(C-ranked version)
Magic
Primary Magic:Body Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: While many wizards out there have the ability to control the elements, or the world around them in some form or create there own weapons. Body Magic is the ability to control the very body and turn it into a wizards weapon. Everything about the human body becoming a tool for magic. The bones, blood, skin, muscles, nerves, organs, hair, finger nails, everything in the human body can be manipulated and used in a large variety of ways, making for a very versatile type of magic. The versatility is huge, each part of the body can be changed, reworked, built or broken
Strengths: The main strength of this magic is versatility and adaptability. This magic could be used to make bones harder and into weapons, blood to be produced into a liquid weapon, skin turned to armor, muscles and maybe even the human soul, to be built for certain performances, organs to perform stronger and aid the body. The potential is vast just like any other magic, making the body itself a magical tool. The magic can support many kind of wizards as well, front line fighters, tanks, smoke and mirror types, long range, close range, whichever you prefer, body magic can aid in.
Weaknesses: The big problem with body magic is the in fact it's own greatest strength. The Body: Body requires to body itself and everything inside to be used and pushed. Everything the body magic requires cannot easily be replaced. It's the sacrifice that's the biggest weakness of all. For example, using you own blood as a weapon would be great, however you wouldn't be magically regenerating that same blood. Anything the body uses of itself can't be replaced without some higher ranking body magic. Which then of course would deprive of energy just to replace what you use. It's like flame user having to perform a spell to get his own fire back after having thrown it, just to use the spell in the first place. It's the sacrifice problem can make body magic versatility become a weakness if not used properly. Each spell performed in other words will have to be made to count.
Abilities/Powers:
Physically Built and Trained: A common trait of Body Magic user's is there overall physical abilities when not using spells. Due to the magical energy that flows there bodies on a more literal level, normally speaking a Body Magic user is faster, stronger, quicker and has better reflexes. This natural ability gives them an edge over someone that uses no magic whatsoever by increasing the standard level by a magical B ranked level of physical abilities. Meaning a single punch is equal to B-ranked magical power. This ability also affects the speed of his flight.
Toughness: Body Magic users carry with them a toughness, able to shrug off major wounds as well and fear, pressure and shock. As these are all things the body goes through, a body magic user can master their pain and keep fighting without responding to it.
This also gives a natural resistance to physical damage of the same rank as the wizard by 20%.
Magic
Primary Magic:Body Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: While many wizards out there have the ability to control the elements, or the world around them in some form or create there own weapons. Body Magic is the ability to control the very body and turn it into a wizards weapon. Everything about the human body becoming a tool for magic. The bones, blood, skin, muscles, nerves, organs, hair, finger nails, everything in the human body can be manipulated and used in a large variety of ways, making for a very versatile type of magic. The versatility is huge, each part of the body can be changed, reworked, built or broken
Strengths: The main strength of this magic is versatility and adaptability. This magic could be used to make bones harder and into weapons, blood to be produced into a liquid weapon, skin turned to armor, muscles and maybe even the human soul, to be built for certain performances, organs to perform stronger and aid the body. The potential is vast just like any other magic, making the body itself a magical tool. The magic can support many kind of wizards as well, front line fighters, tanks, smoke and mirror types, long range, close range, whichever you prefer, body magic can aid in.
Weaknesses: The big problem with body magic is the in fact it's own greatest strength. The Body: Body requires to body itself and everything inside to be used and pushed. Everything the body magic requires cannot easily be replaced. It's the sacrifice that's the biggest weakness of all. For example, using you own blood as a weapon would be great, however you wouldn't be magically regenerating that same blood. Anything the body uses of itself can't be replaced without some higher ranking body magic. Which then of course would deprive of energy just to replace what you use. It's like flame user having to perform a spell to get his own fire back after having thrown it, just to use the spell in the first place. It's the sacrifice problem can make body magic versatility become a weakness if not used properly. Each spell performed in other words will have to be made to count.
Abilities/Powers:
Physically Built and Trained: A common trait of Body Magic user's is there overall physical abilities when not using spells. Due to the magical energy that flows there bodies on a more literal level, normally speaking a Body Magic user is faster, stronger, quicker and has better reflexes. This natural ability gives them an edge over someone that uses no magic whatsoever by increasing the standard level by a magical B ranked level of physical abilities. Meaning a single punch is equal to B-ranked magical power. This ability also affects the speed of his flight.
Toughness: Body Magic users carry with them a toughness, able to shrug off major wounds as well and fear, pressure and shock. As these are all things the body goes through, a body magic user can master their pain and keep fighting without responding to it.
This also gives a natural resistance to physical damage of the same rank as the wizard by 20%.
- Signature Spells:
(C-rank upgrade) (This is the same as the original, just without the initial cost of the spell)
Name: Bio-Organic Hardening
Rank: C
Type: Defensive, Supportive
Description: This spell is the go to spell for any Body Magic user. It's the foundational "Battle Armor" of this type of magic. This magic spell is cast on the body both everywhere and everything inside and outside. With this, the body will harden in response to physical trauma. Visually the spell turns the point on the body where the impact was made into a black steel colored hard material with silver linings where the veins are. The material is in fact the body itself, not being in cased in any armor, but rather the body itself hardening in response. The user can also choose where the hardening takes place prior to physical trauma. 4 D ranked spells, 3 C ranked spells and 2 B ranked spells can be blocked before the spell breaks. For physical attacks the current hardness of the spell is about that of Steel, the hardening will be cut through or broken if attacked by anything physically stronger. If a limb is cut off while the spell is still active, the stump that is left will remained in a constant state of hardness to prevent from bleeding and still can to used in battle if need be. Now with C rank, if a user loses a limb, while the spell is still active, if they obtain the limb and place it on the stump from where it came from, the limb will reattach, but in turn will deactivate the spell and cause the cool down to begin. This spell is also able to grow up ranks and become stronger and with that, can have new effects as it grows.
Strengths: The user can also choose where the hardening takes place prior to physical trauma. 4 D ranked spells, 2 C ranked spells and 2 B ranked spells can be blocked before the spell breaks. For physical attacks the current hardness of the spell is about that of steel, the hardening will be cut through or broken if attacked by anything physically stronger. If a limb is cut off while the spell is still active, the stump that is left will remained in a constant state of hardness to prevent from bleeding and still can to used in battle if need be however can be reattached by placing the limb on back on the stump while the spell is still active. In addition to this the spell also has a bonus of heightening the users physical strength to perform B-ranked damage which is naturally stacked with the users regular physical strength.
Weaknesses: A great weakness of this spell is it's upkeep, to maintain it normally it costs 5% magic to maintain every two posts. After this spell deactivates, it has a softening period of 5 posts which nullifies the "Toughness" perk of all Body Magic users and now also weakens the "Physically Built and Trained" perk to only D rank.
(Locked till B-rank)
Name: The Breaker Backhand
Rank: B
Type: Defensive
Description: An ability first used by Naraca's grand father with was passed down to his father then to him. The user will collect and charge a massive amount of magical into the back of the hand and forearm and form an invisible magical shield. This ability was made into what it really is now by Naraca to give it the immense effect it has. Previously the spell only focused raw magical power so that it could over power and slam into any incoming spell and smash it right back at the attacker, however it's made into what it truly is now with body magic.
In addition to collecting the magical energy and forming it into a shield, Naraca will also manipulate the magical energy within his body through the use of what his magic allows and actually allow the spell to not only slam into the shield, but the magical energy of the attack is also taken and carried through the arm like a conduit, and then thrown right back at the attacker. It's this method that allows the user to knock back higher ranked spells. After use, regardless of the spell that was hit away, the shield always dissapears after one use.
Strengths: This a very useful, and if used correctly, extremely lethal and above all else, intimidating spell. This invisible magical shield can deflect any physical attack or spell that is the rank of the user by making the shield then proceeding to smash the shield into the attacking spell. This give it the appearance of the user simply hitting away a spell with there bare hand. The physical strength of the user does not factor, if the shield makes contact with a spell, it will deflect it. The user can smack the spell or attack into whatever direction they wish it to go, even back at the attacker themselves.
Now what makes this spell truly effective and amazing, is also it's greatest weakness, and most devastating.
In addition to being able to smack away spells of a lower rank and the same rank, it can also knock away spells of a higher rank. In fact, it can even knock away an H-ranked spell, but at a terrible cost.
If you have say for example a spell that just calls down a city sized comet on the user. The Breaker Backhand will compensate regardless of the size of the spell and still be able to knock something so huge right back at the attacker, or in a different direction as the magical energy of the spell is passed through the arm and body, reversing the force in order to throw it elsewhere, it basically just transfers the force elsewhere. Now if you have a spell that causes a large AoE upon contact, like an explosion after impact, the shield made by the user is only big enough to cover the users body at maximum, meaning that the user would be fine after the explosion, but the area around him would not be. In short, if the spell is going after the user of The Breaker Backhand, it initial impact and AoE would not be able to touch him.
Weaknesses: Although this shield doesn't cost anything to create, if it knocks away a spell of the same rank, it will cost the user the same amount of MP that the spell they knocked away cost. Meaning if they knock away a D ranked spell, it will cost 5%, if they knock away a C ranked spell, it will cost 10%. However if the user decides to knock away a spell of a higher rank, meaning the ranks of B, A, S, SS and H. It will cost a massive 50% of magical power. It is this ability that makes the spell so useful, but also extremely deadly. The 50% will be taken off regardless of the rank of the user, meaning that even if the user is C ranked, and the spell deflects a B rank, the 50% will still be taken off the users total MP. The cooldown is a standard 5 posts for blocking a spell of the same rank or lower, however if a higher ranked spell is blocked, this spell is turned off for the duration of the entire topic and cannot be used until out of combat or in a different topic taking place after the events that caused the spell to used.
- D-ranked Spells:
Name: Shining Eye's
Rank: D
Type: Supportive
Description: This spell infuses magical energy into the eyes, causing them to catch the light in the area by mirroring the brightness of the environment to shine what could be a very bright light through the user's entire eye balls like two white spotlights.
Strengths: If it were a sunny day out, the user of this spell could shine from his eye's a powerful bright light that can blind the eye's of attackers or distract them from the actions of the user. The brightness itself doesn't have an actual damage count in terms of rank, it just dictates that you use the rule of if the user is projecting the light of the sun, the opponent will likely get blinded from anywhere to a couple seconds to a few minutes.
This spell can be used to light dark places but only if the user's eye's were able to first absorb some light before going into said darkness.
Weaknesses: In addition to the standard 5% cost, the magic will cost an additional 2% per post if the user wishes to maintain a spotlight effect on the spell for longer then one post. This spell also cannot be used where there is little to no light, it's not so much that it can't be used rather that using it just wouldn't cause any light to shine, wasting magical energy. After the spell is used it will face a cool down of 2 posts before it can be used again.
Name: Acid Saliva
Rank: D
Type: Offensive
Description: Through changing the properties of the salivary glands, the user can manipulate the fluid to turn into a corrosive substance. For the sake of better weaponizing this, the magical energy within the saliva can also used to propel it like a projectile. Making a somewhat gross, but lethal weapon if used correctly.
Strengths: This spell can be used in two ways, as a projectile for longer range, and more casually like regular spit. In projectile form, the user forms a mouse sized ball of acid saliva in the throat, then a thin shell with encase the acid, so it can then be shot out through the mouth. The projectile moves as 10m/s and has a range of 20m. Upon contact, the thin shell will break like a bottle filled with water, and splash onto the enemy and begin burning them with a D ranked corrosive effect. Making contact with skin it will burn through skin almost right away within the same post, if left unchecked, it will burn through flesh and muscle fibers. If it is still untouched, it can continue burning all the way to the bone. The acid saliva is also sticky, if wiped off by a bare hand it will begin to burn the hand as well as the point of contact. It will burn through cotton and standard clothing within 2 posts. Leather based clothing will be burned through as 3 posts, light armor will take 4 posts, and heavy armor will take 5 posts as well as "Strong+" armor. At D rank, it cannot burn through anything stronger then Strong+.
The acid when used normally, is more passive and can only spit as far as any man can spit out a standard ball of saliva. In other words, however far that lugy can be shot by a regular guy, is the range if this spell. So close range really.
Weaknesses: The user may use a mere 3 acid balls before being forced to wait through a cool down of 2 posts. The biggest downside to this spell is that if the user is not careful,the acid will begin to burn through the users throat or mouth. If an acid ball is formed in the throat, it must be shot instantly or else is can begin to have the standard damage on the user. If this happens, the user will have to post forcing regurgitation, leaving themselves open for attack within that time frame.
Name: Mind Block
Rank: D
Type: Defensive
Description: Magical energy moves through the spine and into the brain and creates a membrane around the temporal and occipital sections of the brain which regulate the 5 senses, memory and the understanding of language. This block works as a magical membrane against any illusion based or sense manipulating spells that may fall under the category of affecting one's sight, hearing, touch, taste, smell, memory or understanding of auditory signals. The
Strengths: The membrane can block any 3 D ranked illusion based spells and 2 C-ranked spells. It can also serve as a physical block against anything that might simply overwhelm the senses or the temporal and occipital sections of the brain. The spell can also block a single B ranked illusion spell, however the weaknesses are severe.
Weaknesses: This spell does not cost any extra magical energy for maintenance however the block will induce a slight blur of the vision and sounds will taken in like a partially deaf man would hear them. If the block is maintained for any longer then 3 posts then sight will become like that of a man without his glasses, and sounds will taken like the user is underwater.
The cool down for this spell is 2 posts.
If this spell is broken by any illusion based spell that is B rank or above, it will block the spell, however at the cost of the membrane essentially shattering within the brain, causing a severe headache, blurred vision and faded hearing like using the spell for too long. In addition the users nose and ears will begin to bleed and from that point on if the user maintains combat in this state for any longer then 8 posts, they will fall unconscious, essentially putting a timer on them if the spell is broken by a B ranked illusion spell or higher. To note, if it is broken by a D or C ranked illusion spell, the standard cool down will follow normally.
Name: Body Smoke
Rank: D
Type: Supportive
Description: Through the use of moisture in the body, and body heat as well as magical energy, the body emits through the sweat glands a thick white smoke which can quickly turn into a concealing smoke screen that can mask the movements of anyone inside as well as hinder the vision of anyone within. This can be used for escape and intimidation.
Strengths: Quick smoke screen meant to conceal movement.
The naked eye can not see 2 inch's in front with the thickness of the screen.
Can also be used offensively for close quarters to cover an enemies vision of an incoming attack.
Weaknesses: The smoke takes a total of 2 seconds to fully conceal the user and only lasts for a single post
The smoke can then not be re-dispersed for 2 posts.
The smoke can only be used to conceal movement can cannot be thrown or otherwise dispersed in a method that is not the user's body.
- C-Ranked Spells:
Name: Magical Consumption
Rank: C
Type: Supportive
Description: This is a spell that uses the very soul of the body of the user itself so that it cooperates with the users magical energy. The spell sends some of the users very soul in the users magical flow within there bodies and opening in the magical flow in a very physical manner. Much like opening the lid to a jug of water.
Through doing this, this user can take in outside sources of magical energy and fill it into the users magical flow, much like refilling this jug of water. This can be done a few ways. The combat methods are done through direct contact with a source of magical power. For example, if an attacker sends a spell that is a fire ball at the user, the user can let themselves get hit by the fire ball to absorb half of the magic required to make the fire ball. However this does not reduce the damage or effectiveness of the attacking spell itself. Basically saying that if the fire ball hit's there will still be a large burn, and the damage will not change in anyway, the only difference will be that half of the magical energy required to make that spell, will go into the users magical power. So if the fire ball was D ranked which to the user cost 5%, then 3.5% will be added into the users total magical power. If the fire ball was C-ranked being 10%, the user would gain 5% magical power.
Another method this spell can be used is through physical contact. The user can also absorb magic from another person directly through some form of touch. If this is the case, magical power will be absorbed at a rate of 5% per post with something small like a hand touching another persons body. If the physical contact is more larger, like a hug with body touching in some fashion, the rate of absorption will be 10% per post. Also, if the physical contact is very quick or light, like a quick graze on the skin, or a tap on the shoulder, a mere 2% will be absorbed.
Through non-combat means, this spell can also absorb the magic out of lacrima, at the same rates as explained above. Depending on the lacrima, it will be rendered inactive if all of it's magical power is drained.
Strengths: This a spell that can be very versatile and used through several means. It can absorb half the magical energy cost of a spell according the user themselves. It can also absorb magic from people and lacrima as well as other items infused with magical energy. All of the rates again are as followed:
Rate of Absorption (ROS)
ROA on spells: Half the cost of the spell according to the user of the spell.
ROA on physical contact with magical source: 2% with minimal touch (i.e. tap on the source or grazing touch) 5% with little touch (i.e. hand, foot) 10% with heavy contact (i.e. hug, full chest or body on source)
This spell can be stacked with other spells naturally can be maintained throughout a battle.
Weaknesses: This spell is useful, however in combat it's extremely risky, as it requires the user the literally be hit by a spell to absorb it to which the user feels the full effects of the spell itself. Or get close enough to an attacker and then proceed to continue touching them for a full post without them getting away from your touch before hand. If contact is even made the ROA is very low and quite easy to shrug off in the long run. One other thing to mention is that this spell will take away 10% of Magical Power, however there is always the chance that the user will simply be unable to regain that level of magical power and then add more. It's one risk of going into battle with it.
This spell will cost the standard 10% to activate and if deactivated has a cool down of 5 posts. In addition it has a 5 post duration.
(C-rank upgrade)
Name: Bone Manipulation
Rank: C
Type: Offensive
Description: The attack itself simply allows the user to fire bone in the tips of their fingers out like bullets to which they can rebuild themselves through the use of extra magical energy. In addition to this, the user can also extend bone blades up to 3 feet long from anywhere on the users body so long as there is a bone that can be used. For example, while it could be done on the forearm or leg, it could not be on the stomach or face.
Strengths: Although the name implies a wide range of abilities, for C rank it's rather simple therefore only requiring the standard magical energy. This spell, at this rank, allows the user to shoot out there fingertip bones at 20m/s and go up to 30m far this costs 5% magic per shot. In addition to extending sharp bladed bones that have the hardness of bronze. They can also defend from D ranked attacks and pierce through D ranked defensive spells. Once a blade is created, the body will shape and form to fit that blade into the body normally so it can be pushed out and slide back in upon the users will only after the standard cost for each blade. Blades can also be shot out but then it will cost an extra 3% to regrow the blade.
Weaknesses: Using this spell remove the user's finger tips, which forces them to only use this spell once per post in order to regrow the finger tips.
While these attacks can be frequent they lack in power, dealing only D-rank damage, basically making them only somewhat lethal against skin, able to pierce skin but not deal any fatal damage unless several were to enter the body or they were within a 20m radius. Against any kind of armor however they will harmlessly ping off with little impact.
As they are made out of bone they can be easily deflected.
The blades, while many can be summoned at once, each single blade will cost the standard C ranked amount, meaning if the user were to summon 4 blades, that would cost 4 C-ranked spells.
(C-rank upgrade)
Name: Hormonal Manipulation
Rank: C
Type: Supportive
Description: For the C ranked version this spell can allow the user to focus magical energy into their adrenal glands and in this case, be able to produce and released an increased amount of Norepinephrine as well as adrenaline. The increased dosage of Norepinephrine will effect the sight centrum in the users brain and not discard as many images sent from the eyes. This causes the brain to speed up and cope with things, putting it in a state of hyper focus. This can help the user better anticipate quick movements and react accordingly. While such a spell at first is seen as being disorienting to the senses. The adrenaline control can remove the muscle limitations that every human being naturally places on themselves, causing the user to activate what's called "Hysterical Strength". For example, humans naturally use 60% of there muscle strength, Hysterical Strength is the body using all 100% and allowing the muscles fibers to not only work to there maximum potential, but also all together. All Body magic wizards who train this spell learn to compensate for the sight ability by drowning everything else out. Body Magic Wizards who, like a Fire Wizard would know everything about fire, know about there bodies, and thus can also master the disorientation at it's there own spell causing it. Although getting used to spell takes a little time for every wizard just starting out.
Strengths: This spell when controlling the Nopinephrine makes everything to the user seem slower. As an example, if everything moved at 100% normally, the user would see everything slower at 50%. Making everyone seem to move in a slow motion. As for the control of adrenaline, through the user removing the limitation of muscle power places on the body and educing hysterical strength, the user's strength and speed is increased by a full 100%. This can also be stacked with Bio-Organic Hardening. The user can also just control Nopinephrine or Adrenaline separately if they wish.
Weaknesses: This spell can be maintained for 4 posts. If only one endorphin in manipulated then it can be maintained for 6 posts.
Upon deactivation the cool down is about 5 posts. If the user only activates one of the endorphins and not both, the cool down is just 3 posts.
During the cool down of Nopinephrine, the user will go through a small "Slow" period in the same post of the deactivation. Where if normal speed was 100%, then the user would see things at 120% percent.
During the cool of Adrenaline, the user will go through a readjustment period and experience fatigue in the same post of deactivation. If the standard level of strength and speed the user had was 100%, then they would be at a physical level of 80%.
If these two endorphins are stacked, the user will suffer both of the cool downs stated above.
If this spell is stacked with Bio-organic hardening, the user will experience the weaknesses of that spell as well as the weaknesses in the Hormonal Manipulation spell.
Last edited by Naraca Breaker on 19th August 2014, 5:39 pm; edited 19 times in total