Magic
Primary Magic: Excussum Secondary Magic:
Caster or Holder: Caster
Description: Excussum is a special form of electrical manipulation through magic. Quite simply, this uses the entire spectrum of what lightning could be capable of, rather than dealing with just the sheer power of lightning. This specific branch of magic encompasses the full range of abilities possible when one can manipulate electricity to their will. As with anything so wide spread, it takes both immense control and power to fully master, rather than the single side that most things require.
The actual requirements of this are for the user to move when gathering the magic. The reason is because the user actually draws in potential energy from the air. Furthermore, the user's movements direct and control the electricity directly, rather than words, or conduits. Excussum gives one both precise control over electricity and incredible power with it.
Strengths:
- Unlike most branches of magic, Excussum is capable of both subtle and overt techniques, along with its natural adaptability, this makes Excussum one of the more flexible branches of magic.
- Electricity has many powerful abilities, allowing one to do anything from simply taze an opponent, to subtly manipulate magnetic fields, if one is skilled enough.
- Due to the natural energy absorption that feeds this magic, electrical magic will affect the user far less than it would someone else.
Weaknesses:
- Due to the ridiculous difficulty of Excussum, it takes a very skilled user to master or even use it effectively.
- Electricity can easily backfire on the user with the introduction of water.
- Obviously, electricity cannot affect that which does not conduct, such as rubber.
- Due to the natural energy absorption that feeds this magic, heat and kinetic energy will affect the user more than a normal person.
Abilities/Powers:
- Passive:
- Insane Reflexes - The user of Excussum is naturally in tune with electricity, letting their own electrical response in their body flow faster passively. This gives them insane reflexes. 25% increase from average for rank.
Increased Speed - While not as drastic as the increase to their reflexes, the users of Excussum are naturally much swifter than others. 15% increase from average for rank.
Enhanced Strength - Due to the forced contractions electricity can cause in the muscles, Excussum users are much stronger than their non-excussum equivalent. 10% increase from average for rank.
Heat Resistance - Due to the heat of electricity transference, users are slightly resistant to heat, though this is a very low resistance. 5% resistance.
Spells
- Lineage Spells - Monkey King's Descent:
Name: Rankyaku
Rank: D
Type: Wind, Offensive
Description: The user moves part of their body, or weapon, in a curved movement, similar to a vertical sword swing or a karate chop. As this is done, a small blade of wind, visible and green, shoots out and enhances the swing with a cut. If this is used with a sword, it not only adds sharpness, but carries the original sharpness of the blade as well. Has a length of one to two meters, with a width of .5 centimeters. Adds a D rank worth of damage.
Strengths:- Can be used to make swords into long ranged techniques.
- Can turn punches and kicks into truly deadly attacks.
- Adds sharpness to any attacks it is used with, including sword attacks.
Weaknesses:- Has a cooldown of two posts.
- User cannot control the blade once it is released.
- The blade of wind travels in a straight line.
- Can be blocked by durability higher than the rank of this spell.
Cooldown: 2 Posts
Duration: Instant
Name: Frictus
Rank: C
Type: Ice, Supplementary
Description: The user coats their feet in smooth ice, reducing friction to almost nothing. This allows them to move even faster than normal. The ice will not melt unless a heat based spell is used to negate it.
Strengths:- The user moves much faster than normal, due to the reduction of friction.
- The spell does not have an upkeep. Once it is activated, it does not cost anymore.
- Does not expire, unless forced to by either the user's willpower, or a heat based spell (Lava, fire, anything of the sort)
- Lasts for five posts.
Weaknesses:- The user does not lose momentum, making it easy to slide into walls and hard to control.
- Unless the user uses an object like a sword or a pole to turn, it is impossible to turn fast, allowing only slow turns by leaning to one side.
- In overly hot areas, where no water can form, it is impossible to use this.
- Can not be used to go uphill.
- Has a cooldown of 5 posts, starting after it ends.
Cooldown: 5 Posts
Duration: 4 Posts- Can be used to make swords into long ranged techniques.
- D Rank Spells:
- Name: Shame
Rank: D
Type: Lightning, Offensive
Description: The basic technique of Excussum, Shame, pronounced Sha-May, is a simple technique which creates electricity, before it is directed through the body to wherever on the body the user wishes. The electricity is transferred by touch, but it can be sent through metal, however once it touches the metal, it is beyond the user's control. The level of electricity varies between simple static shock and the power of a tazer, depending on the user's own power, and the resistance of what he is putting the electricity into. Damage equal to a normal D rank.
Strengths:- Able to force electricity into things for later use, especially useful when the user has other spells that use said electricity.
- The electricity can be transferred into conductive objects for immediate use as well, meaning the swing of a sword or metal staff could cause the same effects as simply touch someone with electricity.
- Can be controlled so that it is only weak enough to give a single static shock, or to full stunning.
Weaknesses:- Requires the user to be moving for it to work.
- Able to be resisted by nonconductive material.
- Requires touch
- Cooldown is 2 posts.
Cooldown: 2 Posts
Duration: Instant
Name: Kenbun
Rank: D
Type: Lightning, Sensory, passive
Description: Kenbun is the ability to passively sense electricity within a 25 meter radius. This includes bio-electricity, which can be found in the nervous system of all animals. Of course, this also allows him to detect if someone else is an electricity using mage, and electrical items.
Strengths:- Can sense people and animals up to 25 meters away
- Does not require concentration
- Can sense electric based mages, and differentiate them from normal people
Weaknesses:- Cannot sense the differences between other types of mages, only electricity based mages
- Can be 'blinded' by massive bursts of electrical energy
- Can be nullified by rubber coating
- Can be nullified by the user or target being submerged in water
Cooldown: Passive/Always Active
Duration: Passive/Always Active
Name: Hao
Rank: D
Type: Lightning, Supplementary
Description: Hao is the ability to levitate and fly by electromagnetic manipulation, effectively pushing the user away from the earth itself. Of course, Kuro could extend this to others so long as he directly touches them. Kuro can only fly as fast as 20 m/s, including when he is carrying things.
Strengths:- Lasts up to 3 posts.
- Allows for aerial battles
- Allows for easy escapes
Weaknesses:- Cannot be used when wet or wearing rubber
- Has a cooldown of four posts.
- Kuro can only extend this ability to, at most, two people
- The height limit is only 20 meters.
Cooldown: 4 Posts
Duration: 3 Posts
Name: Shigan
Rank: D
Type: Lightning,
Description: Shigan, similar to Buso, hardens the skin, but instead of Buso, which can effect the entire body, Shigan affects only the hands and feet. Shigan adds a sharpness to whatever part is affected, giving the user the ability to cut through most basic materials. Adds a D rank worth damage to the attacks.
Strengths:- Turns a non-threatening gesture, like poking the forehead, into a deadly attack, making it wonderful for sneak attacks.
- Can be used to cut through most materials not magical in nature.
- Can also be used for defense.
- Allows the user to fight more effectively during hand to hand combat.
Weaknesses:- Cooldown of 2 posts.
- Cannot be used when wet or wearing rubber
- Close Combat only.
- Kuro can only have two parts of his body enhanced with this at a time, so one hand and one foot, or two hands, or two feet.
- The Sharpness can be negated with a sword of equal rank.
Cooldown: 2 Posts
Duration: 1 Post - Able to force electricity into things for later use, especially useful when the user has other spells that use said electricity.
- C Rank Spells:
- Name: Buso
Rank: C
Type: Lightning, Defensive
Description: Buso is the ability to bind the skin on the body together, hardening the skin to a great extent. The effected skin turns black. The electricity binds the skin together through electromagnetic bonds. For the most part, this can block even sharp swords, and, when used to punch things, can enhance the power of a punch. Adds C rank damage for attacks, and can stand against a single B rank worth of damage, or 2 C ranks worth of damage. Breaking through activates the cooldown.
Strengths:- Can block both blunt and sharp objects depending on the force applied.
- Can be used to make punches and kicks much much harder.
- Can be used for long periods of time (5 posts.)
Weaknesses:- Cooldown is double the amount of posts Buso has been active. If active for 1 posts, cooldown is 2, if active for 2, cooldown is 4, etc.
- Does not enhance strength, so if one can push the part of the body that uses Buso away, the hit may still connect.
- Requires concentration, so if the user is distracted, they will not be able to maintain the spell.
- Can be broken with enough force
Cooldown: Double Duration in Posts
Duration: 5 posts
Name: Fuwa
Rank: C
Type: Lightning
Description: The user uses Shame to imbue a target with his lightning. The target cannot be humanoid. Once this is done, the user gains control of the object's electromagnetic field. This allows the user to repulse and attract the object from the earth and themselves, allowing for micro-control, allowing the user to fully levitate and control the object, up until the object gets 15 meters away. The object moves as fast as the user is.
Strengths:- Can be used in combination with weapons to create long range attacks.
- Can be used to create traps.
- Once activated on an object, it requires no further magic to control, since the magic binds itself to the object.
Weaknesses:- Costs the sum total of One D rank, and one C rank spell, due to Shame being used to use this.
- Object cannot make sharp turns when in motion.
- Requires concentration, so if the user is distracted, they will not be able to maintain the spell.
- If the object is struck with another person's lightning, the spell is canceled.
Cooldown: 3 posts
Duration: Permanent until disrupted
Name: Execution
Rank: C
Type: Lightning, Offensive
Description: A small ball of concentrated energy forms on the user's body, wherever the origin of the beam is. Once the ball is formed, a beam, one inch wide, is formed, shooting out in a straight line. In this particular instance, the user utilizes the kinetic and thermal energy of lightning, rather than the electrical. The beam itself is meant to be similar to a gun, rather than a taser. This means it focuses on piercing power rather than electrical power. Once it hits an object with durability equal to its rank, it pierces the object, but goes no further. Until it hits an object with durability equal to its rank, however, it will continue to go further and further until it dissipates. Does damage equivalent to 1.5 C ranks worth.
Strengths:- Allows for sniping.
- Surprise attacks are possible, but hard to pull off.
- The beam itself travels at the speed of lightning.
Weaknesses:- Cannot be used when wet or wearing rubber
- While the beam is as fast as lightning, the ball forms slowly, giving plenty of time for the target to notice and dodge.
- Kuro must stand still when using this.
- The beam dissipates when it reaches 30 meters.
Cooldown: 3 Posts
Duration: Instant - Can block both blunt and sharp objects depending on the force applied.
Last edited by Psychosis on 8th November 2014, 5:11 pm; edited 10 times in total