Primary Magic: Force Magic
Caster or Holder: Caster
Description: Emilia's force magic is just what it sounds like, the creation and/or control of forces. Using this magic allows her to create shockwaves of various strength, absorb forces exerted on her, storing them temporarily to be released as shockwaves later, and transfer forces of attacks from allies to herself. Thanks to her constant exposure to large forces, she is able to better withstand damage, and knows how to apply forces with maximum effectiveness, increasing melee damage.
Emilia uses this magic to enhance her own physical combat abilities, mostly by creating spherical shockwaves at the end of her weapon to knock back opponents, or creating shockwaves in the shape of arcs by swinging her weapon, giving her force more direction so less goes to waste. Additionally, she will create very small, concentrated pulses on the end of her weapon in flail form in order to rapidly accelerate the ball. She uses her force absorption ability to assist in blocking enemy attacks by absorbing the force exerted on her. She can also deflect attacks by creating shockwaves aimed at enemy weapons or projectiles. Her primary means of combat focuses more on her weapon skills, only using her magic to supplement it when needed. Learning certain berserker techniques from her previous mentors has only served to make this magic even more formidable.
After going through her partial transformation into an undead creature through her secondary magic training, Emilia has found the effects of her secondary magic bleeding over into her primary, making her a nigh unstoppable force.
-Knockback/Stun- With the extra force combined with a blunt weapon, Emilia is very good at knocking back and staggering her opponents. Larger area shockwaves will be less damaging, but capable of knocking nearby enemies off balance.
-Defense- By creating shockwaves near and directed at enemy weapons, Emilia can further deflect blows or exert forces to counteract their attacks, as well as deflect physical projectiles with well-timed shockwaves. The forces exerted on Emi's body also serve to strengthen it, much like the way injuring a bone and letting it heal properly will strengthen it.
-Unpredictability- With certain weapons (flails, meteor balls, nun-chucks, and similar weapons) Emilia can suddenly alter the course of the the heavy end of a weapon, making it more difficult to predict and block.
-Strong Engage- By charging in with Bullheaded and following up with Force Pulse, Emilia can quickly deal a large mount of damage to a boss at the beginning of a fight, or send a crowd of weaker enemies into disarray.
-Most spells can hit ethereal beings.
-Friendly fire- While her shockwaves don't affect herself, Emilia can accidentally hit allies if they get too close.
-Detonation- After 3 posts, force Emilia has stored will detonate on whatever point of her body she last absorbed force with.
-Purely Physical- The nature of Emilia's magic means it tends to take a physical form, causing it to be ineffective against enemies resistant to physical damage, and leaving her with little defense against magical damage.
-Short range- While she does have a dash, Emilia must still come within 10 feet of her opponents to harm them.
-Increased bone and muscle density makes swimming almost impossible.
-Aura is easier to detect- Emilia cannot suppress her aura as well as other mages, and while she can control it to the point where it will not weigh down on those around her, it can still be detected and its power will be able to be judged.
-Stagger/Knockdown resistance- Thanks to her magic and the physical training she has done to optimize its use, Emilia is able to better resist forces exerted on her, and maintain her balance when hit hard. Emilia cannot be knocked down or otherwise moved by spells, attacks, or similar things her rank or below unless she allows it.
-Strength/Mass Boost- Emilia's magic has made permanent physical changes to her body, leading to her body becoming increasingly dense. Denser bones and muscle mass allows her to perform feats of strength beyond that of normal humans, granting a 20/30/40/50/60% increase to strength based on rank. The additional density also causes Emilia's mass to increase with rank. At B-rank, her mass is 360 kg, A-rank it's 720 kg, and S-rank, it will be 1440kg. While her high mass doesn't directly inhibit her ability to move the environment around her will still react accordingly, leading to consequences such as the fact that she is completely unable to swim in anything short of liquid rock or metal, as she just sinks straight to the bottom. Other consequences include floors and furniture being unable to support her without magical aid. Smaller land vehicles also generally cannot carry her.
-Superior Acceleration- Emilia's enhanced muscle mass also lends her additional speed, despite her increased overall density, granting her a 20/30/40/50/60% increase to strength based on rank boost to speed based on rank.
-Nonvitals- Thanks to her partially undead nature, and clever use of force magic, Emilia has significantly fewer important parts than the normal person, and what few she does have left are protected by a passive version of her Redirection spell. If Emilia would be hit anywhere particularly important, the blow is simply redirected to a less vital area. The result is that Emilia is immune to any sort of critical hits or increased damage as a result of being hit in important locations like the head or heart. Any damage boosts that enemies gain from targeting vital locations is negated. Damage boost immunity applies to effects of her rank or lower.
-Dead Man's Trigger- Through a combination of her bloodlust, her undeath, and her love of battle, Emilia will simply not go down. When Emilia's HP is reduced to 0, she can continue to fight for an additional 3 posts (at B/A/S/H rank). If she continues to take damage while in DMT, her HP simply goes into the negatives. Emilia will go down as normal if her health is less than or equal to zero by the end of DMT, but if her HP is positive by the end of it, she can continue on as though she had never hit 0 HP. Healing from sources other than Emilia's equipment or abilities is halved while under the effects of DMT.
- Signature Spell:
- Name: Projection
Description: When Emilia swings a weapon (including her fists) she is able to replicate the force and launch it forward as a projectile, dealing her rank in spell damage (still counts as a physical attack). The max range of the projectile is 50m and it travels at 50m/s. The magical nature of the projected force allows it to hit ethereal targets that wouldn't normally be hit by physical attacks.
-Allows Emilia to easily score additional melee hits.
-Grants Emilia ranged attacks regardless of what weapon she wields.
-The projectile can be blocked by normal means.
-Abilities that block spells will remove the charge
-Can hurt allies
-Only deals whatever damage the weapon would deal.
- D-Rank Spells:
- Name: Accelerate
Duration: 3 posts
Cooldown: 4 posts
Description: Upon activating this spell, Emilia is able to change her velocity by 10m/s per post during this spell. She can't exceed her maximum running speed when on the ground, but this spell can help her with dodging and moving in midair, as well as allow her to avoid falling damage. Should she find herself in a zero gravity environment, however, this spell could come in handy.
-Helps Emilia to dodge and change direction faster than most
-Allows her to avoid falling damage.
-Does not effect Emilia's max running speed
-Is used solely for movement. Has no direct offensive or defensive capabilities
-Isn't actually incredibly useful unless in a zero gravity environment
Duration: 3 posts or until destroyed
Cooldown: 4 posts
Description: Emilia creates a physical wall of force up to 2 meters tall and 5 meters long. The wall can be curved in any way she wishes. The wall remains in place for 3 posts, or until it takes 50 or more damage in one post. Only physical type spells or attacks can hit this wall, others simply pass through. Any attacks that do not break the wall are stopped by it. The wall impedes movement and appears as a wall of blue mist, but can still be seen through with relative ease. The wall will block ethereal beings that do not destroy it. If an attack would break the wall and go on to hit something else, the damage of the attack would be reduced by whatever HP the wall had remaining before it was hit by that attack. At least one part of the wall must be within 10 meters of Emilia when she makes it.
-Allows Emilia to reshape the battlefield
-Rather easy to break through for anything higher than D-rank
-Only works against physically damaging attacks (impact, slashing, piercing), not energy based ones. Fire or lightning, for instance, will pass through as though the wall wasn't even there.
Name: Rapid Step
Cooldown: 2 posts
Description: Emilia launches herself forward with a burst of force. She deals D-rank damage to the first enemy she hits. Emilia can adjust the distance she wishes to dash, but the maximum range is 20 meters.
-Allows for rapid relocation
-Like her other dashes, Rapid Step is incredibly loud.
-Dashing into some things, say a solid wall or a spear, can hurt her.
Description: A dash ability similar to Bullheaded, but safer to use. Emilia dashes at a closer target and slams into them, bouncing off and knocking them down if they are lighter or of equal weight to her, dealing light damage, or dealing medium damage with no knockback to enemies heavier than her. Dash range is 10 meters (33 feet), Emilia will bounce off the target and land, leaving her 2 meters (6 feet) away from it.
-Good engage or disengage.
-Very high mobility
-A prepared enemy can severely hurt Emi with a well timed attack
-Only ever hits a single target
-Can be difficult to immediately follow up on the dash with another attack.
- C-Rank spells:
Name: Force Pulse
Type: Offensive/Limited Defense
Description: Emilia creates a shockwave originating from a point on herself or her weapon. The shockwave can exert up to 2 tons of force by itself, which can be combined with Redirection's stored force to further increase the force of the spell. The shockwave is spherical and can reach up to 4 meters in diameter, however the force is spread out over the area of the shockwave, diminishing to 1 ton when the target is 2 meters from the center. At its center, the shockwave deals C-rank damage. The magical force is capable of hitting ethereal enemies.
-Synergy with Redirection
-High single target damage potential
-Good knockback/stun over an area.
-Can hit allies.
-Heavily relied upon.
-Diminishing effectiveness with area.
-Creates a small burst of wind that can be eaten by slayers, but deals no damage.
Name: Power Play
Duration: Up to 2 posts (duration ends when something touches it)
Cooldown: 3 Posts
Description:Emilia charges an object with additional force, causing it to hit with the damage of a C-ranked spell on the next enemy or ally it touches (if it is a weapon, it will do the damage on top of whatever the weapon hit will normally deal). She can even do this for the projectiles of ranged weapons. The object must be within 3 meters (10 feet) of her to charge it, and cannot be moving much while she does it, unless she is touching it (basically she can't charge things that have already been thrown, but can charge a weapon mid-swing.) Emilia can charge her own body with this spell. Ethereal being coming into contact with empowered objects will cause detonation and be damaged by it.
-Can be used to set traps
-Can be used to suddenly empower an attack
-Can hit allies
-Objects will detonate on Emilia as well, should she stop touching something she's charged and touch it again
-Empowered objects give off a very weak aura, usually unnoticeable, but if someone is focusing on locating magical auras, they can be detected.
Cooldown: 3 posts
Description: Emilia propels herself with a burst of force, slamming into the first opponent(s) she hits, slowing to a stop and knocking them over/away depending upon her weight compared to theirs. Emilia can dash up to 25 meters. If an enemy is too heavy to be thrown by the impact, it will take 1.5x C-rank damage and be staggered while Emilia will receive .5x C-rank damage, and Emilia will take light damage. Enemies of approximate weight to Emilia will be thrown to the end of her dash range, taking C-rank damage, and Emilia will stop mid-dash. Enemies lighter than her will take the same damage and be thrown back the same distance, but will not stop Emilia in her dash..
-Quick engage or disengage
-Potential crowd control
-Potentially high damage against heavy targets.
-Can use remaining momentum after dashing to roll, increasing distance traveled by 2 meters if nothing is in the way, but dealing no damage and leaving her vulnerable if she hits something.
-Can hit allies
-Poor use can leave her isolated in a fight
-Poor timing can be lethal (accidental impalement on spears or dashing off of cliffs)
-Hitting heavy targets damages Emilia
-Enemies of her weight can easily be launched out of her range.
- B-rank Spells:
- Name: Redirection
Duration: 2 posts
Cooldown: 4 posts
Description: Emilia absorbs the damage from the next four C rank, two B rank, or the damage of the next A-rank physical attack or physically damaging spell that makes contact with her. The stored damage can then be released as part of a physical attack or part of her next force magic spell. She is able to throw back up to 2 B-rank spell worth of damage. If she doesn't use the force she stores within 2 posts of being hit, it detonates, dealing its full damage to her. The detonation is entirely inside her, harming only herself. "Throwing back" the damage has no range, rather the damage is added onto one of Emilia's melee attacks or other spells.
-Synergy with Force Pulse
-Can use stored force to enhance the next physical attack
-2 posts to use stored force
-Stored force detonates, harming Emilia if not used.
-Waste of MP if no enemies hit her during that time.
-Less likely to dodge during that time, making her more likely to be hit by magical attacks as well.
-Will not block non-physical type spells or attacks, such as fire or lightning
Name: Force Harpoon
Duration: 3 posts
Cooldown: 4 posts
Description: Emilia points with either her finger or her weapon, launching out a blue harpoon of pure force, connected to her by a tether of magical force. The harpoon travels 50m/s and has a max range of 25 meters. An enemy hit by the harpoon takes 1/2 B-rank damage from the impact and are impaled by the harpoon, taking 1/4 B-rank damage per post for the duration (total damage is 125% B-rank). The frightening part about this ability is not the damage, however. An enemy impaled by the harpoon is tethered to Emilia with magical force. She can use this tether in just the same way one could use a rope that is connected to a harpoon that has stabbed into someone, whether it be pulling themselves to the thing, pulling the thing to her, or swinging the target around. She can freely adjust the length as well to anywhere between 0 and 25 meters. Finally, she can tether the harpoon to the ground in front of her to leave an opponent tied up for the duration. This magical harpoon and tether can even strike ethereal targets.
-Allows her to easily force her opponent to move into unfavorable positions or tether them to the ground
-Lower than normal damage for a damage over time.
-The opponent can use the tether to its advantage, provided it's strong enough.
Name: Up And At 'Em
Cooldown: 4 posts
Description: Emilia stomps her foot, causing a shockwave to erupt from the ground below her, causing 1.2x B-rank damage to everything within a 6 meter radius of her, though she can decrease this area as she pleases to. Reducing the radius increases the damage by 10% per meter (max 1.8x B-rank damage with a 1 meter radius). The shockwave knocks enemies into the air 1.5 meters, this amount increasing by .25 meters per meter the radius is reduced (max 2.75 meters). This shockwave (or at least the damage from it) will harm ethereal beings. Enemies that are knocked airborn are stunned and unable to act until they hit the ground.
-High damage output
-Knocks enemies airborne and stuns them.
-Can hit allies
-Damages the ground as well, meaning she could easily break through the floor of a building if inside.
- Raffle Spells (B-rank):
Name: Gravitational Void
Duration: 6 posts or until cancelled
Cooldown: 7 posts
Description: Emilia magically cancels out the force of gravity within a 20 meter radius sphere around her.
-Effectively stops most combatants for the duration, since they can't effectively move once off the ground without gravity.
-Emilia can't really do much in a zero gravity environment without the use of her own spells
-Emilia can't selectively have gravity still effect some things, meaning everything around her is probably going to be hovering everywhere, which could lead to some hazards.
-Enemies above A-rank are not effected, and those at A-rank only experience reduced gravity, which could be beneficial to them.
Name: Third Law
Duration: 4 posts
Cooldown: 6 posts
Description: Emilia harnesses the power of opponents' attacks as they strike her over the next four posts. At the end of the spell, Emilia can either unleash all of the physical damage she dealt in a shockwave, inflicting 75% of the damage dealt to her to all enemies within a 5 meter radius, or channel all of the damage she took into one counterattack against a single target. The damage of the spell is still boosted by any damage boosting effects on her. The magical force of this spell can harm ethereal beings. This spell only will return damage from physical typed attacks and spells. Emilia can let out the shockwave or make the attack at any point during the duration of the spell, working with whatever damage she received during the duration it was active for. Max damage for this spell is 2x B-rank damage.
-Extremely high damage potential
-Can be ended early, though the cooldown will still be 6 posts regardless.
-Requires Emilia take damage equal to what she deals.
-Only works for physical spells and attacks that deal damage through cutting, bludgeoning, stabbing, etc. For instance, an electrical attack would not increase the damage done by Third Law.
-Does not reduce the damage she takes in any way, and reducing the damage she takes reduces the damage she deals.
Name: Bring it In
Cooldown: 4 posts
Description: With an implosion of force, everything within a 10 meter radius sphere of Emilia is violently pulled towards her at 20m/s, taking 1.25x B-rank damage in the process. The magical force is capable of harming and pulling ethereal beings.
-Forces enemies into close combat with Emilia, where she is most deadly.
-Synergy with Whiplash
-Depending on what's near her, this spell can cause harm to Emilia, since sending a large amount of sharp and/or heavy objects or explosives flying towards yourself can be a bad decision.
-Enemies with good enough reactions can attack as they're brought into range of Emilia. Skilled ones can use their momentum to help their attacks.
-Can hit allies.
-Generally leads to a massive cluster****.
Cooldown: 4 posts
Description: With a massive explosion of force, Emilia hits everything within a 10 meter sphere of herself for 1.25x B-rank damage, launching it all away from her at 25 m/s. If this spell is used immediately following up Bring It In, targets that were pulled in by Bring It In are dealt an additional 1/2 B-rank damage as they're subject to a very abrupt and painful change in direction.
-Synergy with Bring It In
-Can get Emi out of a tight spot
-Hits allies, who can also be subject to the damage bonus of the Bring It In/Whiplash combo.
-Launching opponents away may be less than ideal, especially if they survive and were trying to distance themselves from Emi.
-Depending on the location, Emi could launch some important people or things into less than ideal locations
Last edited by Emilia Crohil on 17th April 2016, 7:20 pm; edited 13 times in total