Just another Idiot
Join Date: Sep 2009
Location: Delusion world
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Spoiler for Serafina:
Revision Note: Version 2.2: Complete Recton + clarification on self-teleport
"You can’t attain anything without hardwork".
Name: Serafina Lanterna
Gender: Female
Alignment: Neutral Good
Homeworld: Sophos
Personality:
A playful spirit who enjoyed playing around while trying to finding excuses to avoid as much work as possible. An idiot who admitted that the title of Sage (title given to Mage from Sophos), is just a title and means nothing about the Sage’s intellect.
Being a little lazy, she prefers to follow than to lead but is actually perfectly fine with leading a group if necessary.
Her ability to stay calm in serious situation might actually contributed by her habit of doing things her own pace....even in situation where one should start panicking.
However, in spite of appearing lazy and unreliable, Serafina is actually a quite a hard worker who worked behind others’ back.
Due to effect of an curse artifact which she came into contact with at a very young age, she lost the natural gift of innate knowledge of magic that all Sage possesses and has to make up with hard work.
Ability:
Eye for Artifact: Ability to differentiate Ancient's Artifact from Al-Hazard's
Aura Sense : Due to being close to an Ancient Artifact long enough, she can sense Ancient artifact with a certain distance from her(Not very far, about 500 metre)
Blessing of Awakening: The curse that cause her to lose the natural gift of innate magic knowledge.
Spoiler for Grimoire:
Magic System: Ouroboric Theorem
Magic Color: Bluish White
Magic Device: Wis Device: Lumina
Lantern shaped device that stored Foolish Fire.
Spoiler for Tier 0: Only fools can't comprehend its value:
Guardian Coat:
Type: Defence-Field
Sage variation of Barrier Jacket.
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Guardian Coat: Wis-Form:
Type: Defence-Field
Powered up version of Guardian Coat, provide as much defence as a full suit armor worn by Belkan Knight.
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[b]Foolish Fire (Idiot Fire): [b]
Type: [Creation/Decline]
Appearing as a fiery snake, it is the spell that creates a magic phantom that is capable of performing various tasks.
Being a tier 0 spell, this magic actually consume so little of its caster’s mana to a point that it can last infinitely so long as the Caster continue to feed it with Mana and doesn’t sacrifice it.
It “attack” other mages by passing through them, in doing so, slowly draining/burning away their stamina and mana (and knocking them out that way) and “defend” by eating any magic threw at it.
The spell has fix amount of physical damages due to having limited physical interaction (but the amount of energy drain can be adjusted using Increase or Decrease magic). Although it can grow larger but it doesn’t grow stronger (the energy devoured by Foolish Fire was instead stored so that the caster can recycle them for stronger spell).
When used for stronger spell, it also speeds up the casting time a little because the caster only needs to do adjustment to turn the spell to into something else.
This spell cannot be negated by anti-magic, due to the anti-energy property of the Phantom (it devoured the energy used to nullify it)....
However out of sheer irony: Even though no offensive and defensive spell is powerless against it, Decline type magic is fully capable of damaging or downright destroys the spell.
Binding/sealing magic do no damages but is still capable of locking it into place.
This is the simplest and the most basic spell that Sages know but yet at the same time, the most complex spell that Sages seldom wield in spite of the sheer amount of utility it is capable of
Because....
This spell is extremely difficult to master for most Mages (Sage included), reason being it is a counter-intuitive.
For mages who just learn the spell will discover find that the magic is actually harder to control and have the tendency to attack the Caster.
You can’t wield this magic efficiently without spending years using it but yet at the same time, unlike other magic, no matter how hard you tried to practice the magic, it is impossible to master it using conventional way.
This Spell is believed to be somewhat sentient and have a will of its own.
The only way to master the magic is via unconventional way: spending years playing with it and developing friendly relationship with it.
(Hence the name Foolish Fire.... This Magic mocked those who tried to master the magic using the usual way)
Trivial:
It has awfully lot of mundane utility:
Additional Light source.... that doesn’t trigger magic trap(undetectable due to magic devouring property) or explosion (by explosive gas or liquid)
Counter Magic Trap (By eating the energy source of the trap)
Lock Breaker (destroying the lock or drain its power source)
Cooler in hot weather (anti-energy property)
Fire Extinguisher
With a little conversation: normal fire for cooking things or keeping the Sage warm in cold region
Due to its versatility, this is considered by the Sages to be the ultimate magic...even though their high-level spells are rather epic in proportion.
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Fire Transformation:
Type: Conversion
A simple magic that converting the mana stored inside Foolish Fire into heat and fire.
Tier 3:
Spoiler for Tier 3: Mix and match...(Just like Boost-up can be dual-casted):
Note: Cursed Mode is what happen when an Increase mage deliberately boost the negative aspect more than the positive effect of the spell. A dual edge sword that buff up the target while causing great inconvenience/disadvantage to Target at the same time.
Curse mode can be removed by dispelling the increase spell.
Poison Mode is what happen when Increase spell is casted careless in over-dosage without moderation from the caster.
Further increase spell will only aggravate the symptom.
Poison Mode is dispel by casting dispel or decline magic.
Heal:
Type: Healing
A spell that relieve fatigue and heal target... (Same as Lantern Sanctuary but only have a single target)
Cursed Mode: Target’s body feel so relax that Target feels like Sleeping....and may even fall asleep if nobody wake Target up(sleep spell?!)
Poison Mode: Pain... lots of it because Target’s body suffer from damages. Akin to being poisoned.
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Gate Open (incomplete)
Type: Teleportation
Ignore physical defence....by creating an opening in armour. In technical/strictest term, it is a teleportation spell that creates a gateway in anything physical (don’t have to be armor). However, it can’t work on anything coated with magic because it is not a force teleportation spell. Magic defences can and will prevent it from opening but can’t stop it once the gateway is open.
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Strengthening: Mighty
Type: Increase
Increase kinetic Energy hence increasing physical attack of target.
Curse Mode: Physical Fatigue
Poison Mode: Lose control over strength, may result in Muscle damages.
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Strengthening: Wisdom
Type: Increase
Increase magical damages
Curse Mode: Increase the Target’s Mana cost for every spell.
Poison Mode: Lose control over magic, unable to control magic effectively, mana cost increased due to efficiency in linking/casting.
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Strengthening: Evade
Type: Increase
Increase target’s speed drastically.
Curse Mode: Ramp up difficulty in high-speed movement drastically, target became unable to focus due to attention being focus on controlling speed to avoid crashing.
Poison Mode: Temporary Blindness due to going too fast, loss control over speed, inability to stop even with magic (too much inertia)
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Strengthening: Penetrating
Type: Increase
Penetrate Defensive magic.
Curse Mode: Lose ability to use defence magic.
Poison Mode: Destroy Target’s own Defence magic.
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Strengthening: Faith
Type: Increase
Ignore special property of Defensive magic.
Curse Mode: Target’s Defence magic is disabled.
Poison Mode: Lose ability to use defence magic.
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Purification
Type: Decline
Dispel spell. If Caster is close enough, she can target other mages to dispel buff/interrupt their spell if close enough.
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Prelude: Sealed Form
Type: Decline
A strange Spell which can only be target on Self. It sealed away Caster’s own combat ability completely, rendering the Caster helpless.
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Accessing Forbidden Link:
Type: Awakening(unclassified by TSAB)
Boost a mage’s ability drastically by releasing the target’s natural limit. A double-edge Sword that will cause the target to be fatigued afterward. Since it is a double-edge sword, it can be used figurative speaking as one.
It can be boost with increase magic for offensive purpose....by slowly opening opponent’s limiter.... causing them to over-exert themselves.
This spell can be easily dispel by having the target calming down (the spell have the side-effect of...making target extremely excited due to getting high on Mana/power)
For calculating and calm fighter such as Signum, it is not difficult because if your enemy boost your ability... something is definitely wrong and you would probably stop and check yourself (which bring down the excitation level)...However, for Berserker like Vita, it is insanely difficult.
Level of Release: (Must go in sequence and Can't Be skipped.)
Level 1 (First Awakening): Slightly heighten ability, not obvious (No side-effect)
Level 2 (Strengthen your will): Magical version Second Wind sudden increase in Mana pool (No side-effect)
Level 3 (Believe in yourself): Ability to wield magic more effectively (no side-effect)
Level 4 (Your will shall be strong): Magic regeneration become faster.(will feel a tired/mental fatigue afterward)
Level 5 (Your Will bring you victory): Magic overflowing and improve the mage’s body function. (Physically Fatigued afterward) (Optimum condition.)
Level 6 (Overwhelming Will): Linker Core breaking limit (Dizziness Expected, extreme Fatigue afterward, Linker Core degenerating. Can still be recovered)
Level 7 (Your Will shall be your greatest Strength): (Linker Core deteriorating....risk of minor permanent damage)
Level 8 (Till the very limit of your will): Physical ability and Magic Damages overwhelming.... (Body start breaking down, Linker Core sustaining with permanent damage)
Level 9 (Surrender your Life): Losing control over magic....Will lead inevitably to Level 10 is not given treatment (Body unable to move, unable to perform magic. Linker Core at limit)
Level 10 (For Final Glory): Suddenly refreshed and regain control over magic, functioning at Maximum capability (Linker Core is already destroyed before reaching this stage. Instant Death when Body run out of mana competely.... or rather, the target is already dead, body only moving by sheer willpower and driven by Mana)
Spoiler for Tier 6: Regaining Sagehood :
Reminder again: Cursed Mode is what happen when an Increase mage deliberately boost the negative aspect more than the positive effect of the spell. A dual edge sword that buff up the target while causing great inconvenience/disadvantage to Target at the same time.
Curse mode can be removed by dispelling the increase spell.
Poison Mode is what happen when Increase spell is casted careless in over-dosage without moderation from the caster.
Further increase spell will only aggravate the symptom.
Poison Mode is dispel by casting dispel or decline magic.
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Strengthening Godspeed:
Type: Increase
Speed up Target’s time....Allowing faster spell casting but cause any spell with time limit to run out or sustain type of magic to deplete target’s Mana at faster rate. Any spells that require cooldown time have their time shorten.
Curse Mode: Mental fatigue due to processing data too fast. Machine will overload due to processing data too quickly and May even self-destruct.
Poison Mode: Mental fatigue due to processing data too fast, Spell casting impossible, Sustain type spell empty Target’s mana instantly. Machine overloaded due to processing data too fast.
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Sealing Ancient, Become Legend:
Type: Sealing
Format of Name is a little different from the usual because...this is actually a true Sage magic. A Powerful Seal capable to sealing away Artifact that has Seal-resist ability. (Technically anything created by the Ancient).
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Ascension, Advent of War God:
Type: Awakening(unclassified by TSAB)
High Level Increase type magic that transform them into an Avatar of War-god (read: One man Army) but have a problem of both the caster and target being extremely fatigued afterwards.
This Magic only last as long as the Target can take it (Willpower, Stamina and Endurance is important stats for this magic). During the activation, the Caster will go to a trance and can’t defend himself.
However, since the duration of this spell depend on the Target, rather than the caster’s ability, to sustain it, it doesn’t really matter much if the Caster is taken down once this spell activates.
Due to the side-effect (going to trance and extreme Fatigue), the Caster obviously can’t use it on self.
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Ascension, Awaking to Truth:
Type: Awakening(unclassified by TSAB)
Mage variation of the above spell. But instead of War-God, this magic grants temporary Infinite Mana for the target... until the Caster run out of his own that is. (Note: The caster can’t use the infinite Mana due to being in Trance).
Due to Serafine not having a mana pool large enough, the target can use Infinite Mana for 40 second(At her top condition) or less (usually 20 to 30 second depending on how much Mana she had left). Speed Casting is a must to take advantage of infinite mana.
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Judgement Serpent:
Type: Bombardment/Decline
Most powerful Variation of Wise Dragon. This AOE magic require large amount of Mana to cast but can be easily amass from sacrificing a fat Foolish Fire/Wise Dragon (Fire style). This magic does exactly what Water-style Wise Dragon do but instead of requiring the Target to cast a spell to injure the target, this magic just turns their energy pool against them (the more mana pumped into the spell, the more amount of energy being converted as magical damages)
However one problem: For obvious reason, it can’t inflict heavy damages on Mages/machine that are tired or running low on power.
History:
Coming Soon.
Edit: Gylph Carta profile coming up
Last edited by agetreme; 2012-09-01 at 22:56.
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