Primary Magic: Solar Order
Secondary Magic: N/A
Caster or Holder: Caster
Description:
This magic focuses on the use of solar rays and beams which can cause blinding and burning effects. This is an extremely rare magic, so rare that it can be considered as lost magic. People who possess this magic are always those who stick with order. This magic can turn into one of the most destructive ones if the user uses it well.
Solar Order has three paths: The Path of Light, The Path of Fire, and The Path of Order. The Path of Light, as the name suggests, causes flashing effects that can blind someone. It ranges from temporary to permanent blindness, depending on how the opponent saw the spell. It is very effective especially when there are many enemies standing together.
Next is The Path of Fire, the destructive and searing version of Solar Order. It usually comes in burning flames and solar rays. Once the user has full mastery of this part, the user can cause destruction in his wake.
The final one is The Path of Order - this branch of the spell leans mostly on the Order part. As the name suggests, it can heal someone's wounds or negate effects like chaos or darkness, though this is also the most draining of all the branches.
Strengths: This magic is very versatile. It is also unpredictable - since the opponent won't know what's coming - either flashing light or extreme burning effects. It also allows the user to heal others with the order element, reducing pain and returning peace into someone. Once all these branches are mastered, it can potentially turn the user into one of the strongest mages, though mastering it can take many years.
Weaknesses: Any darkness or chaos inducing spell in higher rank than the user can weaken the power of this magic. Mastering this magic is also difficult, even for the most powerful mages.
Abilities/Powers:
Name: Sun Ray
Rank: B
Type: Solar
Description: The user performs a hand sign, channeling the power of the sun. Light particles float around the user's hands, slowly forming a small circle. After a post, the user fires the concentrated light which shoots out at 25 m/s. The beam reaches to 50 meters long and 5 meters wide. Anyone hit by this spell will take a lot of damage and have second to third degree burns, depending on how the opponent is struck. It leaves small flames on the ground.
Strengths: It can cause a lot of damage and give the target second to third degree burns. It smashes D-C rank defenses. It also leaves a few flames on the ground, allowing the user to burn more opponents by pushing them into that part. These small flames will be extinguished after 1 post.
Weaknesses: The user needs to channel this spell for one post, making him vulnerable. It can also be blocked by B rank and above defenses. The beam can be negated by spells of the same rank and above. It has a cooldown of 5 posts.
Name: Intense Light
Rank: B
Type: Solar
Description: The user puts his hands together, concentrating large amounts of light. Afterwards, the user releases the light, causing an extreme flash of light. Anyone who looks directly at the source will be blinded for three post. Those who don't see the light directly but still saw it will have blurry eyesight for 3 posts. This can be blocked by spells that negate light, like darkness or shadows. It can also be blocked by defenses of C rank and higher.
Strengths: It is a very tactical skill that allows the user to temporarily blind the opponent, leaving them open and have a lower rate to hit the user.
Weaknesses: It can be negated by elements that naturally negate light, like darkness. It does not do any damage. It has a duration of 3 posts and a cooldown of 5 posts.
Name: Healing Light
Rank: C
Type: Solar
Description: The user taps into his power to manipulate order, shooting a ray of light on the intended target. This ray of light causes no damage. Instead, it heals minor to moderately heavy wounds the target has. It can't heal serious things like fractured bones or deeply torn flesh.
Strengths: It allows the user to heal someone, increasing their effectiveness. The user can also aim this at himself, giving him more power in battle.
Weaknesses: It can't heal serious injuries. Any ailment that has something to do with darkness or chaos will need additional 2 post in order to be removed. It has an instant duration and a 3 post cooldown.
Name: Flash
Rank: C
Type: Solar
Description: The user lights his body up, filling himself with magical energy. Afterwards, the user shoots it out, temporarily blinding anyone for who gets caught in its range, which is 15 meters away from the user, for one post. It deals no damage, but it can intercept mages who are channeling spells.
Strengths: It is a simple spell that can be easily executed because all the user has to do is charge up magic and unleash it in a form of light.
Weaknesses: It won't damage anyone who covers their eyes before the burst of light occurs. It can also be countered by normal things like sunglasses. It has an instantaneous duration and a cooldown of 3 posts.
Name: Searing Strike
Rank: C
Type: Solar
Description: The user makes a hand sign and summons light in front of him. Afterwards, the user shoots this out as a small beam of burning light, capable of causing second degree burns when directly hit. It can burn through skin but won't go that deep. It has a range of 10 meters and travels extremely fast.
Strengths: It deals a rather large amount of damage and burn the opponent's skin, giving the user an edge in battles.
Weaknesses: It does not really burn that deep and can be healed by D-rank spells or avoided by any rank of defense. It has an instant duration and 3 posts cooldown.
Name: Mild Healing
Rank: D
Type: Solar
Description: The user recites an incantation, pointing his hand at someone. Afterwards, the user summons forth a bright light that can heal minor wounds and sprains, but nothing major like broken bones or deep cuts. It also heals a small amount of energy.
Strengths: It can be used to heal someone who has some minor injuries and also give a small boost in energy, allowing for better combat action. It can also be cast on the user himself.
Weaknesses: It is a very small heal and is not that reliable since major wounds can't be healed. It has a duration of 1 post and a cooldown of 2 posts.
Secondary Magic: N/A
Caster or Holder: Caster
Description:
This magic focuses on the use of solar rays and beams which can cause blinding and burning effects. This is an extremely rare magic, so rare that it can be considered as lost magic. People who possess this magic are always those who stick with order. This magic can turn into one of the most destructive ones if the user uses it well.
Solar Order has three paths: The Path of Light, The Path of Fire, and The Path of Order. The Path of Light, as the name suggests, causes flashing effects that can blind someone. It ranges from temporary to permanent blindness, depending on how the opponent saw the spell. It is very effective especially when there are many enemies standing together.
Next is The Path of Fire, the destructive and searing version of Solar Order. It usually comes in burning flames and solar rays. Once the user has full mastery of this part, the user can cause destruction in his wake.
The final one is The Path of Order - this branch of the spell leans mostly on the Order part. As the name suggests, it can heal someone's wounds or negate effects like chaos or darkness, though this is also the most draining of all the branches.
Strengths: This magic is very versatile. It is also unpredictable - since the opponent won't know what's coming - either flashing light or extreme burning effects. It also allows the user to heal others with the order element, reducing pain and returning peace into someone. Once all these branches are mastered, it can potentially turn the user into one of the strongest mages, though mastering it can take many years.
Weaknesses: Any darkness or chaos inducing spell in higher rank than the user can weaken the power of this magic. Mastering this magic is also difficult, even for the most powerful mages.
Abilities/Powers:
- Enhanced Senses
- Ability to heal others
- Stronger life force - users of this spell tend to have longer lifespans than regular people, usually reaching the age of 200.
Name: Sun Ray
Rank: B
Type: Solar
Description: The user performs a hand sign, channeling the power of the sun. Light particles float around the user's hands, slowly forming a small circle. After a post, the user fires the concentrated light which shoots out at 25 m/s. The beam reaches to 50 meters long and 5 meters wide. Anyone hit by this spell will take a lot of damage and have second to third degree burns, depending on how the opponent is struck. It leaves small flames on the ground.
Strengths: It can cause a lot of damage and give the target second to third degree burns. It smashes D-C rank defenses. It also leaves a few flames on the ground, allowing the user to burn more opponents by pushing them into that part. These small flames will be extinguished after 1 post.
Weaknesses: The user needs to channel this spell for one post, making him vulnerable. It can also be blocked by B rank and above defenses. The beam can be negated by spells of the same rank and above. It has a cooldown of 5 posts.
Name: Intense Light
Rank: B
Type: Solar
Description: The user puts his hands together, concentrating large amounts of light. Afterwards, the user releases the light, causing an extreme flash of light. Anyone who looks directly at the source will be blinded for three post. Those who don't see the light directly but still saw it will have blurry eyesight for 3 posts. This can be blocked by spells that negate light, like darkness or shadows. It can also be blocked by defenses of C rank and higher.
Strengths: It is a very tactical skill that allows the user to temporarily blind the opponent, leaving them open and have a lower rate to hit the user.
Weaknesses: It can be negated by elements that naturally negate light, like darkness. It does not do any damage. It has a duration of 3 posts and a cooldown of 5 posts.
Name: Healing Light
Rank: C
Type: Solar
Description: The user taps into his power to manipulate order, shooting a ray of light on the intended target. This ray of light causes no damage. Instead, it heals minor to moderately heavy wounds the target has. It can't heal serious things like fractured bones or deeply torn flesh.
Strengths: It allows the user to heal someone, increasing their effectiveness. The user can also aim this at himself, giving him more power in battle.
Weaknesses: It can't heal serious injuries. Any ailment that has something to do with darkness or chaos will need additional 2 post in order to be removed. It has an instant duration and a 3 post cooldown.
Name: Flash
Rank: C
Type: Solar
Description: The user lights his body up, filling himself with magical energy. Afterwards, the user shoots it out, temporarily blinding anyone for who gets caught in its range, which is 15 meters away from the user, for one post. It deals no damage, but it can intercept mages who are channeling spells.
Strengths: It is a simple spell that can be easily executed because all the user has to do is charge up magic and unleash it in a form of light.
Weaknesses: It won't damage anyone who covers their eyes before the burst of light occurs. It can also be countered by normal things like sunglasses. It has an instantaneous duration and a cooldown of 3 posts.
Name: Searing Strike
Rank: C
Type: Solar
Description: The user makes a hand sign and summons light in front of him. Afterwards, the user shoots this out as a small beam of burning light, capable of causing second degree burns when directly hit. It can burn through skin but won't go that deep. It has a range of 10 meters and travels extremely fast.
Strengths: It deals a rather large amount of damage and burn the opponent's skin, giving the user an edge in battles.
Weaknesses: It does not really burn that deep and can be healed by D-rank spells or avoided by any rank of defense. It has an instant duration and 3 posts cooldown.
Name: Mild Healing
Rank: D
Type: Solar
Description: The user recites an incantation, pointing his hand at someone. Afterwards, the user summons forth a bright light that can heal minor wounds and sprains, but nothing major like broken bones or deep cuts. It also heals a small amount of energy.
Strengths: It can be used to heal someone who has some minor injuries and also give a small boost in energy, allowing for better combat action. It can also be cast on the user himself.
Weaknesses: It is a very small heal and is not that reliable since major wounds can't be healed. It has a duration of 1 post and a cooldown of 2 posts.
Last edited by Daichi on 31st August 2012, 11:37 pm; edited 2 times in total