Magic
Primary Magic: Emerald Lightning
Secondary Magic: N/A
Caster or Holder: Caster
Description: The Emerald Lightning magic, like other lightning based elemental magic consists of two aspects that make sit unique; speed and power. Lightning magic is known to be quite devastating in the hands of a powerful wizard, being able to strike with the utmost power and flare. Unlike most lightning magic, this one takes on the glow of a vibrant green color, it is unknown why this is but no additional effects seem to be present.
Tatsu , being trained and raised to be an aggressive fighter utilizes his magic that best reflects his traits. He is direct and brash when fighting, his magic mostly consists of straight out attacks, relying on speed and power to get the job done.
Strengths:
Weaknesses:
Lineage: Monkey King's Descent:
Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with super human strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
Unique Abilities: Ability: The user is able to transform into animals. The user also has drastically increased strength and speed. 5% (Increases by 5% per rank)
The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies.
Usage: The strength and speed bonus are a passive that cannot be undone. The transformations last 3 posts, and have a cool-down of 4 posts, and can only be used three times per thread. While in animal form the user may still use magic. The D-ranked wind spell and C-ranked ice spell do NOT take up a spell slot, but must be added to the user's magic application regardless
Unique Abilities:
Primary Magic: Emerald Lightning
Secondary Magic: N/A
Caster or Holder: Caster
Description: The Emerald Lightning magic, like other lightning based elemental magic consists of two aspects that make sit unique; speed and power. Lightning magic is known to be quite devastating in the hands of a powerful wizard, being able to strike with the utmost power and flare. Unlike most lightning magic, this one takes on the glow of a vibrant green color, it is unknown why this is but no additional effects seem to be present.
Tatsu , being trained and raised to be an aggressive fighter utilizes his magic that best reflects his traits. He is direct and brash when fighting, his magic mostly consists of straight out attacks, relying on speed and power to get the job done.
Strengths:
- Has advantage against Water Element type magic
- Fast spells make it difficult to dodge for slower foes
- Possibility of stunning (depending on the spell)
Weaknesses:
- Weak against Earth based Magic
- Although it is fast, precision is required when using ranged spells. Lightning by nature is fast and travels in streams, accuracy is required if the wizard wishes to make any sort of progress, if this can not be utilized all hopes of range battle may be lost
- Lightning magic is both powerful and dangerous, when dealing with AoE it is possible that a spell may hit an ally!
- Higher ranked wind Spells may disrupt projectile lightning spells
Lineage: Monkey King's Descent:
Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with super human strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
Unique Abilities: Ability: The user is able to transform into animals. The user also has drastically increased strength and speed. 5% (Increases by 5% per rank)
The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies.
Usage: The strength and speed bonus are a passive that cannot be undone. The transformations last 3 posts, and have a cool-down of 4 posts, and can only be used three times per thread. While in animal form the user may still use magic. The D-ranked wind spell and C-ranked ice spell do NOT take up a spell slot, but must be added to the user's magic application regardless
Unique Abilities:
Heightened Speed:When it comes to lightning magic speed is a main point, being a practitioner of such a style, Tatsu's body has become accustomed to swift movements, his muscles being able to handle speeds other wizards may not be use too.
- Heightened Reflexes: Granted with great speed, users of the Lightning Art have gained access to a higher sense of reaction time, making them a bit more difficult to hit however, continues overwhelming attacks could land just as easy.
- Spells:
Name: Emerald Spark
Rank: D
Type: Offensive Lightning
Duration: 1 post
Cooldown:2
Description: The Emerald is first cast from a green magic circle about the size of a pizza, the wizard using a hand (or hands) as the medium for the spell. The spell is fairly straight forward, once cast a green bolt of lightning is shot straight forward in a line, traveling at a max range of 5 meters (18 feet) before disappearing. This spell is strong enough to cause a burn to those who are hit directly and crack wood.
Strengths:- Will break through equal rank Water based barriers
- A fairly quick spell, its cast time is relatively short and needs no changeling to be cast. (unless you count the magic circle appearing).
- This spell has Direct damage on hit, once it lands the victim would feel a full 100 damage on contact.
Weaknesses:- Ineffective against same rank Earth Barriers
- Although this spell is strong, it is shot with a linear stream, meaning if the target moves or the user fails to aim precisely it is likely to miss.
- May be redirected via Metal or Wind
- Can be dodged by fast foes
Name: Static Tendril
Rank: D
Type: Lightning Utility
Duration: 1 post to activate , disperses in on second post if it misses its target the first time.
Cooldown: 4 posts
Description: The user channels lightning magic into their hand, causing a small magic circle to appear, from that circle a long shining green tendril of electricity is formed that can extend up to 3 meters (Or 9 feet). The user will then use the tendril to lash at the target, however if the tendril lands it will proceed to coil around the foe then shock them. If the target evades the caster has one more shot before the spell dissipates If the tendril is successful the target will be stunned for one post.
Strengths:- Works for stunning targets at a descent range.
- In dire needs could be used as a grapple to swing or repel to distant locations (Within range).
- If the tendril snares a foe in water /or wearing water based armor they are stunned for an extra turn
Weaknesses:- While this spell is active the users hand is taken up by the tendril, rendering it useless for anything else except for use of the spell.
- The tendril has a set range, meaning if the foe can manage to keep away then the caster is plum out of luck!
- Does 0 Damage
- No other spells can be cast while the Tendril is active (on the users hand) even if the other hand is free
Name: Emerald Charge
Rank: D
Type: Lightning Utility
Duration: 3 posts
Cooldown: 5 posts
Description: The user punches both fists together, a green magic circle forming between their knuckles, from this green lightning begins to charge all over their body, this spell takes one post to activate or "Charge" , during this time the wizard is vulnerable to attacks. Although it seems violent no damage is done, in fact the lightning begins to invigorate the casters nerves, giving them a boost in speed and adding a bit of shock to their physical strikes.
Strengths:- Speed boost (5% )
- Added shock to physical strikes while this spell is active
- Strong against Water Shields and armors
Weaknesses:- Shock strikes are null against earth defenses (Barriers/shields/armors)
- Once the spell is over the caster is left a bit fatigue after pushing themselves
- If the caster is hit by a water based spell, he himself gets shocked and takes damage
- The caster is vulnerable while charging the spell
Name: Body Conductor
Rank: D
Type: Lightning Offensive/defensive
Duration: 1 - 2 posts
Cooldown: 3 posts
Description: The caster begins to let their magical power through out there body then use themselves as a conductor, turning their whole body into a walking bug (or person zapper). Anyone or anything in contact with the user becomes electrified taking damage over time
Deals 150% of its Rank in damage over the entire duration. Damage per turn is 150% divided by the duration.
Strengths:- Good use for getting out of grapples
- Useful against getting out of water based binds or snares
- Can be used as an offensive or defensive measure
Weaknesses:- Must be in direct contact with the user, the range being ones own self.
- Useless against Earth binds or snares
- While this spell is active the user must remain stationary
- Low initial damage, the target would not be hindered in any way meaning most of the time they would only take the first 50 damage, making this a relatively weak spell.
Name: Spiral gust
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: The user holds out a single hand to the target as a white magic circle forms, not long after a strong gust of wind shoots forth from the circle at the target at a max range of 5 meters or (15 feet) with enough force to knock them of balance. The gust fires a circular current of wind the size of a beach ball.
Strengths:- Useful for deflecting projectiles in a single burst
- Can be used to knock enemies back
- If cast in the air , the user may be able to redirect their position
Weaknesses:- weak against fire magic
- Heavier targets would not be knocked back
- Only fires in a single burst, if used to deflect projectiles it could only offer a short escape against a continues blast.
- Faster foes may easily dodge
- Will break through equal rank Water based barriers
Last edited by Tatsu on 2nd February 2015, 4:47 pm; edited 1 time in total