Primary Magic:Human Transfiguration
Secondary Magic:
Caster or Holder:Caster
Description: Human Transfiguration magic has full control over the human body, it can alter the human body permanently by making muscles, organs, and bone alike far better than the norm. The early stages of the magic consist of improving the physical aspects of the body, while the greater levels of the Human Transfiguration magic can allow the user to improve things like heightened regenerative abilities, extended life span, organ placement , and access to the brains higher functionality; giving the caster the abilities to tap into latent psychic powers such as telekinesis, telepathy, pyrokinesis, and teleportation. Things like Dispel have no effect over the caster's improved strengths and alterations since the magic is only during the transfiguration process. The user can constantly condition their body by over developing natural muscles and compressing them into a refined thin and minuscule layer, this is extremely painful and arduous process. By using this method to fractures every bone in their bodies, the caster alters the chemical structure of calcium that the body produces to repair the bone; making it denser without gaining girth in size. The result of this magical procedure gives them great strength and the frame to support it, this makes him a powerful foe in terms of physical abilities and durability. The caster use's this power up to compliment martial training, turning it into a greater and more deadly art.
Strengths:
*(Self)Improved physical attributes
*(Self)Controlled Bodily Functions
*(targeted&self)Manifestation of latent Psychic abilities
Weaknesses:
*Weight increases with every compression
*Many spells have dangerous repercussions
*Healing near mortal wounds leave the caster unable to cast for 2 post
*Altering biological genetics such as reorganizing or adding new organs like a second heart are permanent, adding internal parts comes with a high risk of death.
Abilities/Powers:
*Compression x10: The caster has compressed their fully developed muscles ten times. Compression changes natural muscle into a fraction it's size but retains all of its properties. By repeating this process the new layers of muscle become much denser and heavier acting like a natural armor. This ability gives caster the power to surpass the human body's limit. Once the character compresses their muscles they can start on building new ones. Having this ability allows the character to deal an extra rank of damage for all of his physical attacks it also gives the character an additional 15% to his health so they can receive an extra D and a 1/2 rank in damage.
+Enhanced Body(Deals an 1/2 an additional rank of damage as extra physical damage/+15%HP)
*Controlling Body Functions- Gives the caster abilities like purging poison and disease from blood stream, producing bodily chemicals like adrenaline, and dopamine, to ignore pain, myotein, and protein to increase muscle development factor, increase cell production for healing purposes, life span extension; etc.
+Minor regeneration(Heals 2%HP|1%MP per post.)
*Ki Manifestation- The caster has manually opened his or her energy channels giving them full access to their Ki pool. Ki is the bodies natural energy, unlike magic which is considered to be a spiritual force. As the casters grow in rank the greater their Ki becomes allowing them to use their Ki in unique ways.
+Fly(Fly- by using 1% of the caster's MP they can use their Ki to push themselves into the air allowing them to fly up to 100 miles an hour for one post.)
+After Image(For a short distance(25 feet) the user can move blindingly fast enough to leave an after image of the their body each use consumes 5%MP )
Spell Template
- D Rank Spells:
- D Rank True Sight:
Name: True Sight
Rank: D
Type: Transformation
Description: Color can be thought of as a psychological and physiological response to light waves of a specific frequency or set of frequencies impinging upon the eye. An understanding of the human response to color demands that one understand the biology of the eye. Light that enters the eye through the pupil ultimately strikes the inside surface of the eye known as the retina. The retina is lined with a variety of light sensing cells known as rods and cones. While the rods on the retina are sensitive to the intensity of light, they cannot distinguish between lights of different wavelengths. On the other hand, it is believed that there are three kinds of cones, each sensitive to its own range of wavelengths within the visible light spectrum. These three kinds of cones are referred to as red cones, green cones, and blue cones that are connected to their perspective nodes however there are additional receptors that can allow us to see in different spectrum's such as x-rays, and infrared that are not aligned and remain unconnected the caster who uses this spell can connect these rods and allow the caster to view the true world around them.
Activation:Instant Duration:3 post Cool-Down:5 post
Strengths:
*Can see in x-ray
*Can see in Infrared
*Can see magical auras, the aura's appear many bubbles comprised of many colors shapes and sizes the grater the magical essence the greater the aura.
Weaknesses:
* If used twice in repetition can causes mild nausea
*If used three times in repetition causes disorientating head aches
*If used four times in repetition causes the caster to lose his depth perception
*If used five times in repetition causes temporary blindness to the caster for 3 post
- D Rank Control Bio Chem:
Name: Control Bio Chem
Rank: D
Type: Alteration
Description: This passive spell gives the caster the ability to manipulate his internal fluids and chemicals allowing the caster make use of chemicals such as adrenaline, which in return the caster is able to ignore pain and push past their body limitations. Sending a constant supply of myotein, and protein to their muscles, greatly enhancing the rate of the casters ability to build new muscles. Altering carbon count in calcium to form denser bones. Flushing the casters blood with specific cells to combat venomous poisons and diseases. The caster can not produce any form of foreign chemical that does not exist inside the human body. The cast can synthesize new chemicals by merging and altering the purity of the chemicals, however much like creating a program for a computer sometimes the outcome is presented with many bugs that take time to work the kinks out, in the worst case scenario the new chemical can kill It's caster. Over dosing on chemicals results in chem poisoning and can have sever adverse effects such as numbness, Sever head ache, brain death, heart and respiratory complications, unable to focus on mundane task, and many more depending on the chemical.
Activation:Instant Duration:3 post Cool-Down:5 post
Strengths:
*Can give the caster temporary 25% health that drains by 5% each post there after
*Requires a minimal amount of concentration instantaneous use
*Can Buff character physical damage by half of their rank.
Weaknesses:
*Can overdose on natural chemicals must purge chemicals after needed use.
*Can cause Chem poisoning if interrupted by dispel
*Mixing chemicals like being hit with a tranquilizer while doping the body with adrenaline can have dangerous reactions such as unable to cast active spells or disorientation(read spell description above for more side effects.)
*If used while caster is suffering from chem sickness the caster loses consciousness for 1 post.
- D Rank Hands of Force:
Name: Hands of Force
Rank: D
Type: Telekinesis
Description: This Active spell allows the caster to create a force of telekinetic energy in the shape of a 5 foot hand. This telekinetic energy appears as a distortion in space similar heat vapor. The energy is tethered to the caster and can only travel up to 20m at 50mph.It can lift up to 200 pounds per rank up.
Activation:Instant,or at least 1 post Duration:3 post Cool-Down:5 post
Strengths:
*The caster can shape the telekinetic energy into a large pair of hands.
*Can Lift up to 200 lbs plus an additional 200 pounds per rank up and deal D rank non-elemental damage
*The magic is very versatile
Weaknesses:
*The range is limited to caster's sight
*The more complex the shape the greater concentration it requires
*If the caster uses their telekinesis on the same post it cools down on 3 time the overuse and additional taxation the fist over use causes nose bleeds, the second causes certain vessels to burst leading to bleeding from the eyes and ears, the third causes internal hemorrhaging in the brain resulting in brain death.
*Caster can't lift, push, or pull over max capacity
- D Rank Call:
Name: Call
Rank: D
Type: Telepathy
Description: This Active spell allows the caster to create a two way mental link with people he's familiar with and can mind-talk with them no matter where they are as long as they are within a 2 mile radius. However it can also be used in combat by shouting in the enemies minds the target can be dazed temporarily. The farther away the intended target is requires more time and a small amount concentration to find them.
Activation:Instant,or at least 1 post Duration:3 for communicating /1 (If mental shout is used) Cool-Down:4
Strengths:
*The caster can talk mentally with a single individual and commune both ways
*Can cast instantly and without difficulty
*Can daze opponents of equal rank or less for one post
Weaknesses:
*Must know the characters first or last name
*The more longer the distance the greater concentration it requires
*Telepaths of greater rank can listen in on the conversation
*If caster does not sever metal link after attempting to daze a foe it can be used against him.
- D Rank Ki - Manipulation:
Name: Ki Manipulation
Rank: D
Type: Natural Energy (Ki)
Description: By controlling the body's natural energy the caster can manipulate and project their Ki into physical matter. This type of energy is non-elemental and user has a finite amount of Ki. The user can infuse Ki into their muscles enhancing their body's physical aspects the greater amount of Ki the caster has the greater the physical output.
Activation:Instant Duration:3 post Cool-Down:5 post
Strengths:
+The caster's Ki doesn't count as a magical energy
+Can attack magic as though it were a physical object.
+Enhancing physical strength by infusing Ki into the casters muscles allows the character to deal and defend against an additional D rank and a half of damage.(Example: A Ki infused punch adds D rank spell damage to the casters physical attack dealing their rank plus D ranked magic damage, adding the casters mage rank for the physical attack and one D rank for the spell damage.)
Weaknesses:
-Ki is a limited source of energy that comes from the body. If the caster has less then 25% HP then they can't cast Ki related spells regardless of rank.
-Ki has negative effects when it interacts with magic in most cases ki and magic cancel each other out and dissipates but if it collides with magic of higher rank then the reaction is violent and explodes dealing D rank damage to themselves.
-The user's own Ki can do themselves harm
-Ki can not merge with the casters magic based spells if one attempts the it could kill the caster by draining 50% of their HP
- C Ranked Spells:
- C Rank Pyrokinesis:
Name: Pyrokinesis
Rank: C
Type: Fire
Description: By Manipulating the flow of energy in the atoms the caster may excite the air molecules to ignite and burst into flames. The caster's range is limited by 30m and can't extend the fires reach beyond it. The caster can create a ball of flame that can grow up to thirty feet and can control the direction of the attack with his mind. If the caster charges the spell than it counts as being cast and the duration starts dropping.
Activation:Instant Duration:4 post Cool-Down:6 post
Strengths:
+The caster can coat his fist in flames to deal fire elemental damage with his melee attacks
+Can create a ten foot ball of fire that That deals C Ranked fire damage. If the caster charges the spell for one post it deals it becomes a 20 foot ball of flames that deasl 2 C ranks of damage and if it charges for a second post it becomes a 30 foot ball of flames that deals 3 C ranks of damage.
+The casters fire deals D Rank burn damage per post for 3 post if left untreated.
Weaknesses:
-Water spells of equal rank cancels out the attack while higher ranked water or ice spells dissipate the fire.
-Fire Slayers can absorb the caster's fire.
-While charging the fire ball the caster can't use their pyrokinesis in any other manner.
-Pyrokinesis cant be fused with the caster's Ki Spells
- C Rank Cryokinesis:
Name:Cryokinesis
Rank: C
Type: Ice
Description:By focusing on manipulating the internal atoms of air molecule the caster can slow them and draw forth large quantities of ice. The caster's range is limited by 30m and can't extend the frost reach beyond it. The caster can create a spear of of ice that can grow up to thirty feet the caster can control the direction of the attack with his mind. If the caster charges the spell than it counts as being cast and the duration starts dropping.
Activation:Instant|Duration:4 post|Cool-Down:6 post
Strengths:
+The caster can coat his fist in frost to deal ice elemental damage with his melee attacks
+Can create a ten foot spiral ice spear that deals C Ranked Ice damage. If the caster charges the spell for one post it deals two it becomes a 20 foot spear of ice that deal 2 C ranked of damage and if it charges for a second post it becomes a 30 foot spear of ice that deals 3 C ranks of damage.
+The casters Ice deals Slow damage per post for 3 post if left untreated. Targets slowed loose 20% of their movement speed.
Weaknesses:
-Fire spells of equal rank cancels out the attack while higher ranked Fire or Heat spells dissipate the Ice.
-Ice Slayers can absorb the caster's ice.
-While charging the Ice Spear the caster can't use their Cryokinesis in any other manner.
-Cryokinesis cant be fused with the caster's Ki Spells
- C Rank Hydrokinesis:
Name: Hydrokinesis
Rank: C
Type: Water
Description: By altering the speed and enriching air molecules the caster can draw forth healing water from the air. The caster can drink or soak his wounds in this water to restore lost life energy. The caster releases unleash a 5 foot cloud of healing rain that hovers above the caster's body. In addition the caster can charge their rain of life to heal more damage and reach farther.
Activation:Instant Duration:4 post Cool-Down:6 post
Strengths:
+The caster can go an almost indefinite period of time with out needing to drink water.
+Can create a 5 foot cloud of Healing Rain that can heal a single target for 2% per post for as long as the spell is active. If the caster charges the spell for one post it becomes a 10 foot cloud that heals 4% per post and can heal 3 targets, and if it charges for a second post it becomes a 15 foot cloud that heals 8% per post and can heal 5 targets.
+The caster's fully charged healing rain can purge all non magical status effects and lower ranked magical status effects.
Weaknesses:
-Lighting spells of equal rank cancels out the attack while higher ranked lightning or earth spells dissipate the electricity.
-Water or Ice Slayers can absorb the caster's water.
-While charging healing rain the caster can't use their hydrokinesis in any other manner.
-Hydrokinesis cant be fused with the caster's Ki Spells
- C Rank Electrokinesis:
Name: Electrokinesis
Rank: C
Type: Lightning
Description: By focusing on energizing their internal atoms the caster can draw forth massive stores of electrical energy. The caster can unleash a chain of lightning from his hands that can hit up to 5 other nearby targets within ten feet for C ranked damage. In addition the caster can charge their chain lightning to deal more damage and reach farther. If the caster charges the spell than it counts as being cast and the duration starts dropping.
Activation:Instant Duration:4 post Cool-Down:6 post
Strengths:
+The caster can coat his fist to deal lightning based damage with his melee attacks.
+Can create a 10 foot D ranked line of lightning that can jump from target to target for 3 targets connecting them in a web of bio electricity. If the caster charges the spell for one post it deals 1.5 D ranked damage and travel up to twenty feet chaining up to 5 opponents, and if it charges for a second post it deals 1 C ranks of damage and can travel up to thirty feet chaining up to 8 opponents. Each jump reduces the damage of chain lightning by half a rank 1/2 a D rank being the lowest.
+The casters electricity deals Stun damage that stacks. If the target is hit with 3 melee attacks then the electrical build up that's surging through targets body will stun a lower rank mage for one post.
Weaknesses:
-Earth spells of equal rank cancels out the attack while higher ranked earth or water spells dissipate the electricity.
-Lightning Slayers can absorb the caster's electricity.
-While charging chain lightning the caster can't use their electrokinesis in any other manner.
-Electrokinesis cant be fused with the caster's Ki Spells
- C Rank Aerokinesis:
Name:Aerokinesis
Rank: C
Type: Wind
Description:By focusing on manipulating the internal atoms of air molecule the caster can freely manipulate wind. The caster's range is limited by 30m and can't extend the winds reach beyond it. The caster can create a floating wind blade in the shape of a 10 foot Bo staff that by charging the spell the caster can summon 2 additional wind staffs. If the caster charges the spell than it counts as being cast and the duration starts dropping.
Activation:Instant|Duration:4 post|Cool-Down:6 post
Strengths:
+The caster can coat his fist in small blades of wind to deal wind elemental damage with his melee attacks
+Can create a ten foot spiral wind Bo staff that deals C Ranked wind damage. If the caster charges the spell for one post it deals two it becomes two wind Bo staffs, and if it charges for a second post it becomes a 3 Bo staff of wind that deals
+The casters wind deals D ranked bleed damage for each wound inflicted per post for 3 post if left untreated. Targets slowed loose 20% of their movement speed.
Weaknesses:
-Earth spells of equal rank cancels out the attack while higher ranked Earth or Lightning spells dissipate the wind.
-Wind Slayers can absorb the caster's Wind.
-While charging the wind Bo staff the caster can't use their aerokinesis in any other manner.
-aerokinesis cant be fused with the caster's Ki Spells
- C Rank Terrakinesis:
Name: Terrakinesis
Rank: C
Type: Earth
Description: By focusing the caster telekinetic control down to microscopic levels they can control earth particles. The caster can also create a 5 foot stone golem. The caster can charge the spell to increase the size and toughness of their golem.
Activation:Instant Duration:4 post Cool-Down:6 post
Strengths:
+The caster's make any melee weapon for the Golem to use when he crafts it the weapon deals earth elemental damage.
+Can create a 5 foot Stone Golem that deals 1 D Ranks for it's melee damage and can only move up to 10 feet away from the caster. The creature remains active as long as the spell is active. If the caster charges the spell for one post it creates a 7 foot Stone Golem that deals 2 D Rank for it's melee damage and can only move up to 20 feet away from the caster, and if it charges for a second post it creates a 10 foot Stone Golem that deals 1 C Ranks for it's melee damage and can only move up to 30 feet away from the caster.
+The caster's base earth golem can take 2 C Ranked attacks while a fully charged one can take 4.
Weaknesses:
-Water spells of equal rank cancels out the attack while higher ranked water or fire spells dissipate the electricity.
-Earth or Metal Slayers can absorb the caster's spell.
-While charging the earth golem the caster can't use their terrakinesis in any other manner.
-Terrakinesis cant be fused with the caster's Ki Spells
- C Rank Heightened Ki Manipulation:
Name: Heightened Ki Manipulation
Rank: C
Type: Ki
Description: With grater levels of Ki the caster can now channel their Ki into a powerful burst ability. This ability can focused and centered in the users body to increase his melee damage. The Ki builds up inside the users body the casters can charge their Ki then released through a focus point. By doing this they can expel Ki from any part of their body as a powerful non elemental energy.
Activation:Instant Duration:4 post Cool-Down:6 post
Strengths:
+The caster can infuse grater levels of Ki into their muscles they can deal and defend against 1 additional C ranked damage.
+Can create a 5 foot blast of Ki that can deals C ranked non elemental damage. If the caster charges the spell for one post it becomes a 10 foot create a 5 foot blast of Ki that can deals 1.5 C ranked non elemental damage, and if it charges for a second post it becomes a 25 foot blast of Ki that can deals 2 C ranked non elemental damage to it's targets.
+The caster's Ki doesn't count as magic energy.
Weaknesses:
-Ki is a limited source of energy that comes from the body. If the caster has less then 20% HP then they can't cast Ki related spells regardless of rank.
-Ki has negative effects when it interacts with magic in most cases Ki and magic cancel each other out and dissipates but if it collides with magic of higher rank then the reaction is violent and explodes dealing C rank damage to themselves.
-Ki Blast have no max range the blast is comprise of energy once fired it will move in a straight line until it hits something or until gravity drops it onto a surface.
-Ki can not merge with the casters magic based spells if one attempts the it could kill the caster by draining 75% of their Max HP
- Signature Spell |Psychometry:
Name: Psychometry
Rank: C
Type: Psychic Energy
Description: By training their psychic abilities and pushing their minds to the limit the caster has unveiled a powerful psychic ability called Psychometry The user obtains historical memories or sensations concerning beings and objects they can observe by their senses. Psychometry is a psychic ability in which a person can sense or -read- the history of an object by touching it. Such a person can receive impressions from an object by holding or, touching it with their hands. Such impressions can be perceived as images, sounds, smells, tastes - even emotions all to learn skills and abilities from objects or people temporarily. In battle the for four post the caster can channel the skills and ability of it's previous owner of a weapon gaining the knowledge and skill to use it.
Activation:Instant Duration:4 post Cool-Down:6 post
Strengths:
+The caster gains the ability to learn skills and abilities from objects or people.
+The caster gains the ability to learn a person's health. From a single touch he can scan their entire body down to the last atom. Useful for healing and damaging the intended target. If they use this ability for combat purposes they can target a body's weak point dealing 1/2 a rank higher in damage. The caster must study the opponent's body with a scan for one post to learn weak point.
+Gains the ability to have full mastery and knowledge on any weapon in hand or on contact.
Weaknesses:
-A particular traumatic event can cause physical pain to the caster.
-Psychometry can show the caster something they might not want to see. Once you use this ability on something you see it's entire history whether you want to or not.
-If the item he's reading previous owner died in a violent manner the caster feels the pain of dealt but causes no physical damage.
-The knowledge gain from Psychometry is only temporary thing once you let go of the object it's vast well of knowledge become second hand rather than as if they experienced the events themselves. Any skills gained from holding a weapon are forgotten once they release it from their grasp.
Last edited by Z3R0169 on 10th July 2015, 11:12 pm; edited 70 times in total