Primary Magic: Omni-Elemental Manipulation
Secondary Magic: N/A
Caster or Holder: Caster
Description: A elemental based magic, which allows the caster to utilize multiple elemental abilities. A very versatile magic but it comes at a cost. Being able to use a wide array of magic, prevents the user the ability to focus on one particular type. (i.e. Jack-of-all-trades but a master of none.) The ability to use magical forces to varying degrees which may include moving, altering, and mixing existing elements or pull atoms together and create one atom from many others.
Conrad combines both his spells and his weapons, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, he unlocks powerful combinations that allow him to merge his talents further. At the pinnacle of his art, Conrad becomes a blur of steel and magic a force that few foes would dare to stand against.
Innate Abilities:
-Subatomic Manipulation: Using this magic allows the user to manipulate elements at a atomic level, creating various effects and abilities.
-Element Detection: Can sense elements that he is currently using (i.e. when using shape earth) in a 30 foot radius around him.
-Element Creation: The user can fabricate minor constructs out of the ambient elements. (i.e.small stone idol or wood doll.) He can only shape an element that he has in his spell list. (Non-Combat posts only [harmless].)
-Elemental Absorption: The user of this magic may store elements within his body for later use. (may only do this in non combat posts.)
-Elemental Resistance: User gains a 25% resistance to the last element he used. (does not stack)
Aura Type:N/A
Strengths:
-Versatility: The combinations of abilities makes this magic very versatile
-Environmental Cloak: User of this magic suffers less harm from being in a hot or cold environment. He can exist more comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius)
-Elemental Empowerment: Users become stronger, faster, more durable, etc. when they come in contact with elements. (more details in individual spell descriptions)
Weaknesses:
-Slayer Weakness: Elements created by this magic can be consumed by slayers.
-Unstable Elements: Can only use one type of element per post, due to the abundance of elements. Being able to sense the elements, its hard to concentrate on more then one element at a time.
-Elemental Awareness: When the user of this magic cast's a elemental spell his presence can be felt by users of the element cast. His exact location can be discerned within half a mile.
-Emotional Bleed: Each element carries over a certain emotion that effects the user. (Further described in spell descriptions.)
Lineage: Armored Beast
- D-Rank Spells :
- Immolating Weapon :
Name: Immolating Weapon
Rank: D
Type: Fire, Offense, Utility, Buff
Description: Ignites a weapon by quickly vibrating the atoms around it, super-heating the weapon making it explode into fire (gives off light like a torch.). Adds D-Ranked fire damage to a weapon, igniting anything flammable on contact, causing it to take D-ranked damage per post for as long as its on fire. While this spell is active, grants the user an increase to their strength and causes the user to become enraged for the duration of the spell.
Strengths:
-Fire Manipulation: Any fire made by this spell is harmless to the user.
-Melting Point: Exposure to the flames causes thin metal to super-heat and become brittle.
-Immolating Might: Users physical attacks (not spells damage) deal double damage during the duration of the spell.
Weaknesses:
-Slayer Weakness: Can be consumed by fire type slayers.
-Weapon Deterioration: Weak weapons slowly take damage over time.
-Barbarians Rage: While spell is active character character will attack anything he can see including allies.
-Extinguish: Higher ranked water spells nullify this spell.
Cooldown: 4 Posts
Duration: 2 Posts
Cast Time: Instant
Range: Any Weapon in Hand
- Healing Water :
Name: Healing Water
Rank: D
Type: Water, Support, Healing, Utility, Buff
Description: The user can heal themselves or others by using water by absorbing water molecules and transfer medicament into the body at a molecular level, or having water molecules to repair and regenerate damaged cells and molecules. Regenerates 5% Health per post, recipient gains an increase to their intelligence and becomes calculatedly logical for the duration of the spell.
Strengths:
-Water Condensing: This spell can be formed by ambient water molecules.
-Medicine Transfer: This spell can be used with liquid medicine and transfers any effect of the used medicine.
-Minor Regeneration: Regenerates small wounds. (i.e. cuts, bruises, scrapes, etc.)
Weaknesses:
-Slayer Weakness: Can be consumed by water type slayers.
-Targeted: Only single target can benefit from this spell.
-Vocal Component: User must complete a short chant.
-Arid Conditions: Only heals 2% health per post in hot or dry areas.
Cooldown: 4 Posts
Duration: 2 Posts
Cast Time: Takes effect after chant (instant)
Range: 30 Feet
- Wall of Stone :
Name: Wall of Stone
Rank: D
Type: Earth, Defense, Support, Utility, Buff
Description: This spell creates a wall of rock from existing abient earthen materials, the wall cannot be conjured so that it occupies the same area as anything living. The wall is 2 feet thick, 10 feet tall, and 15 feet long. The wall created need not be vertical, nor rest upon any firm foundation; however, it must stay merged with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance. It may be shaped with a curve to form a seim circle around the user but it must stay it's original height, length and thickness. The wall may be altered to allow slight alterations within the wall (i.e. small holes in the wall so that people can see through to aim wepons or magics). User also gains a increase to endurance and becomes emotional level headed and stalwart while the wall is out.
Strengths:
-No Sight: Can block line of sight from anyone with standard sight.
-Defender: Can block damage from projectile or melee attacks.
-Readily Availiable: it's hard to find a place without earth.
Weaknesses:
-Slayer Weakness: Can be consumbed by earth type slayers.
-Limited: Can only produce one wall at a time.
-Somatic Component: The user must control this spells with hand gestures.
-Destruction: Can only take 4 D-Ranked damage before its destroyed.
Cooldown: 4 Posts
Duration: 2 Posts
Cast Time: Instant
Range: 10 feet
- Lightning Bullets :
Name: Lightning Bullets
Rank: D
Type: Lightning, Offense, Buff
Description: The user can fire bullets composed of energy from their own body as opposed to a firearm at 100 feet per second ( Severly less then the speed of lightning [186,000 miles per sec].). The user projects the bullets from his finger tips, four bullets can be fired from any unoccupied hand. Each bullet deals 1/2 D-Rank lightning damage. During the post in which this spell is cast, user becomes quicker and gains a intellectual mindset.
Strengths:
-Overcharged: If hit by a lightning spell within one post of using this spell (still takes full damage from enemy spell), allows the user to fire two charged bullets that deal full D-Rank damage(one from each hand).
-Generated: Lightning created by this spell is generated from users own body. (Negative bio-electricity)
-Fast: The speed of the bullets make it hard to dodge.
Weaknesses:
-Slayer Weakness: Can be consumed by Lightning type slayers
-Dissipation: Deals no damage to earth to earthen elements.
-Magnetic Disruption: Electricity may be redirected by certain materials(i.e. Metal), is affected by strong magnetic pulls.(i.e. areas of high magnetism, users of magnetic manipulation.
-Charging Time: User must regenerate his bio-electricity before using this spell again. (increase cooldown by 2 Posts)
Cooldown: 4 Posts
Duration: Instant
Cast Time: Instant
Range: 100 Feet
- Air Walk:
- Name: Air Walk
Rank: D
Type: Air, Support, Utility, Buff
Description: The user can form compressed air around his feet, creating a solid like surface. They can run and move across the air as if walking on the ground, giving them greater maneuverability in their environment. The user cannot exceed 30 feet height or bring anyone with them. During the duration of the spell user becomes more limber also user becomes more tranquil emotionally.
Strengths:
-Rider: During spells duration the user gains the ability to read air currents.
-Jumper: Enhances users jumping ability.
-Noiseless: Movement on air makes no sound.
Weaknesses:
-Slayer Weakness: Can be consumed by a air type slayer
-Wind Disruption: Higher ranked air spells can dissipate this spell.
-Lightweight: Cannot Exceed 400 pounds of weight.
-Mother Nature: Natural disasters involving Air distorts the spell.
Cooldown: 4 Posts
Duration: 2 Posts
Cast Time: Instant
Range: Self
- Ice Shard:
- Name: Ice Shard
Rank: D
Type: Ice, Water, Offense, buff
Duration: 1
Cooldown: 4
Description: The user collects ambient water molecules in the air then condenses them into a shard of ice 1 meter long and 1/2 meter thick. This shard can be summoned anywhere within a 3 meter radius of the caster. The caster can launch the shard in a direction up to 10 meters away from him at a rate of 5m/s. The shard does 1 D rank in damage and breaks apart if hit with 1/2 D rank in damage. The target hit is slowed by 10% for the duration of the post in the area they was hit. The user becomes more calm in mind and body for the duration of the post.
Strengths:
-Ranged: This spell can hit a target 10 meters away.
-Abundance: This spell can be used anywhere there is water.
-Cold: Freezes the area hit by the spell.
Weaknesses:
-Too Hot: Can't be used in hot areas that exceed 40 degrees Celsius.
-Single: Can only produce one ice shard.
-Melted: Spell immediately melts upon contact with any fire.
-Slayer Weakness: Can be consumed by ice slayers.
- Light Grenade:
Name: Light Grenade
Rank: D
Type: Light, Defense, Utility, Debuff, buff
Duration: 1
Cooldown: 4
Description: The caster condenses light photons in a 3 meter area, up to 10 meters away from the caster. The condensed light photons explode in a 3 meter radius causing a flash bang effect. Anyone looking at the explosion in a 5 meter radius area are blinded for 2 post. The caster becomes more cheerful and energetic during the post.
Strengths:
-Ranged: Can be used 10 meters away from the caster
-Blinding: This spell blinds anyone within 5 meters of the explosion
-Abundance: Can be used anywhere there is light
Weaknesses:
-Unfriendly: Hits anyone within its radius including allies and caster.
-Darkness: Cant be used in complete darkness
-Low light: Duration is halved when in areas of dim light or at night.
-Slayer Weakness: Can be consumed by light slayers.
- Dark Lance:
- Name: Dark Lance
Rank: D
Type: Darkness/Shadow, offense, debuff
Duration: 1
Cooldown: 4
Description: The user releases a bolt of solid darkness energy 5 meters long and 1/2 meter thick from his hand at a rate of 3m/s, hitting everything along line . The lance of darkness deals 1 D rank of damage and penetrates 1 D rank defenses. The user becomes more afraid mentally and physically weaker during the duration of the post.
Strengths:
-Line: This spell hits everything in a line.
-Penetration: Breaks through 1 D rank defense.
-Semi-Ranged: Can hit at 5 meters but must stay attached to his hand.
Weaknesses:
-Light: Cannot be used in areas of intense light.
-Somatic component: Needs at least one open hand to cast.
-Unfriendly: Hits everything in the line including allies.
-Slayer Weakness: Can be consumed by shadow slayers.
- Metal Shield:
- Name: Metal Shield
Rank: D
Type: Metal, Earth, defense, buff
Duration: 3
Cooldown: 4
Description: The user condenses metallic earthen materials into a small (15cm by 45cm) metal buckler that attaches onto the users arm. The shield can take up to 2 D rank of damage before destroyed. The user becomes defensive mentally and gains a increase in endurance which allows the user to be active longer for the duration of the post.
Strengths:
-Block: The spell can block all physical attack before it breaks.
-Endurance: User with shield equipped can run longer, withstand environment longer, swim longer, etc.
-Attached: The shield attaches directly to the forearm so it takes so hands to use.
Weaknesses:
-Metal: Metal from this spell takes on all negative effects of its type.
-Small: The shape is small only 15cm by 45cm
-Defense Only: The shield deals no damage even if hit by it.
-Slayer Weakness: Can be consumed by metal slayers.
- Movement of the Wind:
- Name: Movement of the Wind
Rank: D
Type: Wind, Utility, Buff
Duration: 3
Cooldown: 4
Description: The user gains a 25% speed bonus by reducing air resistance and utilizing pressurized air for propulsion. The user becomes physically lighter decreasing his total weight ( His weight including equipment ) by 25% by using the pressurized air. During the duration of the spell the user becomes more energetic and more agile allowing him to do more complex movements.
Strengths:
-Jump: Being 25% lighter slightly increases the users jump height.
-Windy Movement: Due to the wind displacement the user is unhindered by small debris.
-Speed Control: Being more agile enhances the users ability to move at high speeds.
Weaknesses:
-Vacuum: Cannot be used in areas with no air.
-Personal: This spell can only be used on the caster.
-Violent: C rank and higher wind attacks can cancel this spell.
-Slayer Weakness: Can be consumed by air type slayers.
- C-Ranked Spells:
- Metal Exoskeleton :
- Name: Metal Exoskeleton
Rank: C
Type: Metal, Earth, Offense, Defense, Utility
Duration: 3
Cooldown: 6
Description: The user of this spell can form existing metal into an armor that covers the users body and any armor he may be wearing. The armor created is based on amount of metal used. 10 pounds of metal will create a small exoskeleton of thin wires, which reduces 2 D-Rank physical damage. 25 pounds will create segmented plates that cover the user, which reduces 1 C-Rank and 1 D-Rank physical damage. 50 pounds will cover the user entire body except for key points ( Eye's, Nose, Ears, Mouth.), Which reduces 1 B-Rank of physical damage before destroyed. During this spells duration the user becomes physically harder and stern emotionally for the duration of the spell.
Strengths:
-Reduced Force: The user of this spell takes half the force of C-Rank or lower attacks.
-Damage Reduction: Damage done to user is reduced by its protection.
-Substance Mimicry: The armor takes on all Good properties of the metal(s) used to make it.
Weaknesses:
-Slayer Weakness: Can be consumed by metal type slayers.
-Substance Mimicry: The armor takes on all Bad properties of the metal(s) used to make it. ( Silver having the highest conductivity.)
-Only Physical: Damage that doesn't deliver any physical force bypasses any protection from this spell. ( Fire, Electricity, Etc.)
-Weight Dependency: Must have enough material to make each form.
- Cone of Cold:
- Name: Cone of Cold
Rank: C
Type: Water, Ice, Cold, Offense, Utility.
Duration: instant
Cooldown: 6
Description: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing C-Rank damage in a 15 foot diameter at the end of the cone. User of this spell becomes relaxed physical and cold emotionally for the duration of the post.
Strengths:
-Ranged: This spell hits a large area.
-Frostbite: Exposure to this spell can develop frostbite.
-Chill: Use in extreme heated areas can cool down allies. ( They still take the spells damage.)
Weaknesses:
-Slayer Weakness: Can be consumed by water/ice type slayers.
-Unfriendly: Allies can be hit by this spell as well as enemies.
-Somatic Components: User must have one hand open to use this spell.
-Fire Bad: Fire spells of same rank or higher can withstand this spell. ( huddle around the fire it will keep you warm.)
Range: 60 foot cone.
- Plasma Bomb:
- Name: Plasma Bomb
Rank: C
Type: Fire, Heat, Electricity, Offense
Duration: Instant
Cooldown: 6
Description: User can create, shape and manipulate plasma, a state of matter consisting of fully ionized gas of low density containing an approximately equal number of positive ions and electrons. The user of this spell forms the plasma into small unstable bombs that deal C-Rank damage in a 5 foot area. The user can create on bomb per hand if the hand is free, if both hands are used damage is D-Rank per. The user prevents the frostbite condition and energetic emotionally for the duration the post.
Strengths:
-Mixed Diet: Slayers must have both elements to eat this spell.
-Ranged: User can form the plasma from far away.
-Explosion: Creates a small explosion.
Weaknesses:
-Slayers Weakness: Slayers of the appropriate combination of elements can eat this spell.
-Unfriendly: Allies can be harmed by this spell.
-Environmental Destruction: Damages the area from the explosion.
-Somatic Component: Requires free hand to cast.
Range: 25m (82 feet)
- B Rank Spells:
- Typhoon:
- Name: Typhoon
Rank: B
Type: Lightning, Wind, Water, Offense, buff
Duration: 4
Cooldown: 7
Description: The caster uses the surrounding elements to create a violent typhoon within 50 meters of the caster. The typhoon cylinder is 30 meters tall. The typhoon strikes anything within 15 meters with violent winds of around 160km/hr, sucking anything within 20 meters of the spell into the Typhoon. The winds carry large amount of water and lightning in it's strong winds. This spell attacks a 15 meter circle dealing 0.5 B damage a post from the wind and water. Any target within the typhoon on post 2 and 4 of it's duration takes an extra 0.5 B damage from the lightning. After this spell has been cast this spell cannot change places or be turned off by the caster until the duration is finished. During the duration of the spell the caster becomes more spastic and energetic. The user gains a 50% speed bonus during the duration of this spell. (passive: Elemental empowerment.)
Strengths:
- AoE: The typhoon can hit multiple targets at once.
-Mixed: Due the mix of elements this spell cannot be eaten by a single slayer.
-Vortex: The typhoon can pull objects and people inside.
Weaknesses:
-Unfriendly: The typhoon hits anything within it's radius including allies and caster.
-Water Dependence: This spell can only be cast in areas with high humidity.
-Open Area: This spell can only be cast in areas big enough to contain it. (at least 20x40 meters,)
-Extra Mana: This spell needs 5% more mana to cast due to the large scale and elements.
- Crystal Barrier:
- Name: Crystal Barrier
Rank: B
Type: Earth, Defense, Offense, buff
Duration: 5
Cooldown: 7
Description: The user can create crystals from nothing or the surrounding environment. The user pulls together surrounding earthen materials into a crystalline form. The crystal surround the user in a spinning, high velocity 3 meter dome of protecting anything inside. Anything that touches the barrier takes 1 B rank damage per post as long as they continue to touch it. The wall of crystals can be destroyed by 2 B rank of damage, shattering the spells effect. The user becomes more shielded mentally during the duration. The users body becomes harder resisting more force.
Strengths:
-Shield: Stops any physical force trying to enter the dome.
-A million edges: The crystals made from this spell are razor sharp.
-Readied Supply: The spell can be used with any earthen material.
Weaknesses:
-Fluid Bypass: This spell in unable to stop any fluid from entering.
-Unfriendly: Anything touching the barrier gets hurt including allies and the user.
-Unmovable: The barrier cannot be moved by the user.
-Slayer weakness: Can be consumed by earth slayers.
- Photon Control:
- Name: Photon Control
Rank: B
Type: Light, Offense, Defense, Utility, buff
Duration: 5
Cooldown: 7
Description: The user can manipulate photons to solidify the light, with the level of solidity going from loose jello to metal-like hardness or beyond. The user shapes the light using his hands into any shape he needs. The solidified light deals 0.5 B rank damage from each individual source, deals double damage when used through any object that magnify (I,E Lens.) . The user may only manipulate 2 meters worth of photons per post. Any construct made during a single post dissipates on the next. The user becomes more hopeful and energetic during the duration of the spell.
Strengths:
-Abundance: Can be used anywhere there is light.
-Reflective: The photons bounce off of reflective surfaces.
-Intensify: Constructs become stronger if moved through a magnifying object.
Weaknesses:
-Draining: Takes an extra 1% mana per post to control.
-Somatic Component: User must use his hands to control the spell.
-Darkness: Can't be used in complete darkness.
-Slayer weakness: Can be consumed by light slayers.
- Signature Spell:
Name: Solar Energy Absorption
Rank: B
Type: Signature, Light, Buff, Offense, Defense, Utility
Duration: 5
Cooldown: 7
Description: User absorbs solar energy and can utilize it for physical strength. The cells of a normal human body convert energy from foodstuffs into a form of energy usable by the body. This energy is stored through converting molecules of adenosine diphosphate (ADP) in the cells into adenosine triphosphate (ATP); the energy is released when necessary by breaking a chemical bond in the ATP molecules, converting them back to ADP. The user of this spell absorbs any solar energy for the duration of the spell. The user can go without food, heals 5% Mana per post, becomes more serene while in solar energy (I.E. sunlight.). Can only be used Twice per thread.
Strengths:
-Absorption: Absorbs any solar energy.
-Readied Supply: Solar energy can be found easily.
-Self-Sustenance: This spell provides the equivalent of one meal.
Weaknesses:
-Light Dependency: Must be in solar energy to use this spell.
-Nightfall: Can't be used at night.
-Dehydration: This spell dehydrates the user making them need more water then usual.
-Spell Destruction: This spell can be stopped by same rank or higher darkness type users.
Last edited by GraveDragon on 9th July 2015, 10:03 pm; edited 13 times in total