Magic
Primary Magic: Great Green Arc
Secondary Magic: locked until B ranking
Caster or Holder: caster/lost
Description: Great Green Arc is an incredibly rare and new magic that has formed through a combination of Green Magic, and Great Tree arc. The magic takes aspects of both, as well as creating new abilities unseen from its predecessors. This magic gives someone the ability to control nature itself, able to accelerator the growth of all plant based matter, even the most miniscule, as well as manipulate properties of them to suit the user's needs. The user can affect preexisting plant based matter or grow plants from their own body or around them with their mana, and can even use their magic to create new types of plants. The user can form any plant or plant based matter in an instant and manipulate any part of it, such as a tree's roots or branches, or a flower's petals. The user can manipulate the shape of plant based matter at will such as forming it into fists or whips for offense, or a shield for defense. The user is able to also use their magic to become one with nature, and meld in with any organic plant based matter around them to hide their presence from even the most gifted of sensors. This magic has great power in stopping desertification and deforestation, and can change the world and area in an instant.
Though the magic boosts great value from forming any type of organic plant based matter, its real power comes from the earth itself, and it is closely related to that of earth based magic. A user of Great Green Arc is able to condense the power of the earth into any plant based matter around them or that they create for a number of effects. Those with this ability have shown the power to make organic plant based matter incredibly explosive, able to cause large scale and powerful explosions, such as making leafs into tiny explosive bombs, or forming roots that explode on impact. Unlike it's predecessor, great tree arc, the user is able to harness the earth's power to heal others as well, growing fruit that can heal wounds, or stop fatigue, or making leafs that will ease pain by being rubbed on a wound. The user is even able to heal themselves just by drawing power from the earth itself without the need to form organic matter first. All of the power of the earth is at the user's fingertips, and they are able to harness it at will, and are even able to drain the magic power from huge islands.
Strengths:
Weaknesses:
Lineage: Knight of Spirits
Description: One of the Seven Knights of King Kuroryu, this Knight could summon ethereal spirits to aid him in battle offense. He was said to be extremely proficient with his equipment as they were powered with spirits.
Ability: Allows the user to increase offense and defense capabilities upon activation. Acts as a passive throughout the period of activation. Activating too long will result in body paralysis. As another passive, without activation, the user is adept with using equipment.
Usage: Upon activation of the lineage, the user gains 50% offense OR defense (never both) capabilities. However, after 5 posts one of the arms of the user will be paralyzed, after 8 posts from the initial activation, both arms will be paralyzed, and after 10 posts from the initial activation of the lineage the user will be completely paralyzed. The paralysis will last 3 posts. This lineage can only be activated once in a thread.
Unique Abilities:
Badger- Because of her bond with the earth Camille is able to passively sense the vibrations made around her, allowing her to sense objects, people, and any other aspects of the environment around her in a 30 meter radius. Even if there is no movement around Camille can create her own vibrations to sense to detect objects around her. This abilities give her incredibly enhanced senses, even greater than that of a slayer.
Atlas- Camille is able to passively absorb power from the earth to heal her own injuries, or transfer the power to someone she touches to heal theirs. This ability allows her to passively heal 5% of her health per post as long as some part of her is touching the ground. If she stands still and doesn't move she can focus and channel more of the power increasing it to 15%, though she will have a cool down of 2 posts after absorbing that much power from the earth each time she does that. Any percent over that will require a spell to heal.
Humbaba's Blessing- This passive ability allows Camille to manipulate all aspects of plant matter, and even cause the underground roots of trees to grow up and erupt from the ground. The user is able to cause it to grow and shrink as well as sharpen into blades, or manipulate it to entangle, trick, and attack a foe in a 40 meter diameter around her. Because she is not using a spell to do this the plants can only have d rank offenses or defenses, and will not be able to do much damage.
List of Spell Fusions: None yet
Primary Magic: Great Green Arc
Secondary Magic: locked until B ranking
Caster or Holder: caster/lost
Description: Great Green Arc is an incredibly rare and new magic that has formed through a combination of Green Magic, and Great Tree arc. The magic takes aspects of both, as well as creating new abilities unseen from its predecessors. This magic gives someone the ability to control nature itself, able to accelerator the growth of all plant based matter, even the most miniscule, as well as manipulate properties of them to suit the user's needs. The user can affect preexisting plant based matter or grow plants from their own body or around them with their mana, and can even use their magic to create new types of plants. The user can form any plant or plant based matter in an instant and manipulate any part of it, such as a tree's roots or branches, or a flower's petals. The user can manipulate the shape of plant based matter at will such as forming it into fists or whips for offense, or a shield for defense. The user is able to also use their magic to become one with nature, and meld in with any organic plant based matter around them to hide their presence from even the most gifted of sensors. This magic has great power in stopping desertification and deforestation, and can change the world and area in an instant.
Though the magic boosts great value from forming any type of organic plant based matter, its real power comes from the earth itself, and it is closely related to that of earth based magic. A user of Great Green Arc is able to condense the power of the earth into any plant based matter around them or that they create for a number of effects. Those with this ability have shown the power to make organic plant based matter incredibly explosive, able to cause large scale and powerful explosions, such as making leafs into tiny explosive bombs, or forming roots that explode on impact. Unlike it's predecessor, great tree arc, the user is able to harness the earth's power to heal others as well, growing fruit that can heal wounds, or stop fatigue, or making leafs that will ease pain by being rubbed on a wound. The user is even able to heal themselves just by drawing power from the earth itself without the need to form organic matter first. All of the power of the earth is at the user's fingertips, and they are able to harness it at will, and are even able to drain the magic power from huge islands.
Strengths:
- Mother Nature- User is able to grow any kind of plant matter on or around themselves, as well as control preexisting plant matter to grow or form into anything the user wills, and even create new kinds of plants for specific services. User is able to meld with all flora and soil, and travel through the underground roots and organic matter below the earth at speeds of 20 m/s to appear in any plant matter or soil around.
Gift of the earth- User is able to make plants take on explosive or healing properties making them incredibly dangerous and helpful.
Water the plants- Plants love water, and the plants formed by Great Green Arc are no different, All water magic that is less than or one rank higher than a Great Green Arc spell will be adsorbed and its power will be added to the spell.
Plants need light- Similar to water magic, plants enjoy light and it helps them to grow. Any light magic based spell that is less than or one rank higher than to the power of a Greet Green Arc spell will be absorbed and its power will be added to the spell.
Conquers wind- Because of the essences of earth magic in Great Green arc Wind magic is less effective causing wind spells of equal rank to be deflected.
Weaknesses:
- Fire- Plant matter is very combustible if a fire spell is equal to or stronger than a Great Green arc spell than it will enhance the fire and make it grow.
Complicated and rare- Because of the complicated melding of two preexisting magics, someone with this magic can not learn a secondary magic until B rank.
Earth Slayers- Because of the magic's earth elements, slayers that are a higher rank than the user can devour their magic if it is a spell of B ranking or lower, as it is only somewhat based on the earth elemental magic.
collateral damage- Because of the wide range of this magic the user can find it hard to differentiate friend or for, and the range of their explosions make it difficult to use this magic while in a team.
Limited healing- The user can only draw so much power from the earth at a time, and can only heal one person at time, to start healing another the user must stop healing someone else. This makes it unhelpful if the user is focused healing themselves.
Poison- Poison slayers are lethal to plants, because of this all Poison based spells used by a slayer will be considered one rank higher against plants made by Great Green Arc.
Lineage: Knight of Spirits
Description: One of the Seven Knights of King Kuroryu, this Knight could summon ethereal spirits to aid him in battle offense. He was said to be extremely proficient with his equipment as they were powered with spirits.
Ability: Allows the user to increase offense and defense capabilities upon activation. Acts as a passive throughout the period of activation. Activating too long will result in body paralysis. As another passive, without activation, the user is adept with using equipment.
Usage: Upon activation of the lineage, the user gains 50% offense OR defense (never both) capabilities. However, after 5 posts one of the arms of the user will be paralyzed, after 8 posts from the initial activation, both arms will be paralyzed, and after 10 posts from the initial activation of the lineage the user will be completely paralyzed. The paralysis will last 3 posts. This lineage can only be activated once in a thread.
Unique Abilities:
Badger- Because of her bond with the earth Camille is able to passively sense the vibrations made around her, allowing her to sense objects, people, and any other aspects of the environment around her in a 30 meter radius. Even if there is no movement around Camille can create her own vibrations to sense to detect objects around her. This abilities give her incredibly enhanced senses, even greater than that of a slayer.
Atlas- Camille is able to passively absorb power from the earth to heal her own injuries, or transfer the power to someone she touches to heal theirs. This ability allows her to passively heal 5% of her health per post as long as some part of her is touching the ground. If she stands still and doesn't move she can focus and channel more of the power increasing it to 15%, though she will have a cool down of 2 posts after absorbing that much power from the earth each time she does that. Any percent over that will require a spell to heal.
Humbaba's Blessing- This passive ability allows Camille to manipulate all aspects of plant matter, and even cause the underground roots of trees to grow up and erupt from the ground. The user is able to cause it to grow and shrink as well as sharpen into blades, or manipulate it to entangle, trick, and attack a foe in a 40 meter diameter around her. Because she is not using a spell to do this the plants can only have d rank offenses or defenses, and will not be able to do much damage.
- D rank Spells:
- Mayfly:
Name: Mayfly
Rank: D
Type: defensive
Duration: Can cancel the spell whenever put it only can last for 5 posts
Cooldown: 6 posts
Description: This spell allows a user to merge their body with the ground and flora and travel at very high speeds through the organic matter below the earth. The user can conceal themselves in trees, soil, and any other time of flora or ground, even stone walls or sand. While melded with flora and soil the user is undetectable by any kind of sensory or any of the five senses. This and incredibly useful for technique for spying or escaping. User can move at 20 m/s in this form and all green arc magic is increased by 0.5. The user while using this spell can near instantaneously travel from one area of ground or flora to another in a 30 meter diameter.
Strengths:- Undetectable by sensors or the five senses while in this form
Near instantaneous travel from area of ground or flora to another in a 30 meter diameter.
All Great Green arc magic used is increased by 0.5 in this form.
Weaknesses:- This spell has no offensive capabilities on its own.
The user is weak to fire based spells while using this spell and they be considered one rank higher in power when effecting them.
The user is also weak to poison slayer based spells while in this form, and they will be considered one rank higher in power than normal when effecting them.
Those 2 ranks higher can still sense magic signature, though they won't be able to pinpoint the exact location as the user's magic will have saturated the earth and her magic signature will be all over a 20 meter diameter around herself.
- Undetectable by sensors or the five senses while in this form
- Branches of Humbaba:
- Name: Branches of Humbaba
Rank: D
Type: Offensive, defensive
Duration: Branches form in one post, and can be used till they break, user can activate them to grow out up to 3 posts after their formed
Cooldown: 3 posts
Description: The user can produce sharp wooden spike like single branches (max 7 at a time) from their body that can be as long as that of long swords, to either fashion short-range weapons akin to a makeshift sword, or else use them as long-range projectiles able to fire them to reach as far as 15 meters away. The user can also have these branches shoot from any trees or organic matter around them in a 20 meter diameter. The branches' growth can be triggered remotely, skewering the enemy as a result as it grows out into many more branches, covering a 5 meter radius. These branches has a d rank durability and sharpness but have an incredibly sharp tip increasing their power by 0.5 when hitting defenses. Like other green arc spells these can be triggered to explode, each of the branches giving off a 10 meter explosion with D rank power.
Strengths:- Versatility- Can either be used for short range weapons or long range projectiles, and as explosive weapons
Piercing- Considered 0.5 higher when dealing with defenses.
Surprise shanking- User can use these in a surprise attack as they are able to not only fire them from their own body but also plant matter around them.
Weaknesses:- weak- Has relatively weak sharpness.
Combustible- Extremely combustible, coming in contact with a c rank or higher fire spell will cause the branches to explode.
Can only fire or grow a max of 7 of these single branches per use of this spell. (note this only counts for the original branches, and not the ones that grow out from them
Like a stick- low durability
- Versatility- Can either be used for short range weapons or long range projectiles, and as explosive weapons
- Spore of Humbaba:
- Name: Spore of Humbaba
Rank: D
Type: Defensive
Duration: spore can remain for 2 posts, effects last 2 posts
Cooldown: 3 posts
Description: The user channels their magic through their body or any plant matter near by (Max 15 meters) to release tiny spores from their own body and the plant matter itself. These spores are naked to the human eye and cannot be seen by anyone unless they have enhanced vision. These spore spread out in the post made, and by the user's next post they will have reached an area of 20 meters. The user can manipulate where the spores go and direction they take. Anyone besides the user who makes contact with the spores will be overcome with a feeling of sleepiness and be knocked unconscious for 2 posts. Like other great green arc magic that user can have these spores explode, creating tiny 1 meter explosions with half a D rank power, though only 30 of the spores can be exploded per use of this spell.
Strengths: Sleep- A useful spell as it can knock people unconscious or be used for explosions
tiny- can't be seen by the normal eye.
Knock out- Hard to fight this sleep, is almost happens on instant from making contact with the spores
Weaknesses:- Limited explosives- only 30 out of the many spores created can explode.
Healing- A C rank healing spell can stop the effects of this spell on a person.
Wind magic- A C rank wind spell can blow the spores away from people.
B rank mages or higher can see the spores
- Limited explosives- only 30 out of the many spores created can explode.
- Humbaba's Fruit:
- Name: Humbaba's fruit
Rank: D
Type: Supportive
Duration: 1 post, apples go away once eaten or destroyed
Cooldown: 2 posts
Description: The user channels the power of the earth into themselves or any plant matter close by in order to grow two apples. These apples are green in color and are the size of regular apples. Those he bite into the apples will absorb the power taken from the earth and receive an extra 10% to their Mp and 20% of their Health. A person can only eat one apple made from this spell per thread, eating anymore will result in painful bowl problems and a loss of 10% of their mp, the user of the spell is an exception to this, as they are used to the power of the earth, meaning they can eat two of these pr thread, but they must wait 3 posts of eating one of the apples to eat another.
Strengths:- Extra Magic
Heals damage
Can help more than one person at a time.
Weaknesses:- A person can only eat one of these per thread, except the user who can eat two.
An opponent could get their hands on the apples and give the extra magic to themselves or their allies.
Any C rank fire spell will destroy the apples
Any C rank poison spell will rot the apples
- Extra Magic
List of Spell Fusions: None yet
- template:
- Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Alice K on 18th January 2015, 8:26 pm; edited 2 times in total