Name of Magic; Tremiere Lich, Magic of the Mind
Type/Subtype of Magic; Lost Caster Magic
Current Rank; D
Description; This ability is the mastery over the mind. Though limited in its usages as far as an aggressive magic is concerned it allows the user to manipulate his targets mind and control that persons senses. This magic can include anything from telepathy to mind control. This also includes the ability to project images in the form of illusions on the targets mind. The magic itself leads many users to a false sense of hubris and many die very early deaths. This is why they are known as Liches.
Information;
Strengths
- Can affect anything provided it has a mind, it is difficult to resist against
- Allows the caster to attack the opponents mind, which makes him capable of defeating an opponent without ever doing damage.
-Has a degree of versatility in both RP and combat, allowing memory manipulation( very limited uses vs PC's) and telepathy
Weaknesses
-Cannot affect the environment or terrain at all and has next to no attack options
-Stupider creatures that work off of pure instinct, or very minimal thought waves are highly resistant to it.
-unlike all other magic types this magic does not create anything instead relying on tricks of the mind.
-This magc is ineffective against any form of elemental magic and provides no special bonuses to resisting or overcoming them
-If caster fails to penetrate the opponents mind this magic is useless
Traits;
Empathic Link Depending on the rank of the magic Mako can create Empathic Links with any WILLING person allowing him to cast any telepathy or illusory spell with no resistance provided they have a link. The link has no distance in range allowing for long range telepathy. If a link is formed it can be broken temporarily by a mage giving 10% of their magic stores, ore shattered permanently by using 50%. The casters rank decides how many active Links he can have. This decides his maximum, if he wishes to make a new one he must first release an older one.
D- 1 Link
C- 2 Links
B- 5 Links
A- 10 Links
S- 20 Links
Mind Shielding If ever coming in contact with someone who has magic capable of affecting the mind, Mako is nearly impervious to having his mind affected. Though it can be done if an opponents spell power is high enough. Mako gains a shield over his mind active at all times equivalent to his Spell Power +50 instead of the basic magical defense as his mind is a self protecting fortress.
Penetrating the Mind In order to use any spell in this power the caster must first be able to penetrate into an opponents mind and gain access to casting the mind affecting spells. The calculation for this is the casters Spell Power vs. the opponents Magical Defense. However there are many things that could affect this, and modifiers work as such.
Concentration
Mental Magic wizards have a high level of focus and concentration allowing them to maintain many different trains of thoughts and actions through the ability to micromanage thought processes, for maximum effectiveness. Any Mage of A rank or above that has this magic can cast multiple Mental spells at a time and has no limitations on how many telepathic channels are open or thought projections they have in threads. (Provided it follows any and all rules of the site) The caster still must pay the Mana cost of the spells. (Ex. A caster can be using the magic in one thread while maintaining a thought projected illusion in another thread provided they pay the mana for the projection in a thread)
Type/Subtype of Magic; Lost Caster Magic
Current Rank; D
Description; This ability is the mastery over the mind. Though limited in its usages as far as an aggressive magic is concerned it allows the user to manipulate his targets mind and control that persons senses. This magic can include anything from telepathy to mind control. This also includes the ability to project images in the form of illusions on the targets mind. The magic itself leads many users to a false sense of hubris and many die very early deaths. This is why they are known as Liches.
Information;
Strengths
- Can affect anything provided it has a mind, it is difficult to resist against
- Allows the caster to attack the opponents mind, which makes him capable of defeating an opponent without ever doing damage.
-Has a degree of versatility in both RP and combat, allowing memory manipulation( very limited uses vs PC's) and telepathy
Weaknesses
-Cannot affect the environment or terrain at all and has next to no attack options
-Stupider creatures that work off of pure instinct, or very minimal thought waves are highly resistant to it.
-unlike all other magic types this magic does not create anything instead relying on tricks of the mind.
-This magc is ineffective against any form of elemental magic and provides no special bonuses to resisting or overcoming them
-If caster fails to penetrate the opponents mind this magic is useless
Traits;
Empathic Link Depending on the rank of the magic Mako can create Empathic Links with any WILLING person allowing him to cast any telepathy or illusory spell with no resistance provided they have a link. The link has no distance in range allowing for long range telepathy. If a link is formed it can be broken temporarily by a mage giving 10% of their magic stores, ore shattered permanently by using 50%. The casters rank decides how many active Links he can have. This decides his maximum, if he wishes to make a new one he must first release an older one.
D- 1 Link
C- 2 Links
B- 5 Links
A- 10 Links
S- 20 Links
Mind Shielding If ever coming in contact with someone who has magic capable of affecting the mind, Mako is nearly impervious to having his mind affected. Though it can be done if an opponents spell power is high enough. Mako gains a shield over his mind active at all times equivalent to his Spell Power +50 instead of the basic magical defense as his mind is a self protecting fortress.
Penetrating the Mind In order to use any spell in this power the caster must first be able to penetrate into an opponents mind and gain access to casting the mind affecting spells. The calculation for this is the casters Spell Power vs. the opponents Magical Defense. However there are many things that could affect this, and modifiers work as such.
Opponent bonuses
D-Ranks are seen as completely undeveloped and have no understanding of resisting potent magic, they take a situational -5 to Magical Defense for resisting penetration.
C- Ranks have had some training resisting mental intrusion but not enough to make a difference they receive no negatives or bonuses.
B- Rank mages are fairly experienced mages with enough understanding of Magic that they can actively resist though their magic isn't potent enough for a large boost giving them a +5 to resistance
A- Rank are among the best wizards in the realm and have great senses and built up immunities to potent magics. They receive a +10 to magical defense for the purpose of resisting
S Rank Considered the elites of the realm an S rank wizard is highly trained with his mind honed and receives a +20 to overcoming the penetration
SS & X rank mages- The greatest magic users to place foot on soil their minds are fortresses in which all but the most potent magics are capable of penetrating. They receive a +30 to Magic Defense to resist Penetration.
Caster Bonuses
D- A mind caster at this level fails to grasp the basics of the mind making it difficult to break through basic barriers receiving no bonus to penetration
C- Are slightly more adept at breaking mental wards and receive a +5 to penetration.
B- Though not at any sort of peak capability they are still counted among the great adepts, receiving a +10 to Spell power for the purpose of penetrating.
A-Masters of mind magic finding it much more simple to break mental wards, they receive a +15
S- Elite Mind manipulators they have no issues simply carving their way through an opponents mind gaining a +20 to spell power
SS & X- At this rank there is nothing unknown to a Mind Mage, no hidden canal in the mind that has been unsearched. They receive a +30 to penetrating an opposing wizards mind
D-Ranks are seen as completely undeveloped and have no understanding of resisting potent magic, they take a situational -5 to Magical Defense for resisting penetration.
C- Ranks have had some training resisting mental intrusion but not enough to make a difference they receive no negatives or bonuses.
B- Rank mages are fairly experienced mages with enough understanding of Magic that they can actively resist though their magic isn't potent enough for a large boost giving them a +5 to resistance
A- Rank are among the best wizards in the realm and have great senses and built up immunities to potent magics. They receive a +10 to magical defense for the purpose of resisting
S Rank Considered the elites of the realm an S rank wizard is highly trained with his mind honed and receives a +20 to overcoming the penetration
SS & X rank mages- The greatest magic users to place foot on soil their minds are fortresses in which all but the most potent magics are capable of penetrating. They receive a +30 to Magic Defense to resist Penetration.
Caster Bonuses
D- A mind caster at this level fails to grasp the basics of the mind making it difficult to break through basic barriers receiving no bonus to penetration
C- Are slightly more adept at breaking mental wards and receive a +5 to penetration.
B- Though not at any sort of peak capability they are still counted among the great adepts, receiving a +10 to Spell power for the purpose of penetrating.
A-Masters of mind magic finding it much more simple to break mental wards, they receive a +15
S- Elite Mind manipulators they have no issues simply carving their way through an opponents mind gaining a +20 to spell power
SS & X- At this rank there is nothing unknown to a Mind Mage, no hidden canal in the mind that has been unsearched. They receive a +30 to penetrating an opposing wizards mind
Concentration
Mental Magic wizards have a high level of focus and concentration allowing them to maintain many different trains of thoughts and actions through the ability to micromanage thought processes, for maximum effectiveness. Any Mage of A rank or above that has this magic can cast multiple Mental spells at a time and has no limitations on how many telepathic channels are open or thought projections they have in threads. (Provided it follows any and all rules of the site) The caster still must pay the Mana cost of the spells. (Ex. A caster can be using the magic in one thread while maintaining a thought projected illusion in another thread provided they pay the mana for the projection in a thread)
- D Rank:
Name of Spell; Telepathy
Type; Support, Telepathic
Rank; D
Description; The caster is capable of sending his voice directly into the mind of anyone, as well as grant them the ability to speak directly into his. When using this spell on someone with an Empathic Link you have no limit on range automatically connecting with them. On anyone without a link The caster must target a point in space when the spell is cast and a 5 foot sphere will form of light blue magic, if it touches another person Mako will freely be able to speak into that persons mind provided he can penetrate. The target can expel the casters voice from their mind by spending 10% of their Magical Stores to overpower him with pure magic.
Information;
Strengths
-Allows for discreet communication without being seen or heard
-allows for long and short range communication with anyone with a link
-Duration lasts the entire topic
Weaknesses
-Non combat, cannot be used to do damage or harm another person
-Can be stopped by an opponent expelling you
-although you have a connection with the target, that does not provide any benefit besides talking
Effects;
Duration: Until dispelled by caster, expelled by target, or if no link when topic ends.
Cooldown: 3 posts
Name of Spell;Thought Prokection
Type;Support, Illusory
Rank;D
Description;The caster is capable of manifesting an image of himself that semi exists in view of anyone there. This image must look exactly as the caster does though clothing may be altered. The image is illusory thus cannot manipulate the world around him nor it be touched or felt. It can be cast freely in any location of someone who has an Empathic Link with Mako, allowing him to communicate with that person and people around them. Otherwise this spell must be cast within 5 feet of Mako though it can travel up to a mile away. The illusion seems very real and unless knowing otherwise the target will believe it is actually the caster before them unless it is interacted with. Allowing Mako the ability to view the surroundings of the projection.
Information;
Strengths
-Allows the caster to maintain conversation in topics with people with a link
-Can provide a second target, and decoy in combat
-high duration
Weakness
- Is not real and thus cannot harm others in anyway
- this spell has very short range on anyone who the caster does not have a link with
-The spell is easily disconcerted as an illusion.
Effects;
Duration:5 posts
Cooldown:2 posts
Name of Spell; Illusory Blade
Type; Offensive, Illusory
Rank; D
Description; The caster conjures a blade in his hand that can appear in any way he chooses but cannot be longer than 4' in length. The blade automatically appears in the casters hand. The blade is entirely illusory and as such cannot react with anything solid, going through anything, including weapons, buildings, and armor, meaning it cannot be used to parry incoming attacks but as well cannot be parried. The sword's sharpness is equal to the spell power of the spell, and even though it is an illusion the spell tricks the targets mind into believing that any damage inflicted truly happened, activating the pain sensors in the opponents mind and treating any attack that connects as though a sword sliced that part of the body potentially taking a person out of combat. Though no actual damage is done. IE: Mako hits someones hand with the blade, it will feel as though the hand is removed though no actual damage will be done.
Information;
Strengths
-Weapon damage is equal to Spell power of this spell
-Cannot be parried by normal objects such as weapons or armor
-Despite being an illusion, its effects are real
Weaknesses
-Cannot be used to parry attacks from weapons or to block attacks
-only works on enemies with a mind that can feel pain
-Though the damage is high it is only temporary, healing at the end of the topic or after 3 posts of dedicated rest.
Effects;
Name of Spell; Mind Reading
Type; Support, Telepathic
Rank;D
Description;Allows mental intrusion into the mind of the target allowing Mako to take very small bits of information. He can learn the names of important people close to the target, such as their Guildmaster. He can also learn the name of the magic the target uses though that is the only info that can be gleaned about the magic. Or finally he can discover a detail about a mission or job they are on, provided they are on one. This magic works similar to telepathy making a 5 foot sphere of light blue light and catching one person within the mind reading effect. Additionally, the caster can opt upon successfully casting this spell to freely cast a different telepathic support spell he knows and not gain any info from mind reading.
Information;
Strengths
-Allows for limited information gathering
-Allows for versatile casting of telepathic spells
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Weaknesses
-Non combat usage
- the option to gain the effect of another spell uses a lot of magical energy.
-low duration, high cooldown
Effects;
Duration: 1 post
Cooldown: 2 posts
Name of Spell; Spectral Hand
Type; Support, Illusory, Range Medium
Rank; D
Description; glowing blue skeletal hand forms in front of you. The hand is entirely illusory and can be used to launch out and touch an opponent. If the hand successfully strikes you are capable of casting one touch activation spell onto that opponent. The hand cannot be attacked and cannot interact with solid objects except for people. Moving at the speed of the caster to attack
Information;
Strengths
-Can be used to cast touch spells at a range
-cannot be blocked
-Moves at the speed of its creator
Weaknesses
-has only one purpose as a delivery system for other spells
-cannot interact with objects
-must make contact with a creature to deliver the stored spell
Effects;
Duration:1 Post
Cooldown: 2 posts
- C Rank:
Name of Spell; False Sensory Projection
Type; Support, Telepathic
Rank; C
Description; Upon touch, or other form of aided casting, the caster can implant images, smells, and sounds into the perceptions of the opponent. Causing that person to actually believe that what he/she is seeing or hearing exists. The opponent must react to the false images as though they truly existed, however the images and sounds do not react to their environment like an illusion, and the sounds are not actually a production of sound meaning they would not echo unless stated they echo when cast. This spell is used to confuse and misdirect an opponent.
Information;
Strengths
-confuses the target
-can be used as a distraction in combat and out of combat
-is extremely effective when combined with Absent transcience
Weaknesses
-does not to damage
-can be seen through if the image or sound is acted upon
-
Effects;
Duration: up to 3 posts
Cooldown: is equal to the amount of posts the spell is active
Name of Spell;Absent Transience
Type; Support, Telepathic
Rank; C
Description; Upon touch, or other form of aided casting, Mako is capable of removing himself from the perceptions of anyone effected, making himself essentially invisible. He cannot be seen or heard as he no longer exists in that persons mind having altered himself out of their perception. However, while in this state he cannot cast illusory spells as they no longer have any power without the enemy being able to witness it. The opponent can still sense Mako using magic senses as he cannot remove that sense, as well as any sensory ability granted by magical means can counteract this, (Such as slayer smell or hearing). However he is still invisible to sight, so it is still difficult to fight. This spell lasts up to 3 posts or until Mako casts another spell or makes an attack. Each post it is active requires paying the mana to maintain.
Information;
Strengths
-cannot be seen allowing for escape
-allows for you to cast 1 spell without detection
-allows you to sneak past guards into heavily protected locations, though anyone inside can see you unless its cast again
Weaknesses
-Can still be detected through magical mean
-Cant cast illusory spells
-requires a touch or a corresponding spell to do from a range
Effects;
Duration: Up to 3 posts, paying the magic cost each round it is active, or until ended by casting a spell or attacking
Name of Spell; Precognitive Scanning
Type; Support, Telepathic
Rank; C
Description;Whenever you succeed on casting mind reading the caster can instead choose to cast this spell in conjunction. Allowing the caster access to the surface thoughts of an opponent in combat. By reading the opponents mind he is more capable of reacting to attacks made.
Information;
Strengths
-Can allow you to dodge, difficult to dodge attacks
-gives a +50 to Reaction Time allowing caster to easily read all incoming attacks
-long duration
Weaknesses
-Must cast mind reading to use this spell
-High casting cost
-The bonus is not to agility, so if the attack moves too fast still cant dodge
Effects;
Duration: 5 posts
Cooldown:3
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Effects;
- B Rank:
-Mind Probe-Lets caster add or delete memories from an opponent, (NPC only
Name of Spell; Mind Probe
Type; Support, Telepathic, (NPC only)
Rank;B
Description; Upon touch, or on the casting of a corresponding spell, you can remove memories of yourself and any conversations you or your allies may have add from the targets memories, making yourself unknown to them. Or you can insert yourself into the targets memories, devising stories of how you know one another. You can alter your name and names of allies as well as guild affiliations. This can only be done on NPC's and cannot be used to make them forget anything important regarding themselves, such as magic or guild info.
Information;
Strengths
-Allows the caster to get information without arousing suspicion
-Can be used for infiltration purposes
-can be used to remove information about the guild from members who are banished
Weaknesses
-Only works on NPC's
-Non combat
-must touch or cast a conjoining spell
Effects;
Duration:Indefinate
Cooldown: 5 posts
Name of Spell; Illusory Wraith
Type; Offensive, Illusion
Rank; B
Description; The caster manifests a wraith like apparition that is capable of wreaking havoc upon his opponent. The Wraith can appear in any way shape or form the caster wishes, taking the form of a person or appearing as a frightening ghoulish spirit. The Wraith's strength, health and agility is equal to half the spell power of this spell. The wraith cannot be damaged and can only be dispelled by taking damage over its health. The wraith has claws as its primary form of attack, though the claws don't do any physical damage if they strike an opponent it causes a reaction in their mind making them feel an equivalent amount of pain as the damage inflicted.
Information;
Strengths
-creates a powerful wraith to fight alongside in combat
-the wraith moves in conjunction with the casters will
-as an illusion spell it is easier to cast than telepathy spells
Weakness
-a medium to high damage spell easily dispels
-does not do physical damage
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Effects;
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- A Rank:
-Id Insinuation- A forced debuff forcing the opponent to emotionally lose will in the fight and become confused while also tricking their senses
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- S Rank:
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Name of Spell; Nightmare
Type; Offensive, Illusory and Telepathic
Rank; S
Description; Combining all of the lower level abilities of the Lich magic this spell is the culmination of mental and illusory magic. The caster creates an illusory projection of the opponents darkest fears and manifests it before the targets eyes. The illusion would take form of that fear momentarily paralyzing the victim while it approaches the victim. If the illusion touches the opponent, it causes them to go into a state of fear and panic fully experiencing their deepest fears imagined within their own mind. Typically the spell causes anyone who comes in contact with their fear to go catatonic for the duration of the topic, though more powerful wizards are able to recuperate within 3 posts of being touched.
Information;
Strengths
-very little limit to size and range of illusion
-capable of rendering the opponent unable to respond
-difficult to dodge
Weakness
-requires the caster to have learned the enemies deepest fear
-only affects one opponent at a time
-despite its great affect it does not deal any actual damage and is still an illusion
Effects;
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