Neo Alice
Mahō Shōjo
(Image of your character)
Full Name:
Age: (Min. 18, Max. 26)
Gender:
Sexuality:
Height: (In centimeters)
Weight: (In Kilograms)
Likes: (At least 3)
Dislikes: (At least 2)
Witch Staff: (Pick one of the available staffs)
MP: 200 (The maximum amount of magical energy your character’s vile sack can storage. Each staff owner in reality has 100 MP but with a boost of +100 because of their connection with their staff.)
In this tab you may create up to 3 unique spells that only your character knows how to use, they must be related to their palisman’s theme in some way or another. Aside from the name you must also include a description of how it’s casted and what’s the specific objective of the spell.
You must also pick 2 spells from each tier to be usable for your character from this list:
Fire Spell: Magical capacity to produce fire and control it.
Water Spell: Magical power to summon and control water in liquid state.
Light Spell: A basic spells that allows you to create light for illumination.
Flying Spell: It allows you to ride your staff to fly, it doesn’t need a circle since the palisman will cast it for you. However the palisman must be already able to fly in the first place.
Illusion Spell: Magical illusions allow the caster to create marvelous and fantastical mirages to amaze or confuse others.
Telekinesis Spell: A spell to move things with the power of your mind, the heavier the target the bigger the circle.
Earth Spell: Summon and control of earth
Air Spell: Magical power to control and summon air.
Rock Spell: Summon and control of rocks (Do not confuse with earth.)
Everlasting Oath: The witch draws a magical circle in the air and inside it they and another person shake hands after making a promise. The promise is unbreakable unless the witch that drew the magical circle willingly redraws it and shakes hands with the person again to break the oath.
Plant Spell: The capacity to summon and control plants.
Storage Spell: The witch can storage objects in a private dimension and summon them when needed.
Forcefield Spell: Protect yourself and/or your allies with a dome of raw magical energy, it can be broken by stronger spells.
Darkness Spell: The witch can summon and control darkness and shadows.
Lightning Spell: It requires to have [Light Spell] learned, it allows the caster to shoot lightning and use electricity to their advantage.
Ice Spell: It requires to have [Water Spell] to be learned, it allows the caster to control and summon water in its solid state.
Sand Spell: It requires to have [Rock Spell] to be learned, it allows you to control sand and summon it.
Metal Spell: It requires [Earth Spell] to be learned, it allows the caster to summon metal and control it.
Teleportation Spell: Requires [Storage Spell] to be learned, it allows the caster to teleport in short distances.
Abomination Spell: It requires [Darkness Spell] to be learned, the witch can summon and control thralls denominated “Abominations”. The witch must chant “Abomination, Rise!” for it to work.
Laser Spell: It requires to have [Light Spell] and [Lightning Spell] learned, a magical focused ray of light will pierce through solid targets.
Heal Spell: Requires [Water Spell] and [Plant Spell] to be learned, the caster can use magic to heal wounds.
Steam Spell: Requires [Water Spell] and [Fire Spell] to be learned, the caster can summon and control water in its gaseous form
Lava Spell: Requires [Rock Spell] and [Fire Spell] to be learned, allows the caster to summon and control lava.
Traveler Spell: Requires [Storage Spell] and [Teleportation spell] to be learned, the witch can teleport themselves and company to distant places as long as they have been already there at least once. Teleporting through different dimensions drains the double amount of magic.
Necromancy Spell: Requires [Darkness Spell] and [Abomination Spell] to be learned, you can summon undeads to be your servants. If used on a recently deceased body it will become your servant with all of their powers intact.
Delete all spells that your character doesn’t know.
There might be new spells later.
Witch Staffs
The Owl Staff:
The Raven Staff:
The Eagle Staff:
The Bat Staff:
The Cat Staff:
The Fox Staff:
The Queen Bee Staff:
The Butterfly Staff: Neo Alice
The Moth Staff:
The Owl Staff:
The Raven Staff:
The Eagle Staff:
The Bat Staff:
The Cat Staff:
The Fox Staff:
The Queen Bee Staff:
The Butterfly Staff: Neo Alice
The Moth Staff:
Each spell draws an amount of magic from the caster depending on the size of the magical circle drawn. If you run out of MP entirely you’ll faint until you have rested enough.
In order to regain MP you must rest, this means avoid casting spells outside of battle. You’ll gain 10 MP in each post you don’t cast magic until you cast again.
In order to keep track of MP during battles and while resting you must add a spoiler in the end of your post with the proper math applied in each case.
Ex: If you cast a small circle spell:
MP: 200-5= 195
In the middle of battles you can’t properly rest and as such even if you don’t cast magic you won’t be able to restore MP either.
In order to regain MP you must rest, this means avoid casting spells outside of battle. You’ll gain 10 MP in each post you don’t cast magic until you cast again.
In order to keep track of MP during battles and while resting you must add a spoiler in the end of your post with the proper math applied in each case.
Ex: If you cast a small circle spell:
MP: 200-5= 195
In the middle of battles you can’t properly rest and as such even if you don’t cast magic you won’t be able to restore MP either.