Primary Magic: Iron Sand Magic
Secondary Magic: N/a
Caster or Holder: Caster
Description:
This magic was forced onto Tadashi. Still he is somewhat thankful for it. First off he has 22,869,595,011 Tons of iron sand/particles in his body magical compressed so that it would be the amount the human body would usually have (2500 milligrams) - this is residue from before; the iron sand can be summoned even without what is already inside. It was meant as an Anti-Mage weapon and thus can cause several effects with certain mage. This is not normal iron though; it is an iron that can only be controlled by the one who has it in their body and is un-meltable (it heats up, but doesn’t melt). When fighting the iron sand oozes out of the users body and creates what appears to be a shroud. Having the shroud around you and letting it out doesn’t take up any magic. Otherwise the user can make the iron sand take any shape and even create completely solid objects (by compressing the molecular structure). Of course the user can freely manipulate the shroud of iron sand. When not fighting, the iron sand simply goes back into the body. Magnetization of the iron is also possible.
This magic is related to sand magic. The amount of sand that can be controlled and can what can be done with it depends on the users power (D rank - A rank).
D: The user can freely manipulate a large amount of iron sand, form basic structures/imitations of very familiar things and partially solidify it. Magnetism and controll of conductivity are a basic part of the magic.
C: The user can now form more complex and larger constructs and use magnetism offensively.
B: The user can full solidify the sand.
A: The user can now create several complex (large) structures at once.
S & H: By this point all possible ways to manipulate the sand have been mastered. The focus is now on better spells/constructs.
Strengths:
Since it is not conventional iron, it is VERY tough and cannot be controlled by anyone else (not to mention that it can’t be melted and it rusts at a slower rate). Iron Dragon slayers can consume this iron, but consuming a too large quantity can have poisonous affects due to the unique traits of the iron (it was designed as a anti mage weapon including DS). Since the iron is in a sand-like form it can become virtually anything and thus becomes extremely versatile. Part of power comes from the user’s physical condition as well. So the tougher the user, the tougher the magic (Tadashi may not look it, but he has quite a lot of strength and stamina). It also improves the users Physical traits a bit. Also Tadashi possesses enough iron sand to fill the Sahara Desert (almost 23 billion Tons). Another advantage is that any iron can be converted into this special iron by the user (as long as that iron is not controlled/influenced by another mage). All attacks are physical and therefore have more powerful attacks. The user can controll ALL traits of the iron and this includes conductivity (thus he can turn it into a non-conductor). The element is basically iron.
One would think that a simple gust of wind could easily blow the sand away, however this is not the case. The sand maintains it's form and movement according to the mages' will. Unless there is actual physical resistance these particle cannot be slowed.
Weaknesses:
It may not be possible to melt the iron conventionally, but it is possible… with very intensive heat not achieved by weaker fire magic. Since the user cannot controll iron in it's liquid form once the iron liquifies it is beyond the users control; thus making fire a element weakness (fire magic below or at equal rank will not/ only partially melt the iron). What it does do however is put a large amount of strain on the body (thus a top physical condition is needed). Luckily the magic also enhances the physical traits by a bit. Also the more powerful spells take a longer time to activate and they are generally slower than usual spells (only the ones focusing on defense are faster). Since it is only capable of physical damage it isn’t really a weakness to any element. The user incapable of controlling the liquid form (if that would ever be the case). Since iron is a heavy metal it's movement is slown in water. Water provides constant physical resistance making the iron sand's movement hard. In water most of the time only spells where the iron sand has a solid structure can pass with minimal hindrance. Though the iron may rust at a slower rate it still rusts and thus is still vulnarable to oxidation (achieved through concentraiting oxigen around the iron). Water makes the iron rust faster and slows it down making water the one crucial weakness.
Abilities/Powers:
Great improvement of all physical traits (e.g. strength, speed, agility etc)
Solid defense: when defensive magic is used the iron naturally becomes tougher
Bulwark: The sense of balance of the user is improved and is given very solid footing (making knock backs hard to achieve)
Defensive breach: Most attacks are pretty heavy thus making them harder to defend against/deflect
D-Rank Spells
Name: Iron Sand: Hard-hitter
Rank: D
Type: Iron
Description:
Here the iron sand shroud follows the movement of the users fist/arm. The attacking shroud lies beside the arm and is 40% longer than the users own arm. When the user attacks with a punch, he/she does not hit the enemy with the hand, but the shroud, which naturally pack more power than an ordinary punch.
Strengths:
It is pretty much a hard-hitting attack. This attack has tremendous force behind it and is relatively hard to defend against. The movement speed is only limited to how fast the user can move.
Weaknesses:
No real weaknesses, since it is pretty much impossible to punch through the shroud of iron sand. It would just hurt a lot or take A LOT of force to get through it. The true weakness is the limited range since it is a close range spell. This spell is slowed down by water and if the oxigen concentration in the water is high enough the iron will start rusting. When faced against fire it may heat up and may partially melt (if confronted with the corresponding heat); but there is no real influence since this is an atack that lasts a second or so and it takes time to melt iron (unless the heat would be so intense that it melts instantaniously).
Duration: 1
Cool Down: 1
Name: Iron Sand: Iron shell
Rank: D
Type: Iron
Description:
Here the user engulfs his body in a roughly 0.5 cm thick shell of iron sand. The iron sand molds its shape according to the user’s body and then changes its colors according to the user’s body. So it looks like nothing has changed. It provides extra protection. When the iron sand is adjusted it solidifies to the most part though the joints stay in a sandy state (for mobility).
Strengths:
This provides extra defense to the user by creating a shell of iron. It is quite tough and resilient. If the enemy uses any physical attacks involving direct contact with the body they can hurt themselves (hitting iron hurts quite a bit). It can be cast on any allied mage.
Weaknesses:
Though it may provide some extra protection the iron shell (even solid bits) are partly loose. This is because muscles contract and expand and the shell has to mimic those movements. This is a vital blow to the integrity of the shell making it a lot easier to brake. Also the user is generally a bit slower since he is “wearing” an armor of solid iron. It can withstand 2 hits from D ranked spells and any spells C ranked or higher shatters it. In Water movement is hindered even more since iron is heavy. Fire magic higher ranked will melt the iron making the user discard the shell.
Duration: until the shell breaks
Cool Down: 2
Name: Iron Sand: Iron clone
Rank: D
Type: Iron
Description:
Here the user creates any number of clones of him using the iron sand (max 5 clones). These clones are 1:1 copies of the original and are made of loose iron sand. Each clone is capable of the same things as the original and has it’s own manna-reserve (that is enough for maybe 2 D-rank spells).
Strengths:
This spell gives the user an upper hand in numbers. It provides extra offense.
Also provides a certain level of confusion.
Weaknesses:
Because these clones are made of loose iron sand to conserve energy makes them vulnerable to attacks; one hit and they dissolve. Also making one clone is quite draining so Tadashi usually keeps to 1 or 2 of them. The more clones are made, the longer it takes to cool down.
Duration: 1-2 clones3; 3-5 clones2
Cool Down: 1-2 clones2; 3-4 clones4; 5 clones5
Name: Iron Sand: Magnetic Propulsion
Rank: D
Type: Iron
Description:
The user attaches a layer of iron sand to the soles of his feet/shoes. Then a thin shroud is kept underneath the user. And then as the name suggests both the iron on the soles and underneath the user are magnetized with the same polarity, resulting in immediate propulsion in any way the user wishes. Speeds up to 40 km/h can be reached. It can be cast on any allied mage.
Strengths:
This spell gives the user the ability to accelerate immediately and keep a certain speed, thus making evading easier. As long as there is a layer of iron on the ground the user can move on any surface in any direction (even up cliffs). It also helps the user to speed up attack and put more velocity behind them. It uses a minimal amount of magic. This also allow the user to propel himself over water.
Weaknesses:
This is not an offensive spell; only a supporting spell. And the user can only move on a surface so you can’t use it while in the air. It is automatically deactivated once the user is more than 0.5 meters away from a surface or is knocked over.
Duration: until deactivation or after 6 posts
Cool Down: 2
Secondary Magic: N/a
Caster or Holder: Caster
Description:
This magic was forced onto Tadashi. Still he is somewhat thankful for it. First off he has 22,869,595,011 Tons of iron sand/particles in his body magical compressed so that it would be the amount the human body would usually have (2500 milligrams) - this is residue from before; the iron sand can be summoned even without what is already inside. It was meant as an Anti-Mage weapon and thus can cause several effects with certain mage. This is not normal iron though; it is an iron that can only be controlled by the one who has it in their body and is un-meltable (it heats up, but doesn’t melt). When fighting the iron sand oozes out of the users body and creates what appears to be a shroud. Having the shroud around you and letting it out doesn’t take up any magic. Otherwise the user can make the iron sand take any shape and even create completely solid objects (by compressing the molecular structure). Of course the user can freely manipulate the shroud of iron sand. When not fighting, the iron sand simply goes back into the body. Magnetization of the iron is also possible.
This magic is related to sand magic. The amount of sand that can be controlled and can what can be done with it depends on the users power (D rank - A rank).
D: The user can freely manipulate a large amount of iron sand, form basic structures/imitations of very familiar things and partially solidify it. Magnetism and controll of conductivity are a basic part of the magic.
C: The user can now form more complex and larger constructs and use magnetism offensively.
B: The user can full solidify the sand.
A: The user can now create several complex (large) structures at once.
S & H: By this point all possible ways to manipulate the sand have been mastered. The focus is now on better spells/constructs.
Strengths:
Since it is not conventional iron, it is VERY tough and cannot be controlled by anyone else (not to mention that it can’t be melted and it rusts at a slower rate). Iron Dragon slayers can consume this iron, but consuming a too large quantity can have poisonous affects due to the unique traits of the iron (it was designed as a anti mage weapon including DS). Since the iron is in a sand-like form it can become virtually anything and thus becomes extremely versatile. Part of power comes from the user’s physical condition as well. So the tougher the user, the tougher the magic (Tadashi may not look it, but he has quite a lot of strength and stamina). It also improves the users Physical traits a bit. Also Tadashi possesses enough iron sand to fill the Sahara Desert (almost 23 billion Tons). Another advantage is that any iron can be converted into this special iron by the user (as long as that iron is not controlled/influenced by another mage). All attacks are physical and therefore have more powerful attacks. The user can controll ALL traits of the iron and this includes conductivity (thus he can turn it into a non-conductor). The element is basically iron.
One would think that a simple gust of wind could easily blow the sand away, however this is not the case. The sand maintains it's form and movement according to the mages' will. Unless there is actual physical resistance these particle cannot be slowed.
Weaknesses:
It may not be possible to melt the iron conventionally, but it is possible… with very intensive heat not achieved by weaker fire magic. Since the user cannot controll iron in it's liquid form once the iron liquifies it is beyond the users control; thus making fire a element weakness (fire magic below or at equal rank will not/ only partially melt the iron). What it does do however is put a large amount of strain on the body (thus a top physical condition is needed). Luckily the magic also enhances the physical traits by a bit. Also the more powerful spells take a longer time to activate and they are generally slower than usual spells (only the ones focusing on defense are faster). Since it is only capable of physical damage it isn’t really a weakness to any element. The user incapable of controlling the liquid form (if that would ever be the case). Since iron is a heavy metal it's movement is slown in water. Water provides constant physical resistance making the iron sand's movement hard. In water most of the time only spells where the iron sand has a solid structure can pass with minimal hindrance. Though the iron may rust at a slower rate it still rusts and thus is still vulnarable to oxidation (achieved through concentraiting oxigen around the iron). Water makes the iron rust faster and slows it down making water the one crucial weakness.
Abilities/Powers:
Great improvement of all physical traits (e.g. strength, speed, agility etc)
Solid defense: when defensive magic is used the iron naturally becomes tougher
Bulwark: The sense of balance of the user is improved and is given very solid footing (making knock backs hard to achieve)
Defensive breach: Most attacks are pretty heavy thus making them harder to defend against/deflect
D-Rank Spells
Name: Iron Sand: Hard-hitter
Rank: D
Type: Iron
Description:
Here the iron sand shroud follows the movement of the users fist/arm. The attacking shroud lies beside the arm and is 40% longer than the users own arm. When the user attacks with a punch, he/she does not hit the enemy with the hand, but the shroud, which naturally pack more power than an ordinary punch.
Strengths:
It is pretty much a hard-hitting attack. This attack has tremendous force behind it and is relatively hard to defend against. The movement speed is only limited to how fast the user can move.
Weaknesses:
No real weaknesses, since it is pretty much impossible to punch through the shroud of iron sand. It would just hurt a lot or take A LOT of force to get through it. The true weakness is the limited range since it is a close range spell. This spell is slowed down by water and if the oxigen concentration in the water is high enough the iron will start rusting. When faced against fire it may heat up and may partially melt (if confronted with the corresponding heat); but there is no real influence since this is an atack that lasts a second or so and it takes time to melt iron (unless the heat would be so intense that it melts instantaniously).
Duration: 1
Cool Down: 1
Name: Iron Sand: Iron shell
Rank: D
Type: Iron
Description:
Here the user engulfs his body in a roughly 0.5 cm thick shell of iron sand. The iron sand molds its shape according to the user’s body and then changes its colors according to the user’s body. So it looks like nothing has changed. It provides extra protection. When the iron sand is adjusted it solidifies to the most part though the joints stay in a sandy state (for mobility).
Strengths:
This provides extra defense to the user by creating a shell of iron. It is quite tough and resilient. If the enemy uses any physical attacks involving direct contact with the body they can hurt themselves (hitting iron hurts quite a bit). It can be cast on any allied mage.
Weaknesses:
Though it may provide some extra protection the iron shell (even solid bits) are partly loose. This is because muscles contract and expand and the shell has to mimic those movements. This is a vital blow to the integrity of the shell making it a lot easier to brake. Also the user is generally a bit slower since he is “wearing” an armor of solid iron. It can withstand 2 hits from D ranked spells and any spells C ranked or higher shatters it. In Water movement is hindered even more since iron is heavy. Fire magic higher ranked will melt the iron making the user discard the shell.
Duration: until the shell breaks
Cool Down: 2
Name: Iron Sand: Iron clone
Rank: D
Type: Iron
Description:
Here the user creates any number of clones of him using the iron sand (max 5 clones). These clones are 1:1 copies of the original and are made of loose iron sand. Each clone is capable of the same things as the original and has it’s own manna-reserve (that is enough for maybe 2 D-rank spells).
Strengths:
This spell gives the user an upper hand in numbers. It provides extra offense.
Also provides a certain level of confusion.
Weaknesses:
Because these clones are made of loose iron sand to conserve energy makes them vulnerable to attacks; one hit and they dissolve. Also making one clone is quite draining so Tadashi usually keeps to 1 or 2 of them. The more clones are made, the longer it takes to cool down.
Duration: 1-2 clones3; 3-5 clones2
Cool Down: 1-2 clones2; 3-4 clones4; 5 clones5
Name: Iron Sand: Magnetic Propulsion
Rank: D
Type: Iron
Description:
The user attaches a layer of iron sand to the soles of his feet/shoes. Then a thin shroud is kept underneath the user. And then as the name suggests both the iron on the soles and underneath the user are magnetized with the same polarity, resulting in immediate propulsion in any way the user wishes. Speeds up to 40 km/h can be reached. It can be cast on any allied mage.
Strengths:
This spell gives the user the ability to accelerate immediately and keep a certain speed, thus making evading easier. As long as there is a layer of iron on the ground the user can move on any surface in any direction (even up cliffs). It also helps the user to speed up attack and put more velocity behind them. It uses a minimal amount of magic. This also allow the user to propel himself over water.
Weaknesses:
This is not an offensive spell; only a supporting spell. And the user can only move on a surface so you can’t use it while in the air. It is automatically deactivated once the user is more than 0.5 meters away from a surface or is knocked over.
Duration: until deactivation or after 6 posts
Cool Down: 2
Last edited by Tadashi Hiroshi on 5th October 2012, 11:46 am; edited 6 times in total