Combo Card Magic

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    RyoKnetegawa
    RyoKnetegawa
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    Lineage : Conqueror's Courage
    Position : Saint of Fate
    Posts : 1021
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Mentor : Amelia
    Experience : 242981.75

    Character Sheet
    First Magic: Combo Card Magic
    Second Magic: Blood Master Maic
    Third Magic:

    In Progress Combo Card Magic

    Post by RyoKnetegawa on 31st January 2014, 10:04 am

    Magic

    Magic Name: Combo Card Magic
    Magic Type: Holder (Items: Cards), Benefit: Solitary
    Description:
    Combo card magic consists of combining different card decks to perform various acts and spells. This magic consists of combining several decks and using them to work in sync for powerful spells or even on their own to produce various results.
    The first deck is the elements deck this is a deck of fifty-four cards with various different types of elements printed on them. All the elements are represented in this deck Fire, Water, Earth, Lightning, Wind, Metal, Light, Dark, Ice, Night and Blood. If they are used solo the card takes on the property of that element and strike them as if they were made of that element.
    The second deck is the usage deck this deck consists of two different color sets that possess several different types of pictures that allow the element cards to be used in various ways. The black cards allow the element cards to be used offensively; there are melee cards, shot cards, detonation cards, and enhancement cards. The white cards are used defensively there are, Shield cards, repel cards, Cancel cards, and Absorb cards.
    The third deck is a deck of simple every day playing cards. Alone these cards can be thrown to deal damage equal to half that of a D rank spell, and have no element affinity, but they can also be used with enhancement cards, and element cards to produce a variety of other attacks and spells.
    The fourth and final deck is a deck of combined tarot cards. These cards are special, and with Ryo's magic he has the ability to draw the cards he needs in order to cast whatever spell he wants to at the time.

    Ryo uses the element cards and the uses cards to create various spell effects that do various things. He uses an element card with a black card to inflict damage in some fashion. He uses an element card with a white card to protect, repel, cancel out, or absorb harmful spells that are coming at him. He draws both hands full of cards and is quick to play the matching game in order to use his spells effectively.

    Strengths:

    • Versatility: Since the combinations can be made to become nearly anything the situations Ryo has a variety of tricks to pull out of his hat.
    • Combos: Combination magic can be used to make the cards perform even more devastating attacks.
    • Variety Speaks: the sheer variety of attacks and combinations means that the attacks can never be predictable.

    Weaknesses:

    • Cost: While cool down and individual magic cost is usually low it allows fast almost rapid fire usage of spells. However this repeated usage must be done carefully as fast agile enemies will evade the attacks and force Ryo to rapidly devour his magic reserves.
    • Broken: Should the deck boxes be destroyed then Ryo will be unable to use those kinds of cards for his spells. Also, the playing cards are everyday playing cards and as such they are destroyed after use, and so he has a finite number of playing cards to use in spells.
    • Random Draw: the drawing of both sets of cards is completely random, and Ryo has no way to tell what combinations he will get, or what cards he will draw.
    • Held: He can’t hold more than 9 cards in his hand he can combine these cards from the three decks as he sees fit.
    • No Solo B/W: The black and white cards can’t be played without an element card; but the element cards can be used solo.

    Unique Abilities:

    • Card Master: Combo Card magic grants the user an innate knowledge of every possible card trick, the mastery of slight of hand while using cards, and allows the user to give accurate tarot card fortunes.
    • Damaging Cards: Allows the user to throw cards (any cards) and do damage with them as if the user had actually delivered a punch. They have a 30 meter throwing range and a flying speed of 30 m/s.
    • Shuffle: The user may shuffle his deck every 4 posts of combat, allowing for a change in cards and to bring cards back up from the bottom of his deck. This effect can reduce the cool downs of specific spells reducing their cool downs by 1.

    Lineage:

    Lineage: Conqueror's Courage:
    Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
    Usage: Can be used 4 times per thread. A war-cry is an encouraging shout that, in this case, is boosted by magic and does not need big words. The energy released by the war-cry gives the user's companions extra motivation to give their all. After a war-cry the cool-downs of all current Spells that are cooling down is decreased by one ( not including the war-cry itself). The duration is instant. The cool-down is 4 posts. Can only be used 4 times per thread.
    Spells:
    Signature Spells:

    Card Dance, H Rank:

    Name: Card Dance
    Rank: H
    Type: Multiple Target
    Damage: 90 HP
    Range: 300 Meters
    Speed: 225 Meters per Second (M/S)
    Duration: 10
    Downside:
    [*]This spell requires 2 full decks of playing cards and as such that limits the amount that Ryo has for other spells.
    Description:
    Ryo takes out two decks of playing cards and flushes them with his magic. These cards then begin to rapidly spin around him as if they are caught in a tornado. Reaching no more than 2 meters out from him. He then selects several cards by using his fingers and he points at a target. The number of fingers he uses to point determines the number of cards that fly towards the target. The only exception is if he points with his whole hand then 10 cards will fly. They will all fly towards the target and the spread will be tight enough that should the target bet hit they will be hit by all of the cards that flew towards them. As the cards are spinning around Ryo it is possible to be hit by 10 cards should one be stupid enough to collide into the vortex around Ryo.
    Strengths:

    • Mysterious: The number of cards that will fly towards the target can be any amount between 1 and 20. They won’t know how many are coming towards them until Ryo points his fingers at them.
    • Orbiting: The cards are orbiting Ryo and will do damage to anyone that collides with Ryo or tries to attack him with a physical attack.
    • Double: The number of cards is actually double the amount in the 2 standard playing card decks with jokers left in. (216 exactly)

    Weaknesses:

    • Playing cards: This spell needs Ryo to have 2 full decks of playing cards on hand otherwise he can’t use it.
    • No defense: The vortex around Ryo doesn’t block any spell or offer protection from anything except physical contact with other objects.
    • Friendly Fire: If an ally gets too close to the Vortex surrounding Ryo then they will suffer damage.
    • Limited: If Ryo uses all of the cards orbiting him, then the spell will end immediately no matter how much time is left.

    Attack Combo, S rank:

    Name: Attack Combo
    Rank: S
    Type: Varies
    Damage: Each Combo Deals Different Damage
    Range: Each Combo Reaches a different range
    Speed: Each Combo moves at a different speed
    Duration: 1 post, Melee combo gets 3 posts
    Downside:
    [*]The cards that Ryo has available determines which one of the effects Ryo can use. He has very little control over the cards he gets, and he can’t predict them anymore than anyone else can.
    [*]Each combo can only be used once, and he can’t use the same combo twice in a row.
    [*]These combos only work with both element cards and uses cards he can’t use the spell without both kinds of cards.
    Description:
    Attack combo combines at least one elemental card, and one black card. The attack is entirely dependent upon the type of attack that is depicted on the black card, the element is what element card is played with it.
    Melee Type- The cards form into a melee weapon made of the element selected, the shape is entirely dependent upon the picture on the black card, the weapon is only a one-handed weapon. This weapon can only reach a maximum of 1.5 meters in length otherwise it can’t be formed. The speed depends on how fast the user is. The weapon deals 120HP in damage.
    Shot Type- The cards shoot out the element in the form that the black card depicts, it can be bullets, a beam, or any projectile that does not explode. Bullets fly in a straight line and reaches 350 meters. A beam reaches 250 meters long and is four meters in diameter. The others reach 100 meters. projectile/shot spells have an overall speed of 100 M/S. The shots will deal 90 HP in damage
    Detonation Type- The cards shoot out the element in a form that will cause a detonation and large AoE damage. The cards can fly up to 100 meters away from him at a speed of 100 M/S. Ranging from bombs, missiles, and anything else that explodes. These release an explosion with a damaging range 150 meters in a circle. 60 HP in damage
    Enhancement type- Enhancement type cards are used to increase the power of the attack, they can only be used in combination with one of the above types of attack cards, they increase the power of the spell by 20%, but they also use that much more power. This is the double-edged sword of the black cards. This spell's cool down can be reduced by using shuffle.
    Strengths:

    • Variety- The combo can be a wide variety of elements and type of attacks.
    • Enhance- Enhancement cards can be used to make the spell more powerful.
    • Elements- This spell has a wide variety of magic elements meaning it can challenge any magic element

    Weaknesses:

    • Random- The black cards are completely random so there is no way to know if Ryo will get a sword, or a dagger Melee card. A machinegun or a single shot, shot card. A bomb, or a missile Explosion Card.
    • Enhanced cost- If an enhancement card is used the cost goes up. The combo that used the enhance card also can’t be used for two turn instead of one. (I.E. An enhanced shot combo has to wait until the spell is used twice more using Melee, and Explosion before shot combo becomes available.)
    • Varying range- The range of attack is always varying, and it is entirely based on luck if the user wants a specific ranged attack.
    • Elements- This spell has many elements and sometimes it has no choice, but to use an element that is weaker to another.
    • Slayer: Slayers are capable of eating the element if they are compatible and thus rendering the spell useless.

    Orbital Card Strike, A Rank:

    Name: Orbital Card Strike
    Rank: A
    Type: Area of Effect
    Damage: 60 HP
    Range: 100 Meters
    Speed: 225 M/S
    Duration: 1
    Downside:
    This spell damages everyone, and everything caught in the blast. This includes Ryo, and his allies. It can also be used to bring down buildings if used properly.
    Description:
    Ryo pulls out a tarot card called 'The Devil' and flows his magic into it. The card appears in the air up to fifty meters above everything around it and then slams down into the ground causing an explosion of force. This explosion travels more like a shockwave than a traditional explosion.
    Strengths:

    • Huge: This spell has a huge AoE 100 meters from the Point of Impact.
    • Ease: this spell requires one card to use causing it to be easy to use.
    • Multiple hits: This spell can hit multiple people and objects.

    Weaknesses:

    • Outside: The card has to be able to reach 50 Meters above the ground. If it can't the spell can't be used.
    • Friendly Fire: This spell can injure friends as well as foes.
    • No Enhancement: This spell can't be enhanced with an enhancement card
    • Delay: Ryo can’t use this spell again until he has used another A ranked spell
    • Flight: The blast only goes up to twenty meters in the air. If the target can fly they can avoid the spell entirely.

    Playing Card Combo:

    Name: Playing Card Combo
    Rank: B
    Type: Varies
    Damage: Each Combo Deals Different Damage
    Range: Each Combo Reaches a different range
    Speed: Each Combo moves at a different speed
    Duration: 1 post, Melee combo gets 3 posts
    Downside:
    [*]The cards that Ryo has available determines which one of the effects Ryo can use. He has very little control over the cards he gets, and he can’t predict them anymore than anyone else can.
    [*]Each combo can only be used once, and he can’t use the same combo twice in a row.
    [*]These combos only work with both element cards and uses cards he can’t use the spell without both kinds of cards.
    Description:
    Attack combo combines at least one Playing card, and one uses card. The spell is entirely dependent upon the type of uses card that is used. This spell can either use black or white uses card depending on the caster’s needs. It can’t be combined with an element card, or an enhancement card
    Melee Type- The cards form into a melee weapon made of the element selected, the shape is entirely dependent upon the picture on the black card, the weapon is only a one-handed weapon. This weapon can only reach a maximum of 1.5 meters in length otherwise it can’t be formed. The speed depends on how fast the user is. The weapon deals 80HP in damage.
    Shot Type- The cards shoot out the element in the form that the black card depicts, it can be bullets, a beam, or any projectile that does not explode. Bullets fly in a straight line and reaches 200 meters. A beam reaches 190 meters long and is four meters in diameter. The others reach 175 meters. projectile/shot spells have an overall speed of 110 M/S. The shots will deal 70 HP in damage
    Detonation Type- The cards shoot out the element in a form that will cause a detonation and large AoE damage. The cards can fly up to 80 meters away from him at a speed of 50 M/S. Ranging from bombs, missiles, and anything else that explodes. These release an explosion with a damaging range 100 meters in a circle. 40 HP in damage
    Shield cards- These are cards that depict a type of shield to block a portion of damage from an attack. This shield is weaker than a typical shield and it only defends against 1 spell of equal rank, or 2 of lesser rank.
    Strengths:

    • Variety- The combo can be either attack or defense
    • Less Cards- It requires very few cards to use this spell
    • Element less- This spell has no need for element cards and thus can always be used to full effect.

    Weaknesses:

    • Random- The uses cards are completely random and there is never a guarantee that the user can even perform this spell
    • Enhance less- An enhancement card can’t be used thus keeping the spell at the strength is has
    • Varying range- The range of attack is always varying, and it is entirely based on luck if the user wants a specific ranged attack.
    • Element less- This spell has no elements and thus it is not better against any certain type of spell.

    Wild Card, C rank:

    Name: Wild Card
    Rank: C
    Type: Single Target, support
    Damage: N/A
    Range: Held
    Speed: Instant
    Duration: 1
    Description: This spell is a supportive spell and one of the only ones in Ryo’s deck of tricks. With this spell he takes a white card or black card in his hand and transforms it, so it can become whatever other uses card he wants.  This means he could change a shot card into a melee card, or a shield card into an absorb card. This spell activates by him taking the card into one of his hands making it disappear and then reappear as the card he wants.
    Strengths:
    [*]Cards Needed: He can change a uses card he has for one he needs and thus cast spells faster
    [*]Quickly: This spell is almost instant cast, and requires no real time to use
    [*]Unseen: This spell happens in such a way that no one, but a higher-ranking card mage can see it happen.
    Weaknesses:
    [*]One for One: This spell can only affect one uses card at a time.
    [*]Color Coded:  Ryo may only exchange a uses card for another of the same color. White for white, black for black
    [*]Interrupt: Should Ryo drop the card or should the card be removed from his grasp then the spell won’t work.
    [*]Free Hand: Ryo uses an entire hand for this and thus it means he can’t cast another spell while using it.
    Card Manipulation:

    Name: Card Manipulation
    Rank: D
    Type: Passive Ability
    Description: Ryo has the ability to manipulate any card. He can change its size, it’s weight, its shape, it’s color, and even the material it is made of. He can shape cards into objects that can be found in every day life. He can use cards to store things such as his weapons, items, or other objects so long as they don’t weigh more than him. The biggest catch to this ability is he can’t use the cards in a fight, he can’t make weapons with them, he can’t use them for defense, this ability is strictly an esoteric ability of his magic.
    Strengths:

    • Total Manipulation: This ability allows the user to manipulate cards utterly, nothing about a card will be outside of his realm of influence.
    • Think it: This ability allows the user to change a single card or use multiple cards to construct just about any object the user can think of.
    • Free: This ability costs no mana to use at all.

    Weaknesses:

    • No combat: This ability has no offensive applications of any kind. It can’t be used in combat at all.
    • No Defense: This ability can’t be used in a defensive manner at all either.
    • Close: While this ability works with any card, it only works with cards that are in Ryo’s possession. Meaning the constructs won’t last if he is not either physically touching them, or not within a meter of the construct itself.
    • Pickup: When the constructs are broken down Ryo must take the time to collect them. The process is magic and he will pull them all to him like a black hole, or to his hand if he focuses on it, however he can’t move while doing so.



    D rank Spells:

    Lightning Strike:

    Name: Lightning Strike
    Rank: D+
    Type: Single Target/Multiple Target
    Damage: 60/45
    Range: 45 Meters
    Speed: 30 M/S
    Duration: 1/3
    Downside:
    [*]This spell can only hit either 1 target, or multiple. There is no switching between them, and if it is a single target than the spell has only a duration of 1. It also follows the Multiple Target range and speed rules even when striking a single target.
    Description:
    For this spell Ryo pulls out a lightning element card, an enhancement card, and three playing cards. He swipes the cards in front of him and they form a spell circle. From the spell circle flows a long bolt of lightning. One for each playing card that is used in the spell ranging from one bolt to six. If the user is targeting a single target the bolts will all merged into one great bolt of lightning and slam into the target as one. If the user is targeting multiple targets then he must use the appropriate number of playing cards so that each target will be hit by 1 bolt a piece, no more no less. They continue to fly until they either strike their target or they hit something else. The user has control over the flight path of each bolt.
    Strengths:

    • Multi-shot- This attack can strike a target multiple times, thus making it extremely deadly
    • Controlled path- This spell’s path is controlled by the caster thus making it more like a homing spell than anything else.
    • Stacked- This spell can be condensed so that it only targets 1 target dealing far greater damage to that single target.

    Weaknesses:

    • Lazy Angles: Any angle sharper than a 45-degree turn, and the Lightning can’t follow making it miss entirely.
    • Specific Cards: This spell can only be performed with the proper cards and can’t be attempted without them.
    • Focus: To control the direction of the lightning strikes the user must maintain full focus on it. Meaning the user must stand still.
    • Slayer: This spell counts as lightning magic and thus a lightning slayer can consume it.


    Burning Cards:

    Name: Burning Cards
    Rank: D
    Type: Single Target
    Damage: 40 HP
    Range: 60 Meters
    Speed: 60 M/S
    Duration: 1
    Description:
    The user throws Magic cards at the target, which envelop themselves in flames mid-flight
    This spell uses an enhancement card, three regular playing cards, and a fire element card. The enhancement card allows the other regular cards to be infused with fire element, no more than five cards can be thrown.
    Strengths:

    • Grouping: They are thrown in a group, can be horizontal, vertical, or as a cluster.
    • Tricky: The cards don’t ignite until they have flown 5 meters and thus don’t reveal their true power right away.
    • Fire: This spell deals fire damage and can light things on fire if it hits a target.

    Weaknesses:

    • No Reuse: The regular cards won’t be available until after the fight, and there is a very limited number available.
    • Dogeable: This spell is easy to dodge at the longer ranges between 40-60 meters this spell becomes easier to avoid.
    • Slow: The flight of the cards slows down when they ignite. When the cards are thrown they fly at around 60 m/s when they ignite they drop to 30 m/s.
    • Specific: The cards that have to be thrown are very specific and the spell won’t work without them.

    Prayer Fountain:

    Name: Prayer Fountain
    Rank: D
    Type: Multiple Target
    Damage: 30 HP
    Range: 45 Meters
    Speed: 30 M/S
    Duration: 3
    Description: Ryo uses several cards and throws them down in front of him. The cards he throws for this spell are A water element card, An enhancement card, and up to six playing cards. He throws the element card, and enhancement cards down with his left hand in front of him. The other playing cards he throws down with his right hand. The cards have to land within a meter of the middle cards and can be laid out however Ryo wants it to be. When the playing cards are placed they shoot out a high powered, and very damaging stream of water. The way the cards land and hit the ground is the direction that the stream of water will go.
    Strengths:

    • Multi Directional: This attack can be shot in a number of directions this means it has a much higher chance of hitting.
    • Multi Shot: This attack can be shot more than once this means it can hit a target multiple times.
    • Water: With this spell being water it is thus strong against Fire spells, and has the potential to block them, or extinguish them.

    Weaknesses:

    • Specific cards: This spell can only be performed by using very specific cards. If the cards aren’t there then the spell can’t be used.
    • Specific measurements: The playing cards only have magic if they are within the magic circle emitted from the water and enhancement cards. This circle is only 1 meter around. If the cards land anywhere out of this range the spell won’t work.
    • Slayer: Any Slayer of water element can just consume the waters and make the spell utterly useless.
    • Interrupted: If Ryo loses the cards he needs to cast the spell the spell will end prematurely.

    Earth Spike:

    Name: Earth Spike
    Rank: D
    Type: Single Target
    Damage: 40 HP
    Range: 60 meters
    Speed: 60 M/S
    Duration: 2
    Description: Ryo takes an Enhancement card, an earth card, and four playing cards. The enhancement and earth cards float in front of him forming a spell circle. Ryo then throws the four playing cards through it one at a time or however he wants and when the cards hit the ground a spike of earth shoots from the card. The ground of around the card warps for about a meter around it. The spike is three meters long, and a meter thick always with a large spike at the end.
    Strengths:

    • Varrying strikes: These spikes can appear wherever the card lands and come out of the ground however Ryo imagines it.
    • Unstable: The spikes cause a meter of earth around them to become unstable and can make a hit more likely.
    • Fast strikes: The spikes form and shoot up as fast as their rank allows

    Weaknesses:

    • Dogeable: This spell is easy to dodge at the longer ranges between 15-25 meters the attack is predictable and easy to avoid.
    • Earth: this attack can be consumed by an earth element slayer
    • Flying: if a target can fly this attack is useless against them.
    • Specific: The cards that have to be thrown are very specific and the spell won’t work without them.

    C Rank Spells:

    Elemental Beam:

    Name: Elemental Beam
    Rank: C+
    Type: Single Target
    Damage: 90 HP
    Range: 180
    Speed: 180 M/S
    Duration: 1
    Description: Ryo takes one of his element cards, and a shot card combining the two of them. The blast of elemental magic comes out as a solid beam every time. It has no variation, and will only shoot out as one beam. The beam itself is a meter in diameter and is cylindrical. The beam takes on the effects of the element that is used in combination with the uses card.
    Strengths:

    • Element: This spell can have a variety of elements, and thus work for any number of situations
    • Simple: This spell is one of Ryo's more simple forms of his combo card magic meaning he can use it more often.
    • Two cards: This spell only takes 2 cards and as such it is easier to obtain the cards needed for this spell.

    Weaknesses:

    • No Metal: Metal element cards can't be used as they can't form a beam.
    • Slayer: This spell can be consumed by a slayer of the appropriate element.
    • One shot: this spell is a one shot per use thing, and thus can't hit multiple targets.
    • Specific cards: this spell requires very specific cards to work, and can't be used without them.


    Projectile Cards:

    Name: Projectile Cards
    Rank: C
    Type: Single Target
    Damage: 60 HP
    Range: 120 Meters
    Speed: 120 M/S, 135 M/S
    Duration: 1
    Downside: This spell only deal’s damage to one target no matter how many targets get hit by the cards. The first one struck takes full damage, the rest don’t take damage even if they are hit.
    Description: The user throws cards at their target that multiply, acting as effective projectiles. This spell uses an enhancement card, three regular playing cards, and a wind element card. The enhancement card allows the other regular cards to be infused wind element, and also gives the catalyst to split apart doubling the cards thrown.
    Strengths:

    • Double Trouble: The cards thrown are doubled after fifteen meters.
    • Speed: Before the fifteen five meters the cards are thrown by base, they travel at normal speed, when they double however they fly even faster.
    • Varying numbers: The user can add another enhancement card and four more regular playing cards in order to double the amount to twenty cards.

    Weaknesses:

    • Varying Cost:  The more enhancement cards used means the spell will cost double the amount of MP.
    • Wild shot: there is a high chance that most cards won’t hit the target, while only a few will hit the target.
    • Premature: if the cards are destroyed before they hit fifteen meters the spell won’t work, but the cool down stays, and the magic is used.
    • Specific Cards: This spell can only be performed with the proper cards and can’t be attempted without them.

    Icicle:

    Name: Icicle
    Rank: C
    Type: Multiple Target
    Damage: 45 HP
    Range: 90 Meters
    Speed: 65 M/S
    Duration: 5
    Description:
    For this spell Ryo takes a wind, and a water element card, a shot card, and up to three playing cards. He holds them in front of him and they float in one location he chooses. Once they are in their location a giant spike of ice is shot from each card for a total of six spikes.
    Strengths:

    • Controlled: This spell won't take full effect until Ryo wants it too.
    • Multi Directional: Ryo can make this spell shoot in a complete 360 around him.
    • Multiple Shots: This spell can be shot multiple times and hit multiple targets, or times on a single target.

    Weaknesses:

    • Ice: this spell counts as a Ice spell, and is weak to Ice's opposite.
    • Slayer: Any slayer of Ice can consume this spell.
    • Straight line: once the spikes are shot they travel in a straight line.
    • Allies: this spell can harm allies as well as foes if they step in front of the icicle.


    Wind’s Edge :

    Name: Wind’s Edge
    Rank: C
    Type: Single Target
    Damage: 60 HP
    Range: 120 Meters
    Speed: 120 M/S
    Duration: 1
    Description:
    This spell is used by combining three playing cards, a wind element card, and an enhancement card. With a wave of all of these cards in his hands and the uttering of the incantation a spell circle appears. From it comes a massive wave of wind energy that more like a slash than anything. This attack is about ten meters long, and five meters in width. The angle at which the attack can fly is controlled by Ryo’s mind. If Ryo slashes the edge into the ground, then it will form a solid wall of wind energy. However, it will only block 1 spell, 1 rank weaker than itself.
    Strengths:

    • Defense: This attack can be used in a defensive manner as well as an offensive one.
    • Swift: This attack travels as fast and far as its rank allows.
    • Slicing: When this attack is used offensively it can slice through rocks, metal, and other spells that are equal to its rank, or weaker.

    Weaknesses:

    • Specific Cards: This card needs to have very specific cards in order to work.
    • Elemental Weakness: This attack counts as a wind element spell and is weak to spells that are strong against that element. When used defensively it can only block 1 spell the same rank as it is from its opposing element.
    • Slayer: A slayer will be able to consume the spell as it counts as wind element.
    • Bad Defense: While this attack can be used for defense it is not nearly as strong when used defensively, as it can only block 1 spell, and damage of lower rank.


    B Rank Spells:

    Explosion Card:

    Name: Explosion Card
    Rank: B+
    Type: Area of Effect
    Damage: 60 HP
    Range: 150 Meters
    Speed: 75 M/S
    Duration: 1
    Description:
    For this spell Ryo takes an element card and a detonation card. He throws the two cards at the same time and they fly together sticking to each other. They can travel as far as the rank allows and then with Ryo's snapping fingers they explode causing an explosion that is the maximum size and radius as its rank allows.
    Strengths:

    • Delay: The spell won’t fully activate until Ryo snaps his fingers, and this allows for some confusion against his foe.
    • Elements: This spell can be of any element that Ryo possesses in his elements deck.
    • Few Cards: This spell only requires 2 cards and thus is a very simple spell.

    Weaknesses:

    • Element: This spell’s element may be weaker against some wizards.
    • Slayer: Any slayer can consume this spell if they are the right element.
    • Self Harm: If Ryo is caught in the blast this spell deals damage to him.
    • Allies: This spell can harm allies as well as foes.



    Blink:

    Name: Blink
    Rank: B
    Type: Supplementary, Single Target
    Range: 100 Meters
    Speed: 100 M/S
    Duration: 1, 1 post set time,
    Drawbacks: This spell has to be prepared for in advance. If either green card is destroyed by a spell of lower rank than this spell then the spell can’t be used again in the thread that Ryo is in.
    Description: Ryo reaches into his coat and pulls out two green cards. One of these he throws using it as his marker somewhere, the other he keeps with him at all times. When he wants to use the spell he presses the green card he has to his forehead and winks one eye. Then his body turns into dozens of playing cards and teleports to the location of the other green card. It can only affect him. He can use this ability 3 times in a thread.
    Strengths:

    • Intangible- While blinking Ryo can’t be struck by any magic lower than or equal to this spell’s rank, and physical attacks can’t touch him.
    • Always Available- Upon a successful blink Ryo regains both cards, so he can use them later. He also always has both cards and doesn’t need to draw them at random.
    • Invisible set- The set card becomes invisible to the human eye as soon as it is set.

    Weaknesses:

    • Destroyed- Either green card can be destroyed if it is then the spell is unavailable for the remainder of the thread.
    • Easy Track- Ryo turning into cards becomes very easy to follow so the opponent can follow him to his destination.
    • Interrupt: If Ryo is struck by a spell of a higher rank than this spell or his set green card is destroyed then he will stop mid-flight and the spell will end.
    • Limited: This spell can only be used 3 times in a thread.


    Heart of the Cards:

    Name: Heart of the Cards
    Rank: B
    Type: Single Target, Supportive
    Range: Touch
    Speed: Instant
    Duration: 6
    Downside: This spell consumes twice as much MP as normal.
    Description: Ryo covers his deck boxes in the purple glow of his aura. As such this removes the random nature of his magic, and he can draw the cards he wants and needs for whatever spell he wants to cast during the duration of this spell.
    Strengths:

    • Ease: Ryo can activate this spell with ease as it requires no specific cards.
    • Anytime: Ryo can use this spell whenever he would like.

    Weaknesses:

    • Supportive: This spell is only supportive in nature.
    • Prep: This spell requires 1 post of charging before it becomes active
    • Card God: This spell can’t be used if Card God is used in the same thread.

    Card Ball:

    Name: Card Ball
    Rank: B
    Type: Single Target/Multiple Target
    Damage: 80/45/30 HP
    Range: 150 Meters
    Speed: 100 M/S
    Duration: 2
    Downside: This spell requires a full deck of playing cards, and will use it entirely. This spell can also be intercepted by a single blast from a spell stronger than it. If it is then the spell ends and takes twice the MP from Ryo.
    Description:
    Ryo takes several playing cards, a Tarot card with the full moon on it, and spins the cards in a circle. This causes the cards to form into a giant sphere of spinning and twisting cards. He then throws this sphere in a direction and it travels in that direction hitting anything in its path. It hits three times as it travels in a straight line. The first target will suffer the full rank damage, the second target struck suffers a rank less than typical damage, the third target suffers only D rank damage. The card ball starts out the size of a giant beach ball, after the first target it shrinks to the size of a hula hoop, and the last form is the size of a basketball.
    Strengths:

    • Multi-Stirkes: This attack has the ability to hit three different times.
    • Continuation: This spell will continue to travel until it uses itself up.
    • Damage: This spell deals the highest damage of B rank that it can.

    Weaknesses:

    • Weakening blow: This spell does less damage to each target hit.
    • Linear: this attack travels in a straight line.
    • Shrinking size: every target hit causes the ball to shrink in size.
    • Speed: This spell is fairly slow for a B ranked spell.

    A Rank Spells:

    Card Creation:

    Name: Card Creation: Animal
    Rank: A+
    Type: Single Target
    Damage: 150 HP
    Range: 450 Meters
    Speed: 450 M/S
    Duration: 8
    Downside: Ryo can only use this spell 5 times in a thread. It can’t be used with an element card, and there is no promise that the spell will even be available to cast as it requires very specific cards to work. The animal Tarot cards are also random so there is no way to know what animals Ryo will be summoning.
    Description:
    Ryo takes an Animal Tarot card, an enhancement card, and the rest of his two hands of playing cards and uses all of these to create the animal depicted on the Tarot card. The animal then does whatever Ryo says until it is either destroyed or the spell times out. The animal is always different, and he never is able to summon the same animal twice in a row. The animals can only take 3 hits of A rank damage before they shatter. When they are attacked however their power weakens and the damage they deal is dropped one rank for each attack they suffer.
    Strengths:

    • Versatile: This spell can summon any animal on an animal Tarot card.
    • Reach: The animal is a totally independent being, and thus can move as freely as it needs to.
    • Muti-strike: The animal can strike as long as it is active. Thus, potentially inflicting several hits of A rank damage.

    Weaknesses:

    • Stuck: If Ryo summons one animal he can’t dismiss it to summon another one. So, he has to work with whatever animal he summons.
    • Damage: Every time the animal takes damage of its own rank its power goes down by one rank. This effect can't send the beast lower than D rank in offensive ability.
    • Hands: This spell requires the use of both hands worth of playing cards, an enhancement card, and a tarot card. It takes both of Ryo’s hands to use.
    • Destroyed: If the animal is destroyed before the duration ends then the spell takes 2 times the normal MP.


    Elemental Weapon:

    Name: Elemental Weapon
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: The weapon can only be melee, so no longer than 2 meters in reach.
    Speed: The melee weapon can attack as fast as Ryo can move.
    Duration: 7
    Downside: This spell can limit the ability of Ryo to cast his other spells as he must always have at least one hand on the weapon he created.
    Description:
    This spell takes only an elemental card and Ryo’s magic. He forms the card into a shape he wants before he flushes it with magic causing the element to activate. It will form into a melee weapon of any kind that Ryo shapes the card into. It’ll deal the elemental damage of whatever the card used to make it is, and he shall be able to use it to fight with. Should he happen to drop this weapon or relaxes his grip on it anyway the spell will end right there.
    Strengths:

    • Elemental: This ability is elemental magic and can deal various types of damage.
    • Available: This spell is always available as long as Ryo can use magic and has an elemental card.
    • Variety: This spell can form any Melee weapon that Ryo desires one handed or two.

    Weaknesses:

    • Slayer: This spell uses elemental magic as such it can be consumed by the proper slayers.
    • Melee: This spell only works with Melee range.
    • One: This spell can only summon one weapon at a time per cast.
    • Opposites: The element that is the polar opposite of the one he is using will destroy the weapon he summoned. So long as it is equal or greater in force of the spell, or a shield that is a rank lower and above in power.
    • Hold: Ryo must always have at least one hand on the weapon that is made otherwise the spell will end prematurely.

    Magic Hats:

    Name: Magic Hats
    Rank: A
    Type: Multiple Target (Defensive)
    Damage: Depends on the spell used.
    Range: 100 meters
    Speed: 300 M/S
    Duration: 7
    Downside: The greatest flaw of this spell is that it can’t actually deal A rank damage. It can only deal damage
    Description:
    Ryo takes out four different copies of the tarot card "Four of Crowns" he infuses them with magic and throws them up into the air. With a snap of his fingers four giant top hats with a giant question mark appear and one of them falls on top of him, and then form a straight line with the other three. They all quickly begin to shift places and spin around changing not only Ryo's position inside his hat, but the location of the hats in general. The hats stop shuffling around and come to a halt once they do an effect is created. Enemies who want to attack Ryo, must pick one hat and do so. Two of the hats are booby trapped, one holds Ryo, and one is empty. When a hat is destroyed the rest become intangible for the remainder of that post. Becoming untouchable by any spell that is equal or less than the spell’s rank. Thus, rendering most AoE's useless.

    Logistics: When this spell is activated the opponent must role a Normal die when they attack. That roll determines what they hit. one through four determines the hat they hit, a five or six allows me to choose the hat they have struck. Hat one is empty, hat two and four are booby trapped, hat three holds Ryo inside of it. The booby-trapped hats both contain a spell of Ryo's. The spell is unknown to Ryo, but it attacks the target who destroyed the hat. It is also one of his spells that is lower in rank than the Magic Hats spell. If the empty hat is destroyed Ryo is able to cast a spell from inside his own hat targeting anyone who is in front of him. The hats then shuffle again, but the numbers remain.
    Strengths:

    • Unknown: While using this spell Ryo becomes almost impossible to hit out right.
    • One Attack: Any enemy that chooses to fight Ryo will only be able to destory one hat in a post.
    • Attacking and defending: Ryo can attack from inside his hat even when the attack breaks another, or his own.
    • Effects: This spell turns the remaining hats intangible once a hat is destroyed in a post, and thus everyone who is Ryo's enemy can only attack one hat in a post. Even AOE's will only be able to destroy a single target as the other targets are not capable of being hit.

    Weaknesses:

    • Time: Ryo must spend 2 turns holding the cards in one of his hands before he can cast the spell
    • Perfect mark: If someone strike's Ryo's hat first and destroys it all of his A rank spells will be unable to be performed for the next five posts.
    • Limited spells: Ryo can't attack with anything higher than B rank from inside his hat.
    • Weak to groups: If Ryo is fighting a group of opponents’ his spell won't last very long at all.
    • Higher Rank: If a higher ranking AoE spell is used against Magic Hats it will be able to destroy all of the hats instead of just one.
    • Delay: Ryo has to wait for this spell to recharge and it’ll take 5 posts after the duration is over before Ryo can use it again.

    Elemental Construct:

    Name: Elemental Construct
    Rank: A
    Type: Single Target
    Damage: 100 HP
    Range: 300 Meters
    Speed: 300 M/S
    Duration: 7
    Downside: The construct made is not a summon and as such it is weaker than a normal summon would be. This makes it highly unstable and easily destabilized.
    Description:
    For this spell Ryo takes an element card, and a Tarot card. By flowing his magic through these two cards he allows the cards to grow and shape into the form that is depicted upon the tarot card. The form is composed entirely of the element of the elemental card that has been used in the forming of the spell. This creature can be anything depicted upon a tarot card and it will have the proper dimensions of that creature. The animal then does whatever Ryo says until it is either destroyed or the spell times out. The animal is always different, and he never is able to summon the same animal twice in a row. The animals can only take 2 hits of A rank damage before they shatter. When they are attacked however their power weakens and the damage they deal is dropped one rank for each attack they suffer. This number is cut in half if they are hit with spells of an element they are weak to of their rank. (I.e. A fire construct will be hurt twice as much by an A rank water spell). This number is also cut in half if a slayer tries to eat them (AKA, they can handle two such attacks by slayers before being completely consumed.)
    Strengths:

    • Variety: These creatures can be anything on a tarot card, some will fly, dig, swim, be small, average, large, giant. The limit is the card they are summoned from.
    • Range: these creatures can fight at insane ranges with no problems acting like independent creatures.
    • Ease: Ryo can access this spell with ease not needing a specific uses card to make it work.

    Weaknesses:

    • Slayer: These creatures are made up of elements as such they are susceptible to being eaten by slayers.
    • Elements: These constructs are weak against their opposing element, so they are more easily destroyed.
    • Set: These constructs are set with the form and element they are first summoned with and can’t be changed until the next time the spell is used.
    • Random: The construct that is created is random. Ryo can’t predict them, and he has to select the tarot from the card box they are in. He can’t take them from anywhere else.

    Element Shield:

    Name: Element Shield
    Rank: A
    Type: Single Target, Defensives
    Damage: N/A
    Range: 5 meters in a diamond in front of Ryo, only 1.5 meters in front of him.
    Speed: Instant
    Duration: 2
    Downside: The greatest downside of this spell is that should one cast a spell that is this rank’s spell and made of the opposing element that offensive spell shall shatter the shield with only one strike.
    Description: To use this spell Ryo takes an element card, a white shield card, and two playing cards. When he uses the spell, the cards appear in a diamond like pattern in front of him spreading out to cover his form in a giant spell circle. This extends to a five-meter diamond in front of him. The shield can withstand any element spell that is weaker than it is. It has the endurance to shield Ryo from 3 spells of the same element type and rank of this spell.
    Strengths:

    • Element: This spell can be used to block most elemental attacks.
    • Durable: this spell can block up to three spells of its element and rank.
    • Motion: Once the shield is summoned Ryo can move freely behind it.

    Weaknesses:

    • Element: Ryo can only completely block spells from the element he makes the shield of. The rest just go down one rank in damage.
    • Rank: This shield can only fully block element spells of its rank or lower, Higher ranking spells break the shield.
    • Slayers: This spell can only block one element attack from a slayer as their magic is different to normal element magic.
    • Stationary: The shield is a stationary object, and it can’t be moved until it is broken.



    Last edited by RyoKnetegawa on 4th November 2018, 5:39 am; edited 58 times in total
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    Third Magic:

    In Progress Re: Combo Card Magic

    Post by Grizzly on 1st February 2014, 1:45 pm

    I already said this in the cbox. Just add dimensions, the rest seems really good. Bump once you're finished ^^


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    In Progress Re: Combo Card Magic

    Post by Grizzly on 1st February 2014, 2:50 pm

    @RyoKnetegawa wrote:Magic

    Primary Magic: Combo Card Magic
    Secondary Magic:
    Caster or Holder: Holder
    Description:
    Combo card magic consists of combining different card decks to perform various acts and spells. This magic consists of combining three decks and using them to work in sync for powerful spells or even on their own to produce various results.
    The first deck is the elements deck this is a deck of fifty four cards with various different types of elements printed on them. All the elements are represented in this deck Fire, Water, Earth, Lightning, Wind, and Metal. If they are used solo the card takes on the property of that element and strike them as if they were made of that element.
    The second deck is the usage deck this deck consists of two different color sets that possess several different types of pictures that allow the element cards to be used in various ways. The black cards allow the element cards to be used offensively; there are melee cards, shot cards, detonation cards, and enhancement cards. The white cards are used defensively there are, Shield cards, repel cards, Cancel cards, and Absorb cards.
    The third deck is a deck of simple every day playing cards. Alone these cards can be thrown to deal damage equal to half that of a D rank spell, and have no element affinity, but they can also be used with enhancement cards, and element cards to produce a variety of other attacks and spells.
    Strengths:
    -Versatility: Since the combinations can be made to become nearly anything the situations Ryo has a variety of tricks to pull out of his hat.
    -Combos: Combination magic can be used to make the cards perform even more devastating attacks.
    - Variety Speaks: the sheer variety of attacks and combinations means that the attacks can never be predictable.
    Weaknesses:
    -Cost: While cool down and individual magic cost is usually low it allows fast almost rapid fire usage of spells. However this repeated usage must be done carefully as fast agile enemies will evade the attacks and force Ryo to rapidly devour his magic reserves.
    -Broken: The cards when they are destroyed are returned to the deck box, but they are unable to be used again so once a specific combo is performed it will be a long time before the same type can be used.
    -Random Draw: the drawing of both sets of cards is completely random, and Ryo has no way to tell what combinations he will get, or what cards he will draw.
    -Held: The cards can only be infused with magic if he is holding the cards, and he can’t hold more than 8 cards in his hand he can combine these cards from the three decks as he sees fit.
    -No Solo B/W: The black and white cards can’t be played without an element card; but the element cards can be used solo.
    Abilities/Powers:
    -Damaging Cards: Allows the user to throw cards (any cards) and do damage with them as if the user had actually delivered a punch. <<< Give yourself a 10 meter throwing range for your standard cards and them a flying speed of 10 m/s.
    -Tarot Readings: Ryo can use his tarot card deck to tell people’s fortunes, if they are true or not only he truly knows.
    Shuffle: The user may shuffle his deck every 4 posts of combat, allowing for a change in cards and to bring cards back up from the bottom of his deck. This effect can reduce the cool downs of specific spells reducing their cool downs by 1.

    Spells
    D Rank Spells:
    Attack Combo:
    Name: Attack Combo
    Rank: D Rank
    Type: Offensive
    Description:
    Attack combo combines at least one elemental card, and one black card. The attack is entirely dependent upon the type of attack that is depicted on the black card, the element is what element card is played with it.
    Melee Type- The cards form into a melee weapon made of the element selected, the shape is entirely dependent upon the picture on the black card, the weapon is only a one handed weapon.
    Shot Type- The cards shoot out the element in the form that the black card depicts, it can be bullets, a beam, or any projectile that does not explode. Bullets fly in a straight line and reaches 25 meters. A beam reaches 15 meters long, and is four meters in diameter. The others vary between 10-20 meters. <<< Give your projectile/shot spells an overall speed of 15m/s (this is D Rank, don't worry, you'll go faster)
    Detonation Type- The cards shoot out the element in a form that will cause a detonation and large AoE damage. Ranging from bombs, missiles, and anything else that explodes. These release an explosion with a damaging range between 10-20 meters in a circle. <<< Give it one specific range. Make it 15 meters, that's good.
    Enhancement type-  Enhancement type cards are used to increase the power of the attack, they can only be used in combination with one of the above types of attack cards, they increase the power of the spell by 10%, but they also use that much more power. This is the double edged sword of the black cards. This spell's cool down can be reduced by using shuffle.
    Strengths:
    Variety- The combo can be a wide variety of elements and type of attacks.
    Enhance- Enhancement cards can be used to make the spell more powerful.
    Weaknesses:
    Random- The black cards are completely random and there is never a garuentee that the user can even perform this spell.
    Enhanced cost- If an enhancement card is used the cost goes up, and the cooldown increases by two for every enhancement card used.
    Varying range- The range of attack is always varying and it is entirely based on luck if the user wants a specific ranged attack.
    Duration 1 post, Cool down 2 (two added for each enhancement card used)


    Defense Combo:
    Name: Defense Combo
    Rank: D Rank
    Type: Defensive
    Description:
    Defense combo combines at least one elemental card, and one white card. The attack is entirely dependent upon the type of defense that is depicted on the black card, the element is what element card is played with it.This spells cool down can be reduced, by using shuffle. <<< Add in "All of the combos effects work only against a same-ranked spell, force or damage.
    Shield cards- These are cards that depict a type of shield that can be used in conjuncture with an element to block a portion of damage from that kind of elemental attack.
    Repel cards- These are cards that depict a type of repel with an elemental card repel a spell or effect that is depicted on the white card.
    Cancel cards- These cards depict either attack, defense, or supplementary spells, when combined with an element they cancel out the spell type and element of said target spell.
    Absorb cards- These cards absorb the spell to add the magic used to make it, and give it to the user, or they simply absorb the spell to then redirect it at the caster. Must be combined with an element card, and can only absorb spells from that element.
    Strengths:
    Magic gain- Absorb cards can add magic power and energy to the user.
    Cancel- Cancel cards can cancel out spells of the type and elements of spells that fit in the element and type parameters.
    Shield- Shield and element cards are used to defend from attacks of that element with a shield that appears as it does on the card.
    Weaknesses:
    Random- The card combos are random and may not be what is needed, or the spell may not happen at all.
    Magic Trick- Absorb cards can only absorb other D rank spells that match the element and type perfectly
    Cancel cards- Cancel cards can only cancel D Rank spells, and only if they match the element and type cards. Higher rank spells are reduced, but not gone.
    Shield Sizes: The shield size, weight, and mobility varies and it might not be able to completely defend against an attack. If the attacking spell is the stronger element than the shield the shield breaks and fails.
    No Enhancement: Defense combo can never be powered up with enhancement cards
    1 post duration, 3 post cool down. (it decreases by one if shuffle is used)

    Burning Cards:
    Name: Burning Cards
    Rank: D Rank
    Type: Fire/Offensive
    Description:
    The user throws Magic cards at the target, which envelop themselves in flames mid-flight
    This spell uses an enhancement card, three regular playing cards, and a fire element card. The enhancement card allows the other regular cards to be infused with fire element, no more than five cards can be thrown.
    Strengths:
    Grouping: They are thrown in a group, can be horizontal, vertical, or as a cluster.
    Range: 25 meter reach the cards ignite after flying five meters
    Weaknesses:
    No Reuse: The regular cards won’t be available until after the fight, and there is a very limited number available.
    Dogeable: This spell is easy to dodge at the longer ranges between 15-25 meters the attack is predictable and easy to avoid.
    Slow: The flight of the cards slows down when they ignite. When the cards are first thrown they fly at 150 mph (the speed of a recurve arrow) when they ignite they drop in speed to 50 MPH. <<< They can fly at around 15 m/s with is about 35 mph. That's all for D Rank :c Sowwy.
    Specific: The cards that have to be thrown are very specific and the spell won’t work without them.
    Duration 1 post, cool down 4 posts

    Projectile Card:
    Name: Projectile Card
    Rank: D Rank
    Type: Offensive
    Description:
    The user throws cards at their target that multiply, acting as effective projectiles
    This spell uses an enhancement card, three regular playing cards, and a wind element card. The enhancement card allows the other regular cards to be infused wind element, and also gives the catalyst to split apart doubling the cards thrown.
    Strengths: Double Trouble: The cards thrown are doubled after five meters
    Long Range: The cards can reach 30 meters, and the spell takes effect doubling the cards after five meters of flight.
    Speed: Before the first five meters the cards are thrown at 50 MPH, but when they split and double the wind element takes further effect and pushes them to 150 MPH <<< With the wind element, they could fly up to 20 m/s. By base, they go 15 m/s. That is all I can allow for now n___n Sowwy again.
    Varying numbers: The user can add another enhancement card and four more regular playing cards in order to double the amount to twenty cards.
    Weaknesses:
    Varying Cost:  The more enhancement cards used means the enhanced cost to magic energy, and the longer cool down.
    Wild shot: there is a high chance that most cards won’t hit the target, while only a few will hit the target.
    Premature: if the cards are destroyed before they hit five meters the spell won’t work, but the cool down stays, and the magic is used.
    Specific Cards: This spell can only be performed with the proper cards, and can’t be attempted without them.
    1 duration, 5 cooldown (add two more cool down turns for each enhancement card used)


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    RyoKnetegawa
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    First Magic: Combo Card Magic
    Second Magic: Blood Master Maic
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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 1st February 2014, 2:59 pm

    Edited and ready


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    In Progress Re: Combo Card Magic

    Post by Grizzly on 1st February 2014, 3:08 pm

    Approved ~ Great magic. Have fun :3


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    In Progress Re: Combo Card Magic

    Post by Guest on 10th March 2014, 10:57 am

    Unlocked for C-rank spells.
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    First Magic: Combo Card Magic
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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 10th March 2014, 11:48 am

    Spells ready to be reviewed


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    In Progress Re: Combo Card Magic

    Post by Guest on 10th March 2014, 5:05 pm

    Edits:
    @RyoKnetegawa wrote:
    Spells
    D Rank Spells:


    Burning Cards:
    Name: Burning Cards
    Rank: D Rank
    Type: Fire/Offensive
    Description:
    The user throws Magic cards at the target, which envelop themselves in flames mid-flight
    This spell uses an enhancement card, three regular playing cards, and a fire element card. The enhancement card allows the other regular cards to be infused with fire element, no more than five cards can be thrown.
    Strengths:
    Grouping: They are thrown in a group, can be horizontal, vertical, or as a cluster.
    Range: 25 meter reach the cards ignite after flying five meters
    Weaknesses:
    No Reuse: The regular cards won’t be available until after the fight, and there is a very limited number available.
    Dogeable: This spell is easy to dodge at the longer ranges between 15-25 meters the attack is predictable and easy to avoid.
    Slow: The flight of the cards slows down when they ignite. When the cards are thrown they fly at around 15 m/s which is about 35 mph.
    Specific: The cards that have to be thrown are very specific and the spell won’t work without them.
    Duration 1 post, cool down 4 posts

    Projectile Card:
    Name: Projectile Card
    Rank: D Rank
    Type: Offensive
    Description:
    The user throws cards at their target that multiply, acting as effective projectiles
    This spell uses an enhancement card, three regular playing cards, and a wind element card. The enhancement card allows the other regular cards to be infused wind element, and also gives the catalyst to split apart doubling the cards thrown.
    Strengths: Double Trouble: The cards thrown are doubled after five meters
    Long Range: The cards can reach 30 meters, and the spell takes effect doubling the cards after five meters of flight.
    Speed: Before the first five meters the cards are thrown by base, they go 15 m/s. With the wind element, they could fly up to 20 m/s.
    Varying numbers: The user can add another enhancement card and four more regular playing cards in order to double the amount to twenty cards.
    Weaknesses:
    Varying Cost: The more enhancement cards used means the enhanced cost to magic energy, and the longer cool down.
    Wild shot: there is a high chance that most cards won’t hit the target, while only a few will hit the target.
    Premature: if the cards are destroyed before they hit five meters the spell won’t work, but the cool down stays, and the magic is used.
    Specific Cards: This spell can only be performed with the proper cards, and can’t be attempted without them.
    1 duration, 5 cooldown (add two more cool down turns for each enhancement card used)
    Prayer Fountain:

    Name: Prayer Fountain
    Rank: D
    Type: Water
    Description:
    Ryo uses several cards and throws them down in front of him. The cards he throws for this spell are A water element card, An enhancement card, and up to six playing cards. He throws the element card, and enhancement cards down with his left hand in front of him. The other playing cards he throws down in a right hand. The cards have to land within a meter of the middle cards and can be laid out however Ryo wants it to be. When the playing cards are placed they shoot out a high powered, and very damaging stream of water. It shoots this stream of water at 20 m/s and it can reach a range of 20 meters.
    Strengths:
    * Multi Directional: This attack can be shot in a number of directions this means it has a much higher chance of hitting.
    * Multi Shot: This attack can be shot more than once this means it can hit a target multiple times.
    Need another strength here. Stating how the water element is strong against elements like fire would help achieve that.
    Weaknesses:
    * Specific cards: This spell can only be performed by using very specific cards. If the cards aren’t there then the spell can’t be used.
    * Long Cool Down: This spell uses an enhancement card and thus as such it has a much longer cool down.
    * Specific measurements: The playing cards only have magic if they are within the magic circle emitted from the water and enhancement cards. This circle is only 1 meter around. If the cards land anywhere out of this range the spell won’t work.
    You need at least one more weakness here. As it's water, perhaps state how slayers of the water element can simply devour the spell. Also, if you add more strengths, you could state other weaknesses like ice freezing the water.
    Duration/Cooldown 1 card every post. Instant once card is thrown/ cool down 6Cooldown should be 4 posts for the first 3 cards, then add 1 post cooldown for each card after that (6 cards = 7 posts cooldown)
    Lightning Strike:

    Name: Lightning Strike
    Rank: D
    Type: Lightning
    Description:
    For this spell Ryo pulls out a lightning element card, an enhancement card, and three playing cards. He swipes the cards in front of him and they form a spell circle. From the spell circle flows a long bolt of lightning. One for each playing card that is used in the spell ranging from one bolt to six. All of these surge towards either one target or several depending on the mind of the user. These fly at 20 m/s and can fly at any angle that is not sharper than a right angle. They continue to fly until they either strike their target or they hit something else. These bolts can reach up to 25 meters away from the spell circle. Being struck by one of these will slow the target, while being struck by two will stun a target (stun and slow for 1 post).
    Strengths:
    [*]Very fast- They are as fast as they can be at this rank making them very deadly.
    [*]Multi-shot- This attack can strike a target multiple times, thus making it extremely deadly
    [*]Controlled path- This spell’s path is controlled by the caster thus making it more like a homing spell than anything else.
    Weaknesses:
    [*]Specific Cards: This spell can only be performed with the proper cards, and can’t be attempted without them.
    [*]Focus: To control the direction of the lightning strikes the user must maintain full focus on it.
    [*] Lazy Angles: Any angle sharper than a 45 degree turn and the Lightning can’t follow making it miss entirely.
    [*]Large Cool down: This cool down is very large. Starting at three and going up by one for each bolt of lightning.
    Duration/Cool Down: 3/3 (+1 for each playing card used for a max of 9)

    C Rank Spells:

    Attack Combo:
    Name: Attack Combo
    Rank: D Rank
    Type: Offensive
    Description:
    Attack combo combines at least one elemental card, and one black card. The attack is entirely dependent upon the type of attack that is depicted on the black card, the element is what element card is played with it.
    Melee Type- The cards form into a melee weapon made of the element selected, the shape is entirely dependent upon the picture on the black card, the weapon is only a one handed weapon.
    Shot Type- The cards shoot out the element in the form that the black card depicts, it can be bullets, a beam, or any projectile that does not explode. Bullets fly in a straight line and reaches 35 meters. A beam reaches 20 meters long, and is four meters in diameter. The others vary between 20-30 meters. projectile/shot spells have an overall speed of 25m/s
    Detonation Type- The cards shoot out the element in a form that will cause a detonation and large AoE damage. Ranging from bombs, missiles, and anything else that explodes. These release an explosion with a damaging range between 20 meters in a circle.
    Enhancement type- Enhancement type cards are used to increase the power of the attack, they can only be used in combination with one of the above types of attack cards, they increase the power of the spell by 20%, but they also use that much more power. This is the double edged sword of the black cards. This spell's cool down can be reduced by using shuffle.
    Strengths:
    Variety- The combo can be a wide variety of elements and type of attacks.
    Enhance- Enhancement cards can be used to make the spell more powerful.
    Weaknesses:
    Random- The black cards are completely random and there is never a garuentee that the user can even perform this spell.
    Enhanced cost- If an enhancement card is used the cost goes up, and the cooldown increases by two for every enhancement card used.
    Varying range- The range of attack is always varying and it is entirely based on luck if the user wants a specific ranged attack.
    Duration 1 post, Cool down 2 (two added for each enhancement card used)


    Defense Combo:
    Name: Defense Combo
    Rank: D Rank
    Type: Defensive
    Description:
    Defense combo combines at least one elemental card, and one white card. The attack is entirely dependent upon the type of defense that is depicted on the black card, the element is what element card is played with it.This spells cool down can be reduced, by using shuffle.
    Shield cards- These are cards that depict a type of shield that can be used in conjuncture with an element to block a portion of damage from that kind of elemental attack. All of the combos effects work only against a same-ranked or lower-ranked spell, force or damage.
    Repel cards- These are cards that depict a type of repel with an elemental card repel a spell or effect that is depicted on the white card.
    Cancel cards- These cards depict either attack, defense, or supplementary spells, when combined with an element they cancel out the spell type and element of said target spell.
    Absorb cards- These cards absorb the spell to add the magic used to make it, and give it to the user, or they simply absorb the spell to then redirect it at the caster. Must be combined with an element card, and can only absorb spells from that element.
    Strengths:
    Magic gain- Absorb cards can add magic power and energy to the user.
    Cancel- Cancel cards can cancel out spells of the type and elements of spells that fit in the element and type parameters.
    Shield- Shield and element cards are used to defend from attacks of that element with a shield that appears as it does on the card.
    Weaknesses:
    Random- The card combos are random and may not be what is needed, or the spell may not happen at all.
    Magic Trick- Absorb cards can only absorb other D rank spells that match the element and type perfectly
    Cancel cards- Cancel cards can only cancel D Rank spells, and only if they match the element and type cards. Higher rank spells are reduced, but not gone.
    Shield Sizes: The shield size, weight, and mobility varies and it might not be able to completely defend against an attack. If the attacking spell is the stronger element than the shield the shield breaks and fails.
    No Enhancement: Defense combo can never be powered up with enhancement cards
    1 post duration, 3 post cool down. (it decreases by one if shuffle is used)
    Blink:

    Name: Blink
    Rank: C
    Type: Supplementary
    Description:
    Ryo reaches into his coat and pulls out two green cards. One of these he sets down and marks somewhere the other he keeps with him at all times. When he wants to use the spell he pressed the green card he has to his forehead and winks one eye. Then his body turns into dozens of playing cards and teleports to the location of the green card that is already set. This spell only works in a 25 meter range from the set green card. It can only affect one person.
    Strengths:
    [*]Instant cast- The moment this spell is cast then it works and activates
    [*]Intangible- While blinking Ryo can’t be struck by any magic lower than or equal to his rank, and physical attacks can’t touch him.
    [*]Always available- Upon a successful Blink Ryo regains both cards, so he can use them later. He also always has both cards and doesn’t need to draw them at random.
    Weaknesses:
    [*]Set up- This spell must be set up before use is available.
    [*]Destroyed- The set green card can be destroyed if it is then the spell is unavailable for the remainder of the thread
    [*]Easy Track- Ryo turning into cards becomes very easy to follow so the opponent can follow him to his blink point.
    [*]Interrupt- If Ryo is struck by high ranking magic, or his green card is destroyed mid-flight he will stop in mid-air and the spell will be over
    Duration/ Cool down: 1/ 7 posts /Set up: 1 post The cooldown is a little excessive, but I'm guessing this is due to the fact he won't have much time to set it up again in mid-fight. I'd suggest a cooldown of 3 posts otherwise.


    Hey Ryo, first of all I'm liking the new spells =] just a few little tweaks here and there for these, all of which are in blue.
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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 10th March 2014, 6:24 pm

    Edits have been made


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    In Progress Re: Combo Card Magic

    Post by Guest on 10th March 2014, 6:28 pm

    Thanks for the edits. As I said, loving the magic. Look forward to seeing more of this IC =] Approved.
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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 16th April 2014, 10:33 am

    Added "Wind's Edge" to my D rank spells. Ready for modding


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    In Progress Re: Combo Card Magic

    Post by Chaotic Rumble on 20th April 2014, 9:53 am

    Wind's Edge -
    You can also use it for a defensive maneuver, but how much damage/spells can it block off when it's used for that purpose? Which specific cards are required to cast this spell? Finally, the cooldown can be taken down to 3 posts.

    That's about it, really..


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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 20th April 2014, 10:55 am

    Edited. As for the specific cards, I always put the cards used in the spell description. For "Wind's Edge" they are in the first sentence


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    In Progress Re: Combo Card Magic

    Post by Chaotic Rumble on 20th April 2014, 12:24 pm

    My apologizes, I missed that, then.

    Nice work on the spell! Really cool magic btw!

    'Tis approved!


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    In Progress Re: Combo Card Magic

    Post by Kirahunter on 29th April 2014, 5:51 pm

    unlocked for spell slot adding


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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 29th April 2014, 6:14 pm

    Wild Card : D Rank spell Added


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    In Progress Re: Combo Card Magic

    Post by Guest on 29th April 2014, 6:39 pm

    You need to edit out the "Long Cooldown" weakness in your Wild Card spell. It is too similar to the general Cooldown weakness to really be considered distinctive.
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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 29th April 2014, 6:43 pm

    What an Odd thing to want to change.

    Still edited that weakness swapped entirely


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    In Progress Re: Combo Card Magic

    Post by Guest on 30th April 2014, 5:31 pm

    Approved
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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 2nd July 2014, 6:42 am

    Edited

    Made Attack Combo A signature Spell Freeing up it's C Rank Slot

    Upgraded Wild Cards to C rank (Reduced it's cool down) Taking Attack Combo's Slot

    Added "Playing Card Combo" From bought C spell slot

    Added "Sexy Ladies" where Wild Cards used to be.


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    In Progress Re: Combo Card Magic

    Post by Guest on 3rd July 2014, 6:10 am

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    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 19th July 2014, 5:47 pm

    B Rank up, plus four bought D rank spells

    Signature: Added a second signature spell and ranked up the first one
    D rank: all the spells under 'Sexy Ladies' are new and need to be reviewed
    C Rank: explosion card, and Icicle are new and need to be reveiwed
    B Rank: All these need to be reviewed as they are part of the rank up I'm currently taking.


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    In Progress Re: Combo Card Magic

    Post by Guest on 21st July 2014, 1:45 am

    Let me know when your exam has finished and I'll happily review this.
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    In Progress Re: Combo Card Magic

    Post by Guest on 28th July 2014, 3:10 am

    Okay, all edits are written in blue in the spoiler below. Not too much to change really, just mostly a few details and cooldowns.

    Spoiler:
    Magic

    Primary Magic: Combo Card Magic
    Secondary Magic:
    Caster or Holder: Holder
    Description:
    Combo card magic consists of combining different card decks to perform various acts and spells. This magic consists of combining several decks and using them to work in sync for powerful spells or even on their own to produce various results.
    The first deck is the elements deck this is a deck of fifty four cards with various different types of elements printed on them. All the elements are represented in this deck Fire, Water, Earth, Lightning, Wind, Metal, Light, and Dark. If they are used solo the card takes on the property of that element and strike them as if they were made of that element.
    The second deck is the usage deck this deck consists of two different color sets that possess several different types of pictures that allow the element cards to be used in various ways. The black cards allow the element cards to be used offensively; there are melee cards, shot cards, detonation cards, and enhancement cards. The white cards are used defensively there are, Shield cards, repel cards, Cancel cards, and Absorb cards.
    The third deck is a deck of simple every day playing cards. Alone these cards can be thrown to deal damage equal to half that of a D rank spell, and have no element affinity, but they can also be used with enhancement cards, and element cards to produce a variety of other attacks and spells.
    The fourth and final deck is a deck of combined tarot cards. These cards are special, and with Ryo's magic he has the ability to draw the cards he needs in order to cast whatever spell he wants to at the time.
    Strengths:
    -Versatility: Since the combinations can be made to become nearly anything the situations Ryo has a variety of tricks to pull out of his hat.
    -Combos: Combination magic can be used to make the cards perform even more devastating attacks.
    - Variety Speaks: the sheer variety of attacks and combinations means that the attacks can never be predictable.
    Weaknesses:
    -Cost: While cool down and individual magic cost is usually low it allows fast almost rapid fire usage of spells. However this repeated usage must be done carefully as fast agile enemies will evade the attacks and force Ryo to rapidly devour his magic reserves.
    -Broken: The cards when they are destroyed are returned to the deck box, but they are unable to be used again so once a specific combo is performed it will be a long time before the same type can be used.
    -Random Draw: the drawing of both sets of cards is completely random, and Ryo has no way to tell what combinations he will get, or what cards he will draw.
    -Held: He can’t hold more than 9 cards in his hand he can combine these cards from the three decks as he sees fit.
    -No Solo B/W: The black and white cards can’t be played without an element card; but the element cards can be used solo.
    Abilities/Powers:
    -Damaging Cards: Allows the user to throw cards (any cards) and do damage with them as if the user had actually delivered a punch. They have a 10 meter throwing range and a flying speed of 10 m/s.
    -Tarot Readings: Ryo can use his tarot card deck to tell people’s fortunes, if they are true or not only he truly knows.
    -Slight of hand: With his magic Ryo has mastered the art of slight of hand and can perform all kinds of tricks with very little effort.
    Shuffle: The user may shuffle his deck every 4 posts of combat, allowing for a change in cards and to bring cards back up from the bottom of his deck. This effect can reduce the cool downs of specific spells reducing their cool downs by 1.

    Spells

    Signature Spells:

    Attack Combo:
    Name: Attack Combo
    Rank: B Rank
    Type: Offensive
    Description:
    Attack combo combines at least one elemental card, and one black card. The attack is entirely dependent upon the type of attack that is depicted on the black card, the element is what element card is played with it.
    Melee Type- The cards form into a melee weapon made of the element selected, the shape is entirely dependent upon the picture on the black card, the weapon is only a one handed weapon.
    Shot Type- The cards shoot out the element in the form that the black card depicts, it can be bullets, a beam, or any projectile that does not explode. Bullets fly in a straight line and reaches 35 meters. A beam reaches 20 meters long, and is four meters in diameter. The others vary between 20-30 meters. projectile/shot spells have an overall speed of 25m/s
    Detonation Type- The cards shoot out the element in a form that will cause a detonation and large AoE damage. Ranging from bombs, missiles, and anything else that explodes. These release an explosion with a damaging range between 20 meters in a circle.
    Enhancement type-  Enhancement type cards are used to increase the power of the attack, they can only be used in combination with one of the above types of attack cards, they increase the power of the spell by 20%, but they also use that much more power. This is the double edged sword of the black cards. This spell's cool down can be reduced by using shuffle.
    Strengths:
    Variety- The combo can be a wide variety of elements and type of attacks.
    Enhance- Enhancement cards can be used to make the spell more powerful.
    Elements- This spell has a wide variety of magic elements meaning it can challenge any magic element
    Weaknesses:
    Random- The black cards are completely random and there is never a garuentee that the user can even perform this spell.
    Enhanced cost- If an enhancement card is used the cost goes up, and the cooldown increases by two for every enhancement card used.
    Varying range- The range of attack is always varying and it is entirely based on luck if the user wants a specific ranged attack.
    Elements- This spell has many elements and sometimes it has no choice, but to use an element that is weaker to another.
    Duration 1 post, Cool down 2 (two added for each enhancement card used)
    Wild Card:

    Name: Wild Card
    Rank: C
    Type: Supportive
    Description: This spell is a supportive spell and one of the only ones in Ryo’s book of tricks. With this spell he takes a white card or black card in his hand and transforms it so it can become whatever other uses card he wants.  This means he could change a shot card into a melee card, or a shield card into an absorb card. This spell activates by him taking the card into one of his hands making it disappear and then reappear as the card he wants.
    Strengths:
    * Cards Needed: He can change a uses card he has for one he needs and thus cast spells faster
    * Quickly: This spell is almost instant cast, and requires no real time to use
    * Unseen: This spell happens in such a way that no one, but a higher ranking card mage can see it happen.
    Weaknesses:
    * One for One: This spell can only affect one uses card at a time.
    * Color Coded:  Ryo may only exchange a uses card for another of the same color. White for white, black for black
    *Immune to Shuffle: This spell is unaffected by Ryo's Shuffle ability.
    *Free Hand: Ryo uses an entire hand for this and thus it means he can’t cast another spell while using it.
    Duration/Cooldown: 1/3
    D Rank Spells:


    Burning Cards:
    Name: Burning Cards
    Rank: D Rank
    Type: Fire/Offensive
    Description:
    The user throws Magic cards at the target, which envelop themselves in flames mid-flight
    This spell uses an enhancement card, three regular playing cards, and a fire element card. The enhancement card allows the other regular cards to be infused with fire element, no more than five cards can be thrown.
    Strengths:
    Grouping: They are thrown in a group, can be horizontal, vertical, or as a cluster.
    Range: 25 meter reach the cards ignite after flying five meters
    Weaknesses:
    No Reuse: The regular cards won’t be available until after the fight, and there is a very limited number available.
    Dogeable: This spell is easy to dodge at the longer ranges between 15-25 meters the attack is predictable and easy to avoid.
    Slow: The flight of the cards slows down when they ignite. When the cards are thrown they fly at around 15 m/s which is about 35 mph.
    Specific: The cards that have to be thrown are very specific and the spell won’t work without them.
    Duration 1 post, cool down 4 posts

    Projectile Card:
    Name: Projectile Card
    Rank: D Rank
    Type: Offensive
    Description:
    The user throws cards at their target that multiply, acting as effective projectiles
    This spell uses an enhancement card, three regular playing cards, and a wind element card. The enhancement card allows the other regular cards to be infused wind element, and also gives the catalyst to split apart doubling the cards thrown.
    Strengths: Double Trouble: The cards thrown are doubled after five meters
    Long Range: The cards can reach 30 meters, and the spell takes effect doubling the cards after five meters of flight.
    Speed: Before the first five meters the cards are thrown  by base, they go 15 m/s.  With the wind element, they could fly up to 20 m/s.
    Varying numbers: The user can add another enhancement card and four more regular playing cards in order to double the amount to twenty cards.
    Weaknesses:
    Varying Cost:  The more enhancement cards used means the enhanced cost to magic energy, and the longer cool down.
    Wild shot: there is a high chance that most cards won’t hit the target, while only a few will hit the target.
    Premature: if the cards are destroyed before they hit five meters the spell won’t work, but the cool down stays, and the magic is used.
    Specific Cards: This spell can only be performed with the proper cards, and can’t be attempted without them.
    1 duration, 5 cooldown (add two more cool down turns for each enhancement card used)

    Prayer Fountain:

    Name: Prayer Fountain
    Rank: D
    Type: Water
    Description:
    Ryo uses several cards and throws them down in front of him. The cards he throws for this spell are A water element card, An enhancement card, and up to six playing cards. He throws the element card, and enhancement cards down with his left hand in front of him. The other playing cards he throws down in a right hand. The cards have to land within a meter of the middle cards and can be laid out however Ryo wants it to be. When the playing cards are placed they shoot out a high powered, and very damaging stream of water. It shoots this stream of water at 20 m/s and it can reach a range of 20 meters.
    Strengths:
    * Multi Directional: This attack can be shot in a number of directions this means it has a much higher chance of hitting.
    * Multi Shot: This attack can be shot more than once this means it can hit a target multiple times.
    * Water: With this spell being water it is thus strong against Fire spells, and has the potential to block them, or extinguish them.
    Weaknesses:
    * Specific cards: This spell can only be performed by using very specific cards. If the cards aren’t there then the spell can’t be used.
    * Long Cool Down: This spell uses an enhancement card and thus as such it has a much longer cool down.
    * Specific measurements: The playing cards only have magic if they are within the magic circle emitted from the water and enhancement cards. This circle is only 1 meter around. If the cards land anywhere out of this range the spell won’t work.
    * Slayer: Any Slayer of water element can just consume the waters and make the spell utterly useless.
    Duration/Cooldown 1 card every post. Instant once card is thrown/ cool down 4 posts for the first 3 cards, then add 1 post cooldown for each card after that (6 cards = 7 posts cooldown)

    Lightning Strike:

    Name: Lightning Strike
    Rank: D
    Type: Lightning
    Description:
    For this spell Ryo pulls out a lightning element card, an enhancement card, and three playing cards. He swipes the cards in front of him and they form a spell circle. From the spell circle flows a long bolt of lightning. One for each playing card that is used in the spell ranging from one bolt to six. All of these surge towards either one target or several depending on the mind of the user. These fly at 20 m/s and can fly at any angle that is not sharper than a right angle. They continue to fly until they either strike their target or they hit something else. These bolts can reach up to 25 meters away from the spell circle. Being struck by one of these will slow the target, while being struck by two will stun a target (stun and slow for 1 post).
    Strengths:
    [*]Very fast- They are as fast as they can be at this rank making them very deadly.
    [*]Multi-shot- This attack can strike a target multiple times, thus making it extremely deadly
    [*]Controlled path- This spell’s path is controlled by the caster thus making it more like a homing spell than anything else.
    Weaknesses:
    [*]Specific Cards: This spell can only be performed with the proper cards, and can’t be attempted without them.
    [*]Focus: To control the direction of the lightning strikes the user must maintain full focus on it.
    [*] Lazy Angles: Any angle sharper than a 45 degree turn and the Lightning can’t follow making it miss entirely.
    [*]Large Cool down: This cool down is very large. Starting at three and going up by one for each bolt of lightning.
    Duration/Cool Down: 3/3 (+1 for each playing card used for a max of 9)

    Wind's Edge:
    Name: Wind’s Edge
    Rank: D
    Type: Wind
    Description:
    This spell is used by combining three playing cards, a wind element card, and an enhancement card. With a wave of all of these cards in his hands and the uttering of the incantation a spell circle appears. From it comes a massive wave of wind energy that more like a slash than anything. This attack is about ten meters long, and five meters in width. The angle at which the attack can fly is controlled by Ryo’s mind.
    Strengths:
    * Defense: This attack can be used in a defensive manner as well as an offensive one.
    * Swift: This attack travels as fast and far as its rank allows.
    * Slicing: When this attack is used offensively it can slice through rocks, metal, and other spells that are equal to its rank, or weaker.
    Weaknesses:
    * Specific Cards: This card needs to have very specific cards in order to work.
    * Elemental Weakness: This attack counts as a wind element spell, and is weak to spells that are strong against that element. When used defensively it can only block 1 spell the same rank as it is from it's opposing element.
    * Immune to Shuffle: This spell is not affected by shuffle at all.
    * Bad Defense: While this attack can be used for defense it is not nearly as strong when used defensively, as it can only block 2 spells, and damage of its same rank.
    Duration/Cooldown:1/3
    Sexy Ladies:
    Name: Sexy Ladies
    Rank: D
    Type: Defensive
    Description:
    This spell is used by combining the tarot card “the Lovers” and between one and seven playing cards. Ryo throws the cards used in this spell and as they fly (after five meters of distance) they turn into very sexy girls all wearing skimpy bathing suits. They then latch onto the target holding them down and restraining them, as well as distracting them from any further movements
    Strengths:
    * Defense: This attack can be used in a defensive manner as well as an offensive one.
    * Trapping: This card holds the opponent in place for one post. If they are distracted by the sexy ladies it will be two posts
    * Enhanced: if an Enhancement card is used with this spell it doubles the number of ladies that appear (14 maximum) Also doubling the restraining effect, and distracting effect
    Weaknesses:
    * Specific Cards: This card needs to have very specific cards in order to work.
    * Double Cooldown: If an enhancement card is used then the cool down doubles as well.
    * Immune to Shuffle: This spell is not affected by shuffle at all.
    * Sexuality: Asexuals, Homosexual men, and Heterosexual women will not be distracted and merely restrained for 1 post. (2 posts if enhancement card is used.)
    Duration/Cooldown:2/3
    Earth Spike:
    Name: Earth Spike
    Rank: D Rank
    Type: Earth/Offensive
    Description:
    Ryo takes an Enahncement card, an earth card, and four playing cards. The ehancement and earth cards float in front of him forming a spell circle. Ryo then throws the four playing cards through it one at a time or however he wants and when the cards hit the ground a spike of earth shoots from the card. The ground of around the card warps for about a meter around it. The spike is three meters long, and a meter thick always with a large spike at the end.
    Strengths:
    * Varrying strikes: These spikes can appear wherever the card lands and come out of the ground however Ryo imagines it.
    * Unstable: The spikes cause a meter of earth around them to become unstable and can make a hit more likely.
    * Fast strikes: The spikes form and shoot up as fast as their rank allows
    Weaknesses:
    * Earth: this attack can be consumed by an earth element slayer
    *Dogeable: This spell is easy to dodge at the longer ranges between 15-25 meters the attack is predictable and easy to avoid.
    * Flying: if a target can fly this attack is useless agasint them.
    *Specific: The cards that have to be thrown are very specific and the spell won’t work without them.
    Duration/Cooldown:2/6 (You can reduce the cooldown here to 3 posts)
    Call Card:
    Name: Call Card
    Rank: D Rank
    Type: Supportive
    Description:
    Ryo takes the card called 'The Emperor' and a number of playing cards up to five. He places the 'emperor' card against his forehead and focuses after giving the playing cards to his allies. The playing cards then have a picture of the user on the card and the word "Call" written above the picture of the person holding the card.
    Strengths:
    * Range: This card has the range to keep everyone in a thread in contact.
    * Specific: only the person pictured on the card can use it.
    * Communicating: This spell is used to communicate from one user to Ryo.
    Weaknesses:
    * one use: This spell can only be used once in a thread
    * Begining: This spell can only be used at the begining of a thread (before or on second post)
    * Blockable: this spell counts as teleptathy and if someone can block that then they can block this spell as well
    *Specific: The call cards are specific to the people they are given to, and won't work for anyone else.
    * Range: this spell can't be used within 25 meters of each other.
    * One call: the only one the playing card holders can contact is Ryo.
    Duration/Cooldown:Thread/Thread
    Sleep Card:
    Name: Sleep Card
    Rank: D Rank
    Type: Offensive
    Description:
    Ryo takes the card called 'The star' he flows his magic into it and it causes one target of Ryo's choosing to become tired and fall asleep. This spell can only affect those one rank higher, the same rank, or lower in rank than the spell. If the target is a rank higher then they will only get drowsy for the duration of effect. If the target is the same rank they will get drowsy for one and then fall asleep for the rest of the duration. If the target is weaker they instantly fall asleep for the duration.
    Strengths:
    * Effect: Any living thing can be effected by this spell
    * CC: This spell is used to stop targets who could cause a problem.
    * More Targets: if there is another person within the AoE then they will feel drowsy for the duration (Drosyness causes double vision, and slower reactions by 25%)
    Weaknesses:
    *Wakeable: If the target is hit by an attack they will wake up instantly.
    *Close: Ryo has to be within a meter of the opponent to make this work.
    * Weak: this spell is rather weak and thus isn't always very effective.
    *Specific: The card has to be 'the star' no other card will work.
    Duration/Cooldown:3/5
    Tracking Card:
    Name: Tracking Card
    Rank: D Rank
    Type: Supportive
    Description:
    Ryo takes the 'Empress' card and up to five playing cards. He gives the playing cards to those who are his allies and places the empress card to his forehead. The cards then obtain a picture of the person who is holding them. Then as long as his allies have the cards on them Ryo can find them using his 'Empress' card.
    Strengths:
    * Trackable: This spell can track anyone who has a playing card on them wherever they go.
    * Magic: as long as the one being tracked has mana left the card will work
    * Unblockable: this spell can't be blocked by any means other than destorying the card, or losing it.
    Weaknesses:
    * Lost: if this card is lost it won't work.
    * No call: If call Card has been used this spell can't be
    *Once: This spell can only be used once in a thread
    *Specific: The cards can only track one idividual.
    Duration/Cooldown:Thread/Thread


    C Rank Spells:


    Explosion Card:
    Name: Explosion Card
    Rank: C Rank
    Type: Offensive
    Description:
    For this spell Ryo takes a fire element card and a detonation card. He throws the two cards at the same time and they fly together sticking to each other. They can travel as far as the rank allows and then with Ryo's snapping fingers they explode causing an explosion that is the maximum size and radius as its rank allows.
    Strengths:
    *Controlled: This spell won't take full effect until Ryo wants it too
    *Speed Effect: This spell reaches the maximum measurements of its rank
    * Fire: This spell counts as a fire spell.
    Weaknesses:
    *Fire: this spell counts as a fire spell, and is weak to Fire's opposite
    * Slayer: Any slayer of fire can consume this spell
    * Self Harm: If Ryo is caught in the blast it deals damage to him.
    *Allies: this spell can harm allies as well as foes
    1 post duration, 3 post cool down. (it decreases by one if shuffle is used)
    Playing Card Combo:
    Name: Playing Card Combo
    Rank: C Rank
    Type: Offensive/ Defensive
    Description:
    Attack combo combines at least one Playing card, and one uses card. The spell is entirely dependent upon the type of card that is used. This spell can either use black or white uses card depending on the caster’s needs. It can’t be combined with an element card, or an enhancement card
    Melee Type- The cards form into a melee weapon made of the element selected, the shape is entirely dependent upon the picture on the black card, the weapon is only a one handed weapon.
    Shot Type- The cards shoot out the element in the form that the black card depicts, it can be bullets, a beam, or any projectile that does not explode. Bullets fly in a straight line and reaches 35 meters. A beam reaches 20 meters long, and is four meters in diameter. The others vary between 20-30 meters. projectile/shot spells have an overall speed of 25m/s
    Detonation Type- The cards shoot out the element in a form that will cause a detonation and large AoE damage. Ranging from bombs, missiles, and anything else that explodes. These release an explosion with a damaging range between 20 meters in a circle.
    Shield cards- These are cards that depict a type of shield to block a portion of damage from an attack. All of the combos effects work only against a same-ranked or lower-ranked spell, force or damage.
    Strengths:
    Variety- The combo can be either attack or defense
    Less Cards- It requires very few cards to use this spell
    Elementless- This spell has no need for element cards and thus can always be used to full effect.
    Weaknesses:
    Random- The uses cards are completely random and there is never a garuentee that the user can even perform this spell.
    Enhanceless- An enhancement card can’t be used thus keeping the spell at the strength is has
    Varying range- The range of attack is always varying and it is entirely based on luck if the user wants a specific ranged attack.
    Elementless- This spell has no elements and thus it is not better against any certain type of spell.
    Duration 1 post, Cool down 3
    Blink:

    Name: Blink
    Rank: C
    Type: Supplementary
    Description:
    Ryo reaches into his coat and pulls out two green cards. One of these he sets down and marks somewhere the other he keeps with him at all times. When he wants to use the spell he pressed the green card he has to his forehead and winks one eye. Then his body turns into dozens of playing cards and teleports to the location of the green card that is already set. This spell only works in a 25 meter range from the set green card. It can only affect one person.
    Strengths:
    [*]Instant cast- The moment this spell is cast then it works and activates
    [*]Intangible- While blinking Ryo can’t be struck by any magic lower than or equal to his rank, and physical attacks can’t touch him.
    [*]Always available- Upon a successful Blink Ryo regains both cards, so he can use them later. He also always has both cards and doesn’t need to draw them at random.
    Weaknesses:
    [*]Set up- This spell must be set up before use is available.
    [*]Destroyed- The set green card can be destroyed if it is then the spell is unavailable for the remainder of the thread
    [*]Easy Track- Ryo turning into cards becomes very easy to follow so the opponent can follow him to his blink point.
    [*]Interrupt- If Ryo is struck by high ranking magic, or his green card is destroyed mid-flight he will stop in mid-air and the spell will be over
    Duration/ Cool down: 1/ 2 posts /Set up: 1 post
    Icicle:
    Name: Icicle
    Rank: C Rank
    Type: Offensive
    Description:
    For this spell Ryo takes a wind, and a water element card, a shot card, and up to three playing cards. He then swipes them in front of him and they float in one location he chooses. Once they are in their location a giant spike of ice is shot from each card for a total of six spikes. These travel as far and as fast as possible and around about a meter in diameter. (Please state a range and speed)
    Strengths:
    *Controlled: This spell won't take full effect until Ryo wants it too
    *Multiple Shots: This spell can be shot multiple times and hit multiple targets, or times
    * Multi Directional: Ryo can make this spell shoot in a complete 360 around him.
    * Ice: This spell counts as a Ice spell.
    Weaknesses:
    *Ice: this spell counts as a Ice spell, and is weak to Ice's opposite
    * Slayer: Any slayer of Ice can consume this spell
    * Self Harm: If Ryo is caught in the blast it deals damage to him.
    *Allies: this spell can harm allies as well as foes
    *Straight line: once the spikes are shot they travel in a straight line.
    1 post duration, 5 post cool down. (it decreases by one if shuffle is used)
    B Rank:

    Card Creation Animal:
    Name: Card Creation Animal
    Rank: B
    Type: Summon/ Offensive
    Description:
    Ryo takes an Animal Tarot card, an enhancement card, and the rest of his two hands of playing cards and uses all of these to create the animal depicted on the Tarot card. The animal then does whatever Ryo says until it is either destroyed or the spell times out. The animal is always different and he never is able to summon the same animal twice in a row. The animals can only take 1 hit of B rank damage before they shatter. When they are attacked however their power weakens and the damage they deal is dropped one rank for each attack they suffer.
    Strengths:
    * Versatile: This spell can summon any animal on a animal Tarot card.
    * Reach: The animal is a totally independent being, and thus can move as freely as it needs to.
    * Muti-strike: The animal can strike as long as it is active. Thus potentially inflicting several hits of B rank damage.
    Weaknesses:
    * Stuck: If Ryo summons one animal he can’t dismiss it to summon another one. So he has to work with whatever animal he summons.
    * Damage: Every time the animal takes damage it’s damage goes down, and it becomes less stable.
    * Destroyed: If the animal is destroyed before the duration ends the cooldown is extended by two posts
    * Hands: This spell requires the use of both hands worth of playing cards, an enhancement card, and a tarot card. It takes both of Ryo’s hands to use.
    Duration/Cooldown: 3/6 (CD is 8 if the animal is destroyed prematurely)

    Card Ball:
    Name: Card Ball
    Rank: B
    Type: Offensive
    Description:
    Ryo takes several playing cards, a Tarot card with the full moon on it, and spins the cards in a circle. This causes the cards to form into a giant sphere of spinning and twisting cards. He then throws this sphere in a direction and it travels in that direction hitting anything in its path. It travels as far and as fast as it is allowed by its rank. (Please state a range and speed.)
    Strengths:
    * Multi-Stirkes: This attack has the ability to hit three different times.
    * Speed: this attack travels at the maximum speed allowed by its rank
    * Radius: This ball is as big as its rank allows.
    Weaknesses:
    *Weakening blow: This spell does less damage to each target hit (First target B rank damage, second C rank Damage, Third D rank Damage)
    *Linear: this attack travels in a straight line.
    *Shrinking size: every target hit causes the ball to shrink in size (First is giant beach ball in radius, second is hola hoop sized, third is basketball sized.)
    * No Shuffle: this spell isn’t effected by the ability “shuffle”
    Duration/Cooldown: 2/5
    Defense Combo:
    Name: Defense Combo
    Rank: C Rank (B rank )
    Type: Defensive
    Description:
    Defense combo combines at least one elemental card, and one white card. The attack is entirely dependent upon the type of defense that is depicted on the black card, the element is what element card is played with it.This spells cool down can be reduced, by using shuffle.
    Shield cards- These are cards that depict a type of shield that can be used in conjuncture with an element to block a portion of damage from that kind of elemental attack. All of the combos effects work only against a same-ranked or lower-ranked spell, force or damage.
    Repel cards- These are cards that depict a type of repel with an elemental card repel a spell or effect that is depicted on the white card.
    Cancel cards- These cards depict either attack, defense, or supplementary spells, when combined with an element they cancel out the spell type and element of said target spell.
    Absorb cards- These cards absorb the spell to add the magic used to make it, and give it to the user, or they simply absorb the spell to then redirect it at the caster. Must be combined with an element card, and can only absorb spells from that element.
    Strengths:
    Magic gain- Absorb cards can add magic power and energy to the user.
    Cancel- Cancel cards can cancel out spells of the type and elements of spells that fit in the element and type parameters.
    Shield- Shield and element cards are used to defend from attacks of that element with a shield that appears as it does on the card.
    Weaknesses:
    Random- The card combos are random and may not be what is needed, or the spell may not happen at all.
    Magic Trick- Absorb cards can only absorb other D rank spells that match the element and type perfectly
    Cancel cards- Cancel cards can only cancel D Rank spells, and only if they match the element and type cards. Higher rank spells are reduced, but not gone.
    Shield Sizes: The shield size, weight, and mobility varies and it might not be able to completely defend against an attack. If the attacking spell is the stronger element than the shield the shield breaks and fails.
    No Enhancement: Defense combo can never be powered up with enhancement cards
    1 post duration, 3 post cool down.(4 post cooldown as this is a B-rank spell) (it decreases by one if shuffle is used)

    RyoKnetegawa
    RyoKnetegawa
    Car King Saint
    Car King Saint

    Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- S-Rank- Character Application Approved!- Character History!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- The Being- Senior [500]- Novice [250]- Player -
    Lineage : Conqueror's Courage
    Position : Saint of Fate
    Posts : 1021
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 25
    Mentor : Amelia
    Experience : 242981.75

    Character Sheet
    First Magic: Combo Card Magic
    Second Magic: Blood Master Maic
    Third Magic:

    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 5th August 2014, 10:08 pm

    Edited and ready


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      Current date/time is 22nd January 2019, 1:43 pm