Color Of The Guild Mark: The same purple color as her eyes
Guild Rank: Master
Magic Type: Ink Hair Magic
The user can manipulate the length of their hair and transform it to attack their opponents. On top of that, the user can give their hair the characteristics of ink in order to blind or even suffocate their enemies. When this magic is used carelessly, the user can end up blinding or suffocating themselves.
- Hair Whip The user extends and manipulates their hair in order to use it as an actual whip when attacking the enemy or the enemies. This spell does not take much energy, so it is very easy to use and can be used many times in a row. In this case, the hair is not given any ink characteristics.
- Inky Hair Whip The user extends and manipulates their hair in order to use it as an actual whip when attacking the enemy or the enemies. The hair is given ink characteristics before using it as a whip, so whenever the hair hits the body of the enemy, it leaves a trace of ink that will decrease the speed of that body part greatly. If the eyes of the enemy are hit, the enemy will be blinded until the ink is removed. If the mouth of the enemy is hit, the enemy will suffocate until the ink is removed. The ink will be easily removed by using magic with fire or water properties, but if one has to wipe the ink off, it can take a while. This spell takes more energy than the normal 'Hair Whip', but can still be used many times in a row.
- Absorb The user elongates their hair, so it can absorb any liquid that the user is targeted with by the opponent. This spell does not work with oil or alcohol. This spell does not take much energy either, so it is very easy to use and can be used many times in a row.
- Hair Grip The user elongates their hair and throws it at one or several opponents. When the hair touches the body of the enemy or the enemies, it will wrap itself around a body part or the whole body. The longer it takes for the hair to be removed from the body, the harder the hair will strangle the enemy or the enemies. How much energy this spell takes from the user depends on how hard the hair will strangle the enemy or the enemies initially, before any time passes. In this case, the hair is not given any ink characteristics.
- Inky Hair Grip The user elongates their hair and gives it ink characteristics. The user throws it at one or several opponents. When the hair touches the body of the enemy or the enemies, it will wrap itself around a body part or the whole body. The longer it takes for the hair to be removed from the body, the harder the hair will strangle the enemy or the enemies. When the hair is eventually removed from the body of the target, it leaves a trace of ink on the body. It takes some time for the target to remove the ink, even with the use of magic, so for a limited amount of time, the user has a hard time using the targeted body part(s). How much energy this spell takes from the user depends on how hard the hair will strangle the enemy or the enemies initially, before any time passes. This spell takes more energy than the normal 'Hair Grip' spell.
- Ink Sphere The user elongates their hair and gives it ink characteristics. With the ends of their hair, the user forms a sphere that will be cut off from the rest of the hair. The larger the sphere is, the more energy this spell will take from the user. A very small sphere will not take much energy and can be used many times in a row, but a very large sphere will take much energy and can be used only once or twice in a battle.
The user will throw the ink sphere at an opponent and does this aiming for their head. When the attack hits, the opponent's head gets stuck inside of the sphere, making him or her blind and unable to breath. The opponent can get their head out of the sphere by breaking it with much strength. Although making and throwing the sphere will - in most cases - not take much energy, keeping the sphere around the opponent's head can take much energy from the user.
It is also possible to throw the sphere at another body part instead of the head. If the target's leg is hit, for example, that leg will become very heavy. The target can still use the leg, but the speed with which he or she uses their leg will have decreased a lot.
- Rain Of Ink The user elongates their hair, gives it ink characteristics and throws it in the air. The ends of their hair will get cut off and will rain down on the enemy. When the rain of hair touches the enemies, their vision will get blurry and will eventually disappear if the ink is not removed from the target's body. Another consequence of being hit with the rain of hair is that the target's speed will keep on decreasing until the ink is removed from the target's body. At first, the spell does not take much energy and is easy to use. However, the longer the spell continues, the more energy the spell will take from the user.
- Ink Field The user extends their hair and gives it ink characteristics. The user attaches a lock of their hair to the ground, which will make the ground very slippery. The more hair is attached to the ground, the more slippery the ground will get. This spell does not take much energy, but it is very inefficient as the user is connected by their hair to the one single location on the ground. If the user takes away their hair from the ground, the ground returns to its original properties immediately.
- Ink Blast The user extends their hair and gives it ink characteristics. The user holds their hair in front of them and fires the ends of the hair as a gun. The ends of the hair get shot to the target at a very fast pace, which makes it almost impossible to be avoided, unless the target uses any kind of magic that enhances their speed. Since the spell almost always hits the enemy or the multiple enemies, it takes a lot of energy from the user. However, it also depends on the amount of enemies that get targeted. In most cases, the user aims for the eyes of the targets to blind them or the mouth of the targets to suffocate them. With magic that uses fire or water, the ink will easily be removed. However, if one has to wipe it off manually, it can take a while.
- Hair Squid The user elongates their hair and manipulates it to form a squid. With this spell, the user can combine the spells 'Hair Grip' and 'Ink Blast', since the squid can use its tentacles to fire off hair that is given ink characteristics or it can use its tentacles to strangle the opponent's body parts or the opponent's complete body. This spell will take a lot of energy from the user, but it also depends on how long the spell is used and how many different types of offensive magic you combine it with - do you only combine it with 'Hair Grip' or do you use both 'Hair Grip' and 'Ink Blast' with it or ...
- Hair Shield The user elongates their hair and gives it ink characteristics. The user then manipulates their hair to form a sphere around themselves and possibly their allies. The sphere is very hard to get through, one would need a lot of strength or specific kinds of magic, like ones that use fire or ice. When an opponent tries to force their way through the sphere by hitting it manually, the hair will wrap itself around the body part that hits the sphere. The hair can easily be removed from the body part, but the ink that came off of the hair remains and decreases the speed of the body part greatly. How hard it is for the user to keep on using this spell depends on the amount and strength of attacks the sphere is hit with.
Equipment: A Magic Broom that she tightly tied on her back with a scarf
Personality:
Amelia is a very kind woman, although some people tend to find her scary. The reason for that is that she can be hard on the guild members, probably because she herself had a very hard time growing up. She isn't someone to give up very easily, so she expects her guild members to act the same way. She trusts the guild members for one hundred percent. If they tell her a story, she likes to believe it to be true. If they say that they can handle a certain mission, she likes to believe that they can. However, if she has a different opinion than her guild members, she can be quite stubborn.
She does not talk much. Most of the time, she sits on top of the bar, while wiggling her legs. She often has a serious look on her face, which makes some people more scared of them than they already were because of how stubborn she can be and how hard she can be on her guild members. The serious look on her face is because she is continuously studying her environment to see if everyone who should be present is present, if everyone is feeling alright, and so on.
Background:
Amelia was born to very poor parents. Her mother and her father earned their money by doing chores for other families, because no one would officially hire them. They could hardly afford food for themselves, so when they realised they were pregnant with Amelia, they were very disappointed. Instead of trying to make it work with the three of them, they left her at the doorstep of another family. However, the family her biological parents left her with turned out to be very poor themselves. They did keep Amelia, but they didn't treat her very well.
For her new parents, it was more important that they could eat than that Amelia could eat. Because she was always starving growing up, Amelia has a very weak body. She can not fight without using her magic at all. For that reason, she always carries a Magic Broom on her back. Because of her weak body, she cannot run at all. She can only walk at a normal pace. The Magic Broom allows her to move faster than a normal pace.
Four years ago, at the age of 16 years, she decided to leave the family and get a place to stay for herself. However, since she didn't have a healthy look, no houselord would accept her as a tenant. Finally, after a lot of begging, there was an old woman who let Amelia live with her. The woman gave her a lot of food and took great care of her.
Two years ago, at the age of 18 years, she received several letters to become the master of a new guild. She didn't know who sent the letters to her or why they wanted her not only as a member, but as the master of the guild, but since those people were so persistant, she decided to accept their offer. She said goodbye to the old woman and started to live in the headquarters of the guild. Although the guild didn't have many members yet, she wanted to give it her all and soon recruited several other guild members.
Unsure of the exact day but knows she was born in March
Annalyse stands at a height of 5'6" and she has long flowing light blue hair. She will typically have a comforting smile on her face, but it doesn't really take that much to make her cry. Her eyes are dark as the midnight sky. Annalyse's typical attire consists of a simple black and white dress, Black boots with thigh-high stockings, and her signature hat.
A year and a half ago.
Her guild mark resides in the center of her right palm. It is the same color as the font.
A
Attribute Script
A type of letter magic that is used to apply varying attributes to items. There are some limitations to what kind of attributes. An example is that using this magic, one can make a blade hotter than it normally would be or make it flammable but they cannot directly set it on fire via said magic. It is more of an effect on the item directly, adjusting essentially the composition/'DNA' of the item and not really how it interacts with its surroundings. It also cannot turn one thing into a different thing. An example is that the magic can make a drink taste alcoholic, but it can't actually make the drink alcohol. Water will always be water in regard to the use of this magic. There is a limitation to how many attributes one can place on a specific item and how many items they can alter at a time. This all depends on the user's skill level and magical endurance. Also, depending on the complexity of the attribute it can take longer than other attributes to apply to something, and the more attributes one item has the longer it takes to add a new attribute.
When actively using this magic to apply attributes it looks like a floating, transparent from one side, screen that the user can write in to affect the object they are affecting. The language on the screen is confusing to most unless they know how the magic works, are used to the functioning on most script magic, or are intelligent enough to decipher codes. It essentially looks like coding language and that's how one must write the spells.
I feel the best use for this section would be for attributes she has used or are currently active. I will constantly be updating this.
Name
Effect
Application Rules
Durability
Causes the item in question to be more durable
This one is harder to apply depending on the damage already sustained and the material used in the making of the item. A freshly made iron sword takes approximately 15 to 20 minutes to apply.
Sharpness
Causes any edge on the item in question to sharpen based on the amount of magical energy put into it
The sharper the edge is the easier it is to apply this attribute. With a sword, it would take about 5 minutes. A dull sword would take about half an hour. An edge on something like a box would take about a day and a half of work and would take much more magical energy than a sword.
Lightweight
Causes the item in question to be lighter
Five minutes for every 30 pounds that Annalyse tries to reduce the weight by.
Silent
Causes the item in question to move through the air with no noise as well as when it is set upon something or as it moves against something
About a week's worth of noncontinuous work.
Burning
Causes the item in question to feel hot to the touch
About two days' worth of noncontinuous work.
Sticky
Causes the item in question to stick to other surfaces
One week of noncontinuous work.
Rejuvenating
Causes the item in question to feel rejuvenating; a placebo effect making someone feel energized and similar to adrenaline makes it where the person can fight through the pain a little easier
One month of noncontinuous work.
Prickly
Causes the item in question to feel spiky
Ten minutes of work.
Poisonous
Makes the item in question which, upon touch, applies a placebo effect causing a person to feel ill
One month of noncontinuous work.
Chilly
Causes the item in question to feel cold to the touch
About two days' worth of noncontinuous work.
Conductive
Causes the item in question to become very conductive
One week of noncontinuous work.
Fire-Resistant
Causes the item in question to become resistant to catching fire
One week of noncontinuous work.
Flammable
Causes the item in question to become flammable
One month of noncontinuous work.
Electric
Causes the item in question to become capable of storing and producing electric currents
Two months of noncontinuous work.
Warding
Causes any item this is used to effect to provide better protection based on the amount of magical energy put into it
Only usable on things worn. The more protection the item already provides the easier it is to apply this attribute. Freshly made metal-based armor would take about 5 minutes. Old armor, well-used armor, and nonmetal-based armor would take about half an hour. Anything else would take about a week's worth of work.
Luminescent
Causes the item in question to glow
About two week's worth of noncontinuous work.
Sapping
Makes the item in question which, upon touch, applies a placebo effect causing a person to feel drained and/or tired
About three month's worth of noncontinuous work.
Heavy
Causes the item in question to be heavier
Ten minutes for every 5 pounds that Annalyse tries to increase the weight by
Buoyant
Causes the item in question to be able to float a little in water
Takes at least an hour to initialize the buoyancy in the object and each extra hour applied to the item makes it a little more buoyant.
Reflective
Causes the item in question to become slightly reflective
About one month's worth of noncontinuous work.
Requip
Annalyse has a basic level of use out of Requip, IE she is still working on improving her skill with it, She currently has three weapons, two armors, and a bag of her patches in her pocket dimension. She doesn't have the quickest of reflexes when using Requip but is able to at least switch out during battle.
Eclipse - A massive blade which was wielded by Annalyse's father. When she went to apply some attributes to it she discovered that Attribute Script had already been used on it to a much greater extent than she could. She is still unsure of what all has been done to the weapon. The more she uses the weapon over a continuous amount of time the weirder things happen. As long as she has the blade out her luck seems to be worse than otherwise. Actively wielding the weapon in battle slowly turns her hair and eyes red. It also seems to slowly cause her to forget things while fighting with it. In the Attribute window for the weapon is a weird string of words and code that Annalyse is unsure of what it says or means.
Denki Burēdo - A katana which Annalyse worked alongside a blacksmith to create using his skills and her magic on each part of the weapon. Initially built to combat a lightning-based magic-user she has discovered it is still very useful against others. The handle is made primarily out of nonconductive material. The top black part of the blade is made using the Electric attribute while the blue section has the Conductive attribute applied to it. The rest of the attributes are the basic ones which she generally would apply to any sword.
Skirmisher - A double-bladed polearm which has the general attributes that Annalyse tends to apply to weapons as well as the Heavy and Lightweight attribute applied to each blade in a way that during battle she alters which effect she is using her magical energy to power depending on how she is striking.
Her normal, everyday outfit has the attributes Lightweight, Warding, and Fire-Resistant applied to.
Her Speed Mode attire has the lightweight attribute applied to the point of almost feeling weightless. It also has Warding, Fire-Resistant, Rejuvenating, Silent, and durability applied to it.
Her Defense Mode attire is a suit of armor that of which the majority of magical energy used to power its attributes goes towards Durability and Warding. There is also some application of the Bouyant attribute and the Rejuvenating attribute.
Various Colored Patches - Small squares of hard plastic in which Annalyse gives the Sticky attribute and another attribute depending on their color.
White - Rejuvenating Green - Prickly Purple - Poisonous Blue - Chilly Red - Burning Yellow - Luminescent Orange - Sapping Silver - Reflective
Annalyse doesn't know anything about where she came from. The first memory she can recall was of her in an orphanage at the age of five. All she knew was her name was Annalyse. She did have a picture of a couple which she was told was her parents, and that whenever she chose to leave the orphanage or turned 16, whichever came first, that she would receive a gift that had been from her parents. Her life in the orphanage was fairly simple. She did chores, played with the other kids, and would read books often. Only thing was that anytime people would come to visit the orphanage none of them ever gave her any thought. She had many friends among the other kids but for some reason that she couldn't explain, she felt lonely.
The only solace from this lonesome feeling she found was in the numerous books in the library. Annalyse fell in love with the stories to such a point she desired to one day live one of those kinds of adventures herself. By the time she became sixteen, the young girl become fed up with being stuck in an orphanage of a small town. She had always felt like an outcast so anyway she could escape was a viable option to her. This, her love of adventure books, and the gift from her parents led her to try magic. The gift was seemingly a simple letter. The letter didn't really say much. It told her that her last name was Verdine, mentioned how both of her parents were mages, and indicated a location within the town in which they had buried something they wanted Annalyse to take care of when she became old enough. Following the directions, she found a large old tree in the nearby forest and began digging. She was surprised to find a massive sword and a book. Inside the book was a short note saying that the sword was called Eclipse and that if she wanted to learn what happened to her parents then she'd need to learn the extents of the magic which the book detailed on how to use. This magic was what would become her signature Attribute Script.
She spent the next year and a half training and learning. The desire to learn what happened to her parents and to become a mage with a life of adventure drove her to put her all into this endeavor. However, when the manager of the orphanage discovered that Annalyse was practicing magic the woman promptly kicked the teen out. Having no place to stay, Annalyse went to the closest magic guild and told them her situation. She begged for them to let her stay. She even promised manual labor. She was turned down by many of the guilds she approached in this way. However, she eventually found a very small guild that chose to accept her. Largely because, just like her, the guild master and other members of the tiny guild had been orphans as kids just like her. She was happy. Eventually, she was able to get the orphanage manager to let her have communication with the other kids from her old orphanage. She also had a place where she could train freely and openly with guidance by a few strong mages. Her strength was growing and so was her family. The loneliness was fading. But the small guild found themselves in conflict with a dark guild. They were able to defeat the dark guild but it wasn't a victory without loss. A few survived with Annalyse being one of them but none of the remaining members stepped up to take the role as guild master. After that Annalyse wandered but it didn't take to long for her to come across the Golden Shark guild. When she came across them they were not of the size they are now. That's probably why she joined. After joining she quickly rose in the ranks and with even more teachers around became even stronger. Nowadays, she is far more confident in her skills but still knows there is more she can do as the sword Eclipse is the constant reminder of that.
Annalyse can be described as a softspoken motherly type. She cares for other people and doesn't like seeing anyone sad or hurting. Much less if they were someone she was close to. Especially the other kids from the orphanage. If she feels that anyone she's close to is suffering in any way then she will do her best to take care of them. Even if they don't want it. Annalyse always tries to find a reason to smile. For it was a smile that helped her in her greatest time of need. However, Annalyse doesn't have the best control over her emotions so it is fairly easy for them to take over.
Ok, so I have no idea if the way I explained the magic made sense or not. My head works weird and any time I try to explain something I always seem to leave something out. Part of the way the magic works is that when applied the attribute uses her magical energy, but whoever wields it has to put a little energy in it to keep the effect active. They can choose to stop powering it and then can reactive it any time. So, someone can choose to power some attributes but not others. They also have a range at which one can put the energy into. The main example of that being the patches.
Location and color of your guild mark: Teal, back of his right hand
Rank of your mage: A-Rank
Type of magic
[Chess Magic:] The magic itself surrounds the intricacies of the pieces of a chess board. The user deems themselves as the King of the board and they are free to choose which pieces will be given to their allies - if they give anything at all. The size of the "board" spans for as far as the user wants it, but will have the added difficulty for a Pawn to Promote. The end of the board is always behind the enemies and the start of the board is where the user is.
[Pawn] - The most abundant and common piece. Pawns are given a small boost to their magical and physical capabilities. These pieces start off as one of the weakest characters.
Promotion - The special ability of a Pawn is the ability to promote themselves into another piece once they reach the end of the board. This gives them the additional buff of another piece on top of their Pawn buff with no repercussion on the user.
[Rook] - The Rook is given a big boost in their physical and raw power - giving them the ability to exert a force greater than what they are usually capable of. It increases their strength by five times. Rooks are often capable of breaking through strict defenses.
Castling - The rook is teleported immediately towards the king's side. Both parties must agree to this. A small blue magical circle appears in front of the rook which is the king's request for aid.
[Knight] - The Knight is given a big boost in their speed - giving them the ability to move a faster pace than what they are usually capable of. If they have a mount, the mount also gains this speed boost. It increases their speed by five times. Knights are designed for either scouting or to overwhelm enemies with their superior speed.
[Bishop] - The Bishop is given a big boost to their magic - improving both the mana pool of the mage and the capabilities of their magic by threefold. However, if they burn through the borrowed mana, they would also lose the effects of the Bishop piece and it cannot be played on the board until the fight is finished.
[Queen] - The Queen is the strongest of them all. Giving a big boost to both magical and physical capabilities, the queen is often given to the strongest fighter so that they can perform beyond their abilities. The queen dominates the battlefield when they enter.
[King] - The King has to remain alive for the entirety of the fight for everything to take effect. It can be given to either someone else or the mage themselves. However, for each enemy that has been defeated, the king gains a small boost to their magic or their physical capabilities.
Castling - The rook is teleported to the king's side immediately. Both parties must agree to this. A small blue magical circle appears in front of the rook which is the king's request for aid.
The Board - The user is able to summon a translucent board which shows the battlefield and the location of each of the pieces. The board changes whenever a piece spots an enemy (wherein a black piece will appear on the board to indicate presence of the enemy) or when there is difficult terrain (wherein the tiles turn into a different color to indicate its location). When the enemy is not seen by a piece anymore, the black piece turns grey.
[Gravity Magic:] This gives the mage the ability to manipulate the gravity around him by either strengthening or lessening it to his wishes. It has the ability to greatly impede the advance of others or even let someone fly. There are many applications of the magic itself, though it can be counteracted by either a strong magical resistance or by sheer physical prowess.
[Graviton Ball] - Daniel creates a violet ball of magic and throws it towards an area. The ball forces any object or person around it to gravitate towards the ball. Anything that isn't hinged on the ground flies towards the ball and revolves around it. Even people or beasts can be attracted to it but they can counteract it with their own movements.
[Gravity Tendrils] - Daniel has the capabilities of making tendrils made out of dust, sand and other small substances and forcing them together using gravity magic. Despite what others might believe, these are solid and sometimes sharp if Daniel so wishes. Cutting them down is effective but Daniel is capable of rebuilding them.
[Gravity Trap] - He is capable of putting down a trap that extends to a five foot radius from where it was planted wherein when it is activated, a massive gravitational force will push down the enemy or launch the enemy skywards.
Equipment:
[Eskrima Sticks] - His main choice of weaponry is the blunt eskrima sticks that are usually crossed behind his back. These act as conduits for his magic as he is able to make them heavier or lighter with his magic and even go on to affect the things that he is hitting.
[Miniature Communication Lacrima] - It was something he had bought over the time he had been working with the guild, for easier communication with them if a telepath isn't readily available.
[Explosive Lacrima x5] - For emergency situations where he needs to start blowing stuff up.
Personality: Despite having a magic that encourages strict planning, Daniel himself prefers spontaneous but nevertheless effective methods. As long as they can stick to the basic plan, then improvisation is perfectly fine. Even he knows that not every plan is foolproof - but he'd also rather not charge in headfirst and just duke it out with the opponents. At the first meeting, Daniel can come off as a little cold since he's usually thinking about something. It might be because he's plotting out his next training regiment, maybe it's what's for dinner, or maybe it's planning out what he's going to do for the next quest. Out of combat, he's usually in his own mind until he's forced to be pulled out - either by sensing danger or by someone talking to him.
Daniel isn't the most social person out there, but he isn't shy either. He can lead a conversation if needed but sometimes, he trails off. Many have claimed that he's easily distracted which isn't far from the truth. He doesn't like doing repetitive things, though mental challenges are something he enjoys a lot because they're stimulating as long as it doesn't get repetitive. Chess always has infinite possibilities of how it can be played depending on one's opponent so it became one of his favorite games - aside from the fact that it was connected to his magic somewhat. If he trails off or seems to daze out of the conversation, it doesn't mean that he's bored. It's just how he is and he'll come back after a moment and will ask, politely, if he felt like he missed something.
History: Daniel's history is often a topic to debate about. He's never told anyone something that resembles the truth - or maybe he has and no one noticed. It's because the information he gives often varies wildly with each other. He would claim that he was raised in a circus outside of Fiore and in other items he would claim that he was from an old, noble house in which he was the only one left after a disaster. There isn't anyone who seemed to know him before he came to the guild, even when their quests took them far and wide.
When confronted about why he doesn't share his history, Daniel just claims that it's unimportant. That what matters currently is that he's in the guild to help them. He promised that there was no trouble that would follow him to the guild, which seemed to appease a couple of people. People have inspected and found no other guild marks on his body.
One consistent thing about Daniel is that he mentions that he was once part of another guild when he was younger. He never specified which one and what the name of the guild was - neither does it seem to have been registered anywhere in Fiore since he doesn't seem to be aware of the Grand Magic Games that are annually held in Fiore.
He came to the Golden Sharks shortly after it was established. Even when it had little to no fame, he decided that it wouldn't be too bad of a guild to join and has helped grow its reputation ever since. He's managed to show others that he was a capable mage, even though he mainly played support, but he's working on his more offensive abilities so that he would be more useful in combat.
Joined the guild since: 6 Months Location and color of your guild mark: Bright gold on the back of his neck, only visible when he takes his jacket off. Rank of your mage: A
Type of magic: - Light Magic - Chain Magic - Eye Magic(He is immune to any change in light and can see in the dark as long as there is any amount of light) Spells with explanations: - Flash: Ziv's most used spell, he creates a blinding flash of light capable of blinding a normal human for about ten seconds if they look directly at it. Though most manage to at least partially divert their gaze.
- Shimmering Strobe: Ziv channels a dazzlingly flashing light to disorient his opponents. While he can control the light completely he usually chooses to channel it through his chain.
- Luminous Presence: Ziv's body is enveloped in bright light, this spell makes looking at him akin to staring at the sun on a bright and sunny day.
- Light Clones: as the name implies with this spell Ziv creates three holographic duplicates of himself. Ziv can control their actions, but they are just holograms essentially.
- Radiant Barrier: Ziv creates a wall of light, he can control which way the light shines and it is impossible for those on that side to see the other. But ultimately it is just light and while it is intense enough to scorch paper or fabric, the absolute worst it could do to a determined person is second degree burns to all exposed skin.
- Zone of Luminescence: One of Ziv's most powerful spells, he amplifies the intensity of all light within thirty yards a hundred fold. It only lasts thirty seconds but during that time the any illuminated places within the area become just zones of blinding light to the naked eye.
- Veil of Light: This spell bends the light around Ziv to give him a form of imperfect invisibility. If standing still he is almost impossible to see, but when moving a keen observer will see the distortion of objects beyond him.
- Gleaming Beam: Ziv's only real offensive spell, he channels a beam of light about nine feet in diameter at his foe, but like all of his spells it still isn't a lethal attack. However whereas his Barrier's worst case is second degree burns, with this it's the best case. Anyone with exposed skin caught within it for half a second or more is getting blisters.
- Light Devastation Cannon: On the surface this looks like a bigger version of Ziv's Gleaming Beam, more than twice the diameter and appearing just as bright. Appearances can be deceiving however and this spell doesn't even leave the affected blinded for any longer than they're caught in it. However Ziv usually uses it as a distraction to cover the distance and hit his opponent.
Equipment: Chain: Ziv carries a chain that he can channel his magic through, he can use this to extend it's length, sever it at will or channel his spells through it. He has been working on learning Chain Magic recently at the advisory of a guildmate, but as yet only knows a handful of spells.
- Seeker Chain: Ziv whips his chain his enemy, and it seeks them out and wraps around them. Provided he gives it enough energy it will always seek out it's target. Once it reaches it's target it slowly wraps around them not particularly tightly, but enough to slow them down.
- Bind: This spell causes the chain to squeeze and knot itself around any targets it comes in contact with.
- Grappling Chain: Ziv's chain manifests a grappling hook on it's end, capable of finding purchase on almost any surface, allowing him to pull himself to whatever it anchors to, or pulling it to him. SInce any surface include flesh this is possibly Ziv's most lethal spell.
- Chain Link: Once the end of the chain makes contact with a target it becomes a shackle that attaches itself to it's target. At the same time Ziv's end does the same, though he can technically use it to connect someone else. Any magical attacks directed at the chain are redirected in equal part to either attached party.
Personality: Ziv is a good guy, almost sickeningly so. He is loud and jovial, always in a festive mood and eager to do any job, regardless of how unsuited he is for it. Still while he jovial, he is by no means the boisterous type, he is rarely one to make a scene. That said Ziv's most obvious notably prevalent character trait is an extreme aversion to death. Regardless of how evil or dangerous someone may be Ziv is not a killer, he has avoided learning almost any offensive spells his enemies and accepted that that will probably preclude him from S-Class a while ago. If someone dies in his presence, friend, foe, or bystander he takes it as a personal failing and it is one of very few things that can bring down his mood.
Beneath the surface Ziv is an adrenaline junky bordering on masochist, many of his numerous scars come from spells, blades, and blows he didn't even try to avoid. He will go so far as to intentionally prolong a fight just to allow his opponent to land a few more attacks. He has actually lost a few fights and had to be rescued by others due to opponents exploiting this to regain their strength, but unless reined in by someone else he'll still do it usually.
History: Both of Ziv's parents were members of his town's local mercenary guild, despite his magic talent being apparent from an early age, Ziv just wanted to be a fighter like his parents. His parents tried to get him to join a mages guild for years, but he was insistent that he didn't need it. Eventually his parents set him up to show the value of the magic he wasn't using, he took a job to take down a rogue mage. Unbeknownst to him the mage was not rogue but in fact a member of Fairy Tail. After getting his ass thoroughly kicked Ziv resolved to find someone to teach him how to use his magical abilities, though he still intended to settle things with his fists.
Eventually his search led him to an old man in a cabin near a forest in some far off corner of the land. The old man was old and frail but he taught him in the ways of light magic in return for some labor he was no longer capable of. Ziv spent his free time in the not so nearby villages looking for trouble to sharpen his skill, thankfully the remoteness meant that though usually quiet there was occasionally criminals fleeing justice that came through the area. With his new magic abilities though keeping things quiet in an already quiet area was doable. Eventually though the inevitable happened, the old man passed away, and after setting his body to rest Ziv set out eager to refine his skills and develop his magic.
So Ziv did the wandering mage thing for awhile, he sought out foes wherever he could though this often meant just hunting down criminals, he also tried to find and challenge as many strong fighters that he came across. Eventually a clear trend emerged which was that his magic mixed with brawling had a weakness to blades so he decided to adopt a chain into his fighting, it allowed him to still use mostly the same fighting style but more importantly allowed him to block blades, and as he thought was important at the time it was something abundant that he would never be far away from.
Eventually Ziv came to hear about Golden Shark a new guild to compete with Fairy Tail, though he was across the continent at the time he knew it was his new goal. After a few months in the guild Ziv had gained something of a reputation for losing/destroying his chain, and having to resort to using his fists. He was learning chains weren't as abundant as he previously thought, but it wasn't until a simple suggestion of "Why don't you just learn chain magic?" from a guildmate in the guild hall that he came up with a solution. Ziv set out back to his parent's mercenary guild. Using the same materials they would usually use to combat magic users, the guild's smith created for him a chain capable of channeling magic energy.
Sayuri is tall standing at 6'2" with waist length red hair with black and silver highlights. She is well built and toned with an average chest, pale skin and pale purple eyes. Her hair is normally worn in a low thin ponytail. She wears black boots, grey pants, a white sleeveless shirt, a black jacket, black fingerless gloves and a necklace. The necklace has a silver chain with a dark red crystal pendant shaped like a dragon's head.
Full name: Takashi Sayuri Gender: Female Birthday: August 16 Age: 24
Joined the guild since: 2 years Location and color of your guild mark: silver on her right palm Rank of your mage: S-rank
Daeshic Transformation Magic - Caster Magic - Due to a Lacrima implanted when she was younger she has the ability to transform into a Half-Angle, Half-Demon form she calls a Daeshi. The transformation can be either partially or her entire body. When she transforms her physical abilities are increased including speed and strength. The more transformed she is the more her abilities are increased but it also drains her magic more. While transformed her affinity for Light and Dark Magic also increases making those spells even more potent.
Light and Dark Magic - Caster Magic - She is well versed and knows a wide variety of Light and Dark spells.
Light/Dark Burst - Gathers light or dark magic in her hand and strikes at close range before releasing it in an explosion.
Bright Arrow - Creates a lance of light and fires it in a straight line at high speed. Designed to pierce defences.
Shadow Canon - Charges a large orb of darkness and fires it with immense strength exploding on impact.
Angel's Tears - Creates hundreds of small orbs of lights in the air and rains them down on an area.
Devil Spike - She hits the ground causing one or multiple spikes of darkness to erupt from the ground.
Dual Circus - Gathers both light and dark magic into a disk before firing all the magic in a barrage of beams designed to overwhelm the opponent.
Morning Light - Gathers Light and Dark magic in the air before releasing it straight down in a concentrated blast.
Wild Dance - Charges both of her swords with light and dark magic before sending blades of magic out at her enemies.
Daeshic Zantetsuken - Sayuri's ultimate close range spell. Wraps the blade of one of her swords with an immense amount of light and dark magic. She then brings the blade down on the opponent releasing all that magic on a single high power devastating strike designed to finish them in that single stroke.
Twin Swords - A pair of katana she was gifted by her adoptive father when she was younger. They are long without a guard and a simple black wrapping. The back of the blades are a dark silver with a scale pattern etched into it.
Sayuri is a calm and laid back individual rarely ever getting worked up or worrying about things. She takes things as they come and handles problems one at a time. She is also rather lazy preferring to handle things in the quickest easiest way possible. Despite her general attitude she is actually quite shrewd and intelligent using her attitude to disarm people. She is also known to be extremely difficult to anger but once she has gotten angry she's known to explode and is extremely difficult to calm down. When she's lazing around she's often reading a book or napping. She does enjoy doing her guildwork especially when that work involves a good fight as there are few things she enjoys more. The two things she hates the most are discussing her childhood and people that take advantage of others solely for their own gain.
Sayuri refuses to talk about her own life before she was twelve with anyone outside of a few very small details. She was adopted, she got her magic when she was young, her swords and necklace were a gift from her father, and that her adoptive father is dead.
When she was twelve she joined her first guild. A small guild on the border of Fiore known as Dragon Tyrant. Despite its name the guild was a pleasant welcoming guild that went out of its way to help the town and the surrounding areas. While the guild wasn't the strongest it was well respected and had a number of well known mages. The guild accepted her with vigor and enthusiasm. She was quickly acclimated into the guild and made several quick friends. She was initially taken under the wing of the guilds second in command to help out with the cooking and serving in the hall while she trained with her magic. It was necessary for her as she was powerful for her age and could lose control easily if she got emotional. She took to the training and her duties well and improved quickly. By the time she was sixteen she was one of the stronger members of the guild and had grown close with several members of the guild and even had her own team. Her life was good. Until a few years later.
When she was twenty her guild was attacked by the remnants of a dark guild that had recently been wiped out with assistance from members of the guild. They were taken by surprise and the Dark Mages were stronger than expected and it turned into a long drawn out battle between the two. The battle was ended when the Magical Knights arrived but by that time the guild had suffered the loss of a number of its members including key members and the Master. In the aftermath the guild did it's best to stick together but with the weight of recent events the guild's remaining members decided to disband and meet again in the future and hopefully remake the guild.
Sayuri spent two years wandering Fiore taking jobs and meeting other guilds though never joined any. Magnolia was a frequent stop as it was a good place of commerce and a good place for jobs. Then she heard rumors of a new guild being created in Magnolia just as she was thinking of joining one. She decided that a new guild would need her more than a well established guild. She decided then that she would join. A few days after the guild had been created she strolled into the guild hall and asked to join.
-Due to the lacrima she has a permanent cough. It's not debilitating but it is noticeable. -She is an excellent cook and has a taste for expensive food and alcohol. -She has her old guild's mark tattooed on both shoulders.