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    Combo Card Magic

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    Sumdumguy

    Moderator- Quality Badge Level 1- Quality Badge Level 2- Novice [250]- Player -
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    Mentor : Melody Lorelei (Supposedly Deceased)
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    Character Sheet
    Character Name: Carmyne Lorelei
    Primary Magic:
    Secondary Magic:

    In Progress Re: Combo Card Magic

    Post by Sumdumguy on 11th August 2014, 1:34 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 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:2/3
    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 as 35 meters and as fast as 25 mps and around about a meter in diameter.
    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 as 35 meters and as fast as 35 mps.
    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: 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. How much damage can the shield block?
    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. According to your weakness on this type, state how much is reduced based on rank of incoming 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. How much MP is restored?  
    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, 4 post cool down. (it decreases by one if shuffle is used)



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    Post by RyoKnetegawa on 11th August 2014, 1:44 pm

    edited


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    Post by Sumdumguy on 11th August 2014, 1:46 pm

    Approved~
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    Post by RyoKnetegawa on 29th August 2014, 6:42 am

    Added
    C Rank- Card Cone, Element Beam
    B Rank- Magic Hats, Card Clone

    all are ready to be edited.


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    Post by Grizzly on 2nd September 2014, 3:05 am

    Nicely done, approved.


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    Post by Aria Beleren on 9th September 2014, 7:20 pm

    moved to WIP for S rank addition per absence of Zenshin.


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    Post by RyoKnetegawa on 11th September 2014, 5:06 pm

    Ready for Rank up. Edits as follows

    C Rank:
    Element shield, and High Velocity Card added
    B Rank:
    Blink upgraded and changed
    A Ranks added
    S Ranks Added, Attack combo changed to S rank in signature spells.


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    Post by RyoKnetegawa on 13th September 2014, 5:28 pm

    Bump


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    Post by RyoKnetegawa on 15th September 2014, 11:06 pm

    Bump #2


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    Post by Chaotic Rumble on 16th September 2014, 7:54 am

    Right, since no one has reviewed this and you have asked for my assistance, I shall be reviewing this with you.

    For your signature spell, you imply that multiple cards may be used, but that's not actually specifically stated, unless I somehow skipped it... Either way, if it's not clearly stated that multiple cards can be used, then just put that down in the description, so no potential confusion takes place. For the Detonation Type, the words "shoot out" pop up to me, and while we're given an AoE, we've got no range for the distance it can actually travel before it explodes automatically by itself, so I'd like that please. For your melee type, a 1 post duration seems really short to me, so I'd say if you get a melee card, you can have a duration for up to 3 posts. Finally, since, this entire magic is up to luck for the most part, I have no problem that this spell has a lower than normal CD, however, can't be a 2 post CD; S-Rank is S-Rank, at the end of the day, so I'd like you to please increase the CD to 4 or 5 posts (giving you the option.)

    Elemental Shield - Seems fine to me.

    High Velocity Card - You can give this spell the ability to pierce through barriers that are the spells rank or lower; for a potential weakness to this, if the card has an element which is weaker than the barrier, it merely damages it, and at the same time, the only time this spell is able to break through barriers of higher rank is if the element used on the card is naturally stronger than the barrier. This is a choice, though not required at all.

    Blink - You may increase the number of uses to 3 before it goes into CD, and increase the duration by a post, though, it is required that you up this spell's CD by 1 post, since that's the minimum for any non-signature B-Rank spell.

    Card Clone - ANY hit can cause this beast to be destroyed? That's not good at all; very underpowered. All I need to do, essentially, is just poke this guy, and suddenly, he's defeated. I'd say give him the durability for an A-Rank and a half (so in other words, he can withstand an A-Rank attack, and then take on B-Rank damage, or the equivalent to, before he is destroyed). I'd say increase the range that Damaging Cards for this clone up to 15 meters.

    Card Creation Animal - Underpowered, again xD. You're using an incredible amount of cards to summon the animal, which, for you, is a heavy price, from what I understand by reading your magic. If that's the case, since you're paying such a price, you can power this guy up. Give him the durability of 3 A-Rank hits, IF you want to. If you're really going to be insistent of having it deal less damage per hit, I'd say have it reduced by a factor of half a rank, since, really, I just need to hit it with 3 D-Rank spells and suddenly, it only deals D-Rank worth of damage, which shouldn't really happen so easily with a kickass A-Rank spell, should it?

    Orbital Card Strike - I like it. If you want, you can completely erase the "prep" ability, or reduce the time it needs to be with you by half; you can reduce the CD to 7 posts.

    Defense Combo - Alright for the most part, however, you CAN increase the duration to 3 posts at least if you want to, but you must increase the CD to at least 8 posts, since that's the minimum for each S-Rank non-signature spell.

    Card God - ...I can see what this spell is, and for that reason, I'm okay with it. Just reduce the duration by 1 post, and the amount of cards your wings can shoot to 15 in total.

    Well, that's it, mate. Nice job on the magic; most of the time I was just like "Well, why has he made this weaker than it can be?" Again, it's up to you whether or not you make use of the things I said in terms of making them stronger.

    If there is something you'd like to say in regards to my comments and the likes, be sure to address it in your next post. That aside...

    Bump once prepared for the next review~


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    Post by RyoKnetegawa on 16th September 2014, 11:42 am

    All of the edits have been made.


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    In Progress Re: Combo Card Magic

    Post by Chaotic Rumble on 16th September 2014, 12:41 pm

    Almost. You just forgot to increase the CD of Blink to 4 posts, and it's all good; very minor fix.

    I almost forgot to say this, but be sure to write down in Creation Animal that the damage cannot go down further than D-Rank.

    Final bump once this is done~


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    Post by RyoKnetegawa on 17th September 2014, 3:59 am

    I don't really see the point of that last thing seeing as the beast is destroyed by the time it would hit D rank. But okay then. Edited and Added.


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    Post by Chaotic Rumble on 20th September 2014, 2:20 am

    Actually, not at all, because the way you word it, ANY hit, regardless of rank, makes it weaker, hence; people can exploit the writing like that, should they desire to.

    Anyways, apologies for not being here till now, but I suddenly had to leave for 2 days.

    'Tis approved!


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    Post by Lumina Rubyscale on 11th November 2014, 6:53 am

    Unlocked and Moved to Fix spelling error and add a weakness to ability that has only 2


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    Post by RyoKnetegawa on 11th November 2014, 7:02 am

    edited: Fixed issue with Burning cards spell.
    Also fixed several spelling and grammar errors in various other spells.


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    Post by Lumina Rubyscale on 11th November 2014, 7:04 am

    Approved


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    Post by RyoKnetegawa on 12th December 2014, 2:01 pm

    Fixed some minor issues with my magic and added the new subsections that were missing.

    Ready to approve


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    Post by Aayla on 12th December 2014, 5:01 pm

    First thing is first Ryo, we are no longer using innate abilities, only regular abilities, so please adjust that as you need them.

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    Post by RyoKnetegawa on 12th December 2014, 11:55 pm

    Edited and ready to go.


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    Post by RyoKnetegawa on 16th December 2014, 9:37 pm

    3 day bump


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    Post by RyoKnetegawa on 19th December 2014, 4:03 am

    bump


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    Post by Chelvaric on 17th March 2015, 12:43 pm



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    King Elyx
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Have Alyia On Your Friend List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
    Lineage : Quatro and Stella
    Position : In bed with the harem
    Posts : 4043
    Guild : Golden Phoenix
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Mentor : Nimpha Yukino
    Experience : 1,538,536.25
    Brownie Points : 420

    Character Sheet
    Character Name: King Elyx
    Primary Magic: ???
    Secondary Magic: ???

    In Progress Re: Combo Card Magic

    Post by King Elyx on 10th October 2015, 9:51 am

    Unlocked at the users request


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    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!- Join A Faction!- Obtain A Lineage!- The Being- Senior [500]- Novice [250]- Player -
    Lineage : Conqueror's Courage
    Position : Saint of Fate
    Posts : 947
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Amelia
    Experience : 231,188

    Character Sheet
    Character Name: Ryo Knetegawa
    Primary Magic: Combo Card Magic
    Secondary Magic: Blood Master Maic

    In Progress Re: Combo Card Magic

    Post by RyoKnetegawa on 6th November 2015, 1:11 pm

    Reflector Card C rank spell added and ready to be reviewed.


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    Ryo's Info:

    Books I've Written:

      Current date/time is 26th May 2018, 2:43 am