Name of weapon: Amaterasu
Name of RPC who owns: Meitei Genkaku
AmaterasuOrigin of the Weapon: Random Temple
Weakness: Uh.....hmm....... Oh, I know. Meitei can over exert himself if he puts too much of his magic into it (read effect).
Status Effects- (didn't know we had "levels")
(Level 1) 5 Points overall
Agility +2
Dexterity +2
Magic +1
(Level 2) 10 points overall
Agility +4
Dexterity +4
Magic +2
(Level 3) 15 points overall
Agility +7
Dexterity +5
Magic +3
(Level 4) 20 points overall
Agility +8
Dexterity +7
Magic +5
Skills/Abilities- 1. When held in Meitei's hand, he can channel his magic into the sword, making it sharper and quicker.
2. The sword grows hot, and minor black flames appear around it. They cause small burns but are not inextinguishable or anything >.>
3. A weakness. Meitei can overexert himself by putting too much magic into the sword. This causes exhaustion and all that. If there is no magic put into the sword, it is just a regular katana.
Element- hmm..... Fire, i guess.
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Name of weapon: Tsukiyomi
Name of RPC who owns: Meitei Genkaku
TsukiyomiOrigin of the Weapon: Random Temple
Weakness: (same as Amaterasu).
Status Effects- (Level 1) 5 Points overall
Agility +2
Dexterity +2
Magic +1
(Level 2) 10 points overall
Agility +4
Dexterity +4
Magic +2
(Level 3) 15 points overall
Agility +7
Dexterity +5
Magic +3
(Level 4) 20 points overall
Agility +8
Dexterity +7
Magic +5
Skills/Abilities- 1. When held in Meitei's hand, he can channel his magic into the sword, making it sharper and quicker. Dark magic channels throughout the sword, causing an increase in Meitei's illusion strength.
2. If an opponent gets hit by the sword, they have temporary sense disruption, only lasting for a minute or so. Meaning their sight is blurred or their feeling is numb or something. again, only lasts for a minute.
3. A weakness. Meitei can overexert himself by putting too much magic into the sword. This causes exhaustion and all that. If there is no magic put into the sword, it is just a regular katana.
Element- hmm..... Dark, i guess.
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Clones: This casts the illusion that clones are created. The number of clones change depending on how much magic he has. At Meitei's regular state, he can create 6 clones. The clones do not do any damage, however, Meitei usually combines this with his Illusion of Pain, making the clones seem as though they are physical. Lasts for 5 posts. Must have at least 10 magic more than opponent.
Sunlight: This creates the illusion that the sun's light rays are beaming in on the opponent, blinding them. Meitei can normally hold this illusion for 5 minutes (2 posts). Must have more magic than opponent.
Weight: This casts the illusion on the opponent that their body's are carrying weights somewhere on their body. Normally, Meitei can create an extra 100 pounds on each of a person's limbs. Lasts for 5 posts if magic is 5 more than opponent. If magic is 10 more, it leasts for 10 posts. If magic is 20 more, it lasts for entire battle. Can use once every battle. Agility is decreased by 10.
Deception: Meitei can select an object, of any size and shape. The object then takes the appearance, smell and feel of Meitei. This is usually used to make an opponent attack an ally or used for escaping. Lasts for 3 posts. Magic must be higher than opponent.
Unnoticeable: Meitei can make himself or anyone else unnoticeable. This is not only restrained to sight, for he can mask their sight, sound, smell etc... He can hold this illusion for 5 posts and a maximum of 5 people, though he can't attack while using it. Can use once every 15 posts.
Pain: One of Meitei's stronger illusions. This allows him to control the pain of a human to an extent. He can temporarily numb the pain he is suffering or increase the feeling of pain in somebody else. Depending on opponent's magic, it deals different amounts of pains. 5 more it a small headache or stomach ache. 10 more is a feeling of being kicked or punched hard. 20 is feeling of being stabbed or shot. 25 more can disable an opponent for 3 posts due to pain.
Sickness: Meitei cats an illusion on the opponent. The body is tricked into believing that a virus if out into the system, causing it to sneeze and cough for unnecessary reasons. Must have 10 more magic then opponent. Agiltiy and Endurance is decreased by 3.
Disguise: Meitei can allow himself to look, smell, and feel like anyone he has seen before. He must have the person in mind and must remember them perfectly. If not, the illusion becomes sloppy. Can last for 6 post. Must have 10 more magic than opponent.
Bondage: Meitei screams, creating a unique sound. Whoever hears it will be feeling as if there body is chained down or any part of there body is held together by chains. Even without physical intervention from an outside force, the body is robbed of all mobility, and consciousness itself progressively fades away. Lasts for 5 posts. Can only use 2 in a battle, at least 10 posts apart. Must have 10 more magic than opponent. Agility is decreased by 5.
Temperature Control: Meitei can control an opponent's temperature to a certain extent. He could warm up or cool down the opponent;s body. This can make situations more comfortable, or can be used as torture. Must have 10 more magic than opponent.
Memory Search: Meitei must touch the victim's head to use this technique. The victim goes "back in time" reliving events that have occurred already. This also causes them to say anything they have said in the past and perform any actions they have in the past. Meitei can view these situations and can see things that the user has otherwise forgotten. It is basically a "time reversal" techniques, going far as back to one week. Can go back as far as 20 posts. Meitei cannot use this in battle. Must have 20 more magic than opponent.
False Surrounding: Meitei can create a false surrounding, making the new area any place he would like. This is useful for covering up someone's tracks or just throwing off someone's sense of direction. He can use this on up to 5 people at a time. Must have 10 more magic than opponent. Lasts for 5 posts.
Nightmare: Meitei can create the victim's worst nightmare, making them witness it. It may be a past memory or an old fear. This may cause the victim to suffer from trauma and temporarily stun them. Must have 10 more magic than opponent. Lasts for 2 posts by opponent.
Perception: Meitei uses this illusion on himself as well as others. He can slow things down in his eyes, increasing the time to counter and what not. He can also speed up the movements in his opponent's eyes, leaving them less time to counter. Meitei can hold this illusion for a whole battle, one of the main advantages of Meitei's illusion spells. Must have 10 more magic than opponent. Lasts for 10 posts, but can only use once per battle. May turn it off if he wants and use it for later. Opponent's agility is decreased by 5. Metiei's agility is increased by 3.
Persuasion: Meitei looks into the eye of any opponent, affecting their brain. He persuades them to do things, the brain receiving the information. While strong people can hold off the illusion, they are still fighting off a strong wave of persuasion to do something that Meitei pleases. It can be to move a body part in one direction to deciding on a decision. Eye contact is necessary. Must have 15 more magic than opponent.
Earthquake: Meitei strikes the ground, making a loud noise. The ground shakes and the effects of Earthquakes occur. This is not real, but good for throwing off an opponent's balance. Must have 5 more magic than opponent.
Nature Control: Meitei must make eye contact. To the opponent, Meitei can control everything in nature. He could make it rain, snow, sunny. He could change the position of the trees, the temperature. He can change change the shapes of clouds, the density of the floor. He has complete control of nature. This is useful for scaring an opponent, for nothing can actually hurt the victim. Lasts for 10 turns. Must have 20 more magic than opponent.
Immortality: Meitei uses this to appear immortal. No matter how many times someone strikes Meitei or stab him, he appears to take no damage. In real life, however, he can be damaged and injured. Good for intimidation. Lasts for 8 posts. Must have 10 more magic than opponent.
Melting Flesh: This will cause an opponent to feel and see the flesh on his bones slowly waste away. The look of this is will cause tremendous fear and pain. Must have 10 more magic than opponent. Lasts for 3 of opponent's posts.
Suffocation: Meitei must make contact with opponent's throat. After this, the opponent will feel as if they are choking and out of air. Meitei must have at least 30 more magic than opponent.
Age: Meitei must make eye contact with opponent. The user will slowly "age", growing old and wrinkly. Their movements will slow and they will run out of energy quicker. Lasts for 8 posts. Meitei msut have 15 more magic than opponent. Agility and Endurance is decreased by 10.
Invert: Everything in the opponent's eyes become inverted. Up is down, back is front, left is right etc.... Must have 15 more magic than opponent. Meitei can use an upgraded version of this in which not only the eyesight is inverted, but so is the other senses. Feeling is inverted, sound is inverted etc. However, the upgraded version causes Meitei to lose endurance quickly. This needs 30 more magic than opponent. Each spell lasts for 8 posts.
Sludge Body: When an opponent strikes Meitei, his body instantly becomes "sludge" and reforms somewhere else. He is actually damaged if the attacks land, but the opponent gets the feeling that Meitei is actually made of sludge and won't die/injure. Must have 10 more magic than opponent. Lasts for 6 attacks landed (land an attack on Meitei six times and illusion is canceled.)
Exhaustion: Meitei can cause an opponent's mind to believe they are very tired, making them feel exhausted. Their breathing becomes heavier and their mind blurred. If user has 25 more magic than opponent, victim loses 5 agility and 10 endurance. If user has 40 more magic, opponent is automatically rendered unconscious.
Complete Control: Meitei can have complete control over one sense for 15 posts. Make the victim see what he wants them to see, make them hear what he wants them to hear, etc.... He must decide the sense when he activates the spell and cannot change the sense at all during illusion. If opponent finds out they are in an illusion, the illusion is canceled. Can only use once per battle. Must have 50 more magic than opponent.
Paralyzation: Meitei must make eye contact in order to get this technique to work. The opponent's brain signals are ignored by the body, allowing no mobilization. Lasts for 1 post. Must have 50 more magic than opponent. Cannot auto-kill using this, but can auto-hit, as long as the attack is not some super awesome death move that would damage the opponent alot.....
Torture: Opponent feels as if they have been stabbed 100 times all over the body, slowly and painfully. No damage is actually done but can cause exhaustion of opponent. Must have 30 more magic than opponent.
Eternal Flame: Victim feels as if their body is burning all over, as if a flame is on their skin. Sensation doesn't end unless Meitei wills it or he is forced to cancel the illusion. Must have 30 more magic than opponent.
All illusion spells can be canceled if Meitei wills it. If someone has 10 less magic then Meitei, they can cancel illusion with 1 post. If they have 15-20 less magic than Meitei, they can cancel it with 2 posts. If Metei has 20 more magic than you, it takes 3 posts. If you have 25 less magic than Meitei, you must harm yourself. If the victim of a certain illusion harms him/herself, they can also cancel the illusion. Though, they must hurt themselves appropriately for the illusion to go away.
Illusion that needs 5 more magic than opponent: Victim can punch themselves really hard or attack something that has a hard surface. A bruise basically.
Illusion that needs 10 more magic than opponent: Victim needs to break a finger or toe or bit their tongue.
Illusion that needs 15 more magic than opponent: Victim must stab themselves with a knife, sword, or anything similar in a minor area of the body (hand, hip, feet)
Illusion that needs 20 more magic than opponent: Victim must cause serious harm to themselves. Stabbing their leg or cutting off a finger will do.