend it to his will in whichever way he sees fit. The effects of this spell vary from battle to battle greatly, but the base line is the same. Reality will distort in any way shape and form in order to rid itself of whoever or whatever Zenshin judges as an anomaly, whether he cause meteors to rain from the sky, the ground to shatter beneath the opponent, spikes to shoot from the ground in his enemy's direction, or lightning strikes their location. Nothing is too unlikely for this spell, and everything is permitted. While this spell is active, Zenshin cannot use other spells and all his passives are turned off. In return, he gains control of all probability and physical aspects of the world around him. When the spell is over, he will be left with 5% magical power. He must either devastate his enemy with this or be devastated. This is truly the most penultimate-ly powerful ability in his arsenal.

    Although it appears as Zenshin is unstoppable, this is merely an act, as much as an act as any magician would put on. It is as much a psychological spell as it is a physical one. He cannot use other spells, but he makes the most of what he can with this particular one. He'll most often use the aforementioned spikes that are made from the earth beneath his enemy, but he also won't hesitate to do what he has to do in order to win. Zen can control the physical world, but not anything beyond that. Astral objects are particularly hard to pull off, so he will be able to, at the most, pick out three home sized asteroids in order to use against his enemy for the entire duration of the spell. This, however, doesn't stop him from using nature against them, such as causing a tidal wave or calling upon lightning strikes to smite his foes.

    Strengths:
    - Gains control of physical aspects of reality
    - Controls all possible probabilities
    - Nearly limitless possibilities

    Weaknesses:
    - Obviously doesn't apply to his enemy themselves, only what happens around them ; Mostly environmental
    - He will be at the mercy of his opponent if he does not come out victorious before the spell ends
    - Disables all possible beneficial effects. Passives, buffs, help (allies are transported away), etc.
    - Must use two other S-Rank spells at least once before he resorts to this one
    - Will exit the spell with 5% magic and 1/3 base magic power regeneration
    - For the rest of the fight, spell power is reduced by 50%
    - Incantation can be interrupted
    - The ultimate gamble of a spell

    Duration/Cooldowns 7 posts / Rest of the thread

    I will be discussing edits for this spell with Zeno but just know we both think it is far too OP.


    Signature Spell:

    Energy Manipulation - Burst:

    Name: Energy Manipulation - Burst
    Rank: S
    Type: Offensive / Defensive / Toggle
    Description: Upon mastering the ability to control the flow of mana throughout his body, Zenshin is now capable of sending massive bursts of energy to his body parts to strengthen a blow to such an extent that a powerful shock wave is sent out. This effect is comparable to the strength and speed of the blows he uses during his spell "The Dream", although not nearly as large in diameter. If it's the size of a cannon during "The Dream", then "Burst" allows his blows to shoot out shock waves as big and as strong a fifty caliber bullet, provided he attacks with his fists. Should he use burst while using his a bladed weapon such as "The Memory" or "The Reaper", it will send out a "sharp" blade of wind capable of cutting thick stone out at the same speed as it would a punch or kick of his.  

    Strengths:
    - Greatly empowers melee attacks
    - Very fast
    - He can choose when and when not to use this depending on the situation

    Weaknesses:
    - Very linear
    - Mostly offensive, though it can be used defensively
    - Allies caught in the cross hairs aren't safe
    - Wind mages (such as slayers) or force mages can cancel the shock wave or blow away his wind (or consume it for a good deal of magic power provided they can deal with the feeling of a truck hitting them in the face)
    Needs a duration and CD.


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    Knight of Space LxcTBIi
    Character Info:
    Aayla
    Aayla
     
     

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    Knight of Space Empty Re: Knight of Space

    Post by Aayla on 19th December 2014, 2:52 pm

    Unlocked for above mentioned edits


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    Knight of Space Fc9659f1-c886-4f01-a734-cae0d61afbaf_zpsh3e1k6vj
    King Zenshin
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    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 19th December 2014, 4:08 pm

    Bump


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    Character / Vincent Gauss
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    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 19th December 2014, 7:01 pm

    @King Zenshin wrote:Primary Magic: Recreation: The Judge
    Secondary Magic: Recreation: The Puppet Master
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by mortal men. Unfortunately for the mysterious beings that created recreation, the universe had other plans and a baby was born with the inability to use any magic. Aegis Bright. As he grew, he eventually became aware of his powers as the only recreationist in existence, being able to bend reality to his will, in a sense. Of course, even this has limits. The only things that are able to be created are things that the caster has seen before and are nonliving, such as rocks, food, weapons, ect. Eventually, a mage approached Aegis in pursuit of the powerful magic to further his own goals and risked it all to achieve this. After half a year of grueling training and the risk of death closer than ever before, he emerged from the Serene Cliff side with a new view on 'everything'. The only one to ever the art of Recreation, this mage was Aegis' sole pupil, Zenshin.

    Recreation

    According to Aegis, past recreation users had their own theories as to how and why an object is what it is, and passed on his theory to Zenshin. But before that, the magic itself. Essentially, it allows the user to look at any object, analyze it, and "store" it in his memory to be recreated at a later time. There are conditions that have to be met if the user wants to recreate it, however. One of these conditions includes the destruction of the original, as two entities cannot exist at once, it's impossible. Condition two, the recreation *has* to be flawless, because if it's even slightly different from the original, it will simply destroy itself for the same reason as the first condition, two entities of one item contradicts the universe's set laws. Creating a flawless recreation is no easy feat, however, and with it comes its own special set of rules and conditions.

    The rules vary on the user, but from what Zenshin learned, they are as follows. You must 'see' the object, such as a sword, not as just a hunk of steel waiting to slice down any enemies, the user must see the object as 'a whole'. Seeing an object in this way requires the ability to 'scan' and object and 'analyze' all of the different pieces of the whole. Instead of normal 'pieces' like you'd find in a puzzle, these pieces are key in recreating the object. These pieces are the material from which the object is made, the history behind the object, the reason why it was made, the lifespan of the object, and the very basic concept of the object that eventually formed into the idea and eventually the finished product. All these things aside, there is another requirement in order to recreate an object.

    This other condition is access to a particular part of ones mind that takes the magical energy of the user, and makes it 'compatible' with the magic itself. It essentially turns the magic into an 'extension of the mage's mind'. It's also this 'circuit' that allows the user to be able to view the object as a whole instead of just another ordinary object as well as giving him access to everything that he's 'analyzed' already. Instead of looking at an object as a simple object, the magical circuit in his brain allows him to manipulate his 'mental energy', so to speak, in such a way to grasp the entirety of an object and store it within this very energy he manipulates. Because of this, the objects he analyzes aren't stored in his memory, they are stored in his very magic. So, in order to be able to 'find' and recreate these objects, the user must link up his mind and magic completely, and because all of his magic would be filtered at this point, it cannot become compatible with any other magics, causing the user to be 'stuck' with recreation if he so chooses to even attempt to learn it. Not only that, but the physical and mental strain put on the user is far greater than anyone has the right to bear, causing some to even go insane simply trying to use it.

    Zenshin, The Eternal Student

    His search for knowledge crossed his and Aegis' destinies in the Spooky Forest on that one day, the day that Zenshin requested to learn the ways of the recreationist from the only known user in existence, whom humbly accepted his request. Even atop the tallest peak of the Phoenix Mountains, where a millennium old ritual would be performed, Aegis warned him that there would be no turning  back after it, though Zenshin, foolhardy and determined, went along with the ritual.

    Then everything went white.

    He awoke on the Serene Cliff side with a pounding headache and the inability to use his previous, trademarked ice magic. For the first time, he felt like a regular human, and it wasn't a good feeling. Aegis, who seemed a bit surprised that Zenshin survived the ritual, informed him that he'd be receiving training and that if he couldn't make it through, he would never be able to use magic again or worse, death. Zenshin took on the half a year 'program' head on and learned and done things that would drive lesser men to insanity. All the mind games became predictable after a while, all the training strengthened his body immensely, and all the limits he once had were broken time and time again. Over the course of this time period, he also received many scars, many of which are not visible because of his clothes, but the most prominent of which is on his very eye. Although the vision to his left eye was lost, he gained a new vision that regular sight would pale in comparison to, the ability to access his magical circuit.

    Once his body and mind hit their peak, he was able to sustain the toll of recreation successfully and produced a simple weapon, "The Reaper", which was an average scythe from Aegis' many, many weapons. He has always had a need to learn as much as possible, and now with this new perception, he can get the knowledge of which he so desperately seeks. But even with all this powerful extension of his conscious, he is still limited to what he can know, as the biggest mystery remains: What happened to his mentor?

    Zenshin's use of Recreation
    Not only has he learned to recreate objects and techniques, he has also discovered a third ability that he can use. He is able to materialize the very "essence" of his magical power and use it to manipulate existing leylines to create impossible fields of movement or simply shape the "mana" into different shapes and sizes, allowing for a slightly less straining alternative to recreating objects. Not only that, but he can use the mana to strengthen his existing weapons or body parts to make them as strong as steel. Because of this, he strayed from the path that his master went down and became more focused on the controlling and weaving of leylines and the ability to route his mana on command.

    Strengths:
    -Versatile in many aspects, as many recreations or mana crafted items can be made to fit the moment
    -Deadly in close range as that's mostly what Zenshin trained for in the six months he was away
    -Since the strain that Recreation puts on the user is great, Zen has a much higher endurance, strength, and speed level to support the use of it

    Weaknesses:
    -Recreating anything or manipulating too much mana puts enormous strain on the user's body, which could lead to memory loss, blacking out, and even death
    -Very few support abilities
    -Not very good at longer ranges than it is in melee range

    Abilities/Powers:
    Magic Resistance:

    Magic Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Zenshin has received a sort of "resistance" to magic that would otherwise cause more harm to him. In his current condition, he will resist 10% of magic damage from any spell.

    Abnormal Recovery:

    Abnormal Recovery: Since the magical energy he uses is basically the equivalent of "life energy" in a sense, he has developed a very strange rate of recovery. While he is out of battle, his health will increase by 25% for each post that goes by.

    Enhanced Perception:

    Enhanced Perception: By stimulating the part of his mind that takes in and analyzes images with mana, he is able to increase his perception dramatically. Nothing like being able to see farther or better at night, not that kind of perception. The kind that allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. However, this isn't everything, only things in his immediate vicinity are able to be perceived through his 'advanced' vision.

    Stability:

    Stability: Something he expressly trained during his time training. One of the things he wanted to accomplish the most was to never be knocked off balance, even if a situation comes where the enemy believes there is no way he could still be on his balance should be broken.  The reasoning behind this is that every time his balance would be broken, his body instinctively attaches itself to a leyline, very partially of course. It's not that he can't be knocked over, it's that when he is, or would be, pushed to the side, he recovers at a rate that isn't possible by humans without magic. Over time, this reflex was trained and mastered to the fullest.

    Spells

    D-Rank Spells:


    Energy Manipulation - Generous Thief:

    Name of Technique: Energy Manipulation - Generous Thief
    Rank: D
    Type: Passive
    Description: A technique developed to help with his energy consumption, Zenshin decided to use his talents of energy manipulation to develop a spell that allows him to do one simple thing, steal 2% of his foe's magical power per post as long as he's within 10 meters of them. The way it works is that he has made his body a fairly weak vacuum for magical energy, causing any magical power source in his proximity to immediately begin streaming to him through the air. Unfortunately, this will also affect his allies, so Zenshin keeps it off and only activates it for fights, unless his allies want to give him their magical energy. If the latter is the case, this spell also allows for that. IF his ally wants to transfer over magical energy, the need only let him take from them and the amount will be deducted from them and given to him. Zenshin is also capable of reversing the properties of the vacuum, instead giving magical power to his allies should they need it.

    Strengths:
    - Helps with magic power consumption
    - Great way to restore a large amount of magic power if with willing allies
    - Also a great way to restore a large amount of magic power to a weak ally

    Weaknesses:
    - Affects allies
    - Only steals a small amount of magic power per post
    - Target has to be within a very close range to be affected
    - Only affects D rank mages

    Duration/Cooldowns Passive / 3 posts if turned off and on again
    This spell needs a duration. 2 posts should be fine.

    Leyline Manipulation - Foundation:

    Name: Leyline Manipulation - Foundation
    Rank: D
    Type: Utility
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. Visualizing a small plan of how he will move in his head, he begins to motion in the air, either with his hands, or if he wants to walk on them, stepping up, as if he was going onto a stool. From an outside perspective, it looks like he is scaling an invisible wall or walking on air, but he actually just brings the leylines into a solid existence for a few moments for him to use to get across gaps or get to the top of a cliff. Furthermore, Zenshin cannot move back on the leylines ; imagine a bridge that breaks behind you with each step forward you take, same principle. Before going on cooldown, he can preform up to five simple acts [such as making platforms to move on or jump off of] with the leylines, or one complex act. This spell will allow Zenshin to have a full post of using this, not give him a set number of things. Also seeing as all he is doing is making 'one step' platforms I don't see any difference in simple acts or complex acts. If you want you can have this become a 2 post duration with a 3 post CD.

    Strengths:
    - Great when used to cross things like gorges or water, as he can create a 'platform' out of leylines
    - These can be used to do unexpected acrobatics in combat
    - Confuses the enemy as they'll see him jumping around in mid-air or something similar This strength is the same as the one above basically. Please combine them and add another strength.

    Weaknesses:
    - Doesn't offer any offensive aspects
    - Only he can use this as a platform
    - Must visualize the exact scenario on how he will use the 'solidified' leylines ; takes a few seconds to a minute to prepare depending on the complexity of what he wants to do Does this mean it takes him a post of charge time before using this?
    - No defensive aspects either; mostly utility This is the same as the first weakness. Please combine somehow and make a new one here.

    Duration/Cooldowns 1 post / 2 post

    Energy Manipulation - Volatile Energy:

    Name: Energy Manipulation - Volatile Energy
    Rank: D
    Type: Strategic
    Description: A power that draws upon his specialization in manipulating energy and replacing the a previous spell of his. Zenshin will draw magical energy from the air around him and create a dense disc shape of glowing energy somewhere on the ground. This is literally a disc (imagine a mine) made of extremely dense energy, making it extremely volatile. He will only create up to three at a time to avoid unnecessary destruction and every time one does explode, the explosion is quite violent with a radius of 4 meters in all directions. These discs need a speed at which they travel and a max range they travel. 10 m/s with a 20 meter range should be fine here.

    Strengths:
    - A great distraction
    - Great deal of damage for its rank (1.5 D ranked spell's worth) Please state that this is the total damage that the discs can do all together. You can also drop the number you can make to 1 and have it do 1.5 D-rank damage itself.
    - Quite useful if used properly

    Weaknesses:
    - Only three at a time
    - Can hurt him if used improperly or haphazardly
    - Any spell or ranged attack (Like an arrow shot from a bow) will destroy it
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Vector:

    Name: Vector
    Rank: D
    Type: Utility, Defensive
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere withing 3 meters of himself, excluding underground. Then, after a few seconds, the air inside his 'invisible box' distorts slightly, but still visibly, as he changed the flow of the still leylines to all move in a specific direction weakly, but still flowing. What is happened inside the 'box' is force being redirected in an any direction of his choosing, redirecting anything that might be coming at him to wherever the force inside the 'box' is directed. The cooldown begins once the spell ends.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - The box lasts a while, giving it some tactical potential when it comes to avoiding attacks
    - Applies to any projectile as long as it's non-magical [this includes weapons that have been
    summoned through magical means. Such as when re-equip users summon a bunch of non-magical swords, as an example] Your explanation here doesn't work. Re-equipping something means that the item being summoned would be magical. Now the explanation would work with something like a regular weapon like a gun with bullets or arrows.

    Weaknesses:
    - Only one box can be created at a time
    - The force inside the box does not affect living entities
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns 3 posts / 4 posts

    Force Feint:

    Name: Technique: Force Feint
    Rank: D
    Type: Scythe Technique
    Description: Whenever Zenshin strikes with his scythe, he is able to negate the force of the blow and redirect it in the opposite direction. An example would be 'Zenshin swings his scythe horizontally and is blocked by the enemy', instead of recoiling from the force of the hard slash, the force would be redirected backwards, so Zenshin would immediately spin around and attack with the back of the scythe. The enemy would not feel the force of the first attack, so it would be like they didn't feel the attack hit, but the second would come with the force of the first. This can be used twice before going on cooldown.

    Strengths:
    - Great for making unexpected cuts and for negating a potential mistake when cutting
    - Excellent of taking advantage of openings that would otherwise be lost because of time
    - Doesn't break the flow of his weapon greatly which is a core aspect of it

    Weaknesses:
    - He cannot will where he wants the force of his blow to be redirected to [example being that if he activates this technique while striking with an upward cut, he would have to follow the path of the force and strike with an overhead attack]
    - Predictable path if his enemy somehow knows it's coming
    - Relatively higher cooldown compared to other spells of this rank
    - Force altering magic

    Duration/Cooldowns Instantaneous / 3 posts


    C-Rank Spells:


    Recreation - The Reaper:

    Name: The Reaper
    Rank: C
    Type: Magical Scythe, Re-equip
    Description: The first thing made for him to store by his mentor, Aegis Bright, was a scythe in the exact image in which he imagined it to be. After it's recreation, it was also the first thing that Zenshin made a 'blueprint' of, so he could recreate it himself whenever he needed to use it or just had another unspecified use for the item. Probably because of his love of the particular type of weapon, he began training and using this scythe since he felt more comfortable using it than swords. This weapon of his is made from his mana and also has the potential to grow into something much more powerful. Regardless of its name, it has no specific elemental affinity, as stated earlier, its made from the 'pure' magic that is used by anyone who is a recreationist. Normally, this weapon would be too heavy for anyone but him to use effectively, unless the mage he was fighting has some way of disarming him, and making the weapon lighter than it really is. Aside from that, it is made specifically for him to use, as the snath is much longer than, say, a farming scythe, at  five feet, and the blade itself extends out a three and a half. It has a rather intricate heel and the toe is bent upwards a bit, making puncturing a much easier task than normal. Other than that, the heel has a pattern of seven protruding, black spikes, making it almost as effective if he were to use the back to strike the opponent. At the top of the weapon lies a small, decoration of sorts resembling a crescent moon, which at first glance appears useless, but it is the most important part of the scythe. Basically, over time, it takes from Zenshin's mana supply and stores it inside the decal. Once full, Zenshin can transform his scythe into 'The Hope', a more powerful version of 'The Repear'. Furthermore, at the top, are tiny, sharpened ridges that resemble scales to a certain point, but are just there in case he needs to "break" a sword. Lastly, the entire blade above the ring is sharpened to a masterful degree, making it very lethal in the right hands.

    The Scythe:

    Knight of Space 7UxVokV

    Strengths:
    - Powerful slashing attacks (C-Rank damage)
    - Could be used as an "anchor" when performing acrobatics
    - Very light to him since it's made from his magic ; swings much faster than many expect

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly


    Duration/Cooldowns 4 posts / 5 posts

    Name of Technique: Whirlwind
    Rank: C
    Type: Scythe Technique ; Offensive
    Description: Bringing his weapon down so that the top of the blade is touching the ground to his right, he sends a burst of mana into his forearms and shoulder and swings as hard as he possibly can. Though, this hard swing isn't the only thing going on. While his weapon swings through the air, the leylines it passes through are disrupted, causing a 'distortion' effect in the air followed by a gust of wind. That would be the force created when the leylines themselves near instantly re-position themselves to their proper place. It gets weaker as it gets farther away until 2 meters, where it completely disperses, but anything within the 2 meters that gets hit takes C-Rank damage.

    Strengths:
    - Effective at hitting targets on all sides almost at once
    - Cuts through defenses of C-Rank and below
    - Will cut to bone if it -does- land

    Weaknesses:
    - Very close range ; 2 meters
    - Doesn't work on anyone flying or underground
    - Leaves him open to attacks from directly above and below while he performs it
    - Easy to avoid

    Duration/Cooldowns Instantaneous / 3 post


    Fold:

    Name: Fold
    Rank: C
    Type: Utility, Re-positioner
    Description: With his knowledge on the very layout of leylines, Zenshin is able to visualize the 'grid' of the ones between him and his opponent and tamper with his dramatically. After a second of doing so, he outstretches his right arm, his hand completely open as if he was pushing a box forward. Then, he puts his index finger and thumb together, as if he he was pulling back on the 'string' of 'Slingshot', but instead of pulling back, he pulls down. While he moves his hand, the very ground begins to 'fold' downwards. This is because he is basically pinching the leylines that lie on the ground and pulling it down, reducing the distance between him and his opponent dramatically. Specifically, he can only 'fold' 8 meters of ground down, which would be the same distance he would be cutting between him and his enemy. 'Fold' only applies to solid ground [cannot be used in the air] and cannot affect the leylines of living entities [the ones he utilizes while using linkstep] and the ground returns to normal after a few posts, [the fold is not permanent]. Range-wise, he can fold any leylines around him in a 8 meter radius. Cooldown starts when the duration ends.

    Strengths:
    - Confuses the enemy ; the fold happens very quickly, the enemy could think they were much farther, but somehow they got closer
    - Excellent against enemies trying to keep their distance
    - Opponent will almost always have their guard down as they were just quite far a moment ago

    Weaknesses:
    - Not directly offensive
    - Doesn't buff him in the slightest
    - Cannot be used in the air
    - Not directly defensive
    - Mages in the air are unaffected

    Duration/Cooldowns 3 posts / 3 posts The Cd needs to be higher than your duration here.

    Breaker:

    Name: Technique: Breaker
    Rank: C
    Type: Offensive
    Description: Controlling the flow of mana from his hands to his weapon and arms or just to his hand and arms. If he drives a stream of the energy to the weapon, he'll focuses on the bottom of the 'hilt' of the scythe ; he long staff that he holds onto. He then begins to focus on attacking with the now glowing bottom of the scythe, in quick, almost stabbing-like, motions. If this were to actually land, regardless whether it was blocked or just bit normally, it would sent much more force into the blow than normal, enough to fracture a bone or cause moderate internal harm. This is because all that focused energy creates a lot of stored energy, which is released when it comes into contact with anything. Also, this could be used to shatter something, such as a boulder or even steel. Deals C-Rank damage.

    Strengths:
    - If it hits, it is able to moderately harm the enemie's insides
    - Will hit with enough force to shatter steel Non-magical steel.
    Missing a weakness here.

    Weaknesses:
    - Melee attack ; Useless when used at long range
    - It's a waste if he doesn't 'hit' his opponent does nothing but dodge
    - Mostly offensive ; Little to no defensive capabilities
    - Can't even damage A-Rank and above barriers

    Duration/Cooldowns 2 posts / 4 posts

    Phase:

    Name: Phase
    Rank: D
    Type: Utility ; Defensive
    Description: Derived from a technique by the same name used by his mentor, Zenshin is able to 'phase' out of reality and into another one via a leyline. Due to his specialization, he can stay in this plane of existence for up to fifteen seconds without adverse affects, and even longer with them. He is also able to move by combining what he does with linkstep by using that kind of leyline before locating a *static* one at his target location and stopping there. The range for this is short as all of this at once takes up quite a bit of energy from him. As a downside to all of these -extra- effects, it will go on cooldown when he phases back into his home plane regardless of whether or not he used up his "allotted" amount of time.

    Strengths:
    - Allows him to dodge any one physical attack or spell D-Rank or below
    - Allows him to remain "ethereal" for the duration of a potential AoE spell
    - Let's Zenshin move around while in use

    Weaknesses:
    - He can only move once in a linear direction up to 5 meters before being unable to do it again ; Movement is quite limited
    - If he's forced to go past the 15 seconds, the cooldown will double for every extra 5 seconds to a max of 25 seconds before he's forced back
    - Doesn't dodge spells above C rank
    - He can't attack while phased

    Duration/Cooldowns Instantaneous / 4 post

    Leyline Refraction:

    Name: Leyline Refraction
    Rank: C
    Type: Utility
    Description: Zen looks to a certain position around him within a meter, then begins to focus on his own leylines. He drives mana into them, then 'fractures' the leylines in his immediate vicinity and makes it so that they begin to, 'leak' the mana. In doing so, an effect is triggered similar to how refraction works. As an example, imagine a river and a single fish swimming in it. It looks like the fish is in one place, but if you stick your hand in to grab it, you will fail, as the fish is actually next to where the image is.

    Strengths:
    - Great for tricking the enemy into attacking a 'projection' instead of him
    - Give him time to set up for another strike ; potential to create a great opening
    - Useful for dodging linear spells

    Weaknesses:
    - If the enemy knows how the spell works, they will know where his position is
    - The spell is broken if Zenshin attacks while his image is being projected
    - Useless against AoE spells
    - Tricks only work once before he has to be wary about it

    Duration/Cooldowns 3 posts / 4 posts Drop the duration here to 1 post seeing as the Trick will probably only work once anyways so this should be fine. Just use this in reaction to an attack and you should be fine.

    Mana Cicatrize:

    Name: Mana Cicatrize
    Rank: C
    Type: Support, Utility
    Description: Putting his hand on a harmed part of his body, such as a laceration or over a bone that has been damaged or fractured, he directs mana directly onto or into the wound. A property of the 'pure' magic that he is able to control is its healing properties, so he is able to heal up to six 'cuts', or any kind of small wound, or one large wound, such as a broken bone. He can also heal his allies if he is able to touch them. Can also heal from a range of 10 meters maximum, but the effects will be *cut* in half (I'm too much for myself sometimes). Will normally heal 8% HP.

    Strengths:
    - Increases durability in battle
    - Strong, instantaneous heal regardless of the severity of the wound
    - Can heal from range

    Weaknesses:
    - If he wants to heal allies for full effect, he must be able to put his hand on them
    - Does not increase any kind of resolve or have any effect on the person aside from their wounds
    - Ranged heal will half the potency of the spell
    - Just a heal, no buffs that accompany it

    Duration/Cooldowns Instantaneous / 3 posts


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Partner : Demi
    Posts : 2393
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 19th December 2014, 7:02 pm

    @King Zenshin wrote:
    B-Rank Spells:


    Recreation - The Hope:

    Name: The Hope
    Rank: B
    Type: Magical Scythe, Re-equip
    Description: A property of Zenshin's peculiar scythe is that it can do something close to... 'transform', so to speak. While he uses it, the scythe takes his from his mana, slowly, not to completely drain him while he uses it. Over time, the small, crescent moon decoration at the top of 'The Reaper' goes from a dim blue to a bright aqua once it's completely 'full', which takes some time since the weapon draws slowly from his power. To finally get 'full' with his magic power takes two posts of the scythe in his hands. Example: The post he casts 'The Reaper' it counts as one and he would be able to transform it at the end of the second post. Once it has reached its limit, 'The Reaper' won't draw any more power from Zenshin, and will either continue to have a bright decoration, or wait to be transformed. After it cannot store any more of his power, Zen is able to transform the scythe, making it glow a bright white for a few seconds while the blade grows in size significantly. Not only does it grow about a foot and a half in length, on both sides, it gets a bit taller and heavier as well. The "transformation" doubles the power of the weapon and makes it much more efficient to wield double handedly, since, even though it is much lighter because it's made from his power, it's still heavy enough to warrant that he not use the huge scythe with one hand. Other than that, the weapon weapon looks aesthetically pleasing to him, obviously, consisting of the blade turning into a glowing, crescent moon on its side. Even though this weapon is basically an 'upgraded' version of the previous scythe and full of magic power, it still has the potential to grow into something even more powerful, the "storage" center of the scythe being the eye-like carving around the center of the blade. Deals B-Rank damage.

    The Hope:

    Knight of Space RAbRHOx

    Strengths:
    - Significantly more powerful than its predecessor
    - Could be used as an "anchor"
    - Able to slice through defenses of B-Rank of below You can damage defenses but will only cut through if you beat the threshold of the defense with the attack. Please change this strength.

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly

    Duration/Cooldowns 5 posts / 6 posts

    Name of Technique: Rift
    Rank: B
    Type: Scythe Technique
    Description: Once at least a post has gone by since transforming his previous scythe into 'The Hope', Zenshin is able to raise the scythe up to his right side, and swing it quickly in a clock-wise, circular motion, causing the weapon to glow bright aqua and send a powerful, vertical wave of mana at the enemy. Alternatively, he can extend his arms so he holds his weapon horizontally and swings quickly around in a circle, spinning his body with it, and on his way back around to his original position, the weapon releases a horizontal wave of mana. Doing either of these increases the amount of time the weapon needs to be able to transform by a post. The wave itself will travel at 1 ft/s for 5 meters unless it collides with another spell. Furthermore, if it cuts through a defensive or offensive spell, it will continue forward and only stop until it hits a second spell, hits the target, or misses the target.

    Strengths:
    - Very unique effect ; reduces the rank of whatever defensive spell stands in its way by one rank [only effects one defensive spell ; if it cuts through and hits another, that other is not affected. Also, this does NOT affect directly offensive spells] This should only affect things of rank of the spell and lower. Please state this here.
    - Able to dispel any offensive spell that collides with it if it is of equal or lower rank [if equal rank, the technique is also destroyed]
    - Can be used in mid-air and be aimed at varying angles that lie on a y-axis

    Weaknesses:
    - Increases the amount of time the weapon needs to be able to transform by a post
    - Linear spell ; easily dodged if used at max range
    - Won't damage anything that it can't cut through [if it is used against an S-Rank spell, it will immediately be dispelled, it would be as if it was never used]
    - Only offensive

    Duration/Cooldowns Instantaneous / 4 post

    Linkstep:

    Name: Linkstep
    Rank: B
    Type: Utility, Mobility
    Description: Linkstep is a move developed by his mentor, a move Zenshin asked to learn while training his recreation abilities. Zen looks for the leylines that flow into an entity and basically 'hitches a ride' on them, teleporting himself to the next entity. The closest comparison would be to imagine an invisible river flowing very quickly. He is basically turning into drops of water in the river and, upon reaching the end, re-materializes into his regular form. This spells range is the same as his Origin Perception, 25 meters. It takes him the same amount of time to reach his destination as a jet moving at mach 1. If you use this spell you can only travel in a straight line also due to the speed you are moving in.

    Strengths:
    - Effective as a gap closer ; almost exactly like teleportation
    - As long as he can see his opponent, he can linkstep to it
    - A core ability for him as a melee fighter

    Weaknesses:
    - Only living entities can be linkstepped to, as non-living entities dont have the same kind of leylines
    - Range of 25 meters, anything past that is out of reach
    - Not directly offensive
    - Not directly defensive either; mostly utility and movement

    Duration/Cooldowns Instantaneous / 4 posts

    Energy Manipulation - Endless Blades:

    Name: Energy Manipulation - Endless Blades
    Rank: B
    Type: Offensive
    Description: A pretty simple spell that as far as Zenshin is concerned, was developed by his brother, Shaku. Zenshin liked the spell, however, so he tweaked it so that it would work for his particular type of magic and be better than the original, as is the case with a few of his spells. He can create up to ten of these blades in the air created from mana before launching them all at once, two at a time, one at a time, etc. Zen is also able to launch them while he attacks, as if he had complete separate control of them. They have a full range of motion but will stay by or around his side until he launches them at a speed of 120 ft/s. It goes on cooldown after ten have been fired. Like his puppets, these can be used to overwhelm his opponent. Each deal B-Rank damage and if they impale the enemy, will explode and deal and additional C-Rank damage. I will need you to state that this spell can only deal 1.5 a B-rank of damage each post max to a person. Also lower the damage that each disc does to a C-rank each(not including explosion).

    Strengths:
    - Good for overwhelming an enemy
    - Relatively fast
    - Each deal a good amount of damage, if they all hit the damage potential is quite high

    Weaknesses:
    - Relatively long cooldown
    - Not very good for defense or out-of-combat purposes
    - Swords can't break through A-Ranked defenses (unless used together)
    - Range relatively short (150 ft) This is not a short range. Some people can't even see that far. Change it please.

    Duration/Cooldowns 5 posts / 6 posts

    Recreation - The Memory:

    Name: The Memory
    Rank: B
    Type: Magical Sword, Re-equip
    Description: The only other weapon he learned to use aside from the scythe was the sword. It was actually Aegis' preferred weapon, so Zenshin decided to make a blueprint of his favorite sword among his master's massive arsenal of sharp steel blades. It's the one he used during their final engagement, right before Aegis gave him a special key and the use of his magical circuit was finally unlocked. With a razor sharp edge and proper mastery of the weapon, he can use it to its fullest potential, not having to worry about what or how to do anything he has to with it. With a two and a half foot long blade, this is not just a simple katana, it's a memory of the final duel with the greatest swordsman whom ever lived. Deals 1.5 B-rank damage.

    The Memory:

    Knight of Space K15016

    Strengths:
    - Very good for slicing and stabbing
    - Can cut through nearly anything provided that it isn't defended or enchanted by magic
    - Can be thrown with great speed in accuracy

    Weaknesses:
    - Melee weapon ; Little range
    - No utility
    - Can only throw it once before having to retrieve it (I guess you could say tactic is a double edged sword *rimshot*)
    - No magical enhancements other than being able to cut through anything non-magical

    Duration/Cooldowns 5 posts / 6 posts

    Name of Technique: Relentless Assault
    Rank: B
    Type: Sword Technique
    Description: By empowering his limbs through the use of redirecting mana into his muscles, he is able to move and act much faster than normal. Zenshin will do this and do it relentlessly, swinging at his opponent in unpredictable, rough swings, throwing all chances of accuracy out the window in return for a much surprising and harder to block set of movements. Being very sloppy and rough, he doesn't particularly enjoy using it, and will only use it when he feels it has to be done. The empowering lasts for two posts and has a cooldown of three, but once it ends, his stamina will take a massive hit from the overexertion of his muscles, causing his speed to be cut by a good amount (25%). This is as reckless as an assault can get. Increase the speed debuff to 50%.

    Strengths:
    - Quite unexpected and unpredictable. The enemy shouldn't be able to block the majority of these swings unless aided through magical means.
    - Doubles his speed and power for the remainder of the technique.
    - Reduces the effectiveness of defensive spells by a rank (those B-Rank and under) ; Will force the enemy to also "all in"

    Weaknesses:
    - The trade-off ; Once the technique ends, his speed and strength will halve for remainder of the cooldown
    - Short range ; Zenshin must be a few feet in order to successfully use this
    - Ineffective against flying enemies
    - Ineffective against ethereal enemies (like ghosts)

    Duration/Cooldowns 2 posts / 3 post

    Refuse:

    Name: Refuse
    Rank: B
    Type: Defensive
    Description: To cast this spell, Zenshin takes a knee and holds out an unoccupied hand to the air. In an instant, a small dome will surround him made out of pure mana, absorbing any single spell that is B rank or below. Although it behaves like regular mana, it does have an additional property that makes it more than just a regular *shield*, like one made of ice or metal. This particular shield can only take a single spell before being destroyed, regardless of rank, but when it *does* absorb the spell of any rank, it will fire off a beam of energy at the enemy that deals damage equivalent to the spell that it absorbs. This spell can only be used to block a B-rank and lower spell. A-rank will hit through the barrier and hit you for half damage while S-rank and higher will go through it as if nothing were there.  Please add this to the description or somewhere else in the spell.

    Strengths:
    - Powerful shield ; Will absorb anything that isn't A and above
    - Protection ; It protects him from every angle
    - Defensive offense ; Will fire a beam at the enemy of equal strength to the power absorbed

    Weaknesses:
    - Melee weapons cut through the shield and do not activate its second effect
    - Can only block one spell before being destroyed
    - Beam is linear and is very predictable
    - Mostly defensive ; He doesn't expect the beam to hit most of the time

    Duration/Cooldowns Instantaneous  / 5 posts

    A-Rank Spells:


    Recreation - The Chance:

    Name: The Chance
    Rank: A
    Type: Magical Scythe, Re-equip
    Description: This is the second "final" scythe in the line of 'The Reaper' transformations and as such, is the second most most powerful. After two posts of using 'The Hope' [assuming its technique hasn't been used], the max capacity of mana will be reached and Zenshin will be able to turn it into 'The Chance'. Example: The post he casts 'The Hope' it counts as one and he would be able to transform it at the end of the second post. Also like the previous 'form' of the scythe, the time when it is at the maximum amount of mana is explicitly telegraphed, as the red eye in the center of the glyph around the middle of the scythe will turn a much darker red and will leave a streak of red light whenever the scythe is moved. Unlike 'The Hope', however, the scythe will not elongate downwards like a regular scythe would, instead, it turns into something resembling an ax with a sharp, elongated heel. Being the largest and strongest scythe Zenshin has at his disposal, it becomes a question of strength over speed and maneuverability. It is also relatively hard to actually use since it takes at least six posts for 'The Reaper' to transform into this behemoth. When transforming, it will glow bright for a second before the heel retracts to a mere three and a half feet feet while the toe curves downwards sharply and grows until it hits a long, six feet. Deals A-Rank damage.

    The Chance:

    Knight of Space OX8gnt0

    Strengths:
    - Significantly more powerful than its predecessor
    - Able to slice through defenses of A-Rank of below You can damage defenses but will only cut through if you beat the threshold of the defense with the attack. Please change this strength.
    - Due to its shape, it has the potential to be used as a hook

    Weaknesses:
    - Cannot be used single handedly
    - Very heavy ; swings at the speed of a normal scythe would swing
    - Melee weapon ; useless when the enemy is farther than six feet away
    - Takes a while to use ; at least six posts before 'The Verdict' can be used

    Duration/Cooldowns 5 posts / 6 posts

    Name of Technique: Guilty
    Rank: A
    Type: Scythe Technique
    Description: Once at least a post has gone by since transforming his previous scythe into 'The Chance', Zenshin will focus on one particular object and heave a powerful, vertical or horizontal slash at what he is aiming for. Regardless of it being an offensive or defensive spell, the scythe will cut through it like a hot knife through butter. There is only one catch to this effect, that being that if it cuts anything above A-Rank, the scythe will shatter and Zen will have to recreate another 'Reaper' and start all over again if he wants to reach this point. Also, it is only for any object that gets caught in the blade of the weapon, and as such, it is difficult to hit object behind him and under him without the proper foresight. Think of this technique as requiring 'counters'. Every time a post goes by without using it, 'The Chance' gains one 'counter', and every time it is used, one 'counter' is removed.

    Strengths:
    - Able to dispel any offensive spell that collides with it if it is of equal or lower rank [if equal rank, the technique is also destroyed]
    - Can be used in mid-air and be aimed at varying angles that lie on a y-axis
    - Very unique effect ; much like the technique 'Rift' this also reduces the rank of whatever defensive spell stands in its way by one rank. This one, however, includes any and all defensive spells that get in its path [does NOT affect directly offensive spells] (A-Rank or below)

    Weaknesses:
    - Relatively slow swing ; Swings at the speed of a normal scythe
    - Will break if used to slice anything above A-Rank
    - Melee range ; Useless at long range, unless the spell in question is shot at him
    - Having to re-do the entire chain of scythes is exhausting

    Duration/Cooldowns Instantaneous / 3 posts [also requires 1 'counter' to use]

    Mana Angel:

    Name: Mana Angel
    Rank: A
    Type: Offense, Mobility
    Description: By surging mana throughout his entire body, he extends it specifically out through his back and head, shaping and manipulating it into the shape of wings that have the likeness of stereotypical angel wings as well as a small ring around his head. While they are active, Zenshin is able to fly and fire projectiles from the wings that appear like feathers that deal B rank damage each. Each wing can fire a max of 5 projectiles per post and are razor sharp. As far as the halo goes, he is able to throw this and it will return to him like a boomerang. It deals A-Rank damage and can only be used once per post. As the trade-off of such a powerful form, he is unable to use any weapons (if his scythe was in a higher form such as The Hope or The Chance, it will be reset back to the reaper). Finally, while in this form, he will gain 2% of his magic power back per post.

    Strengths:
    - Allows for flight
    - Powerful passives
    - Good for ranged attacks

    Weaknesses:
    - Little melee capabilities
    - Zenshin will become exhausted after use, restricting his spell casting capabilities to C-Rank for 3 posts after the spell deactivates
    - Other passives are deactivated for the duration of this spell
    - Does very little for defense

    Duration/Cooldowns 5 posts / 10 posts

    Energy Manipulation - Siphon:

    Name of Technique: Energy Manipulation - Siphon
    Rank: A
    Type: Active
    Description: A power that replaced Zenshin's "finishing move" ; The Executioner. This is more practical and draws more on his ability to manipulate energy. Zenshin will siphon magical power from any spell cast in a 20 meter radius around him based on the magical power expended by creating an energy vacuum close to him that will suck in the energy from the very air which he will absorb. The spell absorbs half the cost of the magic power expended for any spells and weaken it by just as much for obvious reasons. Spells S-Rank and above will not be affected by Siphon. Costs the user half the amount of mp of the spell used by the enemy that was halved. Change radius to area in the description. Kyll will flip shit if she saw you had radius here.

    Strengths:
    - Weakens any spell A-Rank and below by half (A rank)
    - Relatively low cooldown compared to other A-Rank spells Not really true. Please change this.
    - Doesn't affect allies

    Weaknesses:
    - Cost the user half the amount of mp of the spell used by the enemy that was halved. This isn't a weakness exactly. State that this spell will have to cost you an extra mp equal to half of the spell this is used on. Meaning that you still pay the cost of an A-rank spell on top of half the spell that the opponent has halved.
    - Enemies out of his range are unaffected
    - S-Rank spells and above are unaffected
    - Not too many offensive capabilities

    Duration/Cooldowns Instantaneous / 5 posts

    Overruled:

    Name: Overruled
    Rank: A
    Type: Defensive, Support
    Description: One of Zenshin's only shielding abilities, though, very powerful in its job. The special thing about this shield isn't how much it can take damage-wise, it's what happens after the shield is broken that makes it special. Firstly, to activate the spell, Zen kneels down on the floor, putting both his hands on the ground next to him, and sends a powerful burst of mana through the leylines to end up in front of himself and his allies in an upside down U shape. The shield itself is only 3 meters tall and 3 meters wide, but can sustain a lot of damage before being destroyed due to the nature of the 'pure' magic used to create it. Normally, any spell of equal rank or lower rank of the shield would simply be dispelled, but that's not how this particular one works. This one can resist 1 A-Rank spell before being broken by anything after, 2 B-Rank, 4 C-Rank, 8 D-Rank. When it IS destroyed, however, the mage behind the shield will gain a health and magic power boost depending on how powerful the spell that destroyed the shield was. If the shield was destroyed by an H-Rank spell, no boost will be gotten and the shield will instantly break, if S-Rank, the shield will instantly break, but it won't go through. If destroyed by an A-Rank, 15% health and magic power boost, B-Rank, 10% health and magic power boost, C-Rank, 5% health and magic power boost, D-Rank, 5% magic power boost. The reason behind this is that the shield absorbs some of the power used to destroy it, and transfers it to whoever it is shielding. S-rank attacks will get through this shield and do half damage.

    Strengths:
    - Powerful regardless of working in a team, or alone
    - Can sustain much damage before the mage behind it receives any damage
    - The abilities make it far better than the average shield

    Weaknesses:
    - Stationary shield ; not mobile at all
    - The enemy can abuse the ability if they know how the spell works
    - Only defends from the front
    - Strictly defensive

    Duration/Cooldowns 2 post / 5 posts

    Leyline Manipulation - Lockdown:

    Name: Leyline Manipulation - Lockdown
    Rank: A
    Type: Utility / Counter-spell
    Description: Leyline Manipulation - Lockdown is among Zenshin's simpler spells, created for the purpose of dealing with those who are able to evade his melee strikes by turning ethereal such as a shadow dragon slayer turning a portion of his body into shadow to avoid a slashing attack of his. Whenever typically solid objects become ethereal, they alter their own leylines unknowingly to have different properties than the rest of their average state. What this spell of Zenshin's does is force anyone within a 20 meter radius of him to stay in their original state of being, disallowing them from changing their form past physical aspects (which means it wouldn't affect mages that use takeover. As long as the body part or entire body remains solid, this spell doesn't affect them). Thanks to the fact that this is *his* spell, he is able to choose who it affects, allowing "exceptions" to allies and himself. Provided the spell they use is A-Rank or below, this will stop it and his enemy will still waste the cost of the spell.

    Strengths:
    - Doesn't affect him or his allies
    - Enemy will still waste the mana cost on a spell that changes their "state"
    - As long as the spell is A-Rank or below, this spell will prevent it from working

    Weaknesses:
    - Very situational
    - Useless if the enemy doesn't rely on changing their "state" or knows that he has this spell
    - No direct offensive capabilities
    - Doesn't affect "state" altering spells of S-Rank or above strength

    Duration/Cooldowns Instant / 5 posts


    S-Rank Spells:


    Recreation - The Sentence:

    Name of Technique: Recreation - The Sentence
    Rank: S
    Type: Magical Weapons, Re-quip
    Description: This is the final stop where his scythe ends up if he uses it long enough in battle. Although it's the truly final evolution of his scythe, the weapon itself isn't necessarily the unconventional pole arm that the last three have been.  After two posts of using 'The Chance' [assuming its technique hasn't been used], the max capacity of mana will be reached and Zenshin will be able to turn it into 'The Sentence'. Example: The post he casts 'The Chance' it counts as one and he would be able to transform it at the end of the second post into either one of these final weapons. With the addition to this final set of weapons to his arsenal, Zenshin is capable of dueling with even the strongest of re-quip users as well as ultimate monsters that seem to be springing up lately. Upgrading his "Chance" scythe into different weapons in this arsenal will yield different, very powerful effects, although he can only upgrade it once and none of them have active effects, which is the downside to this spell. What is good, however, is the variability between them as well as the power to select which one he needs for the situation. Does he need raw power and speed? His sword. Does he need flight and the ability to make quick aerial maneuvers? His spear. Does he need to regenerate magical power and health quickly while stealing it from his opponent in order to come back in the fight? His scythe. Several final outcomes for his scythe, but only one final outcome for the battle is how he thinks of this spell. It takes at least two posts of using the Hope. All these weapons deal S-Rank damage.

    The Sword; Guilt:

    Knight of Space 300px-Rebellion_DMC4

    The sword is the first of what Zenshin can transform his scythe into. It is a five foot long sword that, to put it simply, hits like a truck. This sword is heavier than many other swords and can be wielded single handedly or with both, although both are equally comfortable to the wielder. If he re-quips to this sword, his speed will increase to a level at which it will be difficult to see him move, and his strength will increase to a point that a single swing of this weapon will shatter the earth in a linear pattern towards his opponent (kind of like how his signature spell works). Furthermore, this sword can be thrown straight or spinning horizontally, the latter of which will return to him like a boomerang because of the powerful magical connection he has with the weapon. At any time, he can return the weapon to his hand by either dissipating it from its current location of simply holding out his hand and causing force to return it to him. He will normally re-quip to this if he's looking to overpower his opponent in a battle or deal massive damage in a relatively short period of time. Although it's about as heavy as several harpoons, he wields it as if it was as light as a feather for the same reasons as his previous weapons. Zenshin moves at 125% normal speed.
    Lower the speed boost here to 75%

    The Scythe; Honest:

    Knight of Space R6Zt9ZR

    The scythe is the spiritual successor to his entire upgrade line of weapons, from all the way back since C-Rank, The Chance can transform into this surprisingly simple scythe. Although it doesn't hit nearly as hard as Guilt, his sword, it has powerful passive effects that make it as useful. It's relatively long, the shaft being six feet long and the blade being a little shorter (five inches shorter), making it a medium-to longer ranged weapon, it also has this nifty effect of leeching magical power and health off of any opponent in a 25 meter radius of him wielding the scythe. It literally 'reaps' the magical power from his enemy, their life energy, allowing him to recycle it and use it for his own purposes. Every second time it cuts its enemy, an additional 5% magic power and health will be stolen, and it increases by 5% each two cuts (so if he lands 2 cuts, he will steal 10% that post). Truly a force to be reckoned with, a worthy successor to the Reaper. Only affects S-Rank mages and below
     This leech ability should have a max amount it can leech of 10% mp and hp per post.

    The Spear; Truth:

    Knight of Space F1dw173

    Actually a relatively new weapon he has been experimenting with since he figured he preferred pole arms, Zenshin has now mastered using a spear. Like the other weapons that he can use with this spell, it has its own unique effects and weaknesses compared to the others. It's 5 feet long at the shaft with the blade measuring 2 feet, making it have quite long range for a melee weapon. The spear itself was actually inspired by watching the Speed Demon's fairy partner Devon fight wryms and he had a similar idea to incorporate into his spell. Using the spear allows for flight as well as very powerful lunging and stabbing attacks. Each lunging or stabbing attack that lands sends a wave of force throughout his enemy's body, inflicting internal damage beyond most of his other weapons. Furthermore, if he is moving while he performs a successful lunging or stabbing attack with the spear, not only with the previous effect happen, but it will also send a wave of force forward from behind him, speeding him up by 300% as well as his enemy as he moves to pin them to the nearest wall, though if there is no or if he doesn't pin them to the ground, it will send him 50 meters in an instant before he comes to a stop on a dime. Slashing attacks do little to no damage because of this
    Lower the boosted speed amount to  100% during the lunge attack. 

    The Bow; Dishonest:

    Knight of Space 7iPJSWK

    The final weapon he can create is Dishonest, the bow. What it can do is different than all the other weapons, naturally, as it is a ranged weapon instead of a melee weapon. A key feature about this bow is the arrows. Zen creates any amount of arrows out of mana and simply has to move his hand along the side of the bow string to draw it. The arrows travel at a speed of 100 meters per second and will cut through spells of equal or lower rank. Zenshin can fire up to four arrows at once and they will be accurate from this bow. If his arrows hit an enemy, they will explode after a second, dealing an additional A-Ranked spells worth of damage, making this bow capable of dishing out severe dps if used properly. It is also capable of firing arrows with special properties, such as with a string or several attached  to anchor a target potentially to a wall or floor or an arrow that can be shot up into the air and cause a rain of arrows to come down that all deal B-Rank damage, but in an area of 10 meters, making it excellent for dealing with enemies in a large range. This spell is particularly used to deal with hordes or if he truly needs to keep at a range.
     Please state that both of these attacks have a max damage of 1.5 S-rank damage max.

    Strengths:
    - There's something for every situational
    - VERY powerful passive effects
    - Passives are still active!

    Weaknesses:
    - Takes a hell of a long time to get to this point
    - He can only pick ONE
    - By the time he gets here, he would've expended quite an enormous amount of magical power
    - Most spells do not allow him to use his scythe, making it even harder to get to this point
    - Picking the wrong one could be useless depending on the situation (such as if he gets tricked)

    Duration/Cooldowns Variable / 3 posts if turned off and on again This needs a duration here. Variable durations are not a thing.

    The Dream:

    Name: The Dream
    Rank: S
    Type: Offensive
    Description: One of the most powerful spells he has at his disposal, Zenshin recalls getting the idea from a dream (hence the name). Normally, he wouldn't go so far as to use something like this, as it strains his body so immensely, his very life is in danger while it's activated. To activate it, he must give up 30% of his current health and Magic Power. At this point, he will call out the name of the spell followed by undoing mental barriers he made to restrict his own power so that it wouldn't harm his body. When it *is* activated, he will only look like a glowing figure, like a silhouette, except glowing white instead of opaque black. The ground beneath him will crack and the air around him will look disrupted, as the leylines themselves are vibrating due to the pressure he is giving off. A half mile area around him will feel the pressure he's giving off, causing an increase in the force of gravity and grounding most flying enemies. He replicates the same technique used in "Leyline Refraction", but on a much grander scale, creating ten "holograms" of himself all around his enemy or enemies, although only he can actually attack. These holograms can move around and do everything he can, except for cast spells and physically attack. Each can take a single B-Rank spell's worth of damage before disappearing and are controlled by Zenshin. Also during this spell, his speed and strength hit their max limit, tripling for the remainder of the spell, being able to send cannon sized shock waves with just punches and move faster than the eye can follow. Of course, such a spell doesn't come without its downsides. Every post that this spell is active, his body takes 5% damage per post and his mana drains at a rate of 5% per post. This spell lasts five posts before Zenshin repairs the mental barriers lest his body be torn apart by this spell. (Normal max speed - 11 m/s ; Normal max strength - Being able to punch through a steel wall) Change the strength buff part to adding an extra 0.5 of S-rank damage to his physical attacks instead. It will work better as a way of explaining the buff more. Also I did not mean his normal strength being able to punch through a steel wall, I meant that as his newly enhanced strength.

    Strengths:
    - In terms of raw power, unmatched
    - His speed allows him to become very difficult if not impossible to follow with the eye
    - Flying targets are grounded

    Weaknesses:
    - Will kill him if used at an improper situation
    - Very situational to cast
    - Other passives are deactivated during the remainder of the spell
    - Very high cooldown

    Duration/Cooldowns 5 posts / 14 posts

    Recreation - The Faith:

    Name: The Faith
    Rank: S
    Type: Offensive / Defensive
    Description: Just like "The Dream", this spell isn't likely to be used unless he really has to. Just like "The Dream", this puts enormous stress on his body because he does the same thing that he does when he uses the other, releases his mental barriers. The key difference is that he *focuses* all of that mana except of letting it run rampant in and all around his body. How he focuses it is entirely up to him, which is the beauty of this spell. He could either focus all of this mana into a powerful S ranked shield that will absorb anything that isn't H rank, or he could focus it all into a single, powerful weapon such as a sword or bow. Zenshin could also choose to focus them in such a way to project his limbs, such as a giant ethereal hand that is capable of grabbing his enemy or projectiles. It's possible to shape all of this overflowing magic power into whatever he so pleases, and whatever he creates will take the properties of that of a similar spell category. For example: If he creates a massive shield in front of him, it will take on the properties of a defensive spell, being able to block anything that is S rank or below. Or, if he creates a sword it will take on the properties of an offensive spell and do the same in damage. The largest he can create something is variable, but the biggest he's ever projected is a massive suit of armor with a buckler in one arm and a crossbow in the other hand. These enormous things are harder to maintain than, say, something he can hold in his own hands. What this means is that every post he is maintaining these enormous projections (anything like a giant hand or suit of armor like that above), 5% magic power will be expended. Anything that he is able to hold in his own hands, 2% magic power will be expended per post. Anything created will also break in 2 S-Rank attacks. Zenshin CAN project more during the spell, but that will only increase the magic cost further.
    After the damage threshold of 2 S-rank is reached this spell should go on CD. Please state this.

    Strengths:
    - One of the most versatile spells in his arsenal
    - Potential to be ranged
    - Powerful in arguably any situation

    Weaknesses:
    - Very expensive to cast
    - Strains his body immensely ; The most he can maintain this spell is 4 posts
    - The bigger the projection, the slower he moves
    - Very high cooldown and very low duration

    Duration/Cooldowns 4 Posts / 14 Posts


    Penultimate Bastion - The Judge:

    Name: Judgement
    Rank: S
    Type: Special
    Description: Zenshin puts the blade of his scythe gently onto the ground before closing his eyes and putting both hands on the bottom of the shaft of his weapon and focusing all his consciousness within him before utilizing the ultimate power of a recreationist mage, taught to him by the ultimate recreationist.
    "I am the sole and true judge
    What gives me this honor and right?
    I will step forward when no one else feels as though they could.
    My word is just and the truth. Any words that contradicts my judgement are false.
    I yearn for true and total balance in this reality.
    It is the only way to truly achieve peace.
    The evil cannot outweigh the good.
    The good cannot outweigh the evil.
    Any time this rule is broken, there will be war, bloodshed, and death.
    I have no regard for what becomes of me.
    I only have regard for what happens to those whose lives I change.
    For better.
    Or for worse.
    Judgement."

    Following the incantation, he is completely focused on his inner world and finishes with merging his mind, body, and magic. It is also where Zenshin is given a choice whether to project his inner world into reality, or make reality his inner world. Both will result in a blinding flash emanating from Zenshin before any changes in the reality of his opponents or allies becomes apparent. All of this will happen in an 80 meter radius around him. The sky will be cut in half, one side of it will be completely black while the other will be completely white and the ground they are standing on will have changed to a marble chessboard with alternating black and white tiles. Should he choose to project his inner world outwards, him, his allies, and his enemies will only be able to cast alternating ranked spells. Example: Zenshin uses an S-Ranked spell, his next spell would have to be C-Rank. Or he uses a B-Rank spell, the next spell would have to be A-Ranked. This effect only applies to B-Ranked mages and above, as he will most likely never use this against anyone weaker. It's unlikely he'll even use this against anyone but another mage of his strength or stronger. Also: While this ability is active and his inner world as replaced reality, Destruction, Creation and Recreation magic are greatly empowered (40% stronger, works for both allies and enemies) and allies get re-energized as well as lightly healed, at the cost of Zenshin's magic resistance and life energy.

    Should he choose to accept reality as his inner world, all magic will be disabled for the duration, leaving the magi with one weapon of their choice to fight with. His own allies as well as his opponent's allies will be left out of this, leaving only Zenshin to confront his enemy in the most basic way possible. The checkerboard will face as well as the sky into a pitch black sheet above them in place of the sky and a pitch white sheet under them replacing the ground. Both him and his enemy will be healed equally and it is up to who has the stronger will at this point. Damage and pain is amplified tenfold if he chooses to pick reality over his inner world.

    Strengths:
    - Greatly empowers Zenshin's Recreations, as well as any kind of Creation or Destruction magic any ally may have. (Destructive spells of different types of magic count as Destruction magic)<== Should he choose his IW over RTY
    - Heals minor wounds allies might have, restores their endurance and gives them strength and magical energy for one final powerful attack. (Applies to Zenshin himself) <== Should he choose his IW over RTY
    - Removes the cool-down of 1 A-rank spell, 2 B-rank spells or 4 C-rank spells of allies, of their choosing. (Applies to Aegis himself as well)<== Should he choose his IW over RTY
    - Completely balances the battlefield, no one is stronger than the other <== Should he choose his RTY over IW

    Weaknesses:
    - Zenshin forfeits his Magic Resistance skill for the duration of this event and will need to wait 3 posts after it has ended in order to recover it
    - Using this ability is the ultimate gamble. If used at the right time it will assure victory. If used at the wrong time, however, it could potentially destroy Zenshin and his allies.
    - Due to the inhuman amounts of anguish and pain this entire process creates for Zenshin, after it ends he will lose his consciousness for 1-6 posts, the exact number being left to chance. The enormous strain also causes some of his smaller blood vessels to break, making his entire body start bleeding, which can lead to blood loss unless treated. He may also receive a more serious physical injury (broken bones, for example)
    - The spell potency increase is also applied to any and all enemies caught within the field
    - If Zenshin is unable to finish the chant (be that because of magical silencing, physical damage or any other type of interrupting event) he can not achieve the level of focus needed to activate the power.

    Duration/Cooldowns 3 posts / Entire thread
    Again this spell is saved for Zeno to review when he gets back.


    Signature Spell:

    Energy Manipulation - Burst:

    Name: Energy Manipulation - Burst
    Rank: S
    Type: Offensive / Defensive / Toggle
    Description: Upon mastering the ability to control the flow of mana throughout his body, Zenshin is now capable of sending massive bursts of energy to his body parts to strengthen a blow to such an extent that a powerful shock wave is sent out. This effect is comparable to the strength and speed of the blows he uses during his spell "The Dream", although not nearly as large in diameter. If it's the size of a cannon during "The Dream", then "Burst" allows his blows to shoot out shock waves as big and as strong a fifty caliber bullet, provided he attacks with his fists. Should he use burst while using his a bladed weapon such as "The Memory" or "The Reaper", it will send out a "sharp" blade of wind capable of cutting thick stone out at the same speed as it would a punch or kick of his.  

    Strengths:
    - Greatly empowers melee attacks
    - Very fast
    - He can choose when and when not to use this depending on the situation

    Weaknesses:
    - Very linear
    - Mostly offensive, though it can be used defensively
    - Allies caught in the cross hairs aren't safe
    - Wind mages (such as slayers) or force mages can cancel the shock wave or blow away his wind (or consume it for a good deal of magic power provided they can deal with the feeling of a truck hitting them in the face)

    Duration/Cooldowns Instant / 1 posts Make this CD at least 2 posts due to the fact that CDs have to be longer than durations.


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    King Zenshin
    King Zenshin
     
     

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    Character Sheet
    First Magic: Archmage's Sanctum
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 19th December 2014, 7:56 pm

    Bump


    _____________________________________________________________________________________



    Missions Completed
    100 Year: 1
    10 Year: 1
    S-Ranked: 1
    A-Ranked: 4
    B-Ranked: 4
    D-Ranked: 3
    Event Experience: 57,562.5
    Dungeon Experience: 2,325
    Total Experience: 263,160

    Character / Vincent Gauss
    Primary Magic / Knight of Space
    Secondary Magic / Paladin's Armaments
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    Cirven
    Cirven
     
     

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    Lineage : The Devil Jester
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    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 20th December 2014, 10:28 am

    @King Zenshin wrote:
    B-Rank Spells:


    Recreation - The Hope:

    Name: The Hope
    Rank: B
    Type: Magical Scythe, Re-equip
    Description: A property of Zenshin's peculiar scythe is that it can do something close to... 'transform', so to speak. While he uses it, the scythe takes his from his mana, slowly, not to completely drain him while he uses it. Over time, the small, crescent moon decoration at the top of 'The Reaper' goes from a dim blue to a bright aqua once it's completely 'full', which takes some time since the weapon draws slowly from his power. To finally get 'full' with his magic power takes two posts of the scythe in his hands. Example: The post he casts 'The Reaper' it counts as one and he would be able to transform it at the end of the second post. Once it has reached its limit, 'The Reaper' won't draw any more power from Zenshin, and will either continue to have a bright decoration, or wait to be transformed. After it cannot store any more of his power, Zen is able to transform the scythe, making it glow a bright white for a few seconds while the blade grows in size significantly. Not only does it grow about a foot and a half in length, on both sides, it gets a bit taller and heavier as well. The "transformation" doubles the power of the weapon and makes it much more efficient to wield double handedly, since, even though it is much lighter because it's made from his power, it's still heavy enough to warrant that he not use the huge scythe with one hand. Other than that, the weapon weapon looks aesthetically pleasing to him, obviously, consisting of the blade turning into a glowing, crescent moon on its side. Even though this weapon is basically an 'upgraded' version of the previous scythe and full of magic power, it still has the potential to grow into something even more powerful, the "storage" center of the scythe being the eye-like carving around the center of the blade. Deals B-Rank damage.

    The Hope:

    Knight of Space RAbRHOx

    Strengths:
    - Significantly more powerful than its predecessor
    - Could be used as an "anchor"
    - Great for lighting up dark places

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly

    Duration/Cooldowns 5 posts / 6 posts

    Name of Technique: Rift
    Rank: B
    Type: Scythe Technique
    Description: Once at least a post has gone by since transforming his previous scythe into 'The Hope', Zenshin is able to raise the scythe up to his right side, and swing it quickly in a clock-wise, circular motion, causing the weapon to glow bright aqua and send a powerful, vertical wave of mana at the enemy. Alternatively, he can extend his arms so he holds his weapon horizontally and swings quickly around in a circle, spinning his body with it, and on his way back around to his original position, the weapon releases a horizontal wave of mana. Doing either of these increases the amount of time the weapon needs to be able to transform by a post. The wave itself will travel at 1 ft/s for 5 meters unless it collides with another spell. Furthermore, if it cuts through a defensive or offensive spell, it will continue forward and only stop until it hits a second spell, hits the target, or misses the target.

    Strengths:
    - Very unique effect ; reduces the rank of whatever defensive spell (provided it is B rank or below) that stands in its way by one rank [only effects one defensive spell ; if it cuts through and hits another, that other is not affected. Also, this does NOT affect directly offensive spells] What exactly are you saying that this does here? Does it lower the damage threshold or does this simply do more damage? If this does more damage to defenses then lease state this instead because this is too vague in its meaning. Also I am only willing to allow 0.5 extra damage max of rank of the spell here.
    - Able to dispel any offensive spell that collides with it if it is of equal or lower rank [if equal rank, the technique is also destroyed]
    - Can be used in mid-air and be aimed at varying angles that lie on a y-axis

    Weaknesses:
    - Increases the amount of time the weapon needs to be able to transform by a post
    - Linear spell ; easily dodged if used at max range
    - Won't damage anything that it can't cut through [if it is used against an S-Rank spell, it will immediately be dispelled, it would be as if it was never used]
    - Only offensive

    Duration/Cooldowns Instantaneous / 4 post

    Linkstep:

    Name: Linkstep
    Rank: B
    Type: Utility, Mobility
    Description: Linkstep is a move developed by his mentor, a move Zenshin asked to learn while training his recreation abilities. Zen looks for the leylines that flow into an entity and basically 'hitches a ride' on them, teleporting himself to the next entity. The closest comparison would be to imagine an invisible river flowing very quickly. He is basically turning into drops of water in the river and, upon reaching the end, re-materializes into his regular form. This spells range is the same as his Origin Perception, 25 meters. It takes him the same amount of time to reach his destination as a jet moving at mach 1 (and only in a linear direction).

    Strengths:
    - Effective as a gap closer ; almost exactly like teleportation
    - As long as he can see his opponent, he can linkstep to it
    - A core ability for him as a melee fighter

    Weaknesses:
    - Only living entities can be linkstepped to, as non-living entities dont have the same kind of leylines
    - Range of 25 meters, anything past that is out of reach
    - Not directly offensive
    - Not directly defensive either; mostly utility and movement

    Duration/Cooldowns Instantaneous / 4 posts

    Energy Manipulation - Endless Blades:

    Name: Energy Manipulation - Endless Blades
    Rank: B
    Type: Offensive
    Description: A pretty simple spell that as far as Zenshin is concerned, was developed by his brother, Shaku. Zenshin liked the spell, however, so he tweaked it so that it would work for his particular type of magic and be better than the original, as is the case with a few of his spells. He can create up to ten of these blades in the air created from mana before launching them all at once, two at a time, one at a time, etc. Zen is also able to launch them while he attacks, as if he had complete separate control of them. They have a full range of motion but will stay by or around his side until he launches them at a speed of 120 ft/s. It goes on cooldown after ten have been fired. Like his puppets, these can be used to overwhelm his opponent. Each deal C-Rank damage and if they impale the enemy, will explode and deal and additional C-Rank damage. This spell can only deal 1.5 a B-rank of damage each post max to a person.

    Strengths:
    - Good for overwhelming an enemy
    - Relatively fast
    - Each deal a good amount of damage, if they all hit the damage potential is quite high

    Weaknesses:
    - Relatively long cooldown
    - Not very good for defense or out-of-combat purposes
    - Swords can't break through A-Ranked defenses (unless used together)
    - Range relatively short (10 meters)

    Duration/Cooldowns 5 posts / 6 posts

    Recreation - The Memory:

    Name: The Memory
    Rank: B
    Type: Magical Sword, Re-equip
    Description: The only other weapon he learned to use aside from the scythe was the sword. It was actually Aegis' preferred weapon, so Zenshin decided to make a blueprint of his favorite sword among his master's massive arsenal of sharp steel blades. It's the one he used during their final engagement, right before Aegis gave him a special key and the use of his magical circuit was finally unlocked. With a razor sharp edge and proper mastery of the weapon, he can use it to its fullest potential, not having to worry about what or how to do anything he has to with it. With a two and a half foot long blade, this is not just a simple katana, it's a memory of the final duel with the greatest swordsman whom ever lived. Deals 1.5 B-rank damage.

    The Memory:

    Knight of Space K15016

    Strengths:
    - Very good for slicing and stabbing
    - Can cut through nearly anything provided that it isn't defended or enchanted by magic
    - Can be thrown with great speed in accuracy

    Weaknesses:
    - Melee weapon ; Little range
    - No utility
    - Can only throw it once before having to retrieve it (I guess you could say tactic is a double edged sword *rimshot*)
    - No magical enhancements other than being able to cut through anything non-magical

    Duration/Cooldowns 5 posts / 6 posts

    Name of Technique: Relentless Assault
    Rank: B
    Type: Sword Technique
    Description: By empowering his limbs through the use of redirecting mana into his muscles, he is able to move and act much faster than normal. Zenshin will do this and do it relentlessly, swinging at his opponent in unpredictable, rough swings, throwing all chances of accuracy out the window in return for a much surprising and harder to block set of movements. Being very sloppy and rough, he doesn't particularly enjoy using it, and will only use it when he feels it has to be done. The empowering lasts for two posts and has a cooldown of three, but once it ends, his stamina will take a massive hit from the overexertion of his muscles, causing his speed to be cut by a good amount (50%). This is as reckless as an assault can get.

    Strengths:
    - Quite unexpected and unpredictable. The enemy shouldn't be able to block the majority of these swings unless aided through magical means.
    - Doubles his speed and power for the remainder of the technique. Lower this increase to a 50% increase.
    - Reduces the effectiveness of defensive spells by a rank (those B-Rank and under) ; Will force the enemy to also "all in" What exactly are you saying that this does here? Does it lower the damage threshold or does this simply do more damage? If this does more damage to defenses then lease state this instead because this is too vague in its meaning. Also I am only willing to allow 0.5 extra damage max of rank of the spell here.

    Weaknesses:
    - The trade-off ; Once the technique ends, his speed and strength will halve for remainder of the cooldown
    - Short range ; Zenshin must be a few feet in order to successfully use this
    - Ineffective against flying enemies
    - Ineffective against ethereal enemies (like ghosts)

    Duration/Cooldowns 2 posts / 3 post

    Refuse:

    Name: Refuse
    Rank: B
    Type: Defensive
    Description: To cast this spell, Zenshin takes a knee and holds out an unoccupied hand to the air. In an instant, a small dome will surround him made out of pure mana, absorbing any single spell that is B rank or below. Although it behaves like regular mana, it does have an additional property that makes it more than just a regular *shield*, like one made of ice or metal. This particular shield can only take a single spell before being destroyed, regardless of rank, but when it *does* absorb the spell of any rank, it will fire off a beam of energy at the enemy that deals damage equivalent to the spell that it absorbs. This spell can only be used to block a B-rank and lower spell. A-rank will hit through the barrier hit Zenshin for half damage while S-rank and higher will go through it as if nothing were there.

    Strengths:
    - Powerful shield ; Will absorb anything that isn't A and above
    - Protection ; It protects him from every angle
    - Defensive offense ; Will fire a beam at the enemy of equal strength to the power absorbed

    Weaknesses:
    - Melee weapons cut through the shield and do not activate its second effect
    - Can only block one spell before being destroyed
    - Beam is linear and is very predictable
    - Mostly defensive ; He doesn't expect the beam to hit most of the time

    Duration/Cooldowns Instantaneous  / 5 posts

    A-Rank Spells:


    Recreation - The Chance:

    Name: The Chance
    Rank: A
    Type: Magical Scythe, Re-equip
    Description: This is the second "final" scythe in the line of 'The Reaper' transformations and as such, is the second most most powerful. After two posts of using 'The Hope' [assuming its technique hasn't been used], the max capacity of mana will be reached and Zenshin will be able to turn it into 'The Chance'. Example: The post he casts 'The Hope' it counts as one and he would be able to transform it at the end of the second post. Also like the previous 'form' of the scythe, the time when it is at the maximum amount of mana is explicitly telegraphed, as the red eye in the center of the glyph around the middle of the scythe will turn a much darker red and will leave a streak of red light whenever the scythe is moved. Unlike 'The Hope', however, the scythe will not elongate downwards like a regular scythe would, instead, it turns into something resembling an ax with a sharp, elongated heel. Being the largest and strongest scythe Zenshin has at his disposal, it becomes a question of strength over speed and maneuverability. It is also relatively hard to actually use since it takes at least six posts for 'The Reaper' to transform into this behemoth. When transforming, it will glow bright for a second before the heel retracts to a mere three and a half feet feet while the toe curves downwards sharply and grows until it hits a long, six feet. Deals A-Rank damage.

    The Chance:

    Knight of Space OX8gnt0

    Strengths:
    - Significantly more powerful than its predecessor
    - Great for illuminating dark places
    - Due to its shape, it has the potential to be used as a hook

    Weaknesses:
    - Cannot be used single handedly
    - Very heavy ; swings at the speed of a normal scythe would swing
    - Melee weapon ; useless when the enemy is farther than six feet away
    - Takes a while to use ; at least six posts before 'The Verdict' can be used

    Duration/Cooldowns 5 posts / 6 posts

    Name of Technique: Guilty
    Rank: A
    Type: Scythe Technique
    Description: Once at least a post has gone by since transforming his previous scythe into 'The Chance', Zenshin will focus on one particular object and heave a powerful, vertical or horizontal slash at what he is aiming for. Regardless of it being an offensive or defensive spell, the scythe will cut through it like a hot knife through butter. There is only one catch to this effect, that being that if it cuts anything above A-Rank, the scythe will shatter and Zen will have to recreate another 'Reaper' and start all over again if he wants to reach this point. Also, it is only for any object that gets caught in the blade of the weapon, and as such, it is difficult to hit object behind him and under him without the proper foresight. Think of this technique as requiring 'counters'. Every time a post goes by without using it, 'The Chance' gains one 'counter', and every time it is used, one 'counter' is removed.

    Strengths:
    - Able to dispel any offensive spell that collides with it if it is of equal or lower rank [if equal rank, the technique is also destroyed]
    - Can be used in mid-air and be aimed at varying angles that lie on a y-axis
    - Very unique effect ; much like the technique 'Rift' this also reduces the rank of whatever defensive spell stands in its way by one rank. This one, however, includes any and all defensive spells that get in its path [does NOT affect directly offensive spells] (A-Rank or below) What exactly are you saying that this does here? Does it lower the damage threshold or does this simply do more damage? If this does more damage to defenses then lease state this instead because this is too vague in its meaning. Also I am only willing to allow 0.5 extra damage max of rank of the spell here.

    Weaknesses:
    - Relatively slow swing ; Swings at the speed of a normal scythe
    - Will break if used to slice anything above A-Rank
    - Melee range ; Useless at long range, unless the spell in question is shot at him
    - Having to re-do the entire chain of scythes is exhausting

    Duration/Cooldowns Instantaneous / 3 posts [also requires 1 'counter' to use]

    Mana Angel:

    Name: Mana Angel
    Rank: A
    Type: Offense, Mobility
    Description: By surging mana throughout his entire body, he extends it specifically out through his back and head, shaping and manipulating it into the shape of wings that have the likeness of stereotypical angel wings as well as a small ring around his head. While they are active, Zenshin is able to fly and fire projectiles from the wings that appear like feathers that deal B rank damage each. Each wing can fire a max of 5 projectiles per post and are razor sharp. As far as the halo goes, he is able to throw this and it will return to him like a boomerang. It deals A-Rank damage and can only be used once per post. As the trade-off of such a powerful form, he is unable to use any weapons (if his scythe was in a higher form such as The Hope or The Chance, it will be reset back to the reaper). Finally, while in this form, he will gain 2% of his magic power back per post.

    Strengths:
    - Allows for flight
    - Powerful passives
    - Good for ranged attacks

    Weaknesses:
    - Little melee capabilities
    - Zenshin will become exhausted after use, restricting his spell casting capabilities to C-Rank for 3 posts after the spell deactivates
    - Other passives are deactivated for the duration of this spell
    - Does very little for defense

    Duration/Cooldowns 5 posts / 10 posts

    Energy Manipulation - Siphon:

    Name of Technique: Energy Manipulation - Siphon
    Rank: A
    Type: Active
    Description: A power that replaced Zenshin's "finishing move" ; The Executioner. This is more practical and draws more on his ability to manipulate energy. Zenshin will siphon magical power from any spell cast in a 20 meter area around him based on the magical power expended by creating an energy vacuum close to him that will suck in the energy from the very air which he will absorb. The spell absorbs half the cost of the magic power expended for any spells and weaken it by just as much for obvious reasons. Spells S-Rank and above will not be affected by Siphon. Costs the user half the amount of mp of the spell used by the enemy that was halved.

    Strengths:
    - Weakens any spell A-Rank and below by half (A rank)
    - Cost the user half the amount of mp of the spell used by the enemy that was halved. This wouldn't be a strength. It will cost you an additional half of the spell they used to cast.
    - Doesn't affect allies

    Weaknesses:
    - Not very versatile
    - Enemies out of his range are unaffected
    - S-Rank spells and above are unaffected
    - No offensive or defensive capabilities really

    Duration/Cooldowns Instantaneous / 5 posts

    Overruled:

    Name: Overruled
    Rank: A
    Type: Defensive, Support
    Description: One of Zenshin's only shielding abilities, though, very powerful in its job. The special thing about this shield isn't how much it can take damage-wise, it's what happens after the shield is broken that makes it special. Firstly, to activate the spell, Zen kneels down on the floor, putting both his hands on the ground next to him, and sends a powerful burst of mana through the leylines to end up in front of himself and his allies in an upside down U shape. The shield itself is only 3 meters tall and 3 meters wide, but can sustain a lot of damage before being destroyed due to the nature of the 'pure' magic used to create it. Normally, any spell of equal rank or lower rank of the shield would simply be dispelled, but that's not how this particular one works. This one can resist 1 A-Rank spell before being broken by anything after, 2 B-Rank, 4 C-Rank, 8 D-Rank. When it IS destroyed, however, the mage behind the shield will gain a health and magic power boost depending on how powerful the spell that destroyed the shield was. If the shield was destroyed by an H-Rank spell, no boost will be gotten and the shield will instantly break, if S-Rank, the shield will instantly break, and hurt whoever is behind it for half the damage of the spell. If destroyed by an A-Rank, 15% health and magic power boost, B-Rank, 10% health and magic power boost, C-Rank, 5% health and magic power boost, D-Rank, 5% magic power boost. The reason behind this is that the shield absorbs some of the power used to destroy it, and transfers it to whoever it is shielding.

    Strengths:
    - Powerful regardless of working in a team, or alone
    - Can sustain much damage before the mage behind it receives any damage
    - The abilities make it far better than the average shield

    Weaknesses:
    - Stationary shield ; not mobile at all
    - The enemy can abuse the ability if they know how the spell works
    - Only defends from the front
    - Strictly defensive

    Duration/Cooldowns 2 post / 5 posts

    Leyline Manipulation - Lockdown:

    Name: Leyline Manipulation - Lockdown
    Rank: A
    Type: Utility / Counter-spell
    Description: Leyline Manipulation - Lockdown is among Zenshin's simpler spells, created for the purpose of dealing with those who are able to evade his melee strikes by turning ethereal such as a shadow dragon slayer turning a portion of his body into shadow to avoid a slashing attack of his. Whenever typically solid objects become ethereal, they alter their own leylines unknowingly to have different properties than the rest of their average state. What this spell of Zenshin's does is force anyone within a 20 meter radius of him to stay in their original state of being, disallowing them from changing their form past physical aspects (which means it wouldn't affect mages that use takeover. As long as the body part or entire body remains solid, this spell doesn't affect them). Thanks to the fact that this is *his* spell, he is able to choose who it affects, allowing "exceptions" to allies and himself. Provided the spell they use is A-Rank or below, this will stop it and his enemy will still waste the cost of the spell.

    Strengths:
    - Doesn't affect him or his allies
    - Enemy will still waste the mana cost on a spell that changes their "state"
    - As long as the spell is A-Rank or below, this spell will prevent it from working

    Weaknesses:
    - Very situational
    - Useless if the enemy doesn't rely on changing their "state" or knows that he has this spell
    - No direct offensive capabilities
    - Doesn't affect "state" altering spells of S-Rank or above strength

    Duration/Cooldowns Instant / 5 posts


    S-Rank Spells:


    Recreation - The Sentence:

    Name of Technique: Recreation - The Sentence
    Rank: S
    Type: Magical Weapons, Re-quip
    Description: This is the final stop where his scythe ends up if he uses it long enough in battle. Although it's the truly final evolution of his scythe, the weapon itself isn't necessarily the unconventional pole arm that the last three have been.  After two posts of using 'The Chance' [assuming its technique hasn't been used], the max capacity of mana will be reached and Zenshin will be able to turn it into 'The Sentence'. Example: The post he casts 'The Chance' it counts as one and he would be able to transform it at the end of the second post into either one of these final weapons. With the addition to this final set of weapons to his arsenal, Zenshin is capable of dueling with even the strongest of re-quip users as well as ultimate monsters that seem to be springing up lately. Upgrading his "Chance" scythe into different weapons in this arsenal will yield different, very powerful effects, although he can only upgrade it once and none of them have active effects, which is the downside to this spell. What is good, however, is the variability between them as well as the power to select which one he needs for the situation. Does he need raw power and speed? His sword. Does he need flight and the ability to make quick aerial maneuvers? His spear. Does he need to regenerate magical power and health quickly while stealing it from his opponent in order to come back in the fight? His scythe. Several final outcomes for his scythe, but only one final outcome for the battle is how he thinks of this spell. It takes at least two posts of using the Hope. All these weapons deal S-Rank damage.

    The Sword; Guilt:

    Knight of Space 300px-Rebellion_DMC4

    The sword is the first of what Zenshin can transform his scythe into. It is a five foot long sword that, to put it simply, hits like a truck. This sword is heavier than many other swords and can be wielded single handedly or with both, although both are equally comfortable to the wielder. If he re-quips to this sword, his speed will increase to a level at which it will be difficult to see him move, and his strength will increase to a point that a single swing of this weapon will shatter the earth in a linear pattern towards his opponent (kind of like how his signature spell works). Furthermore, this sword can be thrown straight or spinning horizontally, the latter of which will return to him like a boomerang because of the powerful magical connection he has with the weapon. At any time, he can return the weapon to his hand by either dissipating it from its current location of simply holding out his hand and causing force to return it to him. He will normally re-quip to this if he's looking to overpower his opponent in a battle or deal massive damage in a relatively short period of time. Although it's about as heavy as several harpoons, he wields it as if it was as light as a feather for the same reasons as his previous weapons. Zenshin moves at +75% normal speed.
     

    The Scythe; Honest:

    Knight of Space R6Zt9ZR

    The scythe is the spiritual successor to his entire upgrade line of weapons, from all the way back since C-Rank, The Chance can transform into this surprisingly simple scythe. Although it doesn't hit nearly as hard as Guilt, his sword, it has powerful passive effects that make it as useful. It's relatively long, the shaft being six feet long and the blade being a little shorter (five inches shorter), making it a medium-to longer ranged weapon, it also has this nifty effect of leeching magical power and health off of any opponent in a 25 meter radius of him wielding the scythe. It literally 'reaps' the magical power from his enemy, their life energy, allowing him to recycle it and use it for his own purposes. Every second time it cuts its enemy, an additional 5% magic power and health will be stolen, and it increases by 5% each two cuts (so if he lands 2 cuts, he will steal 10% that post). Truly a force to be reckoned with, a worthy successor to the Reaper. Only affects S-Rank mages and below and can only leech 10% max per post.
     

    The Spear; Truth:

    Knight of Space F1dw173

    Actually a relatively new weapon he has been experimenting with since he figured he preferred pole arms, Zenshin has now mastered using a spear. Like the other weapons that he can use with this spell, it has its own unique effects and weaknesses compared to the others. It's 5 feet long at the shaft with the blade measuring 2 feet, making it have quite long range for a melee weapon. The spear itself was actually inspired by watching the Speed Demon's fairy partner Devon fight wryms and he had a similar idea to incorporate into his spell. Using the spear allows for flight as well as very powerful lunging and stabbing attacks. Each lunging or stabbing attack that lands sends a wave of force throughout his enemy's body, inflicting internal damage beyond most of his other weapons. Furthermore, if he is moving while he performs a successful lunging or stabbing attack with the spear, not only with the previous effect happen, but it will also send a wave of force forward from behind him, speeding him up by 100% as well as his enemy as he moves to pin them to the nearest wall, though if there is no or if he doesn't pin them to the ground, it will send him 50 meters in an instant before he comes to a stop on a dime. Slashing attacks do little to no damage because of this
     

    The Bow; Dishonest:

    Knight of Space 7iPJSWK

    The final weapon he can create is Dishonest, the bow. What it can do is different than all the other weapons, naturally, as it is a ranged weapon instead of a melee weapon. A key feature about this bow is the arrows. Zen creates any amount of arrows out of mana and simply has to move his hand along the side of the bow string to draw it. The arrows travel at a speed of 100 meters per second and will cut through spells of equal or lower rank. Zenshin can fire up to four arrows at once and they will be accurate from this bow. If his arrows hit an enemy, they will explode after a second, dealing an additional A-Ranked spells worth of damage, making this bow capable of dishing out severe dps if used properly. It is also capable of firing arrows with special properties, such as with a string or several attached  to anchor a target potentially to a wall or floor or an arrow that can be shot up into the air and cause a rain of arrows to come down that all deal B-Rank damage, but in an area of 10 meters, making it excellent for dealing with enemies in a large range. This spell is particularly used to deal with hordes or if he truly needs to keep at a range. Both of these attacks have a max damage of 1.5 S-rank damage max.
     

    Strengths:
    - There's something for every situational
    - VERY powerful passive effects
    - Passives are still active!

    Weaknesses:
    - Takes a hell of a long time to get to this point
    - He can only pick ONE
    - By the time he gets here, he would've expended quite an enormous amount of magical power
    - Most spells do not allow him to use his scythe, making it even harder to get to this point
    - Picking the wrong one could be useless depending on the situation (such as if he gets tricked)

    Duration/Cooldowns 7 posts / 8 posts if turned off and on again

    The Dream:

    Name: The Dream
    Rank: S
    Type: Offensive
    Description: One of the most powerful spells he has at his disposal, Zenshin recalls getting the idea from a dream (hence the name). Normally, he wouldn't go so far as to use something like this, as it strains his body so immensely, his very life is in danger while it's activated. To activate it, he must give up 30% of his current health and Magic Power. At this point, he will call out the name of the spell followed by undoing mental barriers he made to restrict his own power so that it wouldn't harm his body. When it *is* activated, he will only look like a glowing figure, like a silhouette, except glowing white instead of opaque black. The ground beneath him will crack and the air around him will look disrupted, as the leylines themselves are vibrating due to the pressure he is giving off. A half mile area around him will feel the pressure he's giving off, causing an increase in the force of gravity and grounding most flying enemies. He replicates the same technique used in "Leyline Refraction", but on a much grander scale, creating ten "holograms" of himself all around his enemy or enemies, although only he can actually attack. These holograms can move around and do everything he can, except for cast spells and physically attack. Each can take a single B-Rank spell's worth of damage before disappearing and are controlled by Zenshin. Also during this spell, his speed and strength hit their max limit, with the speed tripling for the remainder of the spell, his strength being enhanced by an A-Ranked spell's worth of damage, and being able to send cannon sized shock waves with just punches and move faster than the eye can follow. Of course, such a spell doesn't come without its downsides. Every post that this spell is active, his body takes 5% damage per post and his mana drains at a rate of 5% per post. This spell lasts five posts before Zenshin repairs the mental barriers lest his body be torn apart by this spell. (Normal max speed - 11 m/s ; Normal max strength - Being able to crack stone)

    Strengths:
    - In terms of raw power, unmatched
    - His speed allows him to become very difficult if not impossible to follow with the eye
    - Flying targets are grounded

    Weaknesses:
    - Will kill him if used at an improper situation
    - Very situational to cast
    - Other passives are deactivated during the remainder of the spell
    - Very high cooldown

    Duration/Cooldowns 5 posts / 14 posts

    Recreation - The Faith:

    Name: The Faith
    Rank: S
    Type: Offensive / Defensive
    Description: Just like "The Dream", this spell isn't likely to be used unless he really has to. Just like "The Dream", this puts enormous stress on his body because he does the same thing that he does when he uses the other, releases his mental barriers. The key difference is that he *focuses* all of that mana except of letting it run rampant in and all around his body. How he focuses it is entirely up to him, which is the beauty of this spell. He could either focus all of this mana into a powerful S ranked shield that will absorb anything that isn't H rank, or he could focus it all into a single, powerful weapon such as a sword or bow. Zenshin could also choose to focus them in such a way to project his limbs, such as a giant ethereal hand that is capable of grabbing his enemy or projectiles. It's possible to shape all of this overflowing magic power into whatever he so pleases, and whatever he creates will take the properties of that of a similar spell category. For example: If he creates a massive shield in front of him, it will take on the properties of a defensive spell, being able to block anything that is S rank or below. Or, if he creates a sword it will take on the properties of an offensive spell and do the same in damage. The largest he can create something is variable, but the biggest he's ever projected is a massive suit of armor with a buckler in one arm and a crossbow in the other hand. These enormous things are harder to maintain than, say, something he can hold in his own hands. What this means is that every post he is maintaining these enormous projections (anything like a giant hand or suit of armor like that above), 5% magic power will be expended. Anything that he is able to hold in his own hands, 2% magic power will be expended per post. Anything created will also break in 2 S-Rank attacks. Zenshin CAN project more during the spell, but that will only increase the magic cost further. Spell goes on cooldown when it is broken.

    Strengths:
    - One of the most versatile spells in his arsenal
    - Potential to be ranged
    - Powerful in arguably any situation

    Weaknesses:
    - Very expensive to cast
    - Strains his body immensely ; The most he can maintain this spell is 4 posts
    - The bigger the projection, the slower he moves
    - Very high cooldown and very low duration

    Duration/Cooldowns 4 Posts / 14 Posts


    Penultimate Bastion - The Judge:

    Name: Judgement
    Rank: S
    Type: Special
    Description: Zenshin puts the blade of his scythe gently onto the ground before closing his eyes and putting both hands on the bottom of the shaft of his weapon and focusing all his consciousness within him before utilizing the ultimate power of a recreationist mage, taught to him by the ultimate recreationist.
    "I am the sole and true judge
    What gives me this honor and right?
    I will step forward when no one else feels as though they could.
    My word is just and the truth. Any words that contradicts my judgement are false.
    I yearn for true and total balance in this reality.
    It is the only way to truly achieve peace.
    The evil cannot outweigh the good.
    The good cannot outweigh the evil.
    Any time this rule is broken, there will be war, bloodshed, and death.
    I have no regard for what becomes of me.
    I only have regard for what happens to those whose lives I change.
    For better.
    Or for worse.
    Judgement."

    Following the incantation, he is completely focused on his inner world and finishes with merging his mind, body, and magic. It is also where Zenshin is given a choice whether to project his inner world into reality, or make reality his inner world. Both will result in a blinding flash emanating from Zenshin before any changes in the reality of his opponents or allies becomes apparent. All of this will happen in an 80 meter radius around him. The sky will be cut in half, one side of it will be completely black while the other will be completely white and the ground they are standing on will have changed to a marble chessboard with alternating black and white tiles. Should he choose to project his inner world outwards, him, his allies, and his enemies will only be able to cast alternating ranked spells. Example: Zenshin uses an S-Ranked spell, his next spell would have to be C-Rank. Or he uses a B-Rank spell, the next spell would have to be A-Ranked. This effect only applies to B-Ranked mages and above, as he will most likely never use this against anyone weaker. It's unlikely he'll even use this against anyone but another mage of his strength or stronger. Also: While this ability is active and his inner world as replaced reality, Destruction, Creation and Recreation magic are greatly empowered (40% stronger, works for both allies and enemies) and allies get re-energized as well as lightly healed, at the cost of Zenshin's magic resistance and life energy.

    Should he choose to accept reality as his inner world, all magic will be disabled for the duration, leaving the magi with one weapon of their choice to fight with. His own allies as well as his opponent's allies will be left out of this, leaving only Zenshin to confront his enemy in the most basic way possible. The checkerboard will face as well as the sky into a pitch black sheet above them in place of the sky and a pitch white sheet under them replacing the ground. Both him and his enemy will be healed equally and it is up to who has the stronger will at this point. Damage and pain is amplified tenfold if he chooses to pick reality over his inner world.

    Strengths:
    - Greatly empowers Zenshin's Recreations, as well as any kind of Creation or Destruction magic any ally may have. (Destructive spells of different types of magic count as Destruction magic)<== Should he choose his IW over RTY
    - Heals minor wounds allies might have, restores their endurance and gives them strength and magical energy for one final powerful attack. (Applies to Zenshin himself) <== Should he choose his IW over RTY
    - Removes the cool-down of 1 A-rank spell, 2 B-rank spells or 4 C-rank spells of allies, of their choosing. (Applies to Aegis himself as well)<== Should he choose his IW over RTY
    - Completely balances the battlefield, no one is stronger than the other <== Should he choose his RTY over IW

    Weaknesses:
    - Zenshin forfeits his Magic Resistance skill for the duration of this event and will need to wait 3 posts after it has ended in order to recover it
    - Using this ability is the ultimate gamble. If used at the right time it will assure victory. If used at the wrong time, however, it could potentially destroy Zenshin and his allies.
    - Due to the inhuman amounts of anguish and pain this entire process creates for Zenshin, after it ends he will lose his consciousness for 1-6 posts, the exact number being left to chance. The enormous strain also causes some of his smaller blood vessels to break, making his entire body start bleeding, which can lead to blood loss unless treated. He may also receive a more serious physical injury (broken bones, for example)
    - The spell potency increase is also applied to any and all enemies caught within the field
    - If Zenshin is unable to finish the chant (be that because of magical silencing, physical damage or any other type of interrupting event) he can not achieve the level of focus needed to activate the power.

    Duration/Cooldowns 3 posts / Entire thread
    Saved for Zeno


    Signature Spell:

    Energy Manipulation - Burst:

    Name: Energy Manipulation - Burst
    Rank: S
    Type: Offensive / Defensive / Toggle
    Description: Upon mastering the ability to control the flow of mana throughout his body, Zenshin is now capable of sending massive bursts of energy to his body parts to strengthen a blow to such an extent that a powerful shock wave is sent out. This effect is comparable to the strength and speed of the blows he uses during his spell "The Dream", although not nearly as large in diameter. If it's the size of a cannon during "The Dream", then "Burst" allows his blows to shoot out shock waves as big and as strong a fifty caliber bullet, provided he attacks with his fists. Should he use burst while using his a bladed weapon such as "The Memory" or "The Reaper", it will send out a "sharp" blade of wind capable of cutting thick stone out at the same speed as it would a punch or kick of his.  

    Strengths:
    - Greatly empowers melee attacks
    - Very fast
    - He can choose when and when not to use this depending on the situation

    Weaknesses:
    - Very linear
    - Mostly offensive, though it can be used defensively
    - Allies caught in the cross hairs aren't safe
    - Wind mages (such as slayers) or force mages can cancel the shock wave or blow away his wind (or consume it for a good deal of magic power provided they can deal with the feeling of a truck hitting them in the face)

    Duration/Cooldowns Instant / 2 posts


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Partner : Demi
    Posts : 2393
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 20th December 2014, 10:29 am

    @King Zenshin wrote:Primary Magic: Recreation: The Judge
    Secondary Magic: Recreation: The Puppet Master
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by mortal men. Unfortunately for the mysterious beings that created recreation, the universe had other plans and a baby was born with the inability to use any magic. Aegis Bright. As he grew, he eventually became aware of his powers as the only recreationist in existence, being able to bend reality to his will, in a sense. Of course, even this has limits. The only things that are able to be created are things that the caster has seen before and are nonliving, such as rocks, food, weapons, ect. Eventually, a mage approached Aegis in pursuit of the powerful magic to further his own goals and risked it all to achieve this. After half a year of grueling training and the risk of death closer than ever before, he emerged from the Serene Cliff side with a new view on 'everything'. The only one to ever the art of Recreation, this mage was Aegis' sole pupil, Zenshin.

    Recreation

    According to Aegis, past recreation users had their own theories as to how and why an object is what it is, and passed on his theory to Zenshin. But before that, the magic itself. Essentially, it allows the user to look at any object, analyze it, and "store" it in his memory to be recreated at a later time. There are conditions that have to be met if the user wants to recreate it, however. One of these conditions includes the destruction of the original, as two entities cannot exist at once, it's impossible. Condition two, the recreation *has* to be flawless, because if it's even slightly different from the original, it will simply destroy itself for the same reason as the first condition, two entities of one item contradicts the universe's set laws. Creating a flawless recreation is no easy feat, however, and with it comes its own special set of rules and conditions.

    The rules vary on the user, but from what Zenshin learned, they are as follows. You must 'see' the object, such as a sword, not as just a hunk of steel waiting to slice down any enemies, the user must see the object as 'a whole'. Seeing an object in this way requires the ability to 'scan' and object and 'analyze' all of the different pieces of the whole. Instead of normal 'pieces' like you'd find in a puzzle, these pieces are key in recreating the object. These pieces are the material from which the object is made, the history behind the object, the reason why it was made, the lifespan of the object, and the very basic concept of the object that eventually formed into the idea and eventually the finished product. All these things aside, there is another requirement in order to recreate an object.

    This other condition is access to a particular part of ones mind that takes the magical energy of the user, and makes it 'compatible' with the magic itself. It essentially turns the magic into an 'extension of the mage's mind'. It's also this 'circuit' that allows the user to be able to view the object as a whole instead of just another ordinary object as well as giving him access to everything that he's 'analyzed' already. Instead of looking at an object as a simple object, the magical circuit in his brain allows him to manipulate his 'mental energy', so to speak, in such a way to grasp the entirety of an object and store it within this very energy he manipulates. Because of this, the objects he analyzes aren't stored in his memory, they are stored in his very magic. So, in order to be able to 'find' and recreate these objects, the user must link up his mind and magic completely, and because all of his magic would be filtered at this point, it cannot become compatible with any other magics, causing the user to be 'stuck' with recreation if he so chooses to even attempt to learn it. Not only that, but the physical and mental strain put on the user is far greater than anyone has the right to bear, causing some to even go insane simply trying to use it.

    Zenshin, The Eternal Student

    His search for knowledge crossed his and Aegis' destinies in the Spooky Forest on that one day, the day that Zenshin requested to learn the ways of the recreationist from the only known user in existence, whom humbly accepted his request. Even atop the tallest peak of the Phoenix Mountains, where a millennium old ritual would be performed, Aegis warned him that there would be no turning  back after it, though Zenshin, foolhardy and determined, went along with the ritual.

    Then everything went white.

    He awoke on the Serene Cliff side with a pounding headache and the inability to use his previous, trademarked ice magic. For the first time, he felt like a regular human, and it wasn't a good feeling. Aegis, who seemed a bit surprised that Zenshin survived the ritual, informed him that he'd be receiving training and that if he couldn't make it through, he would never be able to use magic again or worse, death. Zenshin took on the half a year 'program' head on and learned and done things that would drive lesser men to insanity. All the mind games became predictable after a while, all the training strengthened his body immensely, and all the limits he once had were broken time and time again. Over the course of this time period, he also received many scars, many of which are not visible because of his clothes, but the most prominent of which is on his very eye. Although the vision to his left eye was lost, he gained a new vision that regular sight would pale in comparison to, the ability to access his magical circuit.

    Once his body and mind hit their peak, he was able to sustain the toll of recreation successfully and produced a simple weapon, "The Reaper", which was an average scythe from Aegis' many, many weapons. He has always had a need to learn as much as possible, and now with this new perception, he can get the knowledge of which he so desperately seeks. But even with all this powerful extension of his conscious, he is still limited to what he can know, as the biggest mystery remains: What happened to his mentor?

    Zenshin's use of Recreation
    Not only has he learned to recreate objects and techniques, he has also discovered a third ability that he can use. He is able to materialize the very "essence" of his magical power and use it to manipulate existing leylines to create impossible fields of movement or simply shape the "mana" into different shapes and sizes, allowing for a slightly less straining alternative to recreating objects. Not only that, but he can use the mana to strengthen his existing weapons or body parts to make them as strong as steel. Because of this, he strayed from the path that his master went down and became more focused on the controlling and weaving of leylines and the ability to route his mana on command.

    Strengths:
    -Versatile in many aspects, as many recreations or mana crafted items can be made to fit the moment
    -Deadly in close range as that's mostly what Zenshin trained for in the six months he was away
    -Since the strain that Recreation puts on the user is great, Zen has a much higher endurance, strength, and speed level to support the use of it

    Weaknesses:
    -Recreating anything or manipulating too much mana puts enormous strain on the user's body, which could lead to memory loss, blacking out, and even death
    -Very few support abilities
    -Not very good at longer ranges than it is in melee range

    Abilities/Powers:
    Magic Resistance:

    Magic Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Zenshin has received a sort of "resistance" to magic that would otherwise cause more harm to him. In his current condition, he will resist 10% of magic damage from any spell.

    Abnormal Recovery:

    Abnormal Recovery: Since the magical energy he uses is basically the equivalent of "life energy" in a sense, he has developed a very strange rate of recovery. While he is out of battle, his health will increase by 25% for each post that goes by.

    Enhanced Perception:

    Enhanced Perception: By stimulating the part of his mind that takes in and analyzes images with mana, he is able to increase his perception dramatically. Nothing like being able to see farther or better at night, not that kind of perception. The kind that allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. However, this isn't everything, only things in his immediate vicinity are able to be perceived through his 'advanced' vision.

    Stability:

    Stability: Something he expressly trained during his time training. One of the things he wanted to accomplish the most was to never be knocked off balance, even if a situation comes where the enemy believes there is no way he could still be on his balance should be broken.  The reasoning behind this is that every time his balance would be broken, his body instinctively attaches itself to a leyline, very partially of course. It's not that he can't be knocked over, it's that when he is, or would be, pushed to the side, he recovers at a rate that isn't possible by humans without magic. Over time, this reflex was trained and mastered to the fullest.

    Spells

    D-Rank Spells:


    Energy Manipulation - Generous Thief:

    Name of Technique: Energy Manipulation - Generous Thief
    Rank: D
    Type: Passive
    Description: A technique developed to help with his energy consumption, Zenshin decided to use his talents of energy manipulation to develop a spell that allows him to do one simple thing, steal 2% of his foe's magical power per post as long as he's within 10 meters of them. The way it works is that he has made his body a fairly weak vacuum for magical energy, causing any magical power source in his proximity to immediately begin streaming to him through the air. Unfortunately, this will also affect his allies, so Zenshin keeps it off and only activates it for fights, unless his allies want to give him their magical energy. If the latter is the case, this spell also allows for that. IF his ally wants to transfer over magical energy, the need only let him take from them and the amount will be deducted from them and given to him. Zenshin is also capable of reversing the properties of the vacuum, instead giving magical power to his allies should they need it.

    Strengths:
    - Helps with magic power consumption
    - Great way to restore a large amount of magic power if with willing allies
    - Also a great way to restore a large amount of magic power to a weak ally

    Weaknesses:
    - Affects allies
    - Only steals a small amount of magic power per post
    - Target has to be within a very close range to be affected
    - Only affects D rank mages You can have this spell affect C-rank mages if you want for 1% mp per post.

    Duration/Cooldowns Passive (2 posts) / 2(3 posts) posts if turned off and on again
    That is how I meant earlier. If you want this as a passive it will cost you mp to have up which will make it completely worthless.

    Leyline Manipulation - Foundation:

    Name: Leyline Manipulation - Foundation
    Rank: D
    Type: Utility
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. Visualizing a small plan of how he will move in his head, he begins to motion in the air, either with his hands, or if he wants to walk on them, stepping up, as if he was going onto a stool. From an outside perspective, it looks like he is scaling an invisible wall or walking on air, but he actually just brings the leylines into a solid existence for a few moments for him to use to get across gaps or get to the top of a cliff. Furthermore, Zenshin cannot move back on the leylines ; imagine a bridge that breaks behind you with each step forward you take, same principle. Before going on cooldown, he can create up to five one step platforms before this goes on cooldown.

    Strengths:
    - Great when used to cross things like gorges or water, as he can create a 'platform' out of leylines
    - Can't really fall to his death so long as the spell isn't on cooldown
    - Confuses the enemy as they'll see him jumping around in mid-air or something similar

    Weaknesses:
    - Doesn't offer any offensive aspects
    - Only he can use this as a platform
    - Must visualize the exact scenario on how he will use the 'solidified' leylines Why does he have to do this and how is this a weakness, especially with his enhanced perception?
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Energy Manipulation - Volatile Energy:

    Name: Energy Manipulation - Volatile Energy
    Rank: D
    Type: Strategic
    Description: A power that draws upon his specialization in manipulating energy and replacing the a previous spell of his. Zenshin will draw magical energy from the air around him and create a dense disc shape. This is literally a disc (imagine a mine) made of extremely dense energy, making it extremely volatile. He will only create up to three at a time to avoid unnecessary destruction and every time one does explode, the explosion is quite violent with a radius of 4 meters in all directions. They can travel up to 10 m/s for up to 20 meters before exploding.

    Strengths:
    - A great distraction
    - Great deal of damage for its rank (1.5 D ranked spell's worth in total. If he only makes one the one will do the full damage, two and each do half, etc.)
    - Quite useful if used properly

    Weaknesses:
    - Only three at a time
    - Can hurt him if used improperly or haphazardly
    - Any spell or ranged attack (Like an arrow shot from a bow) will destroy it
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Vector:

    Name: Vector
    Rank: D
    Type: Utility, Defensive
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere withing 3 meters of himself, excluding underground. Then, after a few seconds, the air inside his 'invisible box' distorts slightly, but still visibly, as he changed the flow of the still leylines to all move in a specific direction weakly, but still flowing. What is happened inside the 'box' is force being redirected in an any direction of his choosing, redirecting anything that might be coming at him to wherever the force inside the 'box' is directed. The cooldown begins once the spell ends.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - The box lasts a while, giving it some tactical potential when it comes to avoiding attacks
    - Applies to any projectile as long as it's non-magical  or D-rank

    Weaknesses:
    - Only one box can be created at a time
    - The force inside the box does not affect living entities
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns 3 posts / 4 posts

    Force Feint:

    Name: Technique: Force Feint
    Rank: D
    Type: Scythe Technique
    Description: Whenever Zenshin strikes with his scythe, he is able to negate the force of the blow and redirect it in the opposite direction. An example would be 'Zenshin swings his scythe horizontally and is blocked by the enemy', instead of recoiling from the force of the hard slash, the force would be redirected backwards, so Zenshin would immediately spin around and attack with the back of the scythe. The enemy would not feel the force of the first attack, so it would be like they didn't feel the attack hit, but the second would come with the force of the first. This can be used twice before going on cooldown.

    Strengths:
    - Great for making unexpected cuts and for negating a potential mistake when cutting
    - Excellent of taking advantage of openings that would otherwise be lost because of time
    - Doesn't break the flow of his weapon greatly which is a core aspect of it

    Weaknesses:
    - He cannot will where he wants the force of his blow to be redirected to [example being that if he activates this technique while striking with an upward cut, he would have to follow the path of the force and strike with an overhead attack]
    - Predictable path if his enemy somehow knows it's coming
    - Relatively higher cooldown compared to other spells of this rank
    - Force altering magic

    Duration/Cooldowns Instantaneous / 3 posts


    C-Rank Spells:


    Recreation - The Reaper:

    Name: The Reaper
    Rank: C
    Type: Magical Scythe, Re-equip
    Description: The first thing made for him to store by his mentor, Aegis Bright, was a scythe in the exact image in which he imagined it to be. After it's recreation, it was also the first thing that Zenshin made a 'blueprint' of, so he could recreate it himself whenever he needed to use it or just had another unspecified use for the item. Probably because of his love of the particular type of weapon, he began training and using this scythe since he felt more comfortable using it than swords. This weapon of his is made from his mana and also has the potential to grow into something much more powerful. Regardless of its name, it has no specific elemental affinity, as stated earlier, its made from the 'pure' magic that is used by anyone who is a recreationist. Normally, this weapon would be too heavy for anyone but him to use effectively, unless the mage he was fighting has some way of disarming him, and making the weapon lighter than it really is. Aside from that, it is made specifically for him to use, as the snath is much longer than, say, a farming scythe, at  five feet, and the blade itself extends out a three and a half. It has a rather intricate heel and the toe is bent upwards a bit, making puncturing a much easier task than normal. Other than that, the heel has a pattern of seven protruding, black spikes, making it almost as effective if he were to use the back to strike the opponent. At the top of the weapon lies a small, decoration of sorts resembling a crescent moon, which at first glance appears useless, but it is the most important part of the scythe. Basically, over time, it takes from Zenshin's mana supply and stores it inside the decal. Once full, Zenshin can transform his scythe into 'The Hope', a more powerful version of 'The Repear'. Furthermore, at the top, are tiny, sharpened ridges that resemble scales to a certain point, but are just there in case he needs to "break" a sword. Lastly, the entire blade above the ring is sharpened to a masterful degree, making it very lethal in the right hands.

    The Scythe:

    Knight of Space 7UxVokV

    Strengths:
    - Powerful slashing attacks (C-Rank damage)
    - Could be used as an "anchor" when performing acrobatics
    - Very light to him since it's made from his magic ; swings much faster than many expect

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly


    Duration/Cooldowns 4 posts / 5 posts

    Name of Technique: Whirlwind
    Rank: C
    Type: Scythe Technique ; Offensive
    Description: Bringing his weapon down so that the top of the blade is touching the ground to his right, he sends a burst of mana into his forearms and shoulder and swings as hard as he possibly can. Though, this hard swing isn't the only thing going on. While his weapon swings through the air, the leylines it passes through are disrupted, causing a 'distortion' effect in the air followed by a gust of wind. That would be the force created when the leylines themselves near instantly re-position themselves to their proper place. It gets weaker as it gets farther away until 2 meters, where it completely disperses, but anything within the 2 meters that gets hit takes C-Rank damage.

    Strengths:
    - Effective at hitting targets on all sides almost at once
    - Cuts through defenses of C-Rank and below
    - Will cut to bone if it -does- land

    Weaknesses:
    - Very close range ; 2 meters
    - Doesn't work on anyone flying or underground
    - Leaves him open to attacks from directly above and below while he performs it
    - Easy to avoid

    Duration/Cooldowns Instantaneous / 3 post


    Fold:

    Name: Fold
    Rank: C
    Type: Utility, Re-positioner
    Description: With his knowledge on the very layout of leylines, Zenshin is able to visualize the 'grid' of the ones between him and his opponent and tamper with his dramatically. After a second of doing so, he outstretches his right arm, his hand completely open as if he was pushing a box forward. Then, he puts his index finger and thumb together, as if he he was pulling back on the 'string' of 'Slingshot', but instead of pulling back, he pulls down. While he moves his hand, the very ground begins to 'fold' downwards. This is because he is basically pinching the leylines that lie on the ground and pulling it down, reducing the distance between him and his opponent dramatically. Specifically, he can only 'fold' 8 meters of ground down, which would be the same distance he would be cutting between him and his enemy. 'Fold' only applies to solid ground [cannot be used in the air] and cannot affect the leylines of living entities [the ones he utilizes while using linkstep] and the ground returns to normal after a few posts, [the fold is not permanent]. Range-wise, he can fold any leylines around him in a 8 meter radius. Cooldown starts when the duration ends.

    Strengths:
    - Confuses the enemy ; the fold happens very quickly, the enemy could think they were much farther, but somehow they got closer
    - Excellent against enemies trying to keep their distance
    - Opponent will almost always have their guard down as they were just quite far a moment ago

    Weaknesses:
    - Not directly offensive
    - Doesn't buff him in the slightest
    - Cannot be used in the air
    - Not directly defensive
    - Mages in the air are unaffected

    Duration/Cooldowns 3 posts / 4 posts

    Breaker:

    Name: Technique: Breaker
    Rank: C
    Type: Offensive
    Description: Controlling the flow of mana from his hands to his weapon and arms or just to his hand and arms. If he drives a stream of the energy to the weapon, he'll focuses on the bottom of the 'hilt' of the scythe ; he long staff that he holds onto. He then begins to focus on attacking with the now glowing bottom of the scythe, in quick, almost stabbing-like, motions. If this were to actually land, regardless whether it was blocked or just bit normally, it would sent much more force into the blow than normal, enough to fracture a bone or cause moderate internal harm. This is because all that focused energy creates a lot of stored energy, which is released when it comes into contact with anything. Also, this could be used to shatter something, such as a boulder or even steel. Deals C-Rank damage.

    Strengths:
    - If it hits, it is able to moderately harm the enemie's insides
    - Will hit with enough force to shatter regular steel
    - Great for clearing out large inanimate obstacles, like giant boulders

    Weaknesses:
    - Melee attack ; Useless when used at long range
    - It's a waste if he doesn't 'hit' his opponent does nothing but dodge
    - Mostly offensive ; Little to no defensive capabilities
    - Can't even damage A-Rank and above barriers

    Duration/Cooldowns 2 posts / 4 posts

    Phase:

    Name: Phase
    Rank: D
    Type: Utility ; Defensive
    Description: Derived from a technique by the same name used by his mentor, Zenshin is able to 'phase' out of reality and into another one via a leyline. Due to his specialization, he can stay in this plane of existence for up to fifteen seconds without adverse affects, and even longer with them. He is also able to move by combining what he does with linkstep by using that kind of leyline before locating a *static* one at his target location and stopping there. The range for this is short as all of this at once takes up quite a bit of energy from him. As a downside to all of these -extra- effects, it will go on cooldown when he phases back into his home plane regardless of whether or not he used up his "allotted" amount of time.

    Strengths:
    - Allows him to dodge any one physical attack or spell D-Rank or below
    - Allows him to remain "ethereal" for the duration of a potential AoE spell
    - Let's Zenshin move around while in use

    Weaknesses:
    - He can only move once in a linear direction up to 5 meters before being unable to do it again ; Movement is quite limited
    - If he's forced to go past the 15 seconds, the cooldown will double for every extra 5 seconds to a max of 25 seconds before he's forced back
    - Doesn't dodge spells above C rank
    - He can't attack while phased

    Duration/Cooldowns Instantaneous / 4 post

    Leyline Refraction:

    Name: Leyline Refraction
    Rank: C
    Type: Utility
    Description: Zen looks to a certain position around him within a meter, then begins to focus on his own leylines. He drives mana into them, then 'fractures' the leylines in his immediate vicinity and makes it so that they begin to, 'leak' the mana. In doing so, an effect is triggered similar to how refraction works. As an example, imagine a river and a single fish swimming in it. It looks like the fish is in one place, but if you stick your hand in to grab it, you will fail, as the fish is actually next to where the image is.

    Strengths:
    - Great for tricking the enemy into attacking a 'projection' instead of him
    - Give him time to set up for another strike ; potential to create a great opening
    - Useful for dodging linear spells

    Weaknesses:
    - If the enemy knows how the spell works, they will know where his position is
    - The spell is broken if Zenshin attacks while his image is being projected
    - Useless against AoE spells
    - Tricks only work once before he has to be wary about it

    Duration/Cooldowns 1 post / 4 posts

    Mana Cicatrize:

    Name: Mana Cicatrize
    Rank: C
    Type: Support, Utility
    Description: Putting his hand on a harmed part of his body, such as a laceration or over a bone that has been damaged or fractured, he directs mana directly onto or into the wound. A property of the 'pure' magic that he is able to control is its healing properties, so he is able to heal up to six 'cuts', or any kind of small wound, or one large wound, such as a broken bone. He can also heal his allies if he is able to touch them. Can also heal from a range of 10 meters maximum, but the effects will be *cut* in half (I'm too much for myself sometimes). Will normally heal 8% HP.

    Strengths:
    - Increases durability in battle
    - Strong, instantaneous heal regardless of the severity of the wound
    - Can heal from range

    Weaknesses:
    - If he wants to heal allies for full effect, he must be able to put his hand on them
    - Does not increase any kind of resolve or have any effect on the person aside from their wounds
    - Ranged heal will half the potency of the spell
    - Just a heal, no buffs that accompany it

    Duration/Cooldowns Instantaneous / 3 posts


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    King Zenshin
    King Zenshin
     
     

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Guild Master- S-Rank- A-Rank- Halloween job event participant - Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Hero- Summer Special Participant- 1 Year Anniversary- Player 
    Lineage : Aspect of Neptune
    Position : None
    Posts : 3218
    Guild : Aurora
    Cosmic Coins : 25
    Dungeon Tokens : 9
    Age : 20
    Experience : 263,160

    Character Sheet
    First Magic: Archmage's Sanctum
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space Empty Re: Knight of Space

    Post by King Zenshin on 20th December 2014, 1:52 pm

    Bump


    _____________________________________________________________________________________



    Missions Completed
    100 Year: 1
    10 Year: 1
    S-Ranked: 1
    A-Ranked: 4
    B-Ranked: 4
    D-Ranked: 3
    Event Experience: 57,562.5
    Dungeon Experience: 2,325
    Total Experience: 263,160

    Character / Vincent Gauss
    Primary Magic / Knight of Space
    Secondary Magic / Paladin's Armaments
    History & Notebook | Bank
    Golden Lacrima | Expires 7/9/2019
    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
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    Posts : 2393
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    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 20th December 2014, 3:10 pm

    Ok, now we just wait for the big Z to get back to finish this up.


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    Cirven
    Cirven
     
     

    Moderator- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Guild Master- Demon Slayer- Senior [500]- Novice [250]- Player 
    Lineage : The Devil Jester
    Position : None
    Partner : Demi
    Posts : 2393
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 30
    Experience : 764,538

    Character Sheet
    First Magic: Devil's Zeal
    Second Magic: Aphyon Jivven
    Third Magic: Vir'ednith

    Knight of Space Empty Re: Knight of Space

    Post by Cirven on 12th January 2015, 9:03 pm

    Approvedededed and..

    Knight of Space Lol_zps8c494837


    _____________________________________________________________________________________

    Knight of Space LxcTBIi
    Character Info:
    Jiyu Kazehime
    Jiyu Kazehime

    Player 
    Posts : 1917
    Cosmic Coins : 0
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    Experience : 0

    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Knight of Space Empty Re: Knight of Space

    Post by Jiyu Kazehime on 18th June 2017, 1:11 pm

    Unlocked and moving at user's request.

    Spoiler:

    @King Zenshin wrote:Primary Magic: Recreation: The Judge
    Secondary Magic: Recreation: The Puppet Master
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by mortal men. Unfortunately for the mysterious beings that created recreation, the universe had other plans and a baby was born with the inability to use any magic. Aegis Bright. As he grew, he eventually became aware of his powers as the only recreationist in existence, being able to bend reality to his will, in a sense. Of course, even this has limits. The only things that are able to be created are things that the caster has seen before and are nonliving, such as rocks, food, weapons, ect. Eventually, a mage approached Aegis in pursuit of the powerful magic to further his own goals and risked it all to achieve this. After half a year of grueling training and the risk of death closer than ever before, he emerged from the Serene Cliff side with a new view on 'everything'. The only one to ever the art of Recreation, this mage was Aegis' sole pupil, Zenshin.

    Recreation

    According to Aegis, past recreation users had their own theories as to how and why an object is what it is, and passed on his theory to Zenshin. But before that, the magic itself. Essentially, it allows the user to look at any object, analyze it, and "store" it in his memory to be recreated at a later time. There are conditions that have to be met if the user wants to recreate it, however. One of these conditions includes the destruction of the original, as two entities cannot exist at once, it's impossible. Condition two, the recreation *has* to be flawless, because if it's even slightly different from the original, it will simply destroy itself for the same reason as the first condition, two entities of one item contradicts the universe's set laws. Creating a flawless recreation is no easy feat, however, and with it comes its own special set of rules and conditions.

    The rules vary on the user, but from what Zenshin learned, they are as follows. You must 'see' the object, such as a sword, not as just a hunk of steel waiting to slice down any enemies, the user must see the object as 'a whole'. Seeing an object in this way requires the ability to 'scan' and object and 'analyze' all of the different pieces of the whole. Instead of normal 'pieces' like you'd find in a puzzle, these pieces are key in recreating the object. These pieces are the material from which the object is made, the history behind the object, the reason why it was made, the lifespan of the object, and the very basic concept of the object that eventually formed into the idea and eventually the finished product. All these things aside, there is another requirement in order to recreate an object.

    This other condition is access to a particular part of ones mind that takes the magical energy of the user, and makes it 'compatible' with the magic itself. It essentially turns the magic into an 'extension of the mage's mind'. It's also this 'circuit' that allows the user to be able to view the object as a whole instead of just another ordinary object as well as giving him access to everything that he's 'analyzed' already. Instead of looking at an object as a simple object, the magical circuit in his brain allows him to manipulate his 'mental energy', so to speak, in such a way to grasp the entirety of an object and store it within this very energy he manipulates. Because of this, the objects he analyzes aren't stored in his memory, they are stored in his very magic. So, in order to be able to 'find' and recreate these objects, the user must link up his mind and magic completely, and because all of his magic would be filtered at this point, it cannot become compatible with any other magics, causing the user to be 'stuck' with recreation if he so chooses to even attempt to learn it. Not only that, but the physical and mental strain put on the user is far greater than anyone has the right to bear, causing some to even go insane simply trying to use it.

    Zenshin, The Eternal Student

    His search for knowledge crossed his and Aegis' destinies in the Spooky Forest on that one day, the day that Zenshin requested to learn the ways of the recreationist from the only known user in existence, whom humbly accepted his request. Even atop the tallest peak of the Phoenix Mountains, where a millennium old ritual would be performed, Aegis warned him that there would be no turning  back after it, though Zenshin, foolhardy and determined, went along with the ritual.

    Then everything went white.

    He awoke on the Serene Cliff side with a pounding headache and the inability to use his previous, trademarked ice magic. For the first time, he felt like a regular human, and it wasn't a good feeling. Aegis, who seemed a bit surprised that Zenshin survived the ritual, informed him that he'd be receiving training and that if he couldn't make it through, he would never be able to use magic again or worse, death. Zenshin took on the half a year 'program' head on and learned and done things that would drive lesser men to insanity. All the mind games became predictable after a while, all the training strengthened his body immensely, and all the limits he once had were broken time and time again. Over the course of this time period, he also received many scars, many of which are not visible because of his clothes, but the most prominent of which is on his very eye. Although the vision to his left eye was lost, he gained a new vision that regular sight would pale in comparison to, the ability to access his magical circuit.

    Once his body and mind hit their peak, he was able to sustain the toll of recreation successfully and produced a simple weapon, "The Reaper", which was an average scythe from Aegis' many, many weapons. He has always had a need to learn as much as possible, and now with this new perception, he can get the knowledge of which he so desperately seeks. But even with all this powerful extension of his conscious, he is still limited to what he can know, as the biggest mystery remains: What happened to his mentor?

    Zenshin's use of Recreation
    Not only has he learned to recreate objects and techniques, he has also discovered a third ability that he can use. He is able to materialize the very "essence" of his magical power and use it to manipulate existing leylines to create impossible fields of movement or simply shape the "mana" into different shapes and sizes, allowing for a slightly less straining alternative to recreating objects. Not only that, but he can use the mana to strengthen his existing weapons or body parts to make them as strong as steel. Because of this, he strayed from the path that his master went down and became more focused on the controlling and weaving of leylines and the ability to route his mana on command.

    Strengths:
    -Versatile in many aspects, as many recreations or mana crafted items can be made to fit the moment
    -Deadly in close range as that's mostly what Zenshin trained for in the six months he was away
    -Since the strain that Recreation puts on the user is great, Zen has a much higher endurance, strength, and speed level to support the use of it

    Weaknesses:
    -Recreating anything or manipulating too much mana puts enormous strain on the user's body, which could lead to memory loss, blacking out, and even death
    -Very few support abilities
    -Not very good at longer ranges than it is in melee range

    Abilities/Powers:
    Magic Resistance:

    Magic Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Zenshin has received a sort of "resistance" to magic that would otherwise cause more harm to him. In his current condition, he will resist 10% of magic damage from any spell.

    Abnormal Recovery:

    Abnormal Recovery: Since the magical energy he uses is basically the equivalent of "life energy" in a sense, he has developed a very strange rate of recovery. While he is out of battle, his health will increase by 5% for each post that goes by.

    Enhanced Perception:

    Enhanced Perception: By stimulating the part of his mind that takes in and analyzes images with mana, he is able to increase his perception dramatically. Nothing like being able to see farther or better at night, not that kind of perception. The kind that allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. However, this isn't everything, only things in his immediate vicinity are able to be perceived through his 'advanced' vision.

    Stability:

    Stability: Something he expressly trained during his time training. One of the things he wanted to accomplish the most was to never be knocked off balance, even if a situation comes where the enemy believes there is no way he could still be on his balance should be broken.  The reasoning behind this is that every time his balance would be broken, his body instinctively attaches itself to a leyline, very partially of course. It's not that he can't be knocked over, it's that when he is, or would be, pushed to the side, he recovers at a rate that isn't possible by humans without magic. Over time, this reflex was trained and mastered to the fullest.

    Spells

    D-Rank Spells:


    Leyline Manipulation - Foundation:

    Name: Leyline Manipulation - Foundation
    Rank: D
    Type: Utility
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. Visualizing a small plan of how he will move in his head, he begins to motion in the air, either with his hands, or if he wants to walk on them, stepping up, as if he was going onto a stool. From an outside perspective, it looks like he is scaling an invisible wall or walking on air, but he actually just brings the leylines into a solid existence for a few moments for him to use to get across gaps or get to the top of a cliff. Furthermore, Zenshin cannot move back on the leylines ; imagine a bridge that breaks behind you with each step forward you take, same principle. Before going on cooldown, he can create up to five one step platforms before this goes on cooldown.

    Strengths:
    - Great when used to cross things like gorges or water, as he can create a 'platform' out of leylines
    - Can't really fall to his death so long as the spell isn't on cooldown
    - Confuses the enemy as they'll see him jumping around in mid-air or something similar

    Weaknesses:
    - Doesn't offer any offensive aspects
    - Only he can use this as a platform
    - He can only create platforms
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Energy Manipulation - Volatile Energy:

    Name: Energy Manipulation - Volatile Energy
    Rank: D
    Type: Strategic
    Description: A power that draws upon his specialization in manipulating energy and replacing the a previous spell of his. Zenshin will draw magical energy from the air around him and create a dense disc shape. This is literally a disc (imagine a mine) made of extremely dense energy, making it extremely volatile. He will only create up to three at a time to avoid unnecessary destruction and every time one does explode, the explosion is quite violent with a radius of 4 meters in all directions. They can travel up to 10 m/s for up to 20 meters before exploding.

    Strengths:
    - A great distraction
    - Great deal of damage for its rank (1.5 D ranked spell's worth in total. If he only makes one the one will do the full damage, two and each do half, etc.)
    - Quite useful if used properly

    Weaknesses:
    - Only three at a time
    - Can hurt him if used improperly or haphazardly
    - Any spell or ranged attack (Like an arrow shot from a bow) will destroy it
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Vector:

    Name: Vector
    Rank: D
    Type: Utility, Defensive
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere withing 3 meters of himself, excluding underground. Then, after a few seconds, the air inside his 'invisible box' distorts slightly, but still visibly, as he changed the flow of the still leylines to all move in a specific direction weakly, but still flowing. What is happened inside the 'box' is force being redirected in an any direction of his choosing, redirecting anything that might be coming at him to wherever the force inside the 'box' is directed. The cooldown begins once the spell ends.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - The box lasts a while, giving it some tactical potential when it comes to avoiding attacks
    - Applies to any projectile as long as it's non-magical  or D-rank

    Weaknesses:
    - Only one box can be created at a time
    - The force inside the box does not affect living entities
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns 3 posts / 4 posts

    Force Feint:

    Name: Technique: Force Feint
    Rank: D
    Type: Scythe Technique
    Description: Whenever Zenshin strikes with his scythe, he is able to negate the force of the blow and redirect it in the opposite direction. An example would be 'Zenshin swings his scythe horizontally and is blocked by the enemy', instead of recoiling from the force of the hard slash, the force would be redirected backwards, so Zenshin would immediately spin around and attack with the back of the scythe. The enemy would not feel the force of the first attack, so it would be like they didn't feel the attack hit, but the second would come with the force of the first. This can be used twice before going on cooldown.

    Strengths:
    - Great for making unexpected cuts and for negating a potential mistake when cutting
    - Excellent of taking advantage of openings that would otherwise be lost because of time
    - Doesn't break the flow of his weapon greatly which is a core aspect of it

    Weaknesses:
    - He cannot will where he wants the force of his blow to be redirected to [example being that if he activates this technique while striking with an upward cut, he would have to follow the path of the force and strike with an overhead attack]
    - Predictable path if his enemy somehow knows it's coming
    - Relatively higher cooldown compared to other spells of this rank
    - Force altering magic

    Duration/Cooldowns Instantaneous / 3 posts


    C-Rank Spells:


    Recreation - The Reaper:

    Name: The Reaper
    Rank: C
    Type: Magical Scythe, Re-equip
    Description: The first thing made for him to store by his mentor, Aegis Bright, was a scythe in the exact image in which he imagined it to be. After it's recreation, it was also the first thing that Zenshin made a 'blueprint' of, so he could recreate it himself whenever he needed to use it or just had another unspecified use for the item. Probably because of his love of the particular type of weapon, he began training and using this scythe since he felt more comfortable using it than swords. This weapon of his is made from his mana and also has the potential to grow into something much more powerful. Regardless of its name, it has no specific elemental affinity, as stated earlier, its made from the 'pure' magic that is used by anyone who is a recreationist. Normally, this weapon would be too heavy for anyone but him to use effectively, unless the mage he was fighting has some way of disarming him, and making the weapon lighter than it really is. Aside from that, it is made specifically for him to use, as the snath is much longer than, say, a farming scythe, at  five feet, and the blade itself extends out a three and a half. It has a rather intricate heel and the toe is bent upwards a bit, making puncturing a much easier task than normal. Other than that, the heel has a pattern of seven protruding, black spikes, making it almost as effective if he were to use the back to strike the opponent. At the top of the weapon lies a small, decoration of sorts resembling a crescent moon, which at first glance appears useless, but it is the most important part of the scythe. Basically, over time, it takes from Zenshin's mana supply and stores it inside the decal. Once full, Zenshin can transform his scythe into 'The Hope', a more powerful version of 'The Repear'. Furthermore, at the top, are tiny, sharpened ridges that resemble scales to a certain point, but are just there in case he needs to "break" a sword. Lastly, the entire blade above the ring is sharpened to a masterful degree, making it very lethal in the right hands.

    The Scythe:

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    Strengths:
    - Powerful slashing attacks (C-Rank damage)
    - Could be used as an "anchor" when performing acrobatics
    - Very light to him since it's made from his magic ; swings much faster than many expect

    Weaknesses:
    - Melee weapon ; useless when the enemy is farther than five feet away
    - Not a very precise weapon normally ; Zen would have trouble hitting specific points on a body
    - No utility other than being an anchor
    - Not very effective at all when wielded single handedly


    Duration/Cooldowns 4 posts / 5 posts

    Name of Technique: Whirlwind
    Rank: C
    Type: Scythe Technique ; Offensive
    Description: Bringing his weapon down so that the top of the blade is touching the ground to his right, he sends a burst of mana into his forearms and shoulder and swings as hard as he possibly can. Though, this hard swing isn't the only thing going on. While his weapon swings through the air, the leylines it passes through are disrupted, causing a 'distortion' effect in the air followed by a gust of wind. That would be the force created when the leylines themselves near instantly re-position themselves to their proper place. It gets weaker as it gets farther away until 2 meters, where it completely disperses, but anything within the 2 meters that gets hit takes C-Rank damage.

    Strengths:
    - Effective at hitting targets on all sides almost at once
    - Cuts through defenses of C-Rank and below
    - Will cut to bone if it -does- land

    Weaknesses:
    - Very close range ; 2 meters
    - Doesn't work on anyone flying or underground
    - Leaves him open to attacks from directly above and below while he performs it
    - Easy to avoid

    Duration/Cooldowns Instantaneous / 3 post


    Fold:

    Name: Fold
    Rank: C
    Type: Utility, Re-positioner
    Description: With his knowledge on the very layout of leylines, Zenshin is able to visualize the 'grid' of the ones between him and his opponent and tamper with his dramatically. After a second of doing so, he outstretches his right arm, his hand completely open as if he was pushing a box forward. Then, he puts his index finger and thumb together, as if he he was pulling back on the 'string' of 'Slingshot', but instead of pulling back, he pulls down. While he moves his hand, the very ground begins to 'fold' downwards. This is because he is basically pinching the leylines that lie on the ground and pulling it down, reducing the distance between him and his opponent dramatically. Specifically, he can only 'fold' 8 meters of ground down, which would be the same distance he would be cutting between him and his enemy. 'Fold' only applies to solid ground [cannot be used in the air] and cannot affect the leylines of living entities [the ones he utilizes while using linkstep] and the ground returns to normal after a few posts, [the fold is not permanent]. Range-wise, he can fold any leylines around him in a 8 meter radius. Cooldown starts when the duration ends.

    Strengths:
    - Confuses the enemy ; the fold happens very quickly, the enemy could think they were much farther, but somehow they got closer
    - Excellent against enemies trying to keep their distance
    - Opponent will almost always have their guard down as they were just quite far a moment ago

    Weaknesses:
    - Not directly offensive
    - Doesn't buff him in the slightest
    - Cannot be used in the air
    - Not directly defensive
    - Mages in the air are unaffected

    Duration/Cooldowns 3 posts / 4 posts

    Breaker:

    Name: Technique: Breaker
    Rank: C
    Type: Offensive
    Description: Controlling the flow of mana from his hands to his weapon and arms or just to his hand and arms. If he drives a stream of the energy to the weapon, he'll focuses on the bottom of the 'hilt' of the scythe ; he long staff that he holds onto. He then begins to focus on attacking with the now glowing bottom of the scythe, in quick, almost stabbing-like, motions. If this were to actually land, regardless whether it was blocked or just bit normally, it would sent much more force into the blow than normal, enough to fracture a bone or cause moderate internal harm. This is because all that focused energy creates a lot of stored energy, which is released when it comes into contact with anything. Also, this could be used to shatter something, such as a boulder or even steel. Deals C-Rank damage.

    Strengths:
    - If it hits, it is able to moderately harm the enemie's insides
    - Will hit with enough force to shatter regular steel
    - Great for clearing out large inanimate obstacles, like giant boulders

    Weaknesses:
    - Melee attack ; Useless when used at long range
    - It's a waste if he doesn't 'hit' his opponent does nothing but dodge
    - Mostly offensive ; Little to no defensive capabilities
    - Can't even damage A-Rank and above barriers

    Duration/Cooldowns 2 posts / 4 posts

    Phase:

    Name: Phase
    Rank: D
    Type: Utility ; Defensive
    Description: Derived from a technique by the same name used by his mentor, Zenshin is able to 'phase' out of reality and into another one via a leyline. Due to his specialization, he can stay in this plane of existence for up to fifteen seconds without adverse affects, and even longer with them. He is also able to move by combining what he does with linkstep by using that kind of leyline before locating a *static* one at his target location and stopping there. The range for this is short as all of this at once takes up quite a bit of energy from him. As a downside to all of these -extra- effects, it will go on cooldown when he phases back into his home plane regardless of whether or not he used up his "allotted" amount of time.

    Strengths:
    - Allows him to dodge any one physical attack or spell D-Rank or below
    - Allows him to remain "ethereal" for the duration of a potential AoE spell
    - Let's Zenshin move around while in use

    Weaknesses:
    - He can only move once in a linear direction up to 5 meters before being unable to do it again ; Movement is quite limited
    - If he's forced to go past the 15 seconds, the cooldown will double for every extra 5 seconds to a max of 25 seconds before he's forced back
    - Doesn't dodge spells above C rank
    - He can't attack while phased

    Duration/Cooldowns Instantaneous / 4 post

    Leyline Refraction:

    Name: Leyline Refraction
    Rank: C
    Type: Utility
    Description: Zen looks to a certain position around him within a meter, then begins to focus on his own leylines. He drives mana into them, then 'fractures' the leylines in his immediate vicinity and makes it so that they begin to, 'leak' the mana. In doing so, an effect is triggered similar to how refraction works. As an example, imagine a river and a single fish swimming in it. It looks like the fish is in one place, but if you stick your hand in to grab it, you will fail, as the fish is actually next to where the image is.

    Strengths:
    - Great for tricking the enemy into attacking a 'projection' instead of him
    - Give him time to set up for another strike ; potential to create a great opening
    - Useful for dodging linear spells

    Weaknesses:
    - If the enemy knows how the spell works, they will know where his position is
    - The spell is broken if Zenshin attacks while his image is being projected
    - Useless against AoE spells
    - Tricks only work once before he has to be wary about it

    Duration/Cooldowns 1 post / 4 posts

    Mana Cicatrize:

    Name: Mana Cicatrize
    Rank: C
    Type: Support, Utility
    Description: Putting his hand on a harmed part of his body, such as a laceration or over a bone that has been damaged or fractured, he directs mana directly onto or into the wound. A property of the 'pure' magic that he is able to control is its healing properties, so he is able to heal up to six 'cuts', or any kind of small wound, or one large wound, such as a broken bone. He can also heal his allies if he is able to touch them. Can also heal from a range of 10 meters maximum, but the effects will be *cut* in half (I'm too much for myself sometimes). Will normally heal 8% HP.

    Strengths:
    - Increases durability in battle
    - Strong, instantaneous heal regardless of the severity of the wound
    - Can heal from range

    Weaknesses:
    - If he wants to heal allies for full effect, he must be able to put his hand on them
    - Does not increase any kind of resolve or have any effect on the person aside from their wounds
    - Ranged heal will half the potency of the spell
    - Just a heal, no buffs that accompany it

    Duration/Cooldowns Instantaneous / 3 posts


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      Current date/time is 19th June 2019, 9:53 pm