In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
[break] A rare form of magic that strictly allows the user to create golems. The magic revolves around the user’s ability to create golems of various elements, including other platinum-based elements [this is restricted in use, see downfalls of the magic]. The user can gain new elements by training them in character, this allows them gain a better understanding of the element in question. This does not give the summoner an insight into the one teaching them nor a way to commune with the element in question. When using a golem of a certain nature, that golem, if applicable, will gain that element’s affinity bonus towards its power, durability, or sensory stat.
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[attr="class","header2"]Strengths
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Naturally, start with three copper tier elements of their choice for their golems
Able to use different elements to create golems to do their bidding.
Naturally, gain the perk Puppet Master at creation this does not count towards the advanced perk cap for golem
Gain +10 mana upon creation and +10 mana whenever they rank up to Grand Rank
Gain +5 control upon creation and +3 control whenever they rank up.
Golems will be able to gain the affinity bonus of that element they are made out of. This will be only a single boon and not stacked on the golem's rank.
Platinum-based golems can naturally gain their passives (i.e a gravity golem would be invisible, a light would move quicker, and so on)
Summoners are able to create a golem per platinum element they know per rank
Summoners are able to learn 1 platinum magic per rank until Senior, at Grand and Archmage they are able to learn 2 capping them at 7 platinum elements in total at archmage.
Summoners are able to learn elements from special items, these items will be made by staff and will show up periodically in stores
The word count summoners need to learn elements are as follows
Summoners must do a training thread with a player character that has the element in question, they are unable to learn from NPC's (unless site npcs) or spirits. The thread must then go up for review and approved before you gain the element.
Summoners are only able to utilize the golem magic specialization and require a secondary element to take any more.
The boons your golems gain via the element of their creation are tied to that element's tier. So a fire golem would get the passive boon of a copper tier +1 in power. While a golem created out of obsidian would gain +4 durability due to being in the gold tier of elements.
Only elements that have an affinity towards power, sensory, and durability will be able to gain the passive boon
Summoners can not learn magics that are unable to have the golem magic specialization
Summoners can not learn wraith, sword or imitation elements due to how these magics work
Learning elements from specialized items with have a 50% increase to the needed word count unless stated otherwise
Summoner can not teach elements to other summoners or sword users that they have learned
[break] As far as four-leaf grimoires and their associated magic is concerned, Decay magic is arguably among the worst in its reputation. Capable of inflicting horrendous and painful curses that can rend flesh from bone over time. Some of the worst curses throughout history have been thought to have stemmed from this magic. Of course, for all of its brutal potential, it has next to no defensive options. [break][break]
[attr="class","header2"]Strengths
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Players start with Corroding Curse for free this doesn't count towards hex and curses advanced perk cap
+5 Power upon starting and +4 per Rank-Up
If the grab someone with the intent to do harm the person they grab will instantly take 1/4 rank damage. This damage will continue to build the longer they manage to keep ahold of their enemy capping at 2x rank damage.
When grabbing a person a debuff of the decay mages choice will be afflicted, this will start at 1/4 the strength of the rank below and slowly build to be 1.5x their own rank.
Decay induced debuffs linger even after the grip/spell has ended, this reduces at 1/4 of a rank each turn.
Decay induced damage will linger even after the grip/spell has ended, this reduces at 1/4 of a rank each turn.
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[attr="class","header2"]Weaknesses
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Must take Hex/Curse upon starting
Decay mages are unable to utilise the healing specialization
Decay mages are unable to utilise the defence creation specialization
Decay mages are unable to utilise the supplementary construct specialization
Due to the offensive nature of this magic, spells lose -10 Durability when clashing with other magics. This amount is lowered to -5 Durability at Grand rank.
Due to the nature of this magic, spells cannot be used to enhance others. If it is attempted, it will instead cause a debuff equal to the appropriate rank instead.
The Sustain cost for Decay is equal to its initial usage. Note when using the perk Mana Conservationist that it will affect the innitial cost but the sustain cost will not be half it will match the new innital cost.
When damage or debuffs are in their lingering phase they get a -3 to power each round (capping at -15) against healing spells clashing against them
[break] Have the power to cause the heavens to turn on your enemies. Cause villages to be wiped from the map in an instant if your wish is that. Storm magic allows just that. An element that allows the user to utilize wind, water, and lightning elements, bringing them together to summon powerful meteorological phenomena. The longer area effect spells are active, the large and more powerful these spells become, though at a price. [break][break]
[attr="class","header2"]Strengths
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Storm users have access to the elements: Lightning, Wind, and Water gaining all their affinity bonuses at +4 rate per rank up and starting.
Storm users can use all three elements in a single spell
AoE spells, when sustained, will grow an additional +15m per round for 5 rounds, this will increase to 30m per round for 5 rounds at grand.
Spells, that are AoE in nature, will gain +2 m/s when sustained. This increases by +2 per round. This caps at +10. At Grand rank, this caps at +20.
Spells gain +2 in all related stats per post sustained. At Grand, this is increased to +4. This caps after 5 rounds.
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[attr="class","header2"]Weaknesses
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Storm users naturally, take a -10 in power and durability when clashing with an element that has the durability affinity.
AoE spells, when sustained, increase their cost of mana by +2 each round, though this builds up meaning the first round is +2, second +4, third +6, and so on. This caps at +20. At Archmage the sustain cost is only +1 build up instead of +2.
Storm users are unable to use the Golem magic specialization
Storm users are unable to use the Restraint magic specialization
Storm users are unable to use the Trap magic specialization
Storm users are unable to use a single element alone, must always be paired with at least one of the three.
Storm users are able to take a second element, however, they are unable to use it in conjunction with a storm element spell
[break] This magic is a very rare type of magic that is a heavily support based giving the user better healing magic than most other mages. It's almost as if the user is blessed by an angel. [break][break]
[attr="class","header2"]Strengths
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User gains +10 mana to start as well as +15 at Grand
User gains Archangels Blessing this does not count towards the advanced perk cap for angelic
Naturally gain a +5 when trying to cleanse a curse or hex. This increases to +10 once they are grand rank.
Gains +4 control upon creation and rank up.
Player are able to resurrect at senior rank this will take 3 posts, Grand will take 2 posts and archmage will be instantly.
Once every second round an Angelic mage may heal naturally one rank below their character rank free of charge, this increases to twice per round at grand and three times per round at Archmage.
Natural heals will attempt to take away any negative status effects every time the Angelic mage uses a natural heal.
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[attr="class","header2"]Weaknesses
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Must take healing spec.
All power based specs gain a -10 power this is lowers to -5 at Grand
Unable to take Attack creation
Unable to take hex and curse
Due to being able to resurrect someone faster than other mages they also lose more stats players that resurrect someone with this magic will lose 10% of there stamina and control this lowers to 5% at Archmage.
Angelic users are unable to use the Trap magic specialization
Natural healing can only heal a single target at a time.
[break] This rare form of magic allows the user to create various different swords of unique shapes and sizes with different abilities. This is a very versatile magic, as each sword type can utilize many different kinds of magic. The swords themselves are created out of a metal similar to steel, coated in a magical aura, the color of which is the user's choice. Meaning the damage itself can be blunt or slicing/piercing. It is kind of a combination of Steel/Pure Aura in terms of functionality. The ranged or AoE attacks being made of this aura. The ways spells with this magic works is that the user's spell must be either a sword, or a spell that is utilized in tandem with a sword. Swords themselves may have their own ability, such as providing a hex, creating large attacks, or shields. But to utilize AoE or long range spells, a sword must already be active and the spell must come from said sword. This is further detailed below. [break][break]
[attr="class","header2"]Strengths
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Sword mages start with a single silver element of their choice
Sword mages at creation can choose between Apex Predator or Battle Knight advanced specialization perks, it doesn't which one of the two they choose it will not count towards their attack creation advanced perk cap
Sword users can start naturally with +4 power and then will gain +4 with each rank up.
Sword mages start with a +5 to their mana pool and gain +5 mana with each rank up
Sword Spell abilities have 1 charge that lasts for 2 rounds maximum, this increases to 2 charges for grand sword spells and above and will last for 3 rounds maximum
Sword abilities will be able to gain the affinity bonus of that element they are made out of. Example: Fire ability will gain +1 whereas a shadow ability will gain a +3
Sword abilities are able to learn elements from special items, these items will be made by staff and will show up periodically in stores
If the ability on the sword is a platinum element it will gain the strengths/weaknesses of the element
Sword mages are able to learn other elements to power their sword's abilities the word count required is as follows
Name of Spell: (name of the sword spell)[break] Rank & Spell Type: (Rank and specializations)[break] Range & Speed: (speed and range)[break] Mana Cost: (initial and sustain cost)[break] Stats Affected: (what are you buffing/debuffing)[break] Applicable Perks: (What advanced perks are you using)[break] Description: (describe how you activate the spell and the swords appearance)[break]
[break][break] Name of Spell: (Sword's spell name)[break] Elemental Type: (What element is on the sword)[break] Rank & Spell Type: (Rank and specializations)[break] Range & Speed: (speed and range of the spell)[break] Mana Cost: (how much is the charge costing)[break] Charges: (how many charges does the spell have)[break] Uses: (how many rounds can it be active)[break] Cooldown: (how long does it need before it can be used again)[break] Description: (describe how you activate and how the spell looks)[break][b]Name of Spell:[/b] (name of the sword spell)[break] [b]Rank & Spell Type:[/b] (Rank and specializations)[break] [b]Range & Speed:[/b] (speed and range)[break] [b]Mana Cost:[/b] (initial and sustain cost)[break] [b]Stats Affected:[/b] (what are you buffing/debuffing)[break] [b]Applicable Perks:[/b] (What advanced perks are you using)[break] [b]Description:[/b] (describe how you activate the spell and the swords appearance)[break]
[break][break] [b]Name of Spell:[/b] (Sword's spell name)[break] [b]Elemental Type:[/b] (What element is on the sword)[break] [b]Rank & Spell Type:[/b] (Rank and specializations)[break] [b]Range & Speed:[/b] (speed and range of the spell)[break] [b]Mana Cost:[/b] (how much is the charge costing)[break] [b]Charges:[/b] (how many charges does the spell have)[break] [b]Uses:[/b] (how many rounds can it be active)[break] [b]Cooldown:[/b] (how long does it need before it can be used again)[break] [b]Description:[/b] (describe how you activate and how the spell looks)[break]
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[attr="class","header2"]Weaknesses
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Sword spells/abilities cannot utilize the Golem magic specialization
Sword spells/abilities are unable to utilize the Trap magic specialization
Sword spells/abilties are unable to utilize the Healing magic specialization
Must take the Attack spec on character creation
Spells must have attack creation on them
Sword spell's abilities that run out of charges require a 3 round cooldown
Sword spells charges cost the same as their initial cost, this reduces to sustain cost at grand
Sword mages must do a training thread with a player character that has the element in question, they are unable to learn from NPC's or spirits. The thread must then go up for review and approved before you gain the element.
Learning elements from specialized items with have a 50% increase to the needed word count unless stated otherwise
You are only able to have 2 platinum swords per rank
All abilities on a sword must be the same element
Sword mages are unable to learn wraith, summoner, imitation, scribble, angelic or paint magics due to how those elements work
When the decay element is used on a sword it's up keep is increased by 50%
Swords will show aspects of what element is imbued on them. For example, a blade with lightning will have the element dancing around it, while shadow may have dark wisps
Sword spells can not be double elemented
Sword can only learn 1 plat per rank giving the max of 5 plats that can be learned
Spell caps for grand and archmage spells are still in place meaning if you use 2 grand abilities from one sword then another grand sword can't be called or other abilities used, the same goes for archmage swords, only one can be called per thread and only one ability may be used per thread; if your double elemented and you've used an archmage spell on that then you can not use an archmage sword spell or one of its abilities.
Sword magic is unable to be placed on items
Sword users can not teach elements to other sword users or summoners that they have learned
[break] Cosmic magic is one that has only been discovered in the last few hundred years and deals with the powers of the universe. It doesn't matter if it is creating small-scale stars, suns or moons to create warmth or cold or a guiding light, throwing miniature planets, comets or meteors to cause untold devastation to a single enemy or flatten an entire town, many people feel this is a gift from the mana and shouldn't be squandered. [break][break]
[attr="class","header2"]Strengths
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+4 Power upon creation and every rank up
Cosmic users have access to Fire, Lava, Ice and Earth Elements
Cosmic users can use all of the elements in the same spell
Cosmic users gain access to the perk Area of Triumph or Quick Shot this doesn't count towards their perk cap
Cosmic Spells that are AoE cause opposing spells to slow by 5m/s this increases to 10m/s at grand
Cosmic spells that are single target gain an additional 5m range on their spells per rank
Cosmic users gain an additional advanced perk for attack creation, defence creation or sensory. This does not count towards the natural cap.
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[attr="class","header2"]Weaknesses
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Must take healing spec.
Cosmic spells take a -10 on durability when clashing with other spells, this reduces to -5 at grand
Cosmic spells cost 20% more mana than the average spell of the same rank
Cosmic users can not gain the benefit of perks that reduce mana cost
Cosmic spells have at least two of their four elements inside the spell
Cosmic users are able to take a second element, however, they are unable to use it in conjunction with a cosmic element spell
Cosmic users are unable to use the trap specialization
Cosmic users are unable to use the transformation specialization
Cosmic users are unable to use the supplementary construct specialization
This is a new magic that seems to have evolved into something more than it was, how it happened no one knows; perhaps just like magic each and every artistically inclined paint mage has their visions and passion for their art making them some of the most unique and eccentric mages out there.
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[attr="class","header2"]Strengths
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Those who have paint are able to choose any two stats and gain a +3 to both affinities at creation and every rank there after
Paint users gain an additional perk at creation and an advanced perk to one of their magic specializations at grand
They naturally gain the perk patience free at Senior
At creation they RNG the platinum magics and take 2 strengths from that element
Every time they rank up they RNG the platinum magics and take one strength from that element(Note: rng'd strengths should be recorded inside your tracker or your grimoire)
Paint mages can have up to two elements of gold or below inside a single spell
paint mages are able to have double spec trap spells
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[attr="class","header2"]Weaknesses
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When a paint mage RNG's for their strengths they will also take the same amount of weaknesses from that element(Note: rng'd weaknesses should be recorded inside your tracker or your grimoire)
Paint mages can not take strengths or weaknesses from wraith, summoner, sword or imitation
Paint mages can not use their element in conjunction with any other element due to its nature in regards to spells
Double trap can not be purchased, they must be trained