Magic
Primary Magic: Crash Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Crash is a very advanced Magic which gives the user the ability to smash everything they come into contact with. If the user is unfocused, they may destroy objects such as houses unintentionally. Crash is an extremely powerful Caster-Type Magic that smashes everything the user comes into contact with into pieces. It can even be used to both crack Magic into pieces, nullifying its effects, as well as to reduce the Magic's power and to deflect it. Even the most powerful spells are rendered useless when faced with this destructive and highly advanced Magic, which is seemingly difficult to control.
Crash has various offensive and defensive properties. Using its inherent nature of being able to crush anything it comes into contact with, the user is able to nullify the effects of certain Magics by smashing them to pieces. By imbuing their fist with Crash, the user is able to send an enemy flying numerous meters with incredible force. It is also capable of being fired as a burst of energy at the opponent. This Magic can also be utilized effectively as a defensive means. For example, by crushing the ground underneath them, the user is able to create a cushion of sorts against enemy attack. It is also possible for Crash to be used as a deflective barrier, sending an assailant flying backwards when they come into contact with it
Strengths:
[*]Destructive Power: While using Crash magic the user is able to break the effects of certain Magics by smashing them to pieces (Earth, Iron or any other solid magic, but the user takes half damage of any spell broken
[*]Physical Prowess: Crash magic when used in tandem with hand to hand combat makes the user become a deadly weapon, increasing their physical strength and combative abilities ten fold(not literally. It just makes them stronger than most mages). This allows what would be a normal punch to crack and break ribs and send an opponent back by sheer force.
[*]Versitility- With its many uses, Crash magic allows the user to count for almost any and all combat situations ranging form using the highly destructive magic to increase their own physical capabiities or a defensive measure to block attacks.
Weaknesses:
[*]Indiscriminate: Using Crash magic while in an angered state almost always ends up with the user destroying anything around them or even hurting their allies or buildings in the process.
[*]Backlash: When used as a defensive deterrent the user is sent backwards due to the highly volitile and unpredictable magic. This only occurs when the user uses Crash in order to disperse, block or reflect magic attacks
[*]Durable Body: Using Crash requires the user to have a durable body in which they have trained themselves or have been trained to handle the destructive magic. In this case if the user's body is heavily damaged and they try to use the magic, it will end up backfiring.
[*]Closed Quarters- This magic while good in certain situations should not be unleashed in tight spaces or enclosed areas.
Lineage: Truth
Unique Abilities:
Shockwave: The user can emit shockwaves via crash magic through the ground as a form of echolocation to sense and feel where others are standing, used simply as a form of mapping.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Vaccum Shell
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 Posts
Description: Vaccum Shelll is a version crash magic in which the user creates a tangible projectile of the magic and shoots it at their opponent. The magic is activated through the users hand, formed into a tightly clenched fist and thrusted forward as if they were punching. The shell itself is 3 meters in diameter and moves at the speed of 10 m/s and travels for 20m. Once it hits an object, the vacuum shell will compress itself digging deeper into said object. It has the power to destroy boulders.
Strengths:
[*]Can be used in close range situations to send an opponent spiraling back with sheer force.
[*]Can be used in both short and long range situations, but benefits more in a long range situation.
[*]Does D rank damage
Weaknesses:
[*]Only one Vacuum shell can be used shot from the users hands, making it a situational technique.
[*]In the event that the Vacuum shell comes into contact with magic that trumps its abilities, the shell breaks and goes on an additional cool down
[*]While Alphin has two bodies, this ability is only capable of being used in his Prime Form
[*]Vacuum Shell is weak against Earth based magic.
Name: Rebound
Rank: D
Type: Support/Offensive
Duration: 1 Post
Cooldown: 2 Posts
Description: Rebound is a supportive ability in which the user creates a form of Crash Magic that allows them to literally bound of any surface, rather it be ground or air. Useful for getting from point to point (jumping) quicky and in a hurry, allowing the user to move 10 m/s and can only travel at max for 20m.
Strengths:
[*]Can be used to speed up the users body to easily close the distance between opponents.
[*]Can be used to deflect (one) attack back towards the enemy albeit that the magic is the same rank as the user, if not the user will just be propelled towards some random directoin.
[*]Can be used in a form of close combat to push an enemy back with sheer force, but does not deal any damage.
Weaknesses:
[*]Can only be used through the application of bare feet, if used with shoes on the magic will backfire and cause the user to be sent in some random direction damaging them.
[*]Can only be used on natural sources and not magically made constructs (like a Magic based earth wall, etc)
[*]Can leave the user vulnerable if Rebound is used in an area in which the user cannot land properly.
[*]Cannot be used if the user is bound.
Name: Shatterpoint
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 Posts
Description: Shatterpoint uses the destructive and violent nature of Crash to destroy and disshelve any surface or objet the user is standing on, in essence this is its main attack. Shatterpoint is initiated by the user holding up two fingers on each hand as a silver magic circle appears underneath their feet. The area for ten meters violently erupts and destroys the terrain in the aforementioned area. Closer towards the user the damage of the attack is worse, but the further away the opponent is the lesser they will fill the actual damage, but will still take the damage in accordance of half the attacks strength. In addition if there were to be buildings or structures around, these are also destroyed in the process. Rate of destruction is equal to the damage of (D rank magic damage)
Strengths:
[*]Can be used to destroy fortified structures, buildings and etc to reveal enemies or shatter their defenses, dealing D rank damage.
[*]The overall attack does not destroy the small radius in which the user is standing in.
[*]Can be used in a smaller area to create large potholes or chasms to trap unsuspecting foes
Weaknesses:
[*]This spell harms friend and foes alike, causing anyone not in the users radius to be in the crossfire of the attack.
[*]The spell can only be used three times in a topic and if used anymore causes the user to lose 25% more mana
[*]If the hand motions are disturbed during the formation of the magic circle, the attack is put on auto cd.
[*]After the third use of Shatterpoint, its potentcy is lessened by 10% for each additional use.
Name: Crash and Burn
Rank: D
Type: Offensive
Duration: 2 Posts
Cooldown: 3 Posts
Description: Crash and Burn is exactly as its name suggests, the user can send out an oppressive force to crush and destroy objects in their line of sight. This ability can destroy or rather smash objects or magic, creating the perfect defensive offense. The ability can only be used in any direction the user is looking at up to 20 meters, moving at the speed of 10 m/s.
Strengths:
[*]Can be used to upheave (lift) the ground up in front of the user to create a defensive shield.
[*]If used while looking at the ground the user can create holes to better aid in battle.
[*]When Crash and Burn is used in combination of Shatterpoint the user can increase the range of Shatterpoint by three meters.
Weaknesses:
[*]Cannot be used do deconstruct or destroy another living being such as animals and humans (anything falling under human counts as well)
[*]Can only be used four times in a topic
[*]Does not discriminate between friend and foe causing it to be a problem if an ally is in the area where the user is casting the spell.
[*]If the user is submerged in complete darkness or their sight is someone obstructed the spell cannot be used.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
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?)
Primary Magic: Crash Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Crash is a very advanced Magic which gives the user the ability to smash everything they come into contact with. If the user is unfocused, they may destroy objects such as houses unintentionally. Crash is an extremely powerful Caster-Type Magic that smashes everything the user comes into contact with into pieces. It can even be used to both crack Magic into pieces, nullifying its effects, as well as to reduce the Magic's power and to deflect it. Even the most powerful spells are rendered useless when faced with this destructive and highly advanced Magic, which is seemingly difficult to control.
Crash has various offensive and defensive properties. Using its inherent nature of being able to crush anything it comes into contact with, the user is able to nullify the effects of certain Magics by smashing them to pieces. By imbuing their fist with Crash, the user is able to send an enemy flying numerous meters with incredible force. It is also capable of being fired as a burst of energy at the opponent. This Magic can also be utilized effectively as a defensive means. For example, by crushing the ground underneath them, the user is able to create a cushion of sorts against enemy attack. It is also possible for Crash to be used as a deflective barrier, sending an assailant flying backwards when they come into contact with it
Strengths:
[*]Destructive Power: While using Crash magic the user is able to break the effects of certain Magics by smashing them to pieces (Earth, Iron or any other solid magic, but the user takes half damage of any spell broken
[*]Physical Prowess: Crash magic when used in tandem with hand to hand combat makes the user become a deadly weapon, increasing their physical strength and combative abilities ten fold(not literally. It just makes them stronger than most mages). This allows what would be a normal punch to crack and break ribs and send an opponent back by sheer force.
[*]Versitility- With its many uses, Crash magic allows the user to count for almost any and all combat situations ranging form using the highly destructive magic to increase their own physical capabiities or a defensive measure to block attacks.
Weaknesses:
[*]Indiscriminate: Using Crash magic while in an angered state almost always ends up with the user destroying anything around them or even hurting their allies or buildings in the process.
[*]Backlash: When used as a defensive deterrent the user is sent backwards due to the highly volitile and unpredictable magic. This only occurs when the user uses Crash in order to disperse, block or reflect magic attacks
[*]Durable Body: Using Crash requires the user to have a durable body in which they have trained themselves or have been trained to handle the destructive magic. In this case if the user's body is heavily damaged and they try to use the magic, it will end up backfiring.
[*]Closed Quarters- This magic while good in certain situations should not be unleashed in tight spaces or enclosed areas.
Lineage: Truth
Unique Abilities:
Shockwave: The user can emit shockwaves via crash magic through the ground as a form of echolocation to sense and feel where others are standing, used simply as a form of mapping.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Vaccum Shell
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 Posts
Description: Vaccum Shelll is a version crash magic in which the user creates a tangible projectile of the magic and shoots it at their opponent. The magic is activated through the users hand, formed into a tightly clenched fist and thrusted forward as if they were punching. The shell itself is 3 meters in diameter and moves at the speed of 10 m/s and travels for 20m. Once it hits an object, the vacuum shell will compress itself digging deeper into said object. It has the power to destroy boulders.
Strengths:
[*]Can be used in close range situations to send an opponent spiraling back with sheer force.
[*]Can be used in both short and long range situations, but benefits more in a long range situation.
[*]Does D rank damage
Weaknesses:
[*]Only one Vacuum shell can be used shot from the users hands, making it a situational technique.
[*]In the event that the Vacuum shell comes into contact with magic that trumps its abilities, the shell breaks and goes on an additional cool down
[*]While Alphin has two bodies, this ability is only capable of being used in his Prime Form
[*]Vacuum Shell is weak against Earth based magic.
Name: Rebound
Rank: D
Type: Support/Offensive
Duration: 1 Post
Cooldown: 2 Posts
Description: Rebound is a supportive ability in which the user creates a form of Crash Magic that allows them to literally bound of any surface, rather it be ground or air. Useful for getting from point to point (jumping) quicky and in a hurry, allowing the user to move 10 m/s and can only travel at max for 20m.
Strengths:
[*]Can be used to speed up the users body to easily close the distance between opponents.
[*]Can be used to deflect (one) attack back towards the enemy albeit that the magic is the same rank as the user, if not the user will just be propelled towards some random directoin.
[*]Can be used in a form of close combat to push an enemy back with sheer force, but does not deal any damage.
Weaknesses:
[*]Can only be used through the application of bare feet, if used with shoes on the magic will backfire and cause the user to be sent in some random direction damaging them.
[*]Can only be used on natural sources and not magically made constructs (like a Magic based earth wall, etc)
[*]Can leave the user vulnerable if Rebound is used in an area in which the user cannot land properly.
[*]Cannot be used if the user is bound.
Name: Shatterpoint
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 Posts
Description: Shatterpoint uses the destructive and violent nature of Crash to destroy and disshelve any surface or objet the user is standing on, in essence this is its main attack. Shatterpoint is initiated by the user holding up two fingers on each hand as a silver magic circle appears underneath their feet. The area for ten meters violently erupts and destroys the terrain in the aforementioned area. Closer towards the user the damage of the attack is worse, but the further away the opponent is the lesser they will fill the actual damage, but will still take the damage in accordance of half the attacks strength. In addition if there were to be buildings or structures around, these are also destroyed in the process. Rate of destruction is equal to the damage of (D rank magic damage)
Strengths:
[*]Can be used to destroy fortified structures, buildings and etc to reveal enemies or shatter their defenses, dealing D rank damage.
[*]The overall attack does not destroy the small radius in which the user is standing in.
[*]Can be used in a smaller area to create large potholes or chasms to trap unsuspecting foes
Weaknesses:
[*]This spell harms friend and foes alike, causing anyone not in the users radius to be in the crossfire of the attack.
[*]The spell can only be used three times in a topic and if used anymore causes the user to lose 25% more mana
[*]If the hand motions are disturbed during the formation of the magic circle, the attack is put on auto cd.
[*]After the third use of Shatterpoint, its potentcy is lessened by 10% for each additional use.
Name: Crash and Burn
Rank: D
Type: Offensive
Duration: 2 Posts
Cooldown: 3 Posts
Description: Crash and Burn is exactly as its name suggests, the user can send out an oppressive force to crush and destroy objects in their line of sight. This ability can destroy or rather smash objects or magic, creating the perfect defensive offense. The ability can only be used in any direction the user is looking at up to 20 meters, moving at the speed of 10 m/s.
Strengths:
[*]Can be used to upheave (lift) the ground up in front of the user to create a defensive shield.
[*]If used while looking at the ground the user can create holes to better aid in battle.
[*]When Crash and Burn is used in combination of Shatterpoint the user can increase the range of Shatterpoint by three meters.
Weaknesses:
[*]Cannot be used do deconstruct or destroy another living being such as animals and humans (anything falling under human counts as well)
[*]Can only be used four times in a topic
[*]Does not discriminate between friend and foe causing it to be a problem if an ally is in the area where the user is casting the spell.
[*]If the user is submerged in complete darkness or their sight is someone obstructed the spell cannot be used.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
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 Alphin Hellscythe on 7th February 2015, 2:39 pm; edited 5 times in total