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    Knight of Space

    Jiyu Kazehime
    Jiyu Kazehime

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

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Jiyu Kazehime on 18th June 2017, 1:12 pm

    Spoiler:


    @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 - Page 2 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 (Does half a rank higher than a B-Rank spell's worth of damage to defensive spells). Also, this does NOT affect directly offensive spells]
    - 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 - Page 2 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.
    - Increases his speed and strength by 50%
    - Reduces the effectiveness of defensive spells by a rank (those B-Rank and under) ; Will force the enemy to also "all in" (Does half a rank higher than a B-Rank spell's worth of damage to defensive spells)

    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 - Page 2 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 (Does half a rank higher than a A-Rank spell's worth of damage to defensive spells). 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 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 (when used against A-Rank spells. Costs normally when used against every other).

    Strengths:
    - Weakens any spell A-Rank and below by half
    - Could turn the tide if used against the right spell and in conjunction with others
    - Doesn't affect allies

    Weaknesses:
    - Not very versatile
    - Enemies out of his range are unaffected
    - S-Rank spells and above are unaffected
    - Pricey

    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 - Page 2 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:

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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 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 - Page 2 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:

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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. 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 nearly quintupling for the remainder of the spell, his strength being enhanced by an S-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 (The Dream speed; 50 m/s) ; Normal max strength - Being able to crack stone(The Dream strength; punch through steel))

    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 (Outward / OW), or take reality into his inner world(Inward / IW).

    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 (Removes the cool-down of 1 A-rank spell, 2 B-rank spells or 4 C-rank spells of allies, of their choosing) as well as lightly healed (10%), at the cost of Zenshin's magic resistance and life energy.

    Should he choose to take reality into his inner world, all magic will be disabled for the duration, leaving the magi with one melee 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)
    - Heals minor wounds allies might have, restores their endurance and gives them strength and magical energy for one final powerful attack. (Applies to Zenshin as well)
    - 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 Zenshin as well)
    - Completely balances the battlefield, no one is stronger than the other

    (These strengths depend on which version he chooses to use, IW or OW)

    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 5 posts. 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


    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 - Page 2 Miku_chibi_by_kenneos-d4l2s2w

    Knight of Space - Page 2 H6NcPbM Knight of Space - Page 2 H6NcPbM Knight of Space - Page 2 H6NcPbM Knight of Space - Page 2 H6NcPbM

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    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 26th June 2017, 11:12 am

    Hello Zenshin, my name is Tamashi and I will be your grader this time around. Anything I request of you will be in this wonderful colour. Any and all concerns, worries, problems or questions can me messaged to me and I'll get to them as soon as I can.

    With all that being said, lets get started...

    The Grading:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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:
    -Manipulating too much mana puts enormous strain on the user's body, which could lead to memory loss, blacking out, and even death [These effects begin with the user is below half MP]
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation

    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 2% of magic damage from any spell.

    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. This perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. This ability is also what allows Zenshin to "scan" objects in order to recreate them. Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.
    If you remove the magic cost, what is seen in blue can be used as a overall magical strength and what is in pink can be used as an overall magical weakness

    From the Dark:

    From the Dark: While it may seem as though this foreign, altering force within his magic is some sort of death aligned magic, it is not, for it would not have been able to mix itself with his pure mana. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on his magic should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it. Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 5 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. Additionally, each spell incurs a 2% MP cost in addition to its base cost as wherever this strange magic is coming from requires its own sacrifice.
    Perhaps have the mp increase by 2% every use after the fifth; so time 6 is 2%, time 7 is 4% so on and so forth. Please specify clearly what it does overall as there is not a lot of information here.

    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin is able to channel and focus his magical energy into parts of his body to strengthen them beyond what he would normally be capable of. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster.
    Please clarify the percentage of the buff and what the buff improves

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations.
    Please clarify clearly what this does.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word.
    Please clarify clearly what this does.

    Tome of Knowledge: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved.
    Please clarify clearly what this does.


    Spells

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Utility
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters.
    From the Dark: In addition to the previous effects, any object that collides with these now hardened and altered leylines with have a tentacle grow out of the base of the object and attempt to grab whoever is wielding the object. If another mage comes into contact with the aforementioned leylines, two tentacles will sprout from beneath their feet and attempt to hold them in place.
    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him and disrupts leylines in a small spherical area of radius 1 meter anywhere in a two meter radius around him. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.
    From the Dark: In addition to the previous effects, the explosion becomes silent and in the crater or space affected by the blast will be an eye. A large, strange eye which cannot be seen by anyone but Zenshin without the use of disillusionment powers and can see for him in case his vision is impaired. This eye lasts five posts including the post it is summoned

    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.)
    - Demolition is pretty simple

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Very close range of only 2 meters
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility, Defensive
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere withing 20 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. 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 at the same speed it entered the box.  If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 35 m/s.
    From the Dark: In addition to the previous effects, the field alters any objects or spells that come into it. The objects will become enshrouded in a purple aura and once they leave the field they will sprout many eyes and hone in, albeit it weakly, on their new target for the duration of the spell.
    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to five at once
    - Applies to any projectile as long as it's non-magical  or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Living Recreation - The Reaper:

    Name: Living Recreation - The Reaper
    Rank: D
    Type: Offensive
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe. As time progresses, this scythe gains power from the air around it and after two posts including the post it is summoned, it will be fully charged. Once fully charged, Zenshin can slice a portal into the ground to summon what appears to be a large black wolf he has affectionately named Bright. Bright will do as Zenshin says for the remainder of the spell. Should an attack from this scythe or from Bright land, the recipient will become afflicted with feelings of anxiety and will begin to hear whispers from around him or her for the remainder of the spell.

    Bright:

    Knight of Space - Page 2 Maxresdefault
    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal
    - The box lasts a while, giving it some tactical potential when it comes to avoiding attacks
    - The wolf acts as an extra enemy for the opponent to need to dealt with

    Weaknesses:
    - Living creation cannot be modified by "From the Deep"
    - Costs an extra 2% to cast this spell in addition to the base cost of a D rank spell
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon
    - Flying enemies or enemies beneath the ground cannot be attacked by Bright, for physical reasons
    Duration/Cooldowns 4 posts / 5 posts

    I'm sorry, but all of your spells in their current condition can't be allowed, there are to many abilities/effects going on so more so for D-Rank spells. I suggest going to double check the rules on magic and narrowing the field of abilities.

    Once everything I have requested is dealt with please bump or message me.


    _____________________________________________________________________________________

    Knight of Space - Page 2 RAfJlig


    True sins are the ones that you cannot atone for.
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    King Zenshin
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    First Magic: Knight of Space
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 26th June 2017, 12:19 pm

    Bump:
    Added a strength and weakness to the overall magic as suggested
    Ability: Enhanced Perception replaced with Disruption
    Ability: From the Dark clarified and modified
    Spell: The Reaper edited
    All spells now only have one effect unless modified by "From the Dark"


    _____________________________________________________________________________________



    Missions Completed
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    B-Ranked: 4
    D-Ranked: 3
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    Total Experience: 263,160

    Character / Vincent Gauss
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 26th June 2017, 2:48 pm

    Hello again Zenshin I hope you're ready for round two. As before I am Tamashi your grader, all edits and suggestions while primarily be in this wonderful colour. If I need things moved it will either be in blue or pink if other colours are required. Again you are free to message me with any concerns, worried and questions and I'll get back to you as soon as I can.

    With the above being said, lets start round two...

    Grading Round Two:
    Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. This ability is also what allows Zenshin to "scan" objects in order to recreate them.
    Take out the word ability, move blue to an additional strength; my fault I should have clarified before.

    Weaknesses:
    -Manipulating too much mana puts enormous strain on the user's body, which could lead to memory loss, blacking out, and even death [These effects begin with the user is below half MP]
    Move blue to a new weakness just rewording a little with what is in brackets
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially "overload" their body's magical capabilities and keep them from casting spells for a number of posts equal to the difference in rank starting at one. So enemies of the same rank couldn't cast spells for 1 post, one rank below: 2 posts, and so on. This ability must be consciously activated and regardless of whether or not it misses has a 6 post cool down.
    This should be reworded, you can not null a persons complete magic even for a short time.

    From the Dark:

    From the Dark: While it may seem as though this foreign, altering force within his magic is some sort of death aligned magic, it is not, for it would not have been able to mix itself with his pure mana. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on his magic should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. Most spells Zenshin knows may be altered to have an additional effect in addition to their regular effect should he choose to use this ability to modify them. If Zenshin modifies a spell he cannot do so again for two posts.
    State duration and give two possible effects that could happen.

    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 10% increase in his physical abilities.
    You can up this to 25% if you so desire.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Tome of Knowledge: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    From the Dark: In addition to the previous effects, the owner of any object or spell that has collided with the altered hardened leylines will have tentacles sprout from the ground and attempt to hold them in place for one post.
    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him and disrupts leylines in a small spherical area of radius 1 meter anywhere in a two meter radius around him. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    From the Dark: In addition to the previous effects, the explosion becomes silent and in the crater or space affected by the blast will be an eye. A large, strange eye which cannot be seen by anyone but Zenshin without the use of disillusionment powers and can see for him in case his vision is impaired. This eye lasts five posts including the post it is summoned

    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.)
    - Demolition is pretty simple

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Very close range of only 2 meters
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 20 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 10 m/s.

    From the Dark: In addition to the previous effects, the field alters any objects or spells that come into it. The objects will become enshrouded in a purple aura and once they leave the field they will sprout many eyes and hone in, albeit it weakly, on their new target for the duration of the spell.
    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to five at once
    - Applies to any projectile as long as it's non-magical  or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Living Recreation - The Reaper:

    Name: Living Recreation - The Reaper
    Rank: D
    Type: Offensive
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    From the Dark:Zenshin can slice a portal into the ground at any point during the duration of "The Reaper" to summon what appears to be a large black wolf he has affectionately named Bright. Bright will do as Zenshin says for the remainder of the spell. Should an attack from this scythe or from Bright land, the recipient will become afflicted with feelings of anxiety and will begin to hear whispers from around him or her for the remainder of the spell.

    Bright:

    Knight of Space - Page 2 Maxresdefault
    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal
    - The wolf acts as an extra enemy for the opponent to need to dealt with

    Weaknesses:
    - The wolf only gets summoned if Zenshin uses "From the Dark" to modify the spell
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon
    - Flying enemies or enemies beneath the ground cannot be attacked by Bright, for physical reasons
    Duration/Cooldowns 4 posts / 5 posts

    I won't touch your magic until your 'From the Dark' has been edited and the spells have it removed as you can trigger ua's with unique abilities.

    Bump when the required changes have been made or message me whichever is easier.


    _____________________________________________________________________________________

    Knight of Space - Page 2 RAfJlig


    True sins are the ones that you cannot atone for.
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    King Zenshin
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 26th June 2017, 3:56 pm

    Bump


    _____________________________________________________________________________________



    Missions Completed
    100 Year: 1
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    B-Ranked: 4
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    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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    First Magic: Requiem
    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 27th June 2017, 3:29 pm

    Hi again Zenshin, it's time for round three... by now you should know the drill anything I request will be in this wonderful colour. Should I happen to need other colours for moving purposes they will be this shade of blue or this shade of pink. As always any question, concerns, worries and the likes can be messaged to me.

    That being said, lets begin...

    Grading continued:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially "overload" their body's magical capabilities and causes his opponents to use more magical power than intended to cast spells. If his opponent is of the same rank, the cost of their next spell is increased by 50%, if his opponent is higher ranked 25%, and if they are lower ranked then 100%.
    This kind of ability isn't allowed so I'm going to ask you to redo it, sorry.

    From the Dark:

    From the Dark: While it may seem as though this foreign, altering force within his magic is some sort of death aligned magic, it is not, for it would not have been able to mix itself with his pure mana. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can see through illusions of equal rank and his vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see exactly perfectly under the most intense of circumstances so long as the effects don't exceed his rank.
    Add or lower, don't say you can see through them completely or it seems like an immunity to illusion magic. You could reword it to say that you are more prone to seeing flaws in illusions and so anyone using an illusion against you will suffer a penalty of one to their duration; As for the non magical I have no issue with that but maybe say that it can cause false positives if you are distracted.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 2% MP per post it is active.
    Since this is a non summoner kind of summon please state that it will do base melee damage for your rank since you have chosen to have a passive; also you can make the mp regain as high as 4% per round. Also add in this ua caps at S-Rank

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Tome of Knowledge: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him and disrupts leylines in a small spherical area of radius 1 meter anywhere in a two meter radius around him. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.
    Please state how big the radius of the blast will be.

    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.)
    - Demolition is pretty simple

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Very close range of only 2 meters
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 20 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 10 m/s.
    Spells for D can only go 7.5 m/s and be 15m. Please state that this only effects spells of the same rank, add that a maximum of three boxes can be made at a time.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to five at once
    Change it to three, five is a bit excessive.
    - Applies to any projectile as long as it's non-magical  or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Living Recreation - The Reaper:

    Name: Living Recreation - The Reaper
    Rank: D
    Type: Offensive
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon

    Duration/Cooldowns 4 posts / 5 posts


    When required edits are made bump or message me


    _____________________________________________________________________________________

    Knight of Space - Page 2 RAfJlig


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    Hania
    Hania
     
     

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    Character Sheet
    First Magic: Requiem
    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 27th June 2017, 4:56 pm

    For future records:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially make his opponent's body more susceptible to future attacks, for a time. If they are the same rank or lower he increases the damage they take by 25%. The increased susceptibility to damage lasts 3 posts and Zenshin cannot use "Disruption" again for 6 posts.  

    From the Dark:

    From the Dark: While it may seem as though this foreign, altering force within his magic is some sort of death aligned magic, it is not, for it would not have been able to mix itself with his pure mana. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can spot flaws in illusions of equal rank or lower and thus the duration of the illusion is lessened by one. His vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see almost perfectly under the most intense of circumstances so long as the effects don't exceed his rank.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 4% MP per post it is active. Bright's damage is Zenshin's base melee damage based on his rank and cannot exceed S-Ranked melee strength.

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Tome of Knowledge: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him focuses on an area within a two meter radius of himself. Then, he disrupts the leylines in the air in the shape of a sphere of radius one meter. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    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.)
    - Demolition is pretty simple

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Very close range of only 2 meters
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 15 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 7.5 m/s. Cannot redirect projectiles that exceed D-Rank in magical power.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to three at once
    - Applies to any projectile as long as it's non-magical or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Living Recreation - The Reaper:

    Name: Living Recreation - The Reaper
    Rank: D
    Type: Offensive
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon

    Duration/Cooldowns 4 posts / 5 posts


    Knight of Space - Page 2 ABT_zps5xjxsyen


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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Guest on 28th June 2017, 9:30 am

    moved upon user's request.

    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially make his opponent's body more susceptible to future attacks, for a time. If they are the same rank or lower he increases the damage they take by 25%. The increased susceptibility to damage lasts 3 posts and Zenshin cannot use "Disruption" again for 6 posts.  

    From the Dark:

    From the Dark: While it may seem as though this foreign, altering force within his magic is some sort of death aligned magic, it is not, for it would not have been able to mix itself with his pure mana. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can spot flaws in illusions of equal rank or lower and thus the duration of the illusion is lessened by one. His vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see almost perfectly under the most intense of circumstances so long as the effects don't exceed his rank.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 4% MP per post it is active. Bright's damage is Zenshin's base melee damage based on his rank and cannot exceed S-Ranked melee strength.

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Tome of Knowledge: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him focuses on an area within a two meter radius of himself. Then, he disrupts the leylines in the air in the shape of a sphere of radius one meter. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    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.)
    - Demolition is pretty simple

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Very close range of only 2 meters
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 15 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 7.5 m/s. Cannot redirect projectiles that exceed D-Rank in magical power.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to three at once
    - Applies to any projectile as long as it's non-magical or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Living Recreation - The Reaper:

    Name: Living Recreation - The Reaper
    Rank: D
    Type: Offensive
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon

    Duration/Cooldowns 4 posts / 5 posts

    King Zenshin
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 28th June 2017, 11:08 am

    Moved: "Living Recreation - The Reaper" to signature spell and replaced with "Leyline Manipulation - Burst"
    Added: C-Rank spells and Ability: "Their Eye"


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    Character / Vincent Gauss
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    Character Sheet
    First Magic: Requiem
    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 3rd July 2017, 5:38 pm

    For the records:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, sinister even, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially make his opponent's body more susceptible to future attacks, for a time. If they are the same rank or lower he increases the damage they take by 25%. The increased susceptibility to damage lasts 3 posts and Zenshin cannot use "Disruption" again for 6 posts.  

    From the Dark:

    From the Dark: There is no doubt in the sinister, dark, and almost unholy nature of those which now watched Zenshin. However, there is also no doubt that they have granted them access to their power. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can spot flaws in illusions of equal rank or lower and thus the duration of the illusion is lessened by one. His vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see almost perfectly under the most intense of circumstances so long as the effects don't exceed his rank.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 4% MP per post it is active. Bright's damage is Zenshin's base melee damage based on his rank and cannot exceed S-Ranked melee strength.

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Codex: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    Signature Spell:

    Name: Hunter's Weapons
    Rank: C
    Type: Offensive; Requip
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    At C-Rank, an additional weapon is made alongside the scythe: a long pistol which he calls Sanguine. This gun uses Zenshin's own blood as its ammunition and thus takes 10 HP away per use. In exchange for this steep cost, the bullet's damage is amplified by 25%. The projectile's speed is 45m/s but has a range of only 10m. The speed of the bullet increases by 15m/s per rank capping at S-Rank. So it would be 60m/s at B-Rank, 75m/s at A-Rank, and 90m/s at S-Rank.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal
    - The gun makes for a powerful ranged weapon

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon
    - Zenshin sacrifices 10 HP per use of the gun


    Signature Spell:

    Name: Hunter's Attire
    Rank: D
    Type: Offensive; Requip
    Description:  Zenshin begins to take the visage of a hunter. By using his own life essence to amplify his mana to imbue an ordinary piece of equipment, Zenshin is able to increase his speed and strength drastically. When cast, his clothing changes to something more regal and much lighter. In these clothes, his speed and strength increase by 75%.

    Strengths:
    - Powerful buff
    - Impairs his opponents

    Weaknesses:
    - Provides no defense
    - If his movement is impaired the ability on this is essentially negated
    - Comes at a cost of a fifth of his current HP

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him focuses on an area within a two meter radius of himself. Then, he disrupts the leylines in the air in the shape of a sphere of radius one meter. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    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.)
    - Demolition is pretty simple

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Very close range of only 2 meters
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 15 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 7.5 m/s. Cannot redirect projectiles that exceed D-Rank in magical power.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to three at once
    - Applies to any projectile as long as it's non-magical or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Leyline Manipulation - Burst:

    Name: Leyline Manipulation - Burst
    Rank: D
    Type: Offensive; Hold Back
    Description:  Zenshin can use his scythe as a sort of magical conduit to project his mana outward in the form of a projectile in the shape of a crescent moon. He designed this spell to do half the damage of a normal D-Rank spell in exchange for always having it ready whenever he needs an attack. The attack has a range of just 5 meters but can travel at 30 m/s, making it a quick attack in exchange for damage.

    Strengths:
    - Very fast relative to other spells of the same rank
    - No cool down

    Weaknesses:
    - Because the spell is weak, it could not win a collision with a different spell
    - The range is relatively short
    - Zenshin still incurs a mana cost and must be wary of using this spell too often

    Duration/Cooldowns Instant/None

    C-Rank Spells:

    Mana Manipulation - Concentrate:

    Name: Mana Manipulation - Concentrate
    Rank: C
    Type: Charge Up; Support; Area of Effect / Heal over Time
    Description:  This is a spell developed and designed for not only Zenshin, but for his team members as well. He needs a post of pure, unbroken concentration before being able to cast the spell. Once cast, he will radiate his own built up mana outward affecting himself and at most three other mages. His magical energy will heal his allies for 40 HP over 3 posts and will regenerate their magical power at a rate of 10 MP for the same amount of time.

    Strengths:
    - Powerful ability to rejuvenate himself or allies
    - If he is not in combat, the spell may be cast immediately

    Weaknesses:
    - He is vulnerable for one post if he decides to use this spell
    - The range is relatively short
    - Zenshin still incurs a mana cost for this spell and thus the magical power regeneration is lessened on himself

    Duration/Cooldowns 3 posts/5 posts

    Mana Manipulation - Siphon:

    Name: Mana Manipulation - Siphon
    Rank: C
    Type: Defensive
    Description:  Zenshin places his right hand out to block a single spell with a hand glowing in a blue aura in front of his covering the front of his body. Siphon may only block one spell, though if it is successfully blocked Zenshin gains the magical power used to cast the spell. He may only block spells of equal rank or below with siphon. He may also choose to sacrifice the magical power he would gain by transferring it to an ally within 5 meters of himself.

    Strengths:
    - A good way to regain his lost mana while also blocking an opponent's spell
    - He may choose to redirect the mana he would gain to support an ally

    Weaknesses:
    - Relatively short range should he choose to assist an ally
    - Only blocks a single spell of either C or D rank, thus if an opponent knows how the spell works they may take advantage
    - Only blocks the front of his body

    Duration/Cooldowns Instant/3 posts

    Mana Manipulation - Endless Blades:

    Name: Mana Manipulation - Endless Blades
    Rank: C
    Type: Offensive; Multiple Hit
    Description:  Zenshin manifests a ball of mana into his hand and throws it up into the air. The ball explodes in a brilliant display of blinding light before manifesting as 20 simple blue swords. All of these swords may be launched independently from one another, together, all at once, and in different directions. These swords stick into their target for the duration of the spell and have a second effect: Zenshin may be explode up to ten swords to deal damage equal to the fraction of a C-Rank spell the original sword had within a half meter radius of the sword. The swords float above Zenshin and travel at a speed of 30 m/s while having a range of 10m around him.

    Strengths:
    - Lasts a relatively long time, allowing for Zenshin to wait for the perfect opportunity to strike
    - Since there are so many swords, Zenshin could easily overwhelm his enemy by simply attacking them while using this spell

    Weaknesses:
    - Longer cool down than most spells as a result of needing to focus on controlling 20 separate magical entities
    - Very little, if any, defensive capabilities
    - Each individual sword is pathetically weak, containing the same magical damage as 1/20 of a C-Rank spell

    Duration/Cooldowns 4 posts/6 posts


    Grading was done over discord and requested edits made.

    Knight of Space - Page 2 ABT_zps5xjxsyen


    _____________________________________________________________________________________

    Knight of Space - Page 2 RAfJlig


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    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 : 3222
    Guild : Aurora
    Cosmic Coins : 25
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    Age : 20
    Experience : 263,160

    Character Sheet
    First Magic: Knight of Space
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 6th July 2017, 12:22 pm

    Changed:
    First signature spell's scaling and ranges
    Vector, Break, Burst, and Endless Blades have all had their speed and ranges adjusted
    Break's strength and weaknesses were altered


    _____________________________________________________________________________________



    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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    Golden Lacrima | Expires 7/9/2019
    Hania
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    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Have Seijin On Your Friends List- Player 
    Lineage : Warrior of Steel
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    Character Sheet
    First Magic: Requiem
    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 8th July 2017, 4:01 am

    So we meet again Zenni, by now you know the drill; I'm Tamashi and I'll be grading you this time around. In case you've forgotten anything I ask will be in this shade of purple. As always any concerns, worries or questions you have you can send me a private message or direct message on discord.

    With the reminders and formalities out of the way, lets get started... shall we...

    The grading:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, sinister even, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially make his opponent's body more susceptible to future attacks, for a time. If they are the same rank or lower he increases the damage they take by 25%. The increased susceptibility to damage lasts 3 posts and Zenshin cannot use "Disruption" again for 6 posts.  

    From the Dark:

    From the Dark: There is no doubt in the sinister, dark, and almost unholy nature of those which now watched Zenshin. However, there is also no doubt that they have granted them access to their power. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can spot flaws in illusions of equal rank or lower and thus the duration of the illusion is lessened by one. His vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see almost perfectly under the most intense of circumstances so long as the effects don't exceed his rank.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 4% MP per post it is active. Bright's damage is Zenshin's base melee damage based on his rank and cannot exceed S-Ranked melee strength.

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Codex: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    Signature Spell:

    Name: Hunter's Weapons
    Rank: C
    Type: Offensive; Requip
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    At C-Rank, an additional weapon is made alongside the scythe: a long pistol which he calls Sanguine. This gun uses Zenshin's own blood as its ammunition and thus takes 10 HP away per use. In exchange for this steep cost, the bullet's damage is amplified by 25%. The projectile's speed is 90m/s and has a range of 60 meters. The speed and range of the bullet increase to 150 m/s and 200 meters at B-Rank, 225 m/s and 300 meters at A-Rank, and 300m/s and 400 meters at S-Rank. The increases in speed and range stop at S-Rank.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal
    - The gun makes for a powerful ranged weapon

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon
    - Zenshin sacrifices 10 HP per use of the gun

    This needs a cooldown and duration


    Signature Spell:

    Name: Hunter's Attire
    Rank: D
    Type: Offensive; Requip
    Description:  Zenshin begins to take the visage of a hunter. By using his own life essence to amplify his mana to imbue an ordinary piece of equipment, Zenshin is able to increase his speed and strength drastically. When cast, his clothing changes to something more regal and much lighter. In these clothes, his speed and strength increase by 75%.

    Strengths:
    - Powerful buff
    - Impairs his opponents

    Weaknesses:
    - Provides no defense
    - If his movement is impaired the ability on this is essentially negated
    - Comes at a cost of a fifth of his current HP

    I can't allow this to do 75% and really without major draw back you can only go as far as 50% on any buff. This would also require a cooldown and duration; my recommendation however is to decide on another spell as this signature spell is the one that grows with you.

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive; Single target
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him focuses on an area within a 60 meter radius of himself. Then, he disrupts the leylines in the air in the shape of a sphere of radius one meter. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    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.)

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 15 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 60 m/s. Cannot redirect projectiles that exceed D-Rank in magical power.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to three at once
    - Applies to any projectile as long as it's non-magical or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Leyline Manipulation - Burst:

    Name: Leyline Manipulation - Burst
    Rank: D
    Type: Offensive; Hold Back; Burst
    Description:  Zenshin can use his scythe as a sort of magical conduit to project his mana outward in the form of a projectile in the shape of a crescent moon. He designed this spell to do half the damage of a normal D-Rank spell in exchange for always having it ready whenever he needs an attack. The attack has a range of just 5 meters but can travel at 33 m/s, making it a quick attack in exchange for damage.

    Strengths:
    - Very fast relative to other spells of the same rank
    - No cool down

    Weaknesses:
    - Because the spell is weak, it could not win a collision with a different spell
    - The range is relatively short
    - Zenshin still incurs a mana cost and must be wary of using this spell too often

    Duration/Cooldowns Instant/None

    C-Rank Spells:

    Mana Manipulation - Concentrate:

    Name: Mana Manipulation - Concentrate
    Rank: C
    Type: Charge Up; Support; Area of Effect / Heal over Time
    Description:  This is a spell developed and designed for not only Zenshin, but for his team members as well. He needs a post of pure, unbroken concentration before being able to cast the spell. Once cast, he will radiate his own built up mana outward affecting himself and at most three other mages. His magical energy will heal his allies for 40 HP over 3 posts and will regenerate their magical power at a rate of 10 MP for the same amount of time.
    Due to rule change I would change area of effect to multi-target change it 20 hp and 5 hp to balance it out more with the new rules.

    Strengths:
    - Powerful ability to rejuvenate himself or allies
    - If he is not in combat, the spell may be cast immediately

    Weaknesses:
    - He is vulnerable for one post if he decides to use this spell
    - The range is relatively short
    - Zenshin still incurs a mana cost for this spell and thus the magical power regeneration is lessened on himself

    Duration/Cooldowns 3 posts/5 posts

    Mana Manipulation - Siphon:

    Name: Mana Manipulation - Siphon
    Rank: C
    Type: Defensive
    Description:  Zenshin places his right hand out to block a single spell with a hand glowing in a blue aura in front of his covering the front of his body. Siphon may only block one spell, though if it is successfully blocked Zenshin gains the magical power used to cast the spell. He may only block spells of equal rank or below with siphon. He may also choose to sacrifice the magical power he would gain by transferring it to an ally within 5 meters of himself.
    State how much is being siphoned and how much can be given to an ally or yourself. Please also state if you are siphoning mp or hp.

    Strengths:
    - A good way to regain his lost mana while also blocking an opponent's spell
    - He may choose to redirect the mana he would gain to support an ally

    Weaknesses:
    - Relatively short range should he choose to assist an ally
    - Only blocks a single spell of either C or D rank, thus if an opponent knows how the spell works they may take advantage
    - Only blocks the front of his body

    Duration/Cooldowns Instant/3 posts

    Mana Manipulation - Endless Blades:

    Name: Mana Manipulation - Endless Blades
    Rank: C
    Type: Offensive; Multiple Hit; Multi target
    Description:  Zenshin manifests a ball of mana into his hand and throws it up into the air. The ball explodes in a brilliant display of blinding light before manifesting as 20 simple blue swords. Until he launches them at a target, he has full control over these swords. His swords also have a full range of movement. All of these swords may be launched independently from one another, together, all at once, in different directions, and any combinations of ways. These swords stick into their target for the duration of the spell and have a second effect: Zenshin may be explode up to ten swords to deal damage equal to the fraction of a C-Rank spell the original sword had within a half meter radius of the sword. The swords float above Zenshin and travel at a speed of 100 m/s while having a range of 45m around him.
    Please state what you class as a 'fraction' of the damage. Lower the speed to 90 m/s

    Strengths:
    - Lasts a relatively long time, allowing for Zenshin to wait for the perfect opportunity to strike
    - Since there are so many swords, Zenshin could easily overwhelm his enemy by simply attacking them while using this spell
    - Relatively fast speed

    Weaknesses:
    - Longer cool down than most spells as a result of needing to focus on controlling 20 separate magical entities
    - Very little, if any, defensive capabilities
    - Each individual sword is pathetically weak, containing the same magical damage as 1/20 of a C-Rank spell
    - Short ranged

    Duration/Cooldowns 4 posts/6 posts


    When said changes have been made let me know and I'll get back to you as soon as I can.


    _____________________________________________________________________________________

    Knight of Space - Page 2 RAfJlig


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    Hania
    Hania
     
     

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    Character Sheet
    First Magic: Requiem
    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Hania on 8th July 2017, 10:50 am

    For the records:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, sinister even, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially make his opponent's body more susceptible to future attacks, for a time. If they are the same rank or lower he increases the damage they take by 25%. The increased susceptibility to damage lasts 3 posts and Zenshin cannot use "Disruption" again for 6 posts.  

    From the Dark:

    From the Dark: There is no doubt in the sinister, dark, and almost unholy nature of those which now watched Zenshin. However, there is also no doubt that they have granted them access to their power. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can spot flaws in illusions of equal rank or lower and thus the duration of the illusion is lessened by one. His vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see almost perfectly under the most intense of circumstances so long as the effects don't exceed his rank.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 4% MP per post it is active. Bright's damage is Zenshin's base melee damage based on his rank and cannot exceed S-Ranked melee strength.

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Codex: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    Signature Spell:

    Name: Hunter's Weapons
    Rank: C
    Type: Offensive; Requip
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    At C-Rank, an additional weapon is made alongside the scythe: a long pistol which he calls Sanguine. This gun uses Zenshin's own blood as its ammunition and thus takes 10 HP away per use. In exchange for this steep cost, the bullet's damage is amplified by 25%. The projectile's speed is 90m/s and has a range of 60 meters. The speed and range of the bullet increase to 150 m/s and 200 meters at B-Rank, 225 m/s and 300 meters at A-Rank, and 300m/s and 400 meters at S-Rank. The increases in speed and range stop at S-Rank.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal
    - The gun makes for a powerful ranged weapon

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon
    - Zenshin sacrifices 10 HP per use of the gun


    Signature Spell:

    Name: Hunter's Attire
    Rank: D
    Type: Offensive; Requip
    Description:  Zenshin begins to take the visage of a hunter. By using his own life essence [15% max HP] to amplify his mana to imbue an ordinary piece of equipment, Zenshin is able to increase his speed and strength drastically. When cast, his clothing changes to something more regal and much lighter. In these clothes, his speed and strength increase by 75%.

    Strengths:
    - Powerful buff
    - Impairs his opponents

    Weaknesses:
    - Provides no defense
    - If his movement is impaired the ability on this is essentially negated
    - Comes at a cost of a fifteenth of his max HP

    Duration/Cooldowns 4 post / 5 post

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive; Single target
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him focuses on an area within a 60 meter radius of himself. Then, he disrupts the leylines in the air in the shape of a sphere of radius one meter. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    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.)

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 15 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 60 m/s. Cannot redirect projectiles that exceed D-Rank in magical power.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to three at once
    - Applies to any projectile as long as it's non-magical or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Leyline Manipulation - Burst:

    Name: Leyline Manipulation - Burst
    Rank: D
    Type: Offensive; Hold Back; Burst
    Description:  Zenshin can use his scythe as a sort of magical conduit to project his mana outward in the form of a projectile in the shape of a crescent moon. He designed this spell to do half the damage of a normal D-Rank spell in exchange for always having it ready whenever he needs an attack. The attack has a range of just 5 meters but can travel at 33 m/s, making it a quick attack in exchange for damage.

    Strengths:
    - Very fast relative to other spells of the same rank
    - No cool down

    Weaknesses:
    - Because the spell is weak, it could not win a collision with a different spell
    - The range is relatively short
    - Zenshin still incurs a mana cost and must be wary of using this spell too often

    Duration/Cooldowns Instant/None

    C-Rank Spells:

    Mana Manipulation - Concentrate:

    Name: Mana Manipulation - Concentrate
    Rank: C
    Type: Charge Up; Support; Area of Effect / Heal over Time
    Description:  This is a spell developed and designed for not only Zenshin, but for his team members as well. He needs a post of pure, unbroken concentration before being able to cast the spell. Once cast, he will radiate his own built up mana outward affecting himself and at most three other mages. His magical energy will heal his allies for 20 HP over 3 posts and will regenerate their magical power at a rate of 5 MP for the same amount of time.

    Strengths:
    - Powerful ability to rejuvenate himself or allies
    - If he is not in combat, the spell may be cast immediately

    Weaknesses:
    - He is vulnerable for one post if he decides to use this spell
    - The range is relatively short
    - Zenshin still incurs a mana cost for this spell and thus the magical power regeneration is lessened on himself

    Duration/Cooldowns 3 posts/5 posts

    Mana Manipulation - Siphon:

    Name: Mana Manipulation - Siphon
    Rank: C
    Type: Defensive
    Description:  Zenshin places his right hand out to block a single spell with a hand glowing in a blue aura in front of his covering the front of his body. Siphon may only block one spell, though if it is successfully blocked Zenshin gains the magical power used to cast the spell. He may only block spells of equal rank or below with siphon. He may also choose to, instead of gaining the magical power that was used for the spell, giving the magical power that was used for the spell by transferring it to an ally within 5 meters of himself.

    Strengths:
    - A good way to regain his lost mana while also blocking an opponent's spell
    - He may choose to redirect the mana he would gain to support an ally

    Weaknesses:
    - Relatively short range should he choose to assist an ally
    - Only blocks a single spell of either C or D rank, thus if an opponent knows how the spell works they may take advantage
    - Only blocks the front of his body

    Duration/Cooldowns Instant/3 posts

    Mana Manipulation - Endless Blades:

    Name: Mana Manipulation - Endless Blades
    Rank: C
    Type: Offensive; Multiple Hit; Multi target
    Description:  Zenshin manifests a ball of mana into his hand and throws it up into the air. The ball explodes in a brilliant display of blinding light before manifesting as 20 simple blue swords. Until he launches them at a target, he has full control over these swords. His swords also have a full range of movement. All of these swords may be launched independently from one another, together, all at once, in different directions, and any combinations of ways. These swords stick into their target for the duration of the spell and have a second effect: Zenshin may be explode up to ten swords to deal damage equal to the fraction of a C-Rank spell (1/20 C-Rank Damage) the original sword had within a half meter radius of the sword. The swords float above Zenshin and travel at a speed of 90 m/s while having a range of 45m around him.

    Strengths:
    - Lasts a relatively long time, allowing for Zenshin to wait for the perfect opportunity to strike
    - Since there are so many swords, Zenshin could easily overwhelm his enemy by simply attacking them while using this spell
    - Relatively fast speed

    Weaknesses:
    - Longer cool down than most spells as a result of needing to focus on controlling 20 separate magical entities
    - Very little, if any, defensive capabilities
    - Each individual sword is pathetically weak, containing the same magical damage as 1/20 of a C-Rank spell
    - Short ranged

    Duration/Cooldowns 4 posts/6 posts


    Knight of Space - Page 2 ABT_zps5xjxsyen


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    True sins are the ones that you cannot atone for.
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Lester Drynedi on 10th May 2018, 11:30 am

    Unlocked & Moved at users request

    ❀:
    @King Zenshin wrote:Primary Magic: Recreation: Eldritch Manipulation
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Recreation is a very particular kind of magic that wasn't meant for use by humans. They 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 and paid the ultimate price: his magical ability. For half a year, Zenshin trained relentlessly and without magic until finally he achieved his goal: mastering recreation. Since having found what could only be described as a strange tome, his recreation has been altered. How exactly is unknown, though what is known is that it has somehow altered his magic.

    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. Essentially, it allows the user to look at any object, analyze it, and "store" it in his or her memory to be recreated at a later time; not a copy of the object, but rather to "recreate" the original object. Certain conditions must be met to recreate an object. The original object in question must be destroyed, for no two copies of an original object may exist at once. Furthermore, the recreation must be perfect, for if it isn't exactly the same as the original the object will disappear for reasons similar to the first condition.

    There are five parameters in addition to the prior conditions in order for a recreation to succeed. One: One must visualize the object as a whole. Two: Knowledge of what material an object is made of. Three: Knowledge of the physical history of the object. Four: Knowledge of the reason that item was created. Five: Knowledge of the conceptual history of the object.

    Because such knowledge would be impossible to get through normal means as well as the knowledge being so intertwined with recreation working properly, users have a unique ability to "scan" inanimate objects to acquire such knowledge. How they scan varies, but Zenshin does so by closely examining the item with his blind eye.

    Zenshin, The Eternal Student

    In his search for knowledge, Zenshin met Aegis Bright. Aegis Bright humbly agreed to mentor him and teach him Recreation, but warned Zenshin that it would require great sacrifice. Foolhardy and with a lust for knowledge that burned hot, he agreed to an ancient ritual whose origin is still shrouded in mystery. Aegis Bright warned him once more before performing this ritual, though Zenshin, with great conviction, agreed regardless.

    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 knew how it felt to be without magic - like a piece of his identity was violently ripped from him. 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, but if he continued there was a good chance of death. Zenshin took on the half a year of training head on and learned things that he would never have dreamed of knowing. Over the course of this time period, he received many wounds, though the most prominent manifested itself as a blindness in his left 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. Although Zenshin the Ice-Make mage from Eclipse Soul came to Aegis, he left as Zenshin the Recreationist mage from Sabertooth and has since bore that title proudly.

    Zenshin's use of Recreation

    If reality was a fabric, it would be made of up strings called "leylines." It is these leylines that Zenshin can affect with his magic, disrupting them or changing their properties with sufficient stimulation using his mana. 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 learning how to most efficiently transfer his magical energy to strengthen the initially weak recreations of his.

    Upon coming into contact with a strange tome, his pure magical aura was altered and using his magic now feels alien, sinister even, rather than natural. Zenshin has since come up with a new theory of recreation. Rather than knowing these five aspects of items and recreating the original flawlessly, he has theorized that perhaps these five parameters are subject to one root aspect: an object's "essence". With the essence of an object, Zenshin is no longer restricted by the original original object or technique, but rather he in now able recreate the original object or technique in his own image.

    Strengths:
    -Unpredictable and grants the user great power to shape the world around them at will
    -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
    -His perception allows for the prediction of trajectories and allows for ease when searching for 'hard-to-find' objects, such as a needle in a haystack. Allows Zenshin to "scan" objects in order to recreate them.


    Weaknesses:
    -After Zenshin has used up 50% of his magical power, he is subject to losing his memory, blacking out, or even dying. The severity of the negative effects are dependent on his much magical power he has left.
    -Very few support abilities
    -Zenshin cannot change his magic from Recreation
    -Living entities with a sufficiently powerful magical power cannot be "scanned" which means he cannot "scan" any other magi.  

    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 2% of magic damage from any spell.

    Disruption:

    Disruption: Should Zenshin land a physical blow with his body such as a kick or punch on an opponent of the same rank or lower, he is able to send a burst of magical energy through them to essentially make his opponent's body more susceptible to future attacks, for a time. If they are the same rank or lower he increases the damage they take by 25%. The increased susceptibility to damage lasts 3 posts and Zenshin cannot use "Disruption" again for 6 posts.  

    From the Dark:

    From the Dark: There is no doubt in the sinister, dark, and almost unholy nature of those which now watched Zenshin. However, there is also no doubt that they have granted them access to their power. This ability allows Zenshin to listen to whispers in a language he doesn't understand, but more importantly, it has some unique effects on himself should he choose to use it while he listens. As all things do, this comes at a cost should he choose to use it.

    Every time he uses "From the Dark," his mind pays the price, and as such he has decided upon a safe number of times he can use this within a short span of time. Any use beyond 3 per thread will result in him receiving increasingly stronger hallucinations and a sense of paranoia. In addition, after the third use Zenshin will have to pay a 2% increased mana cost which only increases by 2% for each time he uses the ability afterwards. So the fourth time he uses it to alter a spell he would incur an additional 2% increase added to the base cost of the spell, the fifth a 4% increase and so on. If he uses this ability he cannot use it again for another 4 posts.

    One effect that this ability can produce is giving Zenshin what could only be described as "True Sight." If this is active, he can spot flaws in illusions of equal rank or lower and thus the duration of the illusion is lessened by one. His vision cannot be impaired by any effects of the same rank or non-magical effects, such as smoke or dust. He will always be able to see almost perfectly under the most intense of circumstances so long as the effects don't exceed his rank.

    Alternatively, he can summon a wolf-like being of equal realm from some realm beyond his understanding to assist him in battle. He has affectionately called this wolf Bright as a homage to his mentor. In addition to assisting him in battle as essentially a wolf, Bright also regenerates Zenshin's power at a rate of 4% MP per post it is active. Bright's damage is Zenshin's base melee damage based on his rank and cannot exceed S-Ranked melee strength.

    Bright:

    Knight of Space - Page 2 Maxresdefault

    Both of these effects last for 3 posts.


    Mana Infusion:

    Mana Infusion: Resulting from his particular specialty, Zenshin has infused his own body with mana in order to strengthen it. It wouldn't provide him with any significant abilities, though it would make a punch hit or kick a little harder, make him jump a little higher, or make him run a little faster. In essence, he benefits from a 25% increase in his physical abilities.

    Non-combat Abilities:

    Recreation: Zenshin can recreate inanimate objects either as they were originally made or with alterations. So, for example, he would be able to recreate any simple objects in the same vein as a maker mage, such as a rose, a loaf of bread, or any other mundane objects. The objects he recreates cannot have magical properties.

    What Lurks Beyond: Every so often Zenshin will catch a glimpse or receive an epiphany by what lurks beyond. Who or what they are, he does not know, though as his magical power strengthens so too do these visions. Whether or not this is positive entirely depends on how one defines the word. This has no effect.

    Codex: Zenshin carries around a tome from what lurks beyond in a language he cannot understand. As his magical power strengthens, so too does his knowledge of this language. This language is mysterious and eldritch and sometimes mysteries are better left unsolved. This has no effect


    Spells

    Signature Spell:

    Name: Hunter's Weapons
    Rank: C
    Type: Offensive; Requip
    Description:  The current incarnation of Zenshin's personal weapon: The Reaper. This weapon is a bit unique. Depending on the situation, Zenshin can use it as a great curved sword or attach the sword to a hinged pair of sticks to form a scythe.

    At C-Rank, an additional weapon is made alongside the scythe: a long pistol which he calls Sanguine. This gun uses Zenshin's own blood as its ammunition and thus takes 10 HP away per use. In exchange for this steep cost, the bullet's damage is amplified by 25%. The projectile's speed is 90m/s and has a range of 60 meters. The speed and range of the bullet increase to 150 m/s and 200 meters at B-Rank, 225 m/s and 300 meters at A-Rank, and 300m/s and 400 meters at S-Rank. The increases in speed and range stop at S-Rank.

    Strengths:
    - A great melee weapon which, when in Zenshins hands, is quite lethal
    - The gun makes for a powerful ranged weapon

    Weaknesses:
    - Sometimes neither the sword nor the scythe will be the appropriate tool or weapon he needs in a situation
    - Ranged enemies cannot be harmed by the scythe as it is a melee weapon
    - Zenshin sacrifices 10 HP per use of the gun


    Signature Spell:

    Name: Hunter's Attire
    Rank: D
    Type: Offensive; Requip
    Description:  Zenshin begins to take the visage of a hunter. By using his own life essence [15% max HP] to amplify his mana to imbue an ordinary piece of equipment, Zenshin is able to increase his speed and strength drastically. When cast, his clothing changes to something more regal and much lighter. In these clothes, his speed and strength increase by 75%.

    Strengths:
    - Powerful buff
    - Impairs his opponents

    Weaknesses:
    - Provides no defense
    - If his movement is impaired the ability on this is essentially negated
    - Comes at a cost of a fifteenth of his max HP

    Duration/Cooldowns 4 post / 5 post

    D-Rank Spells:


    Leyline Manipulation - Harden:

    Name: Leyline Manipulation - Harden
    Rank: D
    Type: Defensive
    Description: Zenshin looks around him and 'sees' the leylines that lie in the empty air around him. He can temporarily manifest and harden them as air which forms a sort of shield whose size and shape he may alter throughout the duration of the spell. He controls which leylines harden and which revert back to their natural state with his left hand but cannot harden leylines farther than 3 meters around him and the surface area of the affected area cannot exceed 3 square meters. This "Hardened" air may take up to two D-Rank spells before returning to normal.

    Strengths:
    - Serves as a shield that can take D-Rank damage before the leylines automatically revert back to their natural state
    - Can't really fall to his death so long as the spell isn't on cool down
    - Confuses the enemy as they'll seemingly get blocked by the air or he will appear as though he his floating

    Weaknesses:
    - Non-offensive
    - Close range
    - He forfeits the use of his left hand while using the spell
    - On the other side of the coin, he can't stop his momentum with these

    Duration/Cooldowns 2 post / 3 post

    Leyline Manipulation - Break:

    Name: Leyline Manipulation - Break
    Rank: D
    Type: Offensive; Single target
    Description: A power that draws upon his specialization in manipulating leylines, Zenshin draws magical energy from the air around him focuses on an area within a 60 meter radius of himself. Then, he disrupts the leylines in the air in the shape of a sphere of radius one meter. As the leylines return to their natural state, they will release energy that manifests itself as a violent explosion wherever the sphere was cast.

    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.)

    Weaknesses:
    - Only one per cast
    - Can hurt him if used improperly or haphazardly
    - Friendly fire is on

    Duration/Cooldowns: Instantaneous / 2 post

    Leyline Manipulation - Vector:

    Name: Leyline Manipulation - Vector
    Rank: D
    Type: Utility
    Description: Zenshin concentrates on a small zone, visualizing a 2x2x2 meter box around an area anywhere within 15 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. Inside the field, force is being redirected in an any direction of his choosing, redirecting anything that might be coming at him in the direction of his choosing at the same speed it entered the field. If Zenshin enters a box he is able to synchronize his own leylines and that of the field and as such is launched in its direction at 60 m/s. Cannot redirect projectiles that exceed D-Rank in magical power.

    Strengths:
    - Great at redirecting projectiles that come at him in large numbers, as he can just hide behind his box
    - He can create up to three at once
    - Applies to any projectile as long as it's non-magical or D-rank

    Weaknesses:
    - Not particularly offensive unless paired with another spell
    - The force inside the box does not affect living other than Zenshin
    - Works on allies projectiles as well
    - Magical attacks above D rank are unaffected

    Duration/Cooldowns Instant / 3 posts

    Leyline Manipulation - Burst:

    Name: Leyline Manipulation - Burst
    Rank: D
    Type: Offensive; Hold Back; Burst
    Description:  Zenshin can use his scythe as a sort of magical conduit to project his mana outward in the form of a projectile in the shape of a crescent moon. He designed this spell to do half the damage of a normal D-Rank spell in exchange for always having it ready whenever he needs an attack. The attack has a range of just 5 meters but can travel at 33 m/s, making it a quick attack in exchange for damage.

    Strengths:
    - Very fast relative to other spells of the same rank
    - No cool down

    Weaknesses:
    - Because the spell is weak, it could not win a collision with a different spell
    - The range is relatively short
    - Zenshin still incurs a mana cost and must be wary of using this spell too often

    Duration/Cooldowns Instant/None

    C-Rank Spells:

    Mana Manipulation - Concentrate:

    Name: Mana Manipulation - Concentrate
    Rank: C
    Type: Charge Up; Support; Area of Effect / Heal over Time
    Description:  This is a spell developed and designed for not only Zenshin, but for his team members as well. He needs a post of pure, unbroken concentration before being able to cast the spell. Once cast, he will radiate his own built up mana outward affecting himself and at most three other mages. His magical energy will heal his allies for 20 HP over 3 posts and will regenerate their magical power at a rate of 5 MP for the same amount of time.

    Strengths:
    - Powerful ability to rejuvenate himself or allies
    - If he is not in combat, the spell may be cast immediately

    Weaknesses:
    - He is vulnerable for one post if he decides to use this spell
    - The range is relatively short
    - Zenshin still incurs a mana cost for this spell and thus the magical power regeneration is lessened on himself

    Duration/Cooldowns 3 posts/5 posts

    Mana Manipulation - Siphon:

    Name: Mana Manipulation - Siphon
    Rank: C
    Type: Defensive
    Description:  Zenshin places his right hand out to block a single spell with a hand glowing in a blue aura in front of his covering the front of his body. Siphon may only block one spell, though if it is successfully blocked Zenshin gains the magical power used to cast the spell. He may only block spells of equal rank or below with siphon. He may also choose to, instead of gaining the magical power that was used for the spell, giving the magical power that was used for the spell by transferring it to an ally within 5 meters of himself.

    Strengths:
    - A good way to regain his lost mana while also blocking an opponent's spell
    - He may choose to redirect the mana he would gain to support an ally

    Weaknesses:
    - Relatively short range should he choose to assist an ally
    - Only blocks a single spell of either C or D rank, thus if an opponent knows how the spell works they may take advantage
    - Only blocks the front of his body

    Duration/Cooldowns Instant/3 posts

    Mana Manipulation - Endless Blades:

    Name: Mana Manipulation - Endless Blades
    Rank: C
    Type: Offensive; Multiple Hit; Multi target
    Description:  Zenshin manifests a ball of mana into his hand and throws it up into the air. The ball explodes in a brilliant display of blinding light before manifesting as 20 simple blue swords. Until he launches them at a target, he has full control over these swords. His swords also have a full range of movement. All of these swords may be launched independently from one another, together, all at once, in different directions, and any combinations of ways. These swords stick into their target for the duration of the spell and have a second effect: Zenshin may be explode up to ten swords to deal damage equal to the fraction of a C-Rank spell (1/20 C-Rank Damage) the original sword had within a half meter radius of the sword. The swords float above Zenshin and travel at a speed of 90 m/s while having a range of 45m around him.

    Strengths:
    - Lasts a relatively long time, allowing for Zenshin to wait for the perfect opportunity to strike
    - Since there are so many swords, Zenshin could easily overwhelm his enemy by simply attacking them while using this spell
    - Relatively fast speed

    Weaknesses:
    - Longer cool down than most spells as a result of needing to focus on controlling 20 separate magical entities
    - Very little, if any, defensive capabilities
    - Each individual sword is pathetically weak, containing the same magical damage as 1/20 of a C-Rank spell
    - Short ranged

    Duration/Cooldowns 4 posts/6 posts



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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Guest on 10th May 2018, 10:35 pm

    All edits will be in this color.

    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.



    Spells


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 3 post / 4 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 40 HP per post. Most i can allow is 30

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 3 posts / 4 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 3 posts / 4 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Bubble: By raising his staff and slamming the bottom of it into the ground, Vincent may create a dome with radius 20m and height 10m of ocean water. In this dome there is school of 10 dagger shaped fish (daggerfish) that all attempt to attack a single enemy at a time. Each of these fish attack once per post for 2 HP.

    passive ability:

    Underwater Party: A new daggerfish is created for every post that Vincent is inside of the dome.

    Strengths:
    - A lot to deal with
    - Completely snuffs any ground and potentially air based movement
    - High damage potential
    Weaknesses:
    - Vincent is also caught in the dome
    - Daggerfish may only attack enemies inside the dome
    - Passive is useless if enemies exit the dome
    - Spells cast within the dome that exceed C-Rank will destroy it

    Duration/Cooldowns: 5 posts / 6 posts


    Every active needs it's own separate cooldown and duration from the requip itself
    King Zenshin
    King Zenshin
     
     

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    Lineage : Aspect of Neptune
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    Posts : 3222
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    Age : 20
    Experience : 263,160

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    First Magic: Knight of Space
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 11th May 2018, 6:31 am

    Bump

    Changed all of the Requip proper duration/cooldowns to 4/5
    Added a duration and cooldown to all active abilities
    Changed Natural Nightmare from a 20 HP boost to a 10 HP boost


    _____________________________________________________________________________________



    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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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Guest on 11th May 2018, 9:32 am

    Spoiler:
    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.



    Spells


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    Duration/Cooldowns: 2 posts / 3 posts

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 4 post / 5 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 30 HP per post.

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 4 posts / 5 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    Duration/Cooldowns: Instant / 2 posts

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 4 posts / 5 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    Duration/Cooldowns: 1 to 4 posts / 5 posts

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Bubble: By raising his staff and slamming the bottom of it into the ground, Vincent may create a dome with radius 20m and height 10m of ocean water. In this dome there is school of 10 dagger shaped fish (daggerfish) that all attempt to attack a single enemy at a time. Each of these fish attack once per post for 2 HP.

    Duration/Cooldowns: 3 posts / 4 posts

    passive ability:

    Underwater Party: A new daggerfish is created for every post that Vincent is inside of the dome.

    Strengths:
    - A lot to deal with
    - Completely snuffs any ground and potentially air based movement
    - High damage potential
    Weaknesses:
    - Vincent is also caught in the dome
    - Daggerfish may only attack enemies inside the dome
    - Passive is useless if enemies exit the dome
    - Spells cast within the dome that exceed C-Rank will destroy it

    Duration/Cooldowns: 4 posts / 5 posts


    Knight of Space - Page 2 RxCMB8Q
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Age : 18

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Lester Drynedi on 12th May 2018, 10:45 am

    Unlocked and moved at users request

    ❀:
    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.



    Spells


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    Duration/Cooldowns: 2 posts / 3 posts

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 4 post / 5 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 30 HP per post.

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 4 posts / 5 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    Duration/Cooldowns: Instant / 2 posts

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 4 posts / 5 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    Duration/Cooldowns: 1 to 4 posts / 5 posts

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Bubble: By raising his staff and slamming the bottom of it into the ground, Vincent may create a dome with radius 20m and height 10m of ocean water. In this dome there is school of 10 dagger shaped fish (daggerfish) that all attempt to attack a single enemy at a time. Each of these fish attack once per post for 2 HP.

    Duration/Cooldowns: 3 posts / 4 posts

    passive ability:

    Underwater Party: A new daggerfish is created for every post that Vincent is inside of the dome.

    Strengths:
    - A lot to deal with
    - Completely snuffs any ground and potentially air based movement
    - High damage potential
    Weaknesses:
    - Vincent is also caught in the dome
    - Daggerfish may only attack enemies inside the dome
    - Passive is useless if enemies exit the dome
    - Spells cast within the dome that exceed C-Rank will destroy it

    Duration/Cooldowns: 4 posts / 5 posts



    _____________________________________________________________________________________

    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 : 3222
    Guild : Aurora
    Cosmic Coins : 25
    Dungeon Tokens : 9
    Age : 20
    Experience : 263,160

    Character Sheet
    First Magic: Knight of Space
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 12th May 2018, 5:32 pm

    Alright, I'm ready for round two!

    Changes made:

    Ability Added -
    Wizard's Tools

    Signature spells added -
    Apprentice's Robes
    Crystal Waters
    Magic Bolt

    C-Rank spells added -
    Wand of Storms
    Thunderclap
    Black Sauna
    Blessing


    _____________________________________________________________________________________



    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
    avatar
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Guest on 12th May 2018, 7:47 pm

    All comments will be in this color.

    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.

    Wizard’s Tools:

    Wizard’s Tools: Vincent gain’s unique bonuses depending upon whether the current Requip weapon he’s using is a staff, wand, or spell book. Some spell armors also provide an additional effect.

    Spell Book: The spell book are the most powerful weapons in a wizard’s arsenal. They sacrifice all defensive utility in favor of pure offensive power. Defensive spells, on occasion, may still be cast through spell books of course. Any damaging ability or spell cast through a spell book has its power increased by 50%.

    Staff: The staves of a wizard are his most hardy tool. They function as a powerful source of defensive magics and, in a pinch, an effective bludgeoning object. Offensive spells, of course, are still quite effective when cast through staves. Any defensive ability or spell cast through a spell book has its power increased by 50%.

    Wand: Perhaps the most iconic tool of the wizard’s arsenal – the wand does not provide the same destructive capability as the spell book, nor the same unmatched protection as the staff, but rather the wand excels in precision. Due to its small size and narrow design, wands are able to be used quickly and accurately to perform more delicate feats of magic. Any healing spell or magic regeneration ability or spell cast through a wand has its potency increased by 50%.

    Wizard Robes: The robes of the wizard are his only attire against the multitude of dangers he encounters on his travels. The wizard often painstakingly crafts these robes himself out of materials which in some way strengthen his magical powers or otherwise assist him in ways that plate or leather armor could not. All spell armors with “Robes” in their name grant the user 50% of their current magic power pool upon being cast. Lower this to 30%



    Spells

    signature spells:

    Apprentice’s Robes:

    Name: Apprentice’s Robes
    Rank: C
    Type: Spell Armor
    Description: The Apprentice’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.

    passive abilities:

    Growing Knowledge: At every rank Vincent’s Robes gains a new passive ability
    Arcane Insight: The cost of all spells is reduced by 25% You can't reduce the amount of mana for spells

    Strengths:
    - Provides magical protection from attacks without hampering mobility
    - Provides the user with many magic empowering abilities

    Weaknesses:
    - Doesn’t give Vincent the same protection that most spell armors of similar strength are capable of provide
    - Unlike other spell armors, no active abilities are provided
    - Each of its abilities are generally weaker than other spells of its same rank

    Duration/Cooldowns: 5 post / 6 post

    Crystal Waters:

    Name: Crystal Waters
    Rank: C
    Type: Single target
    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 60 HP and is cured of any poisons of equal or lower rank or internal injuries if the waters are ingested. Similarly, the waters may heal moderate external injuries if applied.

    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
    Duration/Cooldowns: Instant / 2 posts

    Magic Bolt:

    Name: Magic Bolt
    Rank: D
    Type: Special / Offensive
    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. This spell allows Vincent to fire off an elemental bolt corresponding to the base element(s) with which his current spell weapon is associated. This bolt can travel as far as 30 meters and travels at 60 m/s and hits for 40 HP.

    Strengths:
    - Relatively quick moving projectile
    - Nearly free elemental damage

    Weaknesses:
    - Relatively short range
    - Elemental damage is dependent on weapon being used
    - Requires a spell weapon to cast
    Duration/Cooldowns: Instant / 2 posts
    Normally you only get 2 sig spells unless you give up a weapon/armor/item slot, so going to have to ask you specify what you're forfeiting in order to get the extra one


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    Duration/Cooldowns: 2 posts / 3 posts

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 4 post / 5 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 30 HP per post.

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 4 posts / 5 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    Duration/Cooldowns: Instant / 2 posts

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 4 posts / 5 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    Duration/Cooldowns: 1 to 4 posts / 5 posts

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Bubble: By raising his staff and slamming the bottom of it into the ground, Vincent may create a dome with radius 20m and height 10m of ocean water. In this dome there is school of 10 dagger shaped fish (daggerfish) that all attempt to attack a single enemy at a time. Each of these fish attack once per post for 2 HP.

    Duration/Cooldowns: 3 posts / 4 posts

    passive ability:

    Underwater Party: A new daggerfish is created for every post that Vincent is inside of the dome.

    Strengths:
    - A lot to deal with
    - Completely snuffs any ground and potentially air based movement
    - High damage potential
    Weaknesses:
    - Vincent is also caught in the dome
    - Daggerfish may only attack enemies inside the dome
    - Passive is useless if enemies exit the dome
    - Spells cast within the dome that exceed C-Rank will destroy it

    Duration/Cooldowns: 4 posts / 5 posts



    C-Rank Spells:


    Wand of Storms:

    Name: Wand of Storms
    Rank: C
    Type: Spell Weapon
    Description: The wand of storms is made out of the wood of a tree that only grows at 4000 meters above sea level and coated with the egg yolk of birds which nest in those same trees. The wood itself is a bright green with a hint of yellow and measures at 3 ft (~90 cm). When summoned the wind begins to pick up a bit, almost as if blowing towards the point of the wand.

    active ability:

    Wind Tunnel: Upon being activated, wind tunnel creates a cylinder of raging winds with radius 30 meters and height 30 meters centered at Vincent. For the duration of the spell, every opponent within the cylinder takes 30 HP per post if they are inside the cylinder. Additionally, the vortex makes flight and movement in general of any kind much more difficult to execute. Allied mages are unaffected. Non-magical projectiles are picked up by the winds and shot out of the vortex.

    Duration/Cooldowns: 5 posts / 6 posts

    passive ability:

    Winds of Vitality: Vincent and up to one other mage within his sight regain 5 HP per post while the wand is active.

    Strengths:
    - Provides more utility than a normal spell weapon
    - Hampers the movement of potentially difficult to attack opponents

    Weaknesses:
    - The vortex is stationary
    - Wind Tunnel must be activated the same post as the wand for its potential to be met
    - Wind tunnel has very limited defensive use

    Duration/Cooldowns 5 posts / 6 posts

    Thunderclap:

    Name: Thunderclap
    Rank: C
    Type: Special / Single Target / Charge-up
    Description: Vincent uses a spell weapon with either "fire" or "light" as its base element to send a ball of lightning into the sky. The sky will then get progressively darker until an almost black sheet of clouds forms overhead after four posts. On the fourth post after this spell is first activated, a single bolt of lightning will come down on Vincent's target dealing 180 HP I'd allow 120 at most. If the spell hits a target of equal spell rank or lower, the target will have difficulty moving for one post as weak form of paralysis will be inflicted by the spell.  The range of the spell is a 60 meter radius around Vincent and the lightning travels at 120 m/s.

    Strengths:
    - Vincent can move and cast other spells while Thunderclap charges
    - Makes hitting other spells easier assuming it hits a target of equal or lower spell rank

    Weaknesses:
    - No defensive uses
    - Can only be cast through spell weapons which channel "fire" or "light" as their base element
    - Relatively short range

    Duration/Cooldowns 4 posts / 5 posts

    Black Sauna:

    Name: Black Sauna
    Rank: C
    Type: Special / AoE
    Description: Vincent uses a spell weapon with "water," "darkness," or "fire" as its base element to combine create a darkness infused steam that takes up a 60 meter radius around him. This essentially makes the area appear as a sauna with the lights off, hence the name. Thus, enemies within the steam will have difficulty seeing unless they can see in the dark and through fog. Any fire or light magics of C-Rank and below have their magic power cost increased by 50% if cast within Black Sauna. Vincent is unaffected by Black Sauna.

    Strengths:
    - Natural forces do not affect the dome created by Black Sauna. Thus, it will take more than a bright windy day to negate the spell.
    - If the fog is blown away, the darkness remains. Likewise, if the darkness is illuminated, the fog remains. Requires a combination to complete negate the effects.

    Weaknesses:
    - Allies are affected by the visibility issues and increased magic costs
    - Can only be cast using certain spell weapons
    - The increase in magic power costs only affects certain mages

    Duration/Cooldowns 5 posts / 6 posts

    Blessing:

    Name: Blessing
    Rank: C+
    Type: Support / Special / AoE
    Description: Vincent uses a spell weapon with "light" as its base element to create an intricate and bright arcane circle in the ground centered at himself with radius 90 meters. All allies, Vincent included, within the circle heal 10 HP per post and recover 10 magic power per post. Additionally, all spells cast by allies within the circle cost 25% less magic power.

    Strengths:
    - Wide breadth of assistance for allied mages
    - If cast within a naturally dark or magically darkened area, this spell will illuminate the area

    Weaknesses:
    - Can only be cast using certain spell weapons
    - No direct offensive capability
    - Each of the individual bonuses are relatively weak

    Duration/Cooldowns 4 posts / 5 posts

    King Zenshin
    King Zenshin
     
     

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    Lineage : Aspect of Neptune
    Position : None
    Posts : 3222
    Guild : Aurora
    Cosmic Coins : 25
    Dungeon Tokens : 9
    Age : 20
    Experience : 263,160

    Character Sheet
    First Magic: Knight of Space
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 12th May 2018, 9:03 pm

    Bump

    All requested changes have been made and Blessing has also been changed due to the previous version of the spell granting reduced mana cost. The extra signature spell is there because of the lineage which grants a water based signature spell, or is that supposed to be a replacement for the usual one?


    _____________________________________________________________________________________



    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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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Guest on 12th May 2018, 10:02 pm

    Spoiler:
    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.

    Wizard’s Tools:

    Wizard’s Tools: Vincent gain’s unique bonuses depending upon whether the current Requip weapon he’s using is a staff, wand, or spell book. Some spell armors also provide an additional effect.

    Spell Book: The spell book are the most powerful weapons in a wizard’s arsenal. They sacrifice all defensive utility in favor of pure offensive power. Defensive spells, on occasion, may still be cast through spell books of course. Any damaging ability or spell cast through a spell book has its power increased by 50%.

    Staff: The staves of a wizard are his most hardy tool. They function as a powerful source of defensive magics and, in a pinch, an effective bludgeoning object. Offensive spells, of course, are still quite effective when cast through staves. Any defensive ability or spell cast through a spell book has its power increased by 50%.

    Wand: Perhaps the most iconic tool of the wizard’s arsenal – the wand does not provide the same destructive capability as the spell book, nor the same unmatched protection as the staff, but rather the wand excels in precision. Due to its small size and narrow design, wands are able to be used quickly and accurately to perform more delicate feats of magic. Any healing spell or magic regeneration ability or spell cast through a wand has its potency increased by 50%.

    Wizard Robes: The robes of the wizard are his only attire against the multitude of dangers he encounters on his travels. The wizard often painstakingly crafts these robes himself out of materials which in some way strengthen his magical powers or otherwise assist him in ways that plate or leather armor could not. All spell armors with “Robes” in their name grant the user 30% of his current magic power pool upon being cast.



    Spells

    signature spells:

    Apprentice’s Robes:

    Name: Apprentice’s Robes
    Rank: C
    Type: Spell Armor
    Description: The Apprentice’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.

    passive abilities:

    Growing Knowledge: At every rank Vincent’s Robes gains a new passive ability
    Arcane Endowment: Vincent's magical power regenerates at a rate of 5 magic power per post

    Strengths:
    - Provides magical protection from attacks without hampering mobility
    - Provides the user with many magic empowering abilities

    Weaknesses:
    - Doesn’t give Vincent the same protection that most spell armors of similar strength are capable of provide
    - Unlike other spell armors, no active abilities are provided
    - Each of its abilities are generally weaker than other spells of its same rank

    Duration/Cooldowns: 5 post / 6 post

    Crystal Waters:

    Name: Crystal Waters
    Rank: C
    Type: Single target
    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 60 HP and is cured of any poisons of equal or lower rank or internal injuries if the waters are ingested. Similarly, the waters may heal moderate external injuries if applied.

    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
    Duration/Cooldowns: Instant / 2 posts

    Magic Bolt:

    Name: Magic Bolt
    Rank: D
    Type: Special / Offensive
    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. This spell allows Vincent to fire off an elemental bolt corresponding to the base element(s) with which his current spell weapon is associated. This bolt can travel as far as 30 meters and travels at 60 m/s and hits for 40 HP.

    Strengths:
    - Relatively quick moving projectile
    - Nearly free elemental damage

    Weaknesses:
    - Relatively short range
    - Elemental damage is dependent on weapon being used
    - Requires a spell weapon to cast
    Duration/Cooldowns: Instant / 2 posts


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    Duration/Cooldowns: 2 posts / 3 posts

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 4 post / 5 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 30 HP per post.

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 4 posts / 5 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    Duration/Cooldowns: Instant / 2 posts

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 4 posts / 5 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    Duration/Cooldowns: 1 to 4 posts / 5 posts

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Bubble: By raising his staff and slamming the bottom of it into the ground, Vincent may create a dome with radius 20m and height 10m of ocean water. In this dome there is school of 10 dagger shaped fish (daggerfish) that all attempt to attack a single enemy at a time. Each of these fish attack once per post for 2 HP.

    Duration/Cooldowns: 3 posts / 4 posts

    passive ability:

    Underwater Party: A new daggerfish is created for every post that Vincent is inside of the dome.

    Strengths:
    - A lot to deal with
    - Completely snuffs any ground and potentially air based movement
    - High damage potential
    Weaknesses:
    - Vincent is also caught in the dome
    - Daggerfish may only attack enemies inside the dome
    - Passive is useless if enemies exit the dome
    - Spells cast within the dome that exceed C-Rank will destroy it

    Duration/Cooldowns: 4 posts / 5 posts



    C-Rank Spells:


    Wand of Storms:

    Name: Wand of Storms
    Rank: C
    Type: Spell Weapon
    Description: The wand of storms is made out of the wood of a tree that only grows at 4000 meters above sea level and coated with the egg yolk of birds which nest in those same trees. The wood itself is a bright green with a hint of yellow and measures at 3 ft (~90 cm). When summoned the wind begins to pick up a bit, almost as if blowing towards the point of the wand.

    active ability:

    Wind Tunnel: Upon being activated, wind tunnel creates a cylinder of raging winds with radius 30 meters and height 30 meters centered at Vincent. For the duration of the spell, every opponent within the cylinder takes 30 HP per post if they are inside the cylinder. Additionally, the vortex makes flight and movement in general of any kind much more difficult to execute. Allied mages are unaffected. Non-magical projectiles are picked up by the winds and shot out of the vortex.

    Duration/Cooldowns: 5 posts / 6 posts

    passive ability:

    Winds of Vitality: Vincent and up to one other mage within his sight regain 5 HP per post while the wand is active.

    Strengths:
    - Provides more utility than a normal spell weapon
    - Hampers the movement of potentially difficult to attack opponents

    Weaknesses:
    - The vortex is stationary
    - Wind Tunnel must be activated the same post as the wand for its potential to be met
    - Wind tunnel has very limited defensive use

    Duration/Cooldowns 5 posts / 6 posts

    Thunderclap:

    Name: Thunderclap
    Rank: C
    Type: Special / Single Target / Charge-up
    Description: Vincent uses a spell weapon with either "fire" or "light" as its base element to send a ball of lightning into the sky. The sky will then get progressively darker until an almost black sheet of clouds forms overhead after four posts. On the fourth post after this spell is first activated, a single bolt of lightning will come down on Vincent's target dealing 120 HP. If the spell hits a target of equal spell rank or lower, the target will have difficulty moving for one post as weak form of paralysis will be inflicted by the spell.  The range of the spell is a 60 meter radius around Vincent and the lightning travels at 120 m/s.

    Strengths:
    - Vincent can move and cast other spells while Thunderclap charges
    - Makes hitting other spells easier assuming it hits a target of equal or lower spell rank

    Weaknesses:
    - No defensive uses
    - Can only be cast through spell weapons which channel "fire" or "light" as their base element
    - Relatively short range

    Duration/Cooldowns 4 posts / 5 posts

    Black Sauna:

    Name: Black Sauna
    Rank: C
    Type: Special / AoE
    Description: Vincent uses a spell weapon with "water," "darkness," or "fire" as its base element to combine create a darkness infused steam that takes up a 60 meter radius around him. This essentially makes the area appear as a sauna with the lights off, hence the name. Thus, enemies within the steam will have difficulty seeing unless they can see in the dark and through fog. Any fire or light magics of C-Rank and below have their magic power cost increased by 50% if cast within Black Sauna. Vincent is unaffected by Black Sauna.

    Strengths:
    - Natural forces do not affect the dome created by Black Sauna. Thus, it will take more than a bright windy day to negate the spell.
    - If the fog is blown away, the darkness remains. Likewise, if the darkness is illuminated, the fog remains. Requires a combination to complete negate the effects.

    Weaknesses:
    - Allies are affected by the visibility issues and increased magic costs
    - Can only be cast using certain spell weapons
    - The increase in magic power costs only affects certain mages

    Duration/Cooldowns 5 posts / 6 posts

    Blessing:

    Name: Blessing
    Rank: C+
    Type: Support / Special / AoE
    Description: Vincent uses a spell weapon with "light" as its base element to create an intricate and bright arcane circle in the ground centered at himself with radius 90 meters. All allies, Vincent included, within the circle heal 10 HP per post and recover 10 magic power per post. Additionally, all spells cast by allies including within the circle deal 25% more damage.

    Strengths:
    - Wide breadth of assistance for allied mages
    - If cast within a naturally dark or magically darkened area, this spell will illuminate the area

    Weaknesses:
    - Can only be cast using certain spell weapons
    - No direct offensive capability
    - Each of the individual bonuses are relatively weak

    Duration/Cooldowns 4 posts / 5 posts


    Knight of Space - Page 2 RxCMB8Q
    Lilium
    Lilium

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    First Magic: αєgιѕ - тнє мιи∂
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Lilium on 24th May 2018, 4:06 pm

    Spoiler:
    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.

    Wizard’s Tools:

    Wizard’s Tools: Vincent gain’s unique bonuses depending upon whether the current Requip weapon he’s using is a staff, wand, or spell book. Some spell armors also provide an additional effect.

    Spell Book: The spell book are the most powerful weapons in a wizard’s arsenal. They sacrifice all defensive utility in favor of pure offensive power. Defensive spells, on occasion, may still be cast through spell books of course. Any damaging ability or spell cast through a spell book has its power increased by 50%.

    Staff: The staves of a wizard are his most hardy tool. They function as a powerful source of defensive magics and, in a pinch, an effective bludgeoning object. Offensive spells, of course, are still quite effective when cast through staves. Any defensive ability or spell cast through a spell book has its power increased by 50%.

    Wand: Perhaps the most iconic tool of the wizard’s arsenal – the wand does not provide the same destructive capability as the spell book, nor the same unmatched protection as the staff, but rather the wand excels in precision. Due to its small size and narrow design, wands are able to be used quickly and accurately to perform more delicate feats of magic. Any healing spell or magic regeneration ability or spell cast through a wand has its potency increased by 50%.

    Wizard Robes: The robes of the wizard are his only attire against the multitude of dangers he encounters on his travels. The wizard often painstakingly crafts these robes himself out of materials which in some way strengthen his magical powers or otherwise assist him in ways that plate or leather armor could not. All spell armors with “Robes” in their name grant the user 30% of his current magic power pool upon being cast.



    Spells

    signature spells:

    Apprentice’s Robes:

    Name: Apprentice’s Robes
    Rank: C
    Type: Spell Armor
    Description: The Apprentice’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.

    passive abilities:

    Growing Knowledge: At every rank Vincent’s Robes gains a new passive ability
    Arcane Endowment: Vincent's magical power regenerates at a rate of 5 magic power per post

    Strengths:
    - Provides magical protection from attacks without hampering mobility
    - Provides the user with many magic empowering abilities

    Weaknesses:
    - Doesn’t give Vincent the same protection that most spell armors of similar strength are capable of provide
    - Unlike other spell armors, no active abilities are provided
    - Each of its abilities are generally weaker than other spells of its same rank

    Duration/Cooldowns: 5 post / 6 post

    Crystal Waters:

    Name: Crystal Waters
    Rank: C
    Type: Single target
    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 60 HP and is cured of any poisons of equal or lower rank or internal injuries if the waters are ingested. Similarly, the waters may heal moderate external injuries if applied.

    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
    Duration/Cooldowns: Instant / 2 posts

    Magic Bolt:

    Name: Magic Bolt
    Rank: D
    Type: Special / Offensive
    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. This spell allows Vincent to fire off an elemental bolt corresponding to the base element(s) with which his current spell weapon is associated. This bolt can travel as far as 30 meters and travels at 60 m/s and hits for 40 HP.

    Strengths:
    - Relatively quick moving projectile
    - Nearly free elemental damage

    Weaknesses:
    - Relatively short range
    - Elemental damage is dependent on weapon being used
    - Requires a spell weapon to cast
    Duration/Cooldowns: Instant / 2 posts


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    Duration/Cooldowns: 2 posts / 3 posts

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 4 post / 5 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 30 HP per post.

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 4 posts / 5 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    Duration/Cooldowns: Instant / 2 posts

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 4 posts / 5 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    Duration/Cooldowns: 1 to 4 posts / 5 posts

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Bubble: By raising his staff and slamming the bottom of it into the ground, Vincent may create a dome with radius 20m and height 10m of ocean water. In this dome there is school of 10 dagger shaped fish (daggerfish) that all attempt to attack a single enemy at a time. Each of these fish attack once per post for 2 HP.

    Duration/Cooldowns: 3 posts / 4 posts

    passive ability:

    Underwater Party: A new daggerfish is created for every post that Vincent is inside of the dome.

    Strengths:
    - A lot to deal with
    - Completely snuffs any ground and potentially air based movement
    - High damage potential
    Weaknesses:
    - Vincent is also caught in the dome
    - Daggerfish may only attack enemies inside the dome
    - Passive is useless if enemies exit the dome
    - Spells cast within the dome that exceed C-Rank will destroy it

    Duration/Cooldowns: 4 posts / 5 posts



    C-Rank Spells:


    Wand of Storms:

    Name: Wand of Storms
    Rank: C
    Type: Spell Weapon
    Description: The wand of storms is made out of the wood of a tree that only grows at 4000 meters above sea level and coated with the egg yolk of birds which nest in those same trees. The wood itself is a bright green with a hint of yellow and measures at 3 ft (~90 cm). When summoned the wind begins to pick up a bit, almost as if blowing towards the point of the wand.

    active ability:

    Wind Tunnel: Upon being activated, wind tunnel creates a cylinder of raging winds with radius 30 meters and height 30 meters centered at Vincent. For the duration of the spell, every opponent within the cylinder takes 30 HP per post if they are inside the cylinder. Additionally, the vortex makes flight and movement in general of any kind much more difficult to execute. Allied mages are unaffected. Non-magical projectiles are picked up by the winds and shot out of the vortex.

    Duration/Cooldowns: 5 posts / 6 posts

    passive ability:

    Winds of Vitality: Vincent and up to one other mage within his sight regain 5 HP per post while the wand is active.

    Strengths:
    - Provides more utility than a normal spell weapon
    - Hampers the movement of potentially difficult to attack opponents

    Weaknesses:
    - The vortex is stationary
    - Wind Tunnel must be activated the same post as the wand for its potential to be met
    - Wind tunnel has very limited defensive use

    Duration/Cooldowns 5 posts / 6 posts

    Thunderclap:

    Name: Thunderclap
    Rank: C
    Type: Special / Single Target / Charge-up
    Description: Vincent uses a spell weapon with either "fire" or "light" as its base element to send a ball of lightning into the sky. The sky will then get progressively darker until an almost black sheet of clouds forms overhead after four posts. On the fourth post after this spell is first activated, a single bolt of lightning will come down on Vincent's target dealing 120 HP. If the spell hits a target of equal spell rank or lower, the target will have difficulty moving for one post as weak form of paralysis will be inflicted by the spell.  The range of the spell is a 60 meter radius around Vincent and the lightning travels at 120 m/s.

    Strengths:
    - Vincent can move and cast other spells while Thunderclap charges
    - Makes hitting other spells easier assuming it hits a target of equal or lower spell rank

    Weaknesses:
    - No defensive uses
    - Can only be cast through spell weapons which channel "fire" or "light" as their base element
    - Relatively short range

    Duration/Cooldowns 4 posts / 5 posts

    Black Sauna:

    Name: Black Sauna
    Rank: C
    Type: Special / AoE
    Description: Vincent uses a spell weapon with "water," "darkness," or "fire" as its base element to combine create a darkness infused steam that takes up a 60 meter radius around him. This essentially makes the area appear as a sauna with the lights off, hence the name. Thus, enemies within the steam will have difficulty seeing unless they can see in the dark and through fog. Any fire or light magics of C-Rank and below have their magic power cost increased by 50% if cast within Black Sauna. Vincent is unaffected by Black Sauna.

    Strengths:
    - Natural forces do not affect the dome created by Black Sauna. Thus, it will take more than a bright windy day to negate the spell.
    - If the fog is blown away, the darkness remains. Likewise, if the darkness is illuminated, the fog remains. Requires a combination to complete negate the effects.

    Weaknesses:
    - Allies are affected by the visibility issues and increased magic costs
    - Can only be cast using certain spell weapons
    - The increase in magic power costs only affects certain mages

    Duration/Cooldowns 5 posts / 6 posts

    Blessing:

    Name: Blessing
    Rank: C+
    Type: Support / Special / AoE
    Description: Vincent uses a spell weapon with "light" as its base element to create an intricate and bright arcane circle in the ground centered at himself with radius 90 meters. All allies, Vincent included, within the circle heal 10 HP per post and recover 10 magic power per post. Additionally, all spells cast by allies including within the circle deal 25% more damage.

    Strengths:
    - Wide breadth of assistance for allied mages
    - If cast within a naturally dark or magically darkened area, this spell will illuminate the area

    Weaknesses:
    - Can only be cast using certain spell weapons
    - No direct offensive capability
    - Each of the individual bonuses are relatively weak

    Duration/Cooldowns 4 posts / 5 posts


    Unlocked and moved upon the user's request.


    _____________________________________________________________________________________

    Knight of Space - Page 2 QOmg1XE


    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 : 3222
    Guild : Aurora
    Cosmic Coins : 25
    Dungeon Tokens : 9
    Age : 20
    Experience : 263,160

    Character Sheet
    First Magic: Knight of Space
    Second Magic: Paladin's Armaments
    Third Magic:

    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by King Zenshin on 24th May 2018, 9:30 pm

    Changes:

    Abilities

    Typo in "Wizard's Tools" fixed
    "Scholar's Gambit" Added

    Signature Spells

    Magician's Robes:
    "Apprentice's Robes" name changed to "Magician's Robes"
    Rank changed to B
    Magician's Robes passive ability "Magician's Armaments" added per its other passive ability "Growing Knowledge"
    First weakness made clearer
    Duration and Cooldown increased by one post each

    Crystal Waters:
    Rank changed to B per lineage
    Healing changed from 60 to 120

    D-Rank Spells
    Whirlpool Staff active and passive abilities both completely changed

    C-Rank Spells
    Black Sauna replaced by Element Swap

    All B-Rank spells are new

    I think that's all the changes I made, though I did make quite a few ^^'.


    _____________________________________________________________________________________



    Missions Completed
    100 Year: 1
    10 Year: 1
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    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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    Golden Lacrima | Expires 7/9/2019
    Lester Drynedi
    Lester Drynedi
     
     

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    First Magic:
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    Knight of Space - Page 2 Empty Re: Knight of Space

    Post by Lester Drynedi on 25th May 2018, 3:26 pm

    Hey Zen Lester here, gradings are in this color. Feel free to ask any questions and once you're done give it a bump.

    ❀:
    @King Zenshin wrote:Primary Magic: Archmage's Sanctum
    Secondary Magic: N/A
    Caster or Holder: Requip
    Description: The Archmage's Sanctum is the name of the pocket dimension which Vincent uses to house his various magical equipment. Unlike other Requip users, Vincent doesn't store conventional weaponry or armor with varying degrees of magical properties that they bestow upon their user. Instead, Vincent crafts equipment with striking similarity to the magi he's encountered through historical documents. In his home nation, the wizards of old would use wands, staves, spell books, and other such oddities to amplify and better control their own magical power which was comparatively raw and difficult to harness otherwise. As a sign of respect for those powerful wizards that came before him, as well as to use a magic which best reflects his own motivations, Vincent learned how to craft those magical artifacts which excel in channeling elemental magic.

    elements:

    "Base elements" are used to refer to water, fire, earth, air, light, and darkness. "Secondary elements" would be variations or combinations of these "base elements" such as ice, lightning, poison, and metal.

    Strengths:
    - Allows the user an unparalleled control over and protection from the elements of nature
    - Magical artifacts of varying types allow for a high degree of flexibility in and out of combat
    - The nature of the Requip makes it unique and likely to catch off enemies who expect a more conventional set of spell weapons or spell armor

    Weaknesses:
    - Only able to control one element at a time
    - Slayers are able to negate entire blocks of spells due to their elemental nature
    - Ability to cast spells is heavily dependent on external forces. For example - if Vincent cannot read his spell books they won't can't activate their spells. Similarly, if Vicent loses hold of his wands or staves he cannot use their active nor passive ability.
    - The variety of the magic is a weakness as well as a strength since there are many more elements and variations of those elements than he has ability to access. This weakness is alleviates as he increases in proficiency, however.


    Abilities/Powers:
    Elemental Resistance:

    Elemental Resistance: Because of the particular type of magic that this is and what it's naturally capable of, Vincent has received a sort of "resistance" to elemental magic that would otherwise cause more harm to him. In his current condition, he will resist 5% of magic damage from any spell if the damage is elemental in nature.

    Magical Transportation:

    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 ability to cast spells being based on his physical contact with the magical medium.

    Force of Nature:

    Force of Nature: Due to being attuned to the various elements in nature, Vincent gains various strengths depending on the base element(s) which his current spell weapon channels.

    Water: Vincent may breath underwater and move freely through the water.

    Fire: Vincent may breath smoke as he would oxygen and is unharmed by non-magical fire.

    Earth: Vincent gains an immunity to non-magical poison and is able to fall onto any natural surface such a soil or rocks without being harmed.

    Air: Vincent may fly freely.

    Light: Vincent may not be blinded by any bright lights and gives off a light source from his body that he may control.

    Darkness: Vincent may see perfectly in the dark and allows him to absorb varying degrees of light.

    Wizard’s Tools:

    Wizard’s Tools: Vincent gain’s unique bonuses depending upon whether the current Requip weapon he’s using is a staff, wand, or spell book. Some spell armors also provide an additional effect.

    Spell Book: The spell book are the most powerful weapons in a wizard’s arsenal. They sacrifice all defensive utility in favor of pure offensive power. Defensive spells, on occasion, may still be cast through spell books of course. Any damaging ability or spell cast through a spell book has its power increased by 50%.

    Staff: The staves of a wizard are his most hardy tool. They function as a powerful source of defensive magics and, in a pinch, an effective bludgeoning object. Offensive spells, of course, are still quite effective when cast through staves. Any defensive ability or spell cast through a staff has its power increased by 50%.

    Wand: Perhaps the most iconic tool of the wizard’s arsenal – the wand does not provide the same destructive capability as the spell book, nor the same unmatched protection as the staff, but rather the wand excels in precision. Due to its small size and narrow design, wands are able to be used quickly and accurately to perform more delicate feats of magic. Any healing spell or magic regeneration ability or spell cast through a wand has its potency increased by 50%.

    Wizard Robes: The robes of the wizard are his only attire against the multitude of dangers he encounters on his travels. The wizard often painstakingly crafts these robes himself out of materials which in some way strengthen his magical powers or otherwise assist him in ways that plate or leather armor could not. All spell armors with “Robes” in their name grant the user 30% of his current magic power pool upon being cast.

    Scholar's Gambit:

    Scholar's Gambit: Trial and error have taught Vincent that some of his spells require too much time to charge and, as a result, has developed an effective method at reducing the amount of time needed for his some of his spells to cast. By channeling in additional magical power into an otherwise normally taxing spell, he may choose to reduce the casting time dramatically. Vincent may choose to pay 25% of the magical power of any charge up spell for a 1 post reduction in the amount of time necessary for the spell to cast. He may do this any number of times up to the amount of time required for the spell to fully charge. If he casts a charge up spell instantly in this way, the spell deals an additional 50% damage.

    Spells

    signature spells:

    Magician’s Robes:

    Name: Magician’s Robes
    Rank: B
    Type: Spell Armor
    Description: The Magician’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.

    passive abilities:

    Growing Knowledge: At every rank Vincent’s Robes gains a new passive ability
    Arcane Endowment: Vincent's magical power regenerates at a rate of 5 magic power per post
    Magician's Armaments: Vincent may transform any of his spell weapons into any melee weapon whose power is the rank of his robes for the duration of the spell. The spell weapons still count as a wand, staff, or spell book for ability or spell purposes.

    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

    Duration/Cooldowns: 6 post / 7 post

    Crystal Waters:

    Name: Crystal Waters
    Rank: B
    Type: Single target
    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 120 HP and is cured of any poisons of equal or lower rank or internal injuries if the waters are ingested. Similarly, the waters may heal moderate external injuries if applied.
    Lower this to 80HP please

    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
    Duration/Cooldowns: Instant / 2 posts

    Magic Bolt:

    Name: Magic Bolt
    Rank: D
    Type: Special / Offensive
    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. This spell allows Vincent to fire off an elemental bolt corresponding to the base element(s) with which his current spell weapon is associated. This bolt can travel as far as 30 meters and travels at 60 m/s and hits for 40 HP.

    Strengths:
    - Relatively quick moving projectile
    - Nearly free elemental damage

    Weaknesses:
    - Relatively short range
    - Elemental damage is dependent on weapon being used
    - Requires a spell weapon to cast
    Duration/Cooldowns: Instant / 2 posts


    D-Rank Spells:


    The Dark Arts and You:

    Name: The Dark Arts and You
    Rank: D
    Type: Spell Weapon / Darkness
    Description: "The Dark Arts and You" is the second edition of a series meant to de-stigmatize the use of dark magic. While the book is primarily concerned with non-combat applications of darkness magic, Vincent has made some edits to make it a useful combat tome.

    active ability:

    Souls for Sale [Multi-Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to create a four completely black shades which appear humanoid from the torso up, but have a small tail instead of a lower half. Each shade hits for 7 HP. Each shade can only travel 20 meters from Vincent and fly around at a speed of 30 m/s. Each shade has 15 HP.

    Duration/Cooldowns: 2 posts / 3 posts

    passive ability:

    Swift Shadow: Using this spells allows Vincent to turn himself into a black silhouette which increases his speed by 50%, allowing for easier evasion and more successful pursuits.

    Strengths:
    - High potential for damage relative to rank
    - Mobility is greatly increased
    - May easily overwhelm smaller groups of opponents

    Weaknesses:
    - No real defensive capabilities
    - Close range
    - Spell book can only take a single hit
    - Although the potential for damage is high, it is also very low due to the low health of the shades. Risky.

    Duration/Cooldowns 4 post / 5 post

    Herbology 101:

    Name: Herbology 101
    Rank: D
    Type: Spell Weapon / Earth
    Description: "Herbology 101" is an introductory text to all manner of plants one may encounter in Fiore. Aside from being an effective reference book to identify useful, dangerous, or otherwise peculiar plant life, Herbology 101 serves as effective means to channel earthen magics.

    active ability:

    Great Sting [Single Target]: By reciting an incantation while channeling magical power through the book, Vincent is able to summon a huge plant in the image of a Venus fly trap. Upon command, it will shoot a single, powerful spine which is capable of piercing through several walls of steel or concrete en-route to its target. Any walls it pierces will melt away and if the target is hit, they will be poisoned. The spell will initially hit for 40 HP and do 20 HP per post for 2 posts. The spell can travel up to 60 meters and travels at 40 m/s.

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

    Natural Nightmare: The DoT from Great Sting is strengthened from 20 HP per post to 30 HP per post.

    Strengths:
    - Highly damaging
    - Enables Vincent to engage in longer range combat
    - Allows for walls to be felled quite effortlessly
    Weaknesses:
    - Only one may be fired per cast of Herbology 101
    - Relatively slow moving projectile
    - Passive is useless if Great Sting is blocked or misses its target
    - No defensive capabilities

    Duration/Cooldowns: 4 posts / 5 posts

    Wand of Light:

    Name: Wand of Light
    Rank: D
    Type: Spell Weapon / Light
    Description: Vincent's Wand of Light was a gift to him by his closest magical instructor. It is a modest 3 ft (~90 cm) and made entirely of purely white wood. At the tip of the wand, the white wood splits and forms two curved pincers.

    active ability:

    Star Storm [AoE]: Star Storm will create a storm of small balls of light that will fall upon a 10 meter area around Vincent, striking everything in their path. Anything hit will take 20 damage and will be blinded for one post. The balls of light travel at 15 m/s and blanket the 20 meter area. They form in the air around Vincent and travel straight down or at an angle depending on what he needs.

    Duration/Cooldowns: Instant / 2 posts

    passive ability:

    Crippling Light: Any mage of the same rank within 10 meters of Vincent will suffer a 10% decrease in speed, strength, and magic resistance.

    Strengths:
    - Many debuffs to cripple opponents in combat
    - High potential for damage due to being an AoE

    Weaknesses:
    - While Purifying Light debuffs many traits, it only does so by a small amount
    - Relatively short range
    - Mages of higher ranks are unaffected by Crippling Light

    Duration/Cooldowns 4 posts / 5 posts

    Staff of Blaze:

    Name: Staff of Blaze
    Rank: D
    Type: Spell Weapon / Fire
    Description: The Staff of Blaze is one of Vincent's own creations. It is an ash coated wooden staff made from the most magically potent wood he could get his hands on. At the very top of the staff lies a small red gem with properties which complement the fire element of the staff by making the chanelling of the magic a bit easier. The staff is 6 ft (~183 cm) tall.

    active ability:

    Fireball [Single Target]: By raising his staff up, Vincent may begin charging up a fireball. It will appear in the air above him and grow depending on the number of posts he has charged it. It initially will do regular D-Rank damage if launched without a charge. For each post charged it will deal 25% damage until it caps at 100% damage. If launched at full charge, the fireball will melt away and go through a single defensive type D-Rank spell it comes into with as if it was not there at all. The range of this fireball is 30 meters and its speed is 60m/s.

    Duration/Cooldowns: 1 to 4 posts / 5 posts

    passive ability:

    Scalding Attacks: Any physical attacks by Vincent while using Staff of Blaze will inflict a relatively weak DoT of 10 damage per post for 4 posts. This effect does not stack and does not end if Vincent switches spell weapon or the duration of the spell runs out.    

    Strengths:
    - Potential to break through a single defensive spell type
    - Relatively reliable damage due to the DoT

    Weaknesses:
    - Vincent cannot move while channeling the fireball
    - The range of the fireball is relatively short
    - Physical attacks must be with the staff to inflict the DoT passive

    Duration/Cooldowns 4 posts / 5 posts

    Whirlpool Staff:

    Name: Whirlpool Staff
    Rank: D+
    Type: Spell Weapon / Water
    Description: The Whirlpool Staff is a 6 ft staff made out of crystals found in the deep sea. As a result, it's highly effective in channeling water based magic.

    active ability:

    Cone of Frost: Vincent points his staff forward and fires a cone of ice magic at whatever is in front of him in the shape of a cone of height 45m and base of 45m. Anything hit by the cone will take 30 damage and be frozen in place for one post.
    The duration needs to be 1, since they're immobilised for 1 post
    Duration/Cooldowns: Instant / 4 posts

    passive ability:

    Frost burn: In addition to the freezing effect of Cone of Frost, anything hit by the cone will also suffer a penalty of 10 HP per post and 25% speed for the staff's duration
    Just clarify that its a speed debuff

    Strengths:
    - Large range
    - Crippling amount of debuffs
    Weaknesses:
    - Allies may be caught in the cone
    - The cone won't be able to go through any objects blocking a part of its path, like trees or large rubble

    Duration/Cooldowns: 4 posts / 5 posts



    C-Rank Spells:


    Wand of Storms:

    Name: Wand of Storms
    Rank: C
    Type: Spell Weapon
    Description: The wand of storms is made out of the wood of a tree that only grows at 4000 meters above sea level and coated with the egg yolk of birds which nest in those same trees. The wood itself is a bright green with a hint of yellow and measures at 3 ft (~90 cm). When summoned the wind begins to pick up a bit, almost as if blowing towards the point of the wand.

    active ability:

    Wind Tunnel: Upon being activated, wind tunnel creates a cylinder of raging winds with radius 30 meters and height 30 meters centered at Vincent. For the duration of the spell, every opponent within the cylinder takes 30 HP per post if they are inside the cylinder. Additionally, the vortex makes flight and movement in general of any kind much more difficult to execute. Allied mages are unaffected. Non-magical projectiles are picked up by the winds and shot out of the vortex.

    Duration/Cooldowns: 5 posts / 6 posts

    passive ability:

    Winds of Vitality: Vincent and up to one other mage within his sight regain 5 HP per post while the wand is active.

    Strengths:
    - Provides more utility than a normal spell weapon
    - Hampers the movement of potentially difficult to attack opponents

    Weaknesses:
    - The vortex is stationary
    - Wind Tunnel must be activated the same post as the wand for its potential to be met
    - Wind tunnel has very limited defensive use

    Duration/Cooldowns 5 posts / 6 posts

    Thunderclap:

    Name: Thunderclap
    Rank: C
    Type: Special / Single Target / Charge-up
    Description: Vincent uses a spell weapon with either "fire" or "light" as its base element to send a ball of lightning into the sky. The sky will then get progressively darker until an almost black sheet of clouds forms overhead after four posts. On the fourth post after this spell is first activated, a single bolt of lightning will come down on Vincent's target dealing 120 HP. If the spell hits a target of equal spell rank or lower, the target will have difficulty moving for one post as weak form of paralysis will be inflicted by the spell.  The range of the spell is a 60 meter radius around Vincent and the lightning travels at 120 m/s.

    Strengths:
    - Vincent can move and cast other spells while Thunderclap charges
    - Makes hitting other spells easier assuming it hits a target of equal or lower spell rank

    Weaknesses:
    - No defensive uses
    - Can only be cast through spell weapons which channel "fire" or "light" as their base element
    - Relatively short range

    Duration/Cooldowns 4 posts / 5 posts

    Element Swap:

    Name: Element Swap
    Rank: C
    Type: Special / Burst
    Description: A simple spell which allows Vincent to change the base element of any of his spell weapons to another base element for the rest of its duration. Any bonuses that his spell weapon would receive from "Wizard's Tools" are doubled.
    You cannot compound buffs, And if you do want to add a buff to the stats (if you just said that bonuses gain an additional 50% increase) then you would need to have a duration of this spell.
    The other option is you could consider making this a signature spell if you didn't want the cooldown. (although if you wanted a buff it would still require a duration/cooldown)

    Strengths:
    - Allows Vincent to empower and fully utilize the potential of his ability "Wizard's Tools."
    - Due to its simplicity, it has no cooldown

    Weaknesses:
    - Provides no direct offensive or defensive benefits
    - Relies on other spells to be cast first

    Duration/Cooldowns Instant / None
    Minimum cooldown is 3 posts even if it is simple

    Blessing:

    Name: Blessing
    Rank: C+
    Type: Support / Special / AoE
    Description: Vincent uses a spell weapon with "light" as its base element to create an intricate and bright arcane circle in the ground centered at himself with radius 90 meters. All allies, Vincent included, within the circle heal 10 HP per post and recover 10 magic power per post. Additionally, all spells cast by allies including within the circle deal 25% more damage.

    Strengths:
    - Wide breadth of assistance for allied mages
    - If cast within a naturally dark or magically darkened area, this spell will illuminate the area

    Weaknesses:
    - Can only be cast using certain spell weapons
    - No direct offensive capability
    - Each of the individual bonuses are relatively weak

    Duration/Cooldowns 4 posts / 5 posts


    B-Rank Spells:


    Black Blight:

    Name: Black Blight
    Rank: B
    Type: Single target / Special / DoT
    Description: Vincent uses a spell weapon with "darkness" or "earth" as its base element to create an black and forest green magical circle in front of him. From this magical circle, a cloud of poison infused darkness is summoned and quickly launches at 200m/s in the straight line up to a range of 200 meters. The cloud will pass through everything until it reaches Vincent's target. The cloud will infect Vincent's target with a crippling disease for the duration of the spell. This disease will cut the speed and strength of the target by 35% and deals 40 HP per post for the duration of the spell.

    Strengths:
    - Massive damage potential which cannot be blocked by terrain
    - Large range, speed, and powerful debuffs

    Weaknesses:
    - Debuffs are ineffective against non-melee focused enemies
    - No direct defensive capability

    Duration/Cooldowns 5 posts / 6 posts

    Enchantment:

    Name: Enchantment: Stone and Thorns
    Rank: B
    Type: Special / Support
    Description: Vincent uses a spell weapon with "earth" as its base element while wearing his "Warlock's Armor" to create an green circle beneath him. From this magical circle, a green and brown aura erupts and surrounds him and his armor, granting Vincent 70% physical defense. Additionally, half of all physical damage he would take is reflected back at whoever inflicted it. If the duration of "Warlock's Armor" ends before the duration of "Enchantment: Stone and Thorns," then this spell goes on cooldown.
    You don't have to do anything, just remember that the damage reflection would count as an effect.

    Strengths:
    - Massive increase in physical defense while also having damage potential
    - Supplements the weakness of "Warlock's Armor"

    Weaknesses:
    - Completely ineffective against magical attacks
    - Has very specific casting conditions

    Duration/Cooldowns 6 posts / 7 posts

    Enchantment:

    Name: Enchantment: Lightning Blitz
    Rank: B
    Type: Special / Support / AoE
    Description: Vincent uses a spell weapon with "fire" or "light" as its base element while wearing his "Warlock's Armor" to create an yellow circle in the skies over him. A yellow aura emanates from Vincent and from this magical circle, a lightning bolt strikes him and explodes outward - dealing 40 HP of damage in a 50 meter radius around him and granting him 70% speed. Any enemy hit by the lightning shock are slightly paralyzed and thus have their movement heavily hindered for one post. If the duration of "Warlock's Armor" ends before the duration of "Enchantment: Lightning Blitz," then this spell goes on cooldown.


    Strengths:
    - Massive increase in speed while also potentially hindering his enemy's speed
    - Does some damage on top of being granting him a powerful buff

    Weaknesses:
    - Relatively low range and damage compared to spells of similar ranks
    - Has very specific casting conditions

    Duration/Cooldowns 6 posts / 7 posts

    Warlock's Armor:

    Name: Warlock's Armor
    Rank: B+
    Type: Spell Armor
    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.

    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.
    Would this also protect him from debuffs and effects or just damage dealing attacks.

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

    Kingdom's Legacy: While the armor is equipped, Vincent gains a 60% increase in damage reduction against magical attacks and any "Robe" spell armors have their duration and cooldown extended by the duration and cooldown of "Warlock's Armor" respectively.

    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

    Duration/Cooldowns 6 posts / 7 posts



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      Current date/time is 16th October 2019, 12:08 pm