Knight of Space

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    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!- The Light- The Beast- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Hero- Fire Badge- Summer Special Participant- Have Thorn On Your Friend List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Vendetta-
    Lineage : Aspect of Neptune
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    Character Sheet
    First Magic: Archmage's Sanctum
    Second Magic: Paladin's Armaments
    Third Magic:

    Re: Knight of Space

    Post by King Zenshin on Sat 26 May - 1:36

    Changes:
    Crystal Waters healing reduced to 80 HP
    "Whirlpool Staff" had a duration added for its active ability and had its status as a debuff clarified
    "Element Swap" duration and cooldown changed to two and three; buff changed
    "Warlock's Armor" active had two lines added to address its protection from effects


    _____________________________________________________________________________________



    Missions Completed
    100 Year: 1
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    Total Experience: 263,160

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

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    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Knight of Space

    Post by Lester Drynedi on Sat 26 May - 2:03

    ❀:
    @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 80 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:

    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.

    Duration/Cooldowns: 1 post / 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 suffer from a 25% decrease in their speed for the duration of the staff.

    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 offensive abilities or spells cast by a spell weapon which has had its element changed has their damage increased by 50% for the a short time.

    Strengths:
    - Allows Vincent to empower and fully utilize the potential of his ability "Wizard's Tools."

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

    Duration/Cooldowns 2 posts / 3 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


    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 - Stone and Thorns:

    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.

    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 - Lightning Blitz:

    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. While the shield doesn't protect from effects directly, Vincent may pay his own MP or HP from the 300 HP coating equal to the MP used to inflict the effect to negate it while "Spell Shield" is active. If the effect was inflicted with an ability, Vincent would pay MP or HP from the 300 HP coating equal to the MP cost of a user ranked spell.

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

    Kingdom's Legacy: While the armor is equipped, Vincent gains a 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



    _____________________________________________________________________________________

    avatar
    Onida
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Legal Guild Ace- S-Rank- A-Rank- Halloween job event participant - Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Being- Senior [500]- Novice [250]- Advertisement Achievement Badge- Confused Achievement- Forever Alone Achievement- Tamato Achievement- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Shuriken- Sword- Ninja- Hero- Fire Badge- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have Seven On Your Friend's List- Have Blood Plus On Friend's List- Have aeluri On Your Friend's List- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Blessed by the Fourth Wall
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    Posts : 857
    Guild : Silver Wolf
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    Mentor : None
    Experience : 31,172.5
    Brownie Points : ∞³

    Character Sheet
    First Magic: Glitch Magic
    Second Magic: N/A
    Third Magic: N/A

    Re: Knight of Space

    Post by Onida on Thu 5 Jul - 19:32

    Unlocked and moved at the user's request!

    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 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 80 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:

    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.

    Duration/Cooldowns: 1 post / 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 suffer from a 25% decrease in their speed for the duration of the staff.

    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 offensive abilities or spells cast by a spell weapon which has had its element changed has their damage increased by 50% for the a short time.

    Strengths:
    - Allows Vincent to empower and fully utilize the potential of his ability "Wizard's Tools."

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

    Duration/Cooldowns 2 posts / 3 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


    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 - Stone and Thorns:

    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.

    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 - Lightning Blitz:

    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. While the shield doesn't protect from effects directly, Vincent may pay his own MP or HP from the 300 HP coating equal to the MP used to inflict the effect to negate it while "Spell Shield" is active. If the effect was inflicted with an ability, Vincent would pay MP or HP from the 300 HP coating equal to the MP cost of a user ranked spell.

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

    Kingdom's Legacy: While the armor is equipped, Vincent gains a 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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    King Zenshin
     
     

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

    Re: Knight of Space

    Post by King Zenshin on Sat 7 Jul - 1:01

    Changelog:

    The entire magic is pretty much changed. There are few things that I copied over like the signature spells, but I still made some edits to them. Refined Requip is "Warlock's Armor." I purchased a primary magic change here. I edited this so that I wouldn't have to edit it at S. The last ability would unlock at S-Rank as would the spells ofc.


    _____________________________________________________________________________________



    Missions Completed
    100 Year: 1
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    B-Ranked: 4
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    Event Experience: 57,562.5
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    Total Experience: 263,160

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

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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Knight of Space

    Post by Izayuki on Thu 26 Jul - 0:59

    Heyo Zenshin!

    Edits are in this lovely color! c: Please edit and bump! If you have any questions, please ask me on this thread, not by DM. Thanks!


    Spoiler:
    @King Zenshin wrote:
    Knight of Space


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

    Strengths:

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

    Weaknesses:

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


    Unique Abilities:


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

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

    • Invisible Strings: Vincent’s control over space extends to objects in space. Vincent may control inanimate objects such as swords or bodies of liquid. He may not, though, take free control over objects that are magically bound to others such as an opponent’s spell weapon. This includes anything with an approved application. Please note that. Also specify if the control grants any damage or defenses or not. If they do, follow the rules regarding damage in UAs.

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

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


    Spells

    signature spells:

    Master's Robes:

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

    Strengths:

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

    Weaknesses:

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



    Abilities:

    passive abilities:

    Signature spells may only have one effect or function. They may not have multiple. For requip, this effect/function can be in either one passive OR one active ability. This should not keep changing but be one solid thing. If it is per rank, specify which ability is for what rank.
    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 Every other post only.
    Knight’s Armaments: Vincent may create an exact copy of any current spell weapon for the cost of the spell weapon complete with its two abilities. The copied spell weapon disappears when the original goes into its cooldown. Give more details to this. For a sig spell you cannot copy something and use all its effects-- only one small thing.
    Overflowing Power: Upon being cast, the Master’s Robes grant Vincent 30% of his current magic power. Define what you mean by this. Is this a 30% MP buff, or is it a magic damage buff? Note you can only buff from the rank's base, not the 'current' total combined with other buffs.

    Warlock's Armor:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

    Spell Shield: Upon being activated, a transparent coating cover's the armor. This coating may take 400 HP Lower this to 300 HP throughout the spell. of damage from spells before breaking. While this coating is active, Vincent is protected from magical attacks. While the shield doesn't protect from effects directly, Vincent may pay his own MP or HP from the 400 HP coating equal to the MP used to inflict the effect to negate it while "Spell Shield" is active. If the effect was inflicted with an ability, Vincent would pay MP or HP from the 400 HP coating equal to the MP cost of a user ranked spell.

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

    Kingdom's Legacy: While the armor is equipped, Vincent gains a 65% increase in damage reduction Damage reduction is hard capped at 50% total, across all buffs. against magical attacks and any "Robe" spell armors have their duration and cooldown extended by the duration and cooldown of "Warlock's Armor" respectively. You may not extend the durations of spells beyond their rank cap.

    Crystal Waters:

    Name: Crystal Waters
    Rank: A
    Type: Single target
    Damage: N/A
    Requip/Summon HP: N/A
    Range: 1m
    Speed: N/A
    Duration: Instant
    Cooldown: 2 Posts
    Downside: N/A
    Description: The god of the ocean, Neptune, has took a liking to Vincent when he was born. As a result, Vincent has always had a talent for water magic and has even been able to develop an additional signature spell relating to water without being related to his primary specialization of Requip. The target heals for 100 HP 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. Pick one effect-- healing of HP or healing of a singular poison effect ongoing at a time, not many.

    Strengths:

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

    Weaknesses:

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


    Spacial Bolt:

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

    Strengths:

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

    Weaknesses:

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



    D-Rank Spells:


    Space Walk:

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

    Strengths:

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

    Weaknesses:

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



    Momentum Reversal:

    Name: Momentum Reversal
    Rank: D
    Type: AoE / Defensive
    Damage: Variable
    Range: 30m
    Speed: 15m/s
    Duration: 1 post
    Cooldown: 2 Posts
    Downside: N/A
    Description: Vincent holds both of his hands out creates a field all around him which is capable of reversing the direction of non-magical projectiles. Projectiles fired from magical weapons are considered magical and vice versa. Give a better definition please. Do you mean all registered weapons? Weapons tend to all be magical unless a user states otherwise.

    Strengths:

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


    Weaknesses:

    • Vincent has no real way of knowing if a projectile is magical until it has passed through the field unless he saw the summoning of the weapon


    Spacial Twist:

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

    Strengths:

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


    Weaknesses:

    • Useless against most offensive AoE spells



    Phase Lock:

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

    Strengths:

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


    Weaknesses:

    • Useless against entities who are not incorporeal



    Bow of the False Hunter:

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

    Strengths:

    • One of Vincent’s only truly ranged spell weapons


    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

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

    C-Rank Spells:

    Mastery of Form:

    Name: Mastery of Form
    Rank: C
    Type: Buff / Passive
    Damage: N/A
    Downside: Only affects certain kinds of attacks and weapons.
    Description: Over time Vincent has come to master a particular style of fighting using bladed weapons. Any thrusting attack with a bladed spell weapon adds an additional 65% damage while any slashing attack with the same type of weapon adds an additional 60% damage to the attack. This bonus extends to active abilities and any bladed weapon summoned or handled by Vincent. Lower these buffs down to 55%.

    Strengths:

    • Empowers many of Vincent’s conventional methods of attacks

    Weaknesses:

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


    First Projection – Library:

    Name: First Projection – Library
    Rank: C
    Type: Special / AoE
    Damage: N/A
    Range: 60m
    Speed: 30m/s
    Duration: 5 Posts
    Cooldown: 6 Posts
    Downside: Costs double the regular C-Rank mana cost
    Description: The First Projection is named so because it was the first mental projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize a circular wooden floor extending outwards from him with tall bookcases acting as walls enclosing him, his allies, and his enemies. These walls of bookcases may be broken by taking damage exceeding 180 HP. Any spell cast by his enemy within the bounds of his Library projection has its cost increased by 25% and its damage decreased by 50%. Lower this total debuff to 55%, split up between these two things you wish to debuff.

    Strengths:

    • Highly effective against magic users

    Weaknesses:

    • Practically useless against melee specialists or opponents at longer ranges


    Rain of Arrows:

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

    Strengths:

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

    Weaknesses:

    • Using the spell indoors completely forfeits the damage bonus


    Samurai’s Shame:

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

    Strengths:

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

    Weaknesses:

    • The surprise aspect of the weapon will only work once


    Abilities:

    active ability:

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

    passive ability:

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

    B-Rank Spells:

    Enchantment – Strengthen Materials:

    Name: Enchantment – Strengthen Materials
    Rank: B
    Type: Special / Buff
    Damage: N/A
    Range: 50m
    Speed: 50m/s
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: Must have “Warlock’s Armor” or a spell weapon equipped
    Description: This spell is a modification of an elemental enchantment Vincent once used to strengthen his “Warlock’s Armor” when he was an elemental mage. This modified version can affect wither his “Warlock’s Armor” or a single spell weapon. Vincent will hold his hand to down to the ground to create a magical circle. From this magical circle a dark aura erupts and surrounds him and his armor, strengthening the materials in the armor and granting Vincent 70% physical defense. If cast on a spell weapon then the weapon’s blade or point will be sharpened, increasing the damage done by the spell weapon by 70%.   Lower these to 60% as per the buff rules.

    Strengths:

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

    Weaknesses:

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


    Enchantment – Lighten:

    Name: Enchantment – Lighten
    Rank: B
    Type: Caster / Support / AoE
    Damage: 40 HP
    Range: 50m
    Speed: 50m/s
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: N/A
    Description: This spell is a modification of an elemental enchantment Vincent once used to strengthen his “Warlock’s Armor” when he was an elemental mage. This spell improves upon the previous one by being able to be cast at any time. Vincent holds his hands up to create a dark circle in the skies over him. A black aura will begin to surround Vincent before a powerful wave of force hits him from the skies and then explodes outward - dealing damage and granting him 70% speed. Lower to 60%. For the duration of the spell Vincent will feel light as a feather. Any enemy hit by the shockwave will be dazed for one post.

    Strengths:

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

    Weaknesses:

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


    Second Projection – Clocktower:

    Name: Second Projection – Clocktower
    Rank: B
    Type: Special / AoE
    Damage: N/A
    Range: 100m
    Speed: 50m/s
    Duration: 6 Posts
    Cooldown: 7 Posts
    Downside: Costs double the regular B-Rank mana cost; Vincent loses 5 HP per post while inside this projection due to the strain it places on him
    Description: The Second Projection is named so because it was the second projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize the clocktower located at the Academy in which he studied magic. A dark wooden floor will extend outwards from him before large and sturdy wooden walls erupt at the edge of the spell’s radius to enclose him, his allies, and his enemies. The inside of a very large, circular, complex clock face may be seen on the northern wall. These walls of wood may be broken by taking damage exceeding 240 HP. Any spell cast by Vincent or his allies while inside the projection will be empowered by 60%. In addition, any spell cast by Vincent’s enemies will be weakened by 50%. While in the projection, Vincent may summon Spell Books containing elemental spells whose elements include the four natural elements, light, and darkness. These spell books can be used to cast a single spell before they must be discarded for another. The spell cast may be B-Rank or below and must be purely offensive. These spells will cost half their usual price and follow the standard damage, speed, and ranges found in here. AoE allow one function and two effects. You have the entrapment of enemies which takes 3 B rank hits to take down, and a debuff to enemies and a buff to allies. Because of the downside you can cast one spellbook offensive spell, but need to specify right here what type of spell it is (single target, etc.)

    Strengths:

    • Provides Vincent with a repository of powerful elemental magics

    Weaknesses:

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


    Sanguine Spear:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

    Aegis Piercer: Vincent will launch himself high up into the air and throw his spear at a target within 300m. The spear will travel in a straight line at 300m/s. The spear will deal 120 HP to whatever it hits. If the spear collides with a monster, then it will deal an additional 50% damage. If the spear collides with a defensive spell of A-Rank or below then it will pierce straight through and deal its normal damage. You cannot pierce higher rank shield durability and deal damage. Instead, you will just deal your total damage to the shield and hope it can break it without being canceled.
    Duration/Cooldowns: Instant / 5 posts

    active ability:

    Break Through: This ability automatically activates if the Sanguine Spear collides with an S-Rank defensive spell. Should the spear collide with such a shield as a result of the active ability “Aegis Piercer,” then the spear will shatter through the S-Ranked defensive spell as if it was A-Rank or below. A B+ spell will not cancel an S or A rank spell. Please revise this ability.

    Duration/Cooldowns: Instant / 5 posts

    A-Rank Spells:

    Crushing Field:

    Name: Crushing Field
    Rank: A
    Type: AoE / Debuff / DoT
    Damage: 25 HP
    Range: 200m
    Speed: 75m/s
    Duration: 7 Posts
    Cooldown: 8 Posts
    Downside: Costs double the regular A-Rank mana cost
    Description: Vincent holds his arms out and summons an oppressive spatial field in a large area around him. All enemies within the field will suffer a 35% 32.5% please speed and strength penalty as well as take 25 HP per post while they are inside the range of the “Crushing Field.”  

    Strengths:

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

    Weaknesses:

    • No direct defensive benefits


    Black Arrow:

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

    Strengths:

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

    Weaknesses:

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


    Third Projection – Vincent’s Dream:

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

    Strengths:

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

    Weaknesses:

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


    Space Breaker:

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

    Strengths:

    • Potential to recover a lot of necessary magical power

    Weaknesses:

    • Strikes must draw blood of some kind


    Abilities:

    active ability:

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

    Duration/Cooldowns: 4 posts / 5 posts

    passive ability:

    Magical Transmutation: This ability takes effect whenever Vincent draws an opponent’s blood. The blood on his sword will disappear and will increase his current magical power pool by 10 MP. This ability may only take effect once per strike.  Please give this a hard cap, and specify if it's a base increase or just a flat addition to the MP pool. If it is a base increase, add more drawbacks.

    S-Rank Spells:

    Collapse:

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

    Strengths:

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

    Weaknesses:

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



    Fourth Projection – Conflict:

    Name: Fourth Projection – Conflict
    Rank: S
    Type: Offensive / Special
    Damage: N/A
    Range: 300m
    Speed: 250m/s
    Duration: 10 Posts
    Cooldown: 11 Posts
    Downside: Costs triple the regular S-Rank mana cost; Vincent loses 20 HP per post while inside the range of his spell
    Description: The Fourth Projection is named so because it was the fourth projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize his inner conflict. This spell is a combined and empowered version of two previous projections. A field of torn up and illegible spell book pages will extend outwards from him while a circle of white magical fire erupts from the edge of the spell’s radius to enclose him, his allies, and his enemies. Pillars of spell books on fire can be seen stacked far into the sky beyond what anyone would be able to see. While inside this field, Vincent’s speed and strength are increased by 50% and he may requip any kind of spell weapon or spell armor of rank S or below whose stats can be found here. I recommend limiting these spells to multi-target, so you have more freedom to use them. Just linking a freeform ability to use many types of spells in one spell is not allowed. Every spell weapon has the ability Reckless Abandon. When Reckless Abandon is activated Vincent loses 50 HP and gains a 40% increase in speed and strength; this ability can only be used up to three times for the entire duration of the spell. Every spell armor has the ability Insurmountable Defense. When Insurmountable Defense is activated Vincent loses 50 MP and gains a 40% increase in physical and magical defense; this ability can only be used up to three times for the entire duration of the spell.

    Strengths:

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

    Weaknesses:

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


    Schwarz und Weiss:

    Name: Schwarz und Weiss
    Rank: S+
    Type: Spell Weapon
    Damage: 61.5 HP
    Requip/Summon HP: 375 HP
    Duration: 12 Posts
    Cooldown: 13 Posts
    Downside: Only one ability
    Description: Vincent had this weapon crafted by a master craftsman of Ca-Elum. It took the old craftsman quite a long time to complete these twin blades, but at last he finished. The result of his work was more than Vincent could have hoped. According to the old man the twin blades he made were modeled after a pair of legendary blades made by some ancient forger by the name Ailhbhe Luachair. The old man who made Vincent’s blades couldn’t recall much more than the name of the man who made the original swords off of which he crafted these, but he assured the white-haired wizard that these swords were without peer despite being imitations. [url= https://vignette.wikia.nocookie.net/typemoon/images/0/0f/Kanshou_bakuya_v3.png/revision/latest?cb=20160910032916]Appearance[/url].

    Strengths:

    • Potential to recover a lot of necessary magical power

    Weaknesses:

    • Strikes must draw blood of some kind


    Abilities:

    active ability:

    The Conclusion: Vincent will channel his magical energy into his blades and they will glow either brighter black or brighter white depending on their original color. Nothing will seemingly happen, but he will have received a 50% 32.5%, as per the buff rules. increase to both his speed and strength. Additionally, Vincent will gain the ability to transport himself anywhere quickly within a five-meter radius up to ten times for the duration of the ability. You may only teleport once per post. All of his strikes will create powerful glowing shockwaves that travel up to 600m at 450m/s and deal the melee damage of the weapons. A shockwave should be burst range and speed, not single target. Fix this and also specify it may only be done once per post. Finally, he may create any number of projections of these twin swords in the air and control them independently from the two he uses. They have the same range and speed as the shockwaves, but deal 180 HP together and cost 20 MP every time he creates a pair. This is way too much going on in an active ability. Limit this to one or two things going on. I did not cover everything in this ability as there is simply too much in it-- please narrow down what singular thing or two you want and I will look at it again.

    Duration/Cooldowns: 10 posts / 12 posts


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    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

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    King Zenshin
     
     

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    Lineage : Aspect of Neptune
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    Character Sheet
    First Magic: Archmage's Sanctum
    Second Magic: Paladin's Armaments
    Third Magic:

    Re: Knight of Space

    Post by King Zenshin on Thu 26 Jul - 2:03

    Changelog

    Ability:
    Invisible strings clarified

    Signature Spells:
    Master's Robes passive ability reduced to "Arcane Endowment" which has been edited

    Warlock's Armor edited to reflect requested changes

    Crystal Waters edited so that only the healing effect is applied.

    D-Rank Spells:
    Momentum Reversal edited (Because I couldn't think of a good definition :eyes:)

    C-Rank Spells:
    Mastery of Form - Edited to have both slashing and thrusting attacks receive a 55% increase

    First Projection - Library edited so that the total debuff is 55%

    Rain of Arrows edited down to 55% increased damage

    B-Rank Spells:
    Enchantment - Strengthen Materials and Enchantment - Lighten edited down to fit buff rules

    Second Projection - Clocktower: Enclosure completely removed and number of spell books limited to six single-target offensive spells.

    Sanguine Spear - Both abilities modified per the buff rules

    A-Rank Spells:
    Crushing field edited per buff rules

    Third Projection - Vincent's Dream edited to clarify

    Space Breaker abilities edited per instructions

    S-Rank Spells:
    Fourth Projection - Reckless Abandon and Insurmountable Defense completely removed; spell cost reduced to double instead of triple

    Schwarz und Weiss ability reduced to two effects (three if the buffs count separately >_>)

    Concerns/Questions: I'm sorry but I didn't exactly follow what needs to be changed for the fourth projection so I just made it blanketly weaker until I realize how I need to actually change it. Is how I changed "Second Projection" fine or should it be limited more? Other than those two spells I believe everything is edited properly unless I simply didn't clarify certain spells well enough.


    _____________________________________________________________________________________



    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
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    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
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    Izayuki

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    Lineage : Tanuki Yōkai
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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Knight of Space

    Post by Izayuki on Thu 26 Jul - 2:46

    Just a couple more to go! ^o^

    Spoiler:
    @King Zenshin wrote:
    Knight of Space


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

    Strengths:

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

    Weaknesses:

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


    Unique Abilities:


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

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

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

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

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


    Spells

    signature spells:

    Master's Robes:

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

    Strengths:

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

    Weaknesses:

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



    Abilities:

    passive ability:

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

    Warlock's Armor:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

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

    Crystal Waters:

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

    Strengths:

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

    Weaknesses:

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


    Spacial Bolt:

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

    Strengths:

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

    Weaknesses:

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



    D-Rank Spells:


    Space Walk:

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

    Strengths:

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

    Weaknesses:

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



    Momentum Reversal:

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

    Strengths:

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


    Weaknesses:

    • AoE spells are unaffected by this spell


    Spacial Twist:

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

    Strengths:

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


    Weaknesses:

    • Useless against most offensive AoE spells



    Phase Lock:

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

    Strengths:

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


    Weaknesses:

    • Useless against entities who are not incorporeal



    Bow of the False Hunter:

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

    Strengths:

    • One of Vincent’s only truly ranged spell weapons


    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

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

    C-Rank Spells:

    Mastery of Form:

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

    Strengths:

    • Empowers many of Vincent’s conventional methods of attacks

    Weaknesses:

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


    First Projection – Library:

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

    Strengths:

    • Highly effective against magic users

    Weaknesses:

    • Practically useless against melee specialists or opponents at longer ranges


    Rain of Arrows:

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

    Strengths:

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

    Weaknesses:

    • Using the spell indoors completely forfeits the damage bonus


    Samurai’s Shame:

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

    Strengths:

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

    Weaknesses:

    • The surprise aspect of the weapon will only work once


    Abilities:

    active ability:

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

    passive ability:

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

    B-Rank Spells:

    Enchantment – Strengthen Materials:

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

    Strengths:

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

    Weaknesses:

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


    Enchantment – Lighten:

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

    Strengths:

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

    Weaknesses:

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


    Second Projection – Clocktower:

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

    Strengths:

    • Provides Vincent with a repository of powerful elemental magics

    Weaknesses:

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


    Sanguine Spear:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

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

    active ability:

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

    Duration/Cooldowns: Instant / 5 posts

    A-Rank Spells:

    Crushing Field:

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

    Strengths:

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

    Weaknesses:

    • No direct defensive benefits


    Black Arrow:

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

    Strengths:

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

    Weaknesses:

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


    Third Projection – Vincent’s Dream:

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

    Strengths:

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

    Weaknesses:

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


    Space Breaker:

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

    Strengths:

    • Potential to recover a lot of necessary magical power

    Weaknesses:

    • Strikes must draw blood of some kind


    Abilities:

    active ability:

    Spatial Rend: Vincent will crouch down and put a free hand over his blade. After a moment, a dark aura will surround the blade and will continue to do so for the remainder of the duration. While active, Vincent may adjust the range of his sword swings essentially shifting the edge in space without having to actually move the sword. For example, he would be able to cut a watermelon on a table twenty meters away by slashing his sword down here he stood. While it wouldn’t appear as though the sword or Vincent moved to the watermelon, the watermelon would be cut. Additionally, if there was someone in the path of Vincent’s slash they would be unharmed since the effect of the slash was applied elsewhere. The range of this "phantom slash" is 450m and it occurs as fast as Vincent can swing his sword. This should be burst range. Add the burst speed a well-- people need to be able to dodge, else it is autohit, which we do not allow.

    Duration/Cooldowns: 4 posts / 5 posts

    passive ability:

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

    S-Rank Spells:

    Collapse:

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

    Strengths:

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

    Weaknesses:

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



    Fourth Projection – Conflict:

    Name: Fourth Projection – Conflict
    Rank: S
    Type: Offensive / Special
    Damage: N/A
    Range: 300m
    Speed: 250m/s
    Duration: 10 Posts
    Cooldown: 11 Posts
    Downside: Costs double the regular S-Rank mana cost; Vincent loses 20 HP per post while inside the range of his spell. Requipped spell weapons and armor are without abilities.
    Description: The Fourth Projection is named so because it was the fourth projection that Vincent was able to get stable enough for combat. To cast this, Vincent will close his eyes and visualize his inner conflict. This spell is a combined and empowered version of two previous projections. A field of torn up and illegible spell book pages will extend outwards from him while a circle of white magical fire erupts from the edge of the spell’s radius to enclose him, his allies, and his enemies. Pillars of spell books on fire can be seen stacked far into the sky beyond what anyone would be able to see. While inside this field, Vincent’s speed and strength are increased by 50% and he may requip any kind of spell weapon or spell armor of rank S or below whose stats can be found here. You may create one weapon or armor. Please state this.

    Strengths:

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

    Weaknesses:

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


    Schwarz und Weiss:

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

    Strengths:

    • Provides a powerful increase to his mobility in battle

    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: 10 posts / 12 posts


    _____________________________________________________________________________________



    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

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    King Zenshin
     
     

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

    Re: Knight of Space

    Post by King Zenshin on Thu 26 Jul - 4:02

    Changelog

    B-Rank Spells
    Second Projection - Clocktower changed so that it is only 1 spell book per cast

    A-Rank Spells
    Space Breaker ability had its range and speed changed to fit burst rules for advanced spells.

    S-Rank Spells
    Fourth Projection - Conflict changed to only requip 1 spell weapon or armor

    Question: Can the 1 spell weapon/armor have abilities associated with it? If so how many and if not everything should be fine unless I missed something ^^


    _____________________________________________________________________________________



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    Total Experience: 263,160

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

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    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Knight of Space

    Post by Izayuki on Thu 26 Jul - 5:19

    Spoiler:
    @King Zenshin wrote:
    Knight of Space


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

    Strengths:

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

    Weaknesses:

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


    Unique Abilities:


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

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

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

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

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


    Spells


    signature spells:

    Master's Robes:

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

    Strengths:

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

    Weaknesses:

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



    Abilities:

    passive ability:

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

    Warlock's Armor:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

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

    Crystal Waters:

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

    Strengths:

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

    Weaknesses:

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


    Spacial Bolt:

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

    Strengths:

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

    Weaknesses:

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



    D-Rank Spells:


    Space Walk:

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

    Strengths:

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

    Weaknesses:

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



    Momentum Reversal:

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

    Strengths:

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


    Weaknesses:

    • AoE spells are unaffected by this spell


    Spacial Twist:

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

    Strengths:

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


    Weaknesses:

    • Useless against most offensive AoE spells



    Phase Lock:

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

    Strengths:

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


    Weaknesses:

    • Useless against entities who are not incorporeal



    Bow of the False Hunter:

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

    Strengths:

    • One of Vincent’s only truly ranged spell weapons


    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

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

    C-Rank Spells:

    Mastery of Form:

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

    Strengths:

    • Empowers many of Vincent’s conventional methods of attacks

    Weaknesses:

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


    First Projection – Library:

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

    Strengths:

    • Highly effective against magic users

    Weaknesses:

    • Practically useless against melee specialists or opponents at longer ranges


    Rain of Arrows:

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

    Strengths:

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

    Weaknesses:

    • Using the spell indoors completely forfeits the damage bonus


    Samurai’s Shame:

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

    Strengths:

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

    Weaknesses:

    • The surprise aspect of the weapon will only work once


    Abilities:

    active ability:

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

    passive ability:

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

    B-Rank Spells:

    Enchantment – Strengthen Materials:

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

    Strengths:

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

    Weaknesses:

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


    Enchantment – Lighten:

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

    Strengths:

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

    Weaknesses:

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


    Second Projection – Clocktower:

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

    Strengths:

    • Provides Vincent with a repository of powerful elemental magics

    Weaknesses:

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


    Sanguine Spear:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

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

    active ability:

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

    Duration/Cooldowns: Instant / 5 posts

    A-Rank Spells:

    Crushing Field:

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

    Strengths:

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

    Weaknesses:

    • No direct defensive benefits


    Black Arrow:

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

    Strengths:

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

    Weaknesses:

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


    Third Projection – Vincent’s Dream:

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

    Strengths:

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

    Weaknesses:

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


    Space Breaker:

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

    Strengths:

    • Potential to recover a lot of necessary magical power

    Weaknesses:

    • Strikes must draw blood of some kind


    Abilities:

    active ability:

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

    Duration/Cooldowns: 4 posts / 5 posts

    passive ability:

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

    S-Rank Spells:

    Collapse:

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

    Strengths:

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

    Weaknesses:

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



    Fourth Projection – Conflict:

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

    Strengths:

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

    Weaknesses:

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


    Schwarz und Weiss:

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

    Strengths:

    • Provides a powerful increase to his mobility in battle

    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: 10 posts / 12 posts



    _____________________________________________________________________________________



    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

    avatar
    aeluri

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    Lineage : Musashi's Descent
    Position : None
    Posts : 166
    Guild : Basilisk Fang
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 18
    Experience : 175

    Character Sheet
    First Magic: Sinister Feline Summoning
    Second Magic:
    Third Magic:

    Re: Knight of Space

    Post by aeluri on Sun 11 Nov - 2:51

    ✦:
    @King Zenshin wrote:
    Knight of Space


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

    Strengths:

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

    Weaknesses:

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


    Unique Abilities:


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

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

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

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

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


    Spells


    signature spells:

    Master's Robes:

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

    Strengths:

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

    Weaknesses:

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



    Abilities:

    passive ability:

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

    Warlock's Armor:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: 6 posts / 7 posts

    passive ability:

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

    Crystal Waters:

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

    Strengths:

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

    Weaknesses:

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


    Spacial Bolt:

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

    Strengths:

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

    Weaknesses:

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



    D-Rank Spells:


    Space Walk:

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

    Strengths:

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

    Weaknesses:

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



    Momentum Reversal:

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

    Strengths:

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


    Weaknesses:

    • AoE spells are unaffected by this spell


    Spacial Twist:

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

    Strengths:

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


    Weaknesses:

    • Useless against most offensive AoE spells



    Phase Lock:

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

    Strengths:

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


    Weaknesses:

    • Useless against entities who are not incorporeal



    Bow of the False Hunter:

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

    Strengths:

    • One of Vincent’s only truly ranged spell weapons


    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: Instant / 3 posts

    passive ability:

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

    C-Rank Spells:

    Mastery of Form:

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

    Strengths:

    • Empowers many of Vincent’s conventional methods of attacks

    Weaknesses:

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


    First Projection – Library:

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

    Strengths:

    • Highly effective against magic users

    Weaknesses:

    • Practically useless against melee specialists or opponents at longer ranges


    Rain of Arrows:

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

    Strengths:

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

    Weaknesses:

    • Using the spell indoors completely forfeits the damage bonus


    Samurai’s Shame:

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

    Strengths:

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

    Weaknesses:

    • The surprise aspect of the weapon will only work once


    Abilities:

    active ability:

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

    passive ability:

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

    B-Rank Spells:

    Enchantment – Strengthen Materials:

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

    Strengths:

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

    Weaknesses:

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


    Enchantment – Lighten:

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

    Strengths:

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

    Weaknesses:

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


    Second Projection – Clocktower:

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

    Strengths:

    • Provides Vincent with a repository of powerful elemental magics

    Weaknesses:

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


    Sanguine Spear:

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

    Strengths:

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

    Weaknesses:

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


    Abilities:

    active ability:

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

    active ability:

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

    Duration/Cooldowns: Instant / 5 posts

    A-Rank Spells:

    Crushing Field:

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

    Strengths:

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

    Weaknesses:

    • No direct defensive benefits


    Black Arrow:

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

    Strengths:

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

    Weaknesses:

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


    Third Projection – Vincent’s Dream:

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

    Strengths:

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

    Weaknesses:

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


    Space Breaker:

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

    Strengths:

    • Potential to recover a lot of necessary magical power

    Weaknesses:

    • Strikes must draw blood of some kind


    Abilities:

    active ability:

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

    Duration/Cooldowns: 4 posts / 5 posts

    passive ability:

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

    S-Rank Spells:

    Collapse:

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

    Strengths:

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

    Weaknesses:

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



    Fourth Projection – Conflict:

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

    Strengths:

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

    Weaknesses:

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


    Schwarz und Weiss:

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

    Strengths:

    • Provides a powerful increase to his mobility in battle

    Weaknesses:

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


    Abilities:

    active ability:

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

    Duration/Cooldowns: 10 posts / 12 posts

    Moved and unlocked at the user's request~


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      Current date/time is Fri 18 Jan - 10:09