Approved.
Swordplay Devastation Magic
AliannahOmen Angel
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Omen Angel
Position : None
Faction : The Rune Knights
Posts : 2673
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 26
Mentor : Deniel
Experience : 1,362,393
Character Sheet
First Skill: Calling of Heaven and Hell
Second Skill: Fallen Angel Take Over
Third Skill:
- Post n°26
Re: Swordplay Devastation Magic
HikachuGrand Duelist
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Knight of Destiny
Position : None
Posts : 3494
Guild : ɢᴀʀᴏᴜ ᴋɴɪɢʜᴛs
Cosmic Coins : 6
Dungeon Tokens : 0
Age : 26
Experience : 212.5
Character Sheet
First Skill: ❅ ᴀʀᴄᴛɪᴄ ɴᴇᴍᴇsɪs
Second Skill: ヽ(*≧ω≦)ノ
Third Skill:
- Post n°27
Re: Swordplay Devastation Magic
Unlocked due to request.
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Quatro and Stella
Position : In bed with the harem
Posts : 4043
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,538,536.25
Character Sheet
First Skill: ???
Second Skill: ???
Third Skill:
- Post n°28
Re: Swordplay Devastation Magic
Abilities have been cleaned and some have been replaced.
C rank spells edited
A rank spell added due to spell slot added with Pergrande Kingdom job.
C rank spells edited
A rank spell added due to spell slot added with Pergrande Kingdom job.
Mistress Venir- - - - - - - - - - - - - - - - - -
Lineage : Archmage's Seal
Position : None
Posts : 1394
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 24,000
Character Sheet
First Skill: 2nd Gen Flame Goddess Slayer
Second Skill:
Third Skill:
- Post n°29
Re: Swordplay Devastation Magic
This was approved before but never got an approval stamp slapped on it so here I am >o<
- Jobs:
- Completed:
D:9
C:5
B:7
A:3
S:2
10Y:0
100Y:0
Working on 5/6:
Gourmet World Island(100)
The End of Exitence (100)
The Idol (A)
The Storm King(100)
Protect the Forest (A)
Exp: 50,175.25/275,000
- When you ask me to do stuff:
YvonneHoly Darkness
- - - - - - - - - - - - - - - - - - -
Lineage : Infinity Crown
Position : None
Posts : 1161
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 28
Experience : 0
Character Sheet
First Skill: Celestial Crown
Second Skill:
Third Skill:
- Post n°30
Re: Swordplay Devastation Magic
Elyx Reiaki wrote:Magic
Primary Magic: Wind Lerale Control Magic
Secondary Magic: Currently None
Caster or Holder: Holder
Description: Elyx uses Wind Magic that he can normally exert using his body, but instead uses his Violin. This Wind magic he identifies as "Lerale", since that is the word he must exclaim in order for the magic to function. Lerale Magic is designed to be balanced in attacking and defending, but it is only as strong as the user and must be controlled by a special instrument. (Elyx using his Violin in his case) Lerale magic is proven to be stronger than the magic of regular users, but not by much, and they tend to get out of control if the instrument is not played correctly. For example, if an offensive move is attempted but filed miserably, the magic will actually attack the castor.
Elyx is what is known as a Lerale Magician, and his primary focus is to tire out his opponents before he can unleash his magic. To do this, he sets up heavy Wind Lerale Defenses like barriers to have his opponents unknowingly keep attacking while Elyx is reducing the damage being taken. He invests his Magic though for only moments in which he knows he can land a hit, or to avoid taking critical amounts of damage. Once his opponents uses heavy amounts of energy, Elyx will begin his assault on the already tired target(s) and uses repetitive gushes of winds to have objects fight for him as well as the wind, using the wind to carry those objects. In a weakened state, it doesn't take much to hurt someone, so these objects flying at high speeds could create some serious impact, eventually knocking out his opponents due to fatigue. Weapons and other lethal items can be carried in the wind too, same goes for elementals. However, everything has a limit, the current Wind being used can lift as much as a lamp.
Comparisons:
If the elements were attacking each other with the same amount of force:
-Wind vs Wind: They both cancel out
-Wind vs Earth: The Earth is solid, the strongest form of the three matters, Earth would cancel out wind upon contact
-Wind vs Water: Water would get carried away by the wind, instantly allowing the wind to control water.
-Wind vs Fire: This can go either of two ways, wind can either put out the fire if it is flowing correctly. But if incorrectly flowing, it might cause the fire to spread.
Strengths:
-This is Wind, and Wind can easily be obtained since Wind is air. This means that there is just about no ending supply to Elyx's magic. However, in an area with no wind, his attacks can be weaker since there is no influence to the wind. Even then, he has his own ways of creating wind, for example creating intense spinning friction can slowly build up wind. As it is often said, it can take a Snowflake to cause an avalanche.
-The fact that Elyx prefers not to user magic from his body, his Instrument can aim at it's targets provided he points his Violin at his targets or uses his mind to show the Wind where to go... this can go wrong. Whichever method is chosen depends on where Elyx sends his magic towards. If it is sent towards his mind, his mind controls the wind. If it is sent to the hands, his Violin controls it. Basically, he has more than one way to control his magic direction.
-The Mystery behind the term "Lerale" is something Elyx doesn't know about. But there are certain things that anyone knows wind can take over. The main elements wind can overpower are Water and Fire. This magic allows Elyx to control those elements provided his Wind can get to them, the wind carrying the elements and him able to control them as if they were his own.
Weaknesses:
-Now... this is where a Lerale Magician can fall. Whenever they play music correctly, they can really put a hurt on their targets. And then... when they play incorrectly, their magic will work against them. For example, with an offensive skill, their attacks will aim for their users instead. If defensive, the move will lower the defenses of the user and the user will be slower.
-Much power has been invested in their user, but their user will most certainly have to work for it. If they do as much to fail one 2 notes in a note, the attempt has failed, meaning it is almost impossible to perform correctly if you can't even play an instrument. Even musicians like Elyx can struggle when it comes to performing magic since the requirements are so strict.
-Wind is weak against many things, Earth being it's main master. The Rival of wind would be Fire, due to the fact that Wind may be able to take out a fire, but it is able to fuel a fire as well. Elyx must be able to use his elements correctly, or have others overpower him if he isn't so careful.
- Lineage:
Lineage:
Knight of Crossfire:
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.
- Abilities:
Unique Abilities:
-Wind Lerale Boost: Whenever the user uses this magic, their speed is instantly increased and their sight around them is a lot better, so their wisdom is higher and attacks are much easier to see. Now, just because attacks are seen doesn't mean they will be avoided, but their damage can be reduced if not dodged at all. Due to the fact that this is a passive effect, the speed and awareness are increased by 50%, making them 50% faster and more aware than the average human.
-Lerale Effect Control: The user or their item is not affected by effects of enemies of less ranking than the user themself. Examples of effects include blind, slow, freeze, burn, illusions, etc. Anything of equal or less ranking that would prevent them from casting out magic would also be negated and destroyed. The user must be aware of any of these things in order for this to activate, but if they are unsuspecting, this ability doesn’t activate.
-Lerale Magic Lust: This ability can only activate while the user has at least one active “Lerale” spell active. They can negate one of their currently active spells that has 2 or more duration posts left in it, then turn all surrounding NPC beasts of equal or less ranking than the user into the users allies. This ranges for 20 meters, and does not work on other players pets. This ability may only be used once every 5 posts, and can only start activating once the thread they currently are in has 10 or more posts. This does not apply on boss monsters.
-Wind Lerale Emergency Cut: If a spell that does not contain Wind in it tries to attack the user, the user can cancel out all of their current spells to negate all damage and knockback that would be received by the attack. This ability can only be used when the attacking spell is of equal or less ranking.
-Lerale Reverse Recovery: Whenever the user takes damage from any attack, they gain Magic power equal to half the percentage of health that they lost. Whenever they use a spell and use magic power, they gain half the percentage of health equal to the amount of magic spent. (Both of these values are rounded up if necessary).
Example: Elyx takes a hit from Ignite, losing 10% Health. He gains 5% Magic.
Elyx uses a spell that costs 15% of his magic, he gains 8% health (7.5 rounded up).
-Wind Lerale Prelude: The user is able to detect and identify any being that is attempting to hide from his sight from up to 75 meters away, regardless of prevention that would make them unable to be sensed. Once per thread, the user can play their instrument to reveal the hidden being and place it right in front of them. They are unable to use that method any further for the rest of the thread.
- D Rank:
Spells:
- Wind Lerale Barrier of Reflections:
Name: Wind Lerale Barrier of Reflections
Rank: D
Type: Wind, Defensive
Duration: Up to 2 Turn
Cooldown: 3 Turns
Description: When a user plays a Classical piece, they can perform this spell. The user must play the song and keep playing for the one turn the barrier is up, once they stop playing the barrier is gone, and they can't change the song to perform another move at the same time, doing so will nullify the barrier. This barrier is a small dome in the shape of an invisible box, allowing targets to clearly see the user, but not be able to use ELEMENTAL spells to get to the user unless the spell is strong enough to do so. Physical attacks are rather reckless since the wind will be moving at an intense 45 MPH speed, one capable of creating a hurricane if not controlled, and the wind can throw away weapons rather easily if any got caught inside. Now for the breaking point, a rank B or higher spell will break through this barrier without a problem, C rank spells break through the spell, JUST broke though the spell, and a Rank D attack is equivalent to the the spell rank of this one. Therefore, it would null the barrier by only a third, meaning three D rank spells would shatter the barrier.
Strengths:
-This barrier is rather strong for elemental attacks, the elemental attacks that can't get through the barrier are either nullified or deflected towards a different direction. Certain Elemental attacks won't be getting through for a while, then again, it would depend on the type of element. For example, it is were a water or fire attack, both can either be dragged and carried away by the wind. Earth attacks are the exception since it is known to cancel out wind almost instantly. Light and Darkness attacks don't really get affected by wind, so they will both carry out as normal attacks. 3 D ranks for earth, water and fire type spells only.
-The barrier is made of wind, so as it continues, it can strengthen for the longer it carries out. This barrier can pull out more air from around it to make is faster for the one turn that it is active around the user. Basically, the barrier gets stronger as it continues. This barrier will last for two turns, for the first turn it spin at regular speed. Since it pulls from the air around it, for the second turn, the barrier will be able to reduce the damage of incoming attacks from C Ranked attacks by 25%, which is still enough to stop the barrier, but the damage is reduced.
-When the barrier is lifted, the dispersed wind can be quickly used for the next spell, increasing that spells attack/defense tremendously and causing even more destruction to the users target(s). The wind won't suddenly stop, but it will spread, so not all of it will be caught to be used, but about half of it can be reused for the next attack. For the next turn only, any attack performed by the user will gain 25% of it's original attack. This will only be for the next turn, any turns after will return the attack power to normal. (I know it was said 50, but this is rank D)
Weaknesses:
-Elemental attacks that are strong enough can get inside, and if the user is hit, they will mess it. It's guaranteed. If they mess up, the barrier is nullified and the element is still trapped in with the user, meaning the user will have to take more than one hit until the barrier is completely lifted from the scene.
-This is a barrier, and since this is a barrier, it is designed to make sure nothing goes in or out (which it still can) so the user on the inside doesn't get harmed. But then what happens if the playing goes wrong? It's one thing to stop playing due to a hit, but to mess up, the Barrier will collapse onto the user, and that isn't going to end too well.
-With the fact that this is wind, there are elements that can still be used to attack the user from inside of the dome. This means that the user is exposed to all of the elements inside of the dome, like the ground he is standing on for example, which is considered to be Earth. Not only is it inside, but it is the greatest enemy to Wind.
-While the user is in the barrier, if an attack hit the barrier, the user can't move from their current place. This means even if the barrier is broken through, the user is forced to remain stationary until the hit is taken.
- Wind Lerale Stream of Quintus:
Name: Wind Lerale Stream of Quintus
Rank: D
Type: Wind, Offensive
Duration: Up to 3 Turn
Cooldown: 4 Turns
Description: This is a spell that is designed for those who successfully play Quintus by Larry Clark. A Wind chain will be summoned to act under the control of the user, in which it is designed to attack and defend. This chain can pick up objects with the heavily spinning amount of wind, it can block light physical and elemental attacks, it can even be used as a weapon itself. It is like a giant amount of wind coming to life, and the user can guide it to do as they intend. This chain is light shaped like a loose string except a lot more resistance to attacks. This is basically using wind like a puppet to do the work of the user. The wind travels around the user in a 10 foot radius.
Strengths:
-A giant gush of wind being controlled like a puppet, this is expects to be hard to see and even harder to dodge due to the fact that this is wind. Since this is wind, it is rather hard to see attacks coming from this trick since it isn't a devastating storm-like amount of wind, but it is still enough to hurt. There are other tricks to finding this wind, the one that many use is the fact that it makes loud amounts of noise, easily signalling the enemy from at the most, 40 feet away, where the chain is located.
-Due to the fact that this Wind is controlled, the user is allowed to use it in any way they would like. They aren't forced to use this move as an offensive attack, it is theirs to control and theirs to use at their free will.
-This chain is carried out by wind, and there is plenty of air around them. The user can add onto their chain using the air around them. This move could become lethal if given enough time to invest that much air into this technique. This wind could speed up easily if not stopped at all.
Weaknesses:
-Like the first strength, there is also one weakness to this as well. The user can't see the wind too clearly either, so this will be hard for the user to see, in fact, it would be even ore likely for the attack to miss than to be dodged since there probably won't be anything to dodge in the first place.
-If this wind were to hit an object that i can't lift, it will probably be split into pieces and you can no longer control the chain since it is broken. The cooldown will remain the same, so be careful with the aiming.
-This is Wind, and for being Rank D, it is expected that there will be attacks that can break through it easily. Both Physical and elemental. This wind can blocks attack, but only to a certain point before the wind breaks and cancels out.
-If another wind stronger than this one, the user of the chain will lose all control of the chain of wind. This is because the chain of wind would be cancelled out by the stronger with. Something like a storm or a hurricane can stop this chain.
- Wind Lerale Boost Calm Meadows:
Name: Wind Lerale Boost: Calm Meadows
Rank: D
Type: Wind, Supportive
Duration: 2 turns
Cooldown: 3 turns
Description: For this move, the song Artemis Rising by Jeffery Bishop must be played, only one small part of the users choosing. If all the items disappear, this procedure has been successfully finished and the transformation will be done. This transformation resembles a requip, except it doesn't enhance the users items, but their abilities instead. The user acts like the healer of the group, no longer being of any use in combat. Their usual items will be temporarily gone until the users form is changed back to normal. The user also loses their ability to use other magic spells until this form is lifted.
The user obtains a weak spell known as "Meadow's Bliss", which heals a small portion (5%) of the targets body by placing both hands on a certain damaged area and applying the weak healing magic into the body of the target. This spell can only easy the pain, but not actually mend any broken bones. This can also be done to themselves as well, but being the healer of the group, the party should look out for you while you heal them.
Strengths:
-The user no longer poses a threat to the enemies anymore. Monsters will most like aim for the ones that look like the bigger threat to them. Naturally, this would probably not apply to enemy mages.
-The fact that their items disappear, there is nothing more for the user to focus on, just keeping their bodies from taking any hits. Before, it would be all their items they had to protect their instrument especially, but now they have no need to worry about any valuable items, so all focus will be put on their target.
-If one can hide, the user can take a moment to use this spell to heal themselves or someone else by 10% (In two posts) before returning back to normal. Though that may not seem like a lot, it can be the difference maker between a critical wound and a normal wound.
Weaknesses:
-The user can honestly try to fight with their fists if they would like, but their stats are all set by default. No awareness boost, no speed enhancements, no power enhancements, and it is mentioned that their weapons and other spells are gone. There is no hope to try to fight, but that doesn't mean one can't at least try.
-Nope, no weapons will be given to them. They are either forced to fight with their bare hands, or find some other weapon that wasn't their own. It is highly unlikely to find one that hasn't already been picked up, so there will probably be no items for the user to fight with. In addition to this, any items they carried will no longer be there until the formation wears off, so no healing or enhancing items will be carried out. Familiar pets sure, they will stay, but other than that, there will be no exceptions to this rule.
-No spells can be used with this ability. The elements in the users body will be nullified, forcing the user to only fight with their body. This could be difficult since many wizards are used to using magic for combat, so for it to be taken away would be rather difficult. The magic energy is concealed in them, and will not be released until the formation is done.
-After this transformation, they will actually feel fatigue and the need to sleep, their energy being drained. This move is designed to be a fight finisher, so it will put all of the users energy into this transformation. This being said, if the fight isn't finished, the user will either carry out the battle while sleepy, or end up being knocked out.
- Wind Lerale Execution Bomb:
Name: Wind Lerale Execution Bomb
Rank: D
Type: Wind, Offensive
Duration: 1 Turn
Cooldown: 3 Turns
Description: This move can be done to shift the tides of Earth users. The user must play A piece of Phantom of the Opera in order to carry this attack out. A ball of wind will be shot, and after 2 seconds of release, the ball will explode and huge amounts of gale will be sent flying everything within 10 meters of distance, pushing anyone except the user back a good distance. Without protection of magic or armor, D rank mages would be sent about 8 Meters away from the user, C rank mages will not be lifted off the ground, and their maximum distance sent would be 4 feet. Any other higher rank mages without protection would only feel this as a gust of wind, almost relaxing even. Often used for escape, but it doesn't do any actual harm unless the impact of whatever the target hits is dangerous, but the wind isn't isn't harmful, but it gives huge knockback. The average human would be able to keep their feet on the ground, but they would have to press their feet on the ground to make a complete stop after about 3 seconds of sliding. A small diversion, but long enough to start running.
Strengths:
-For a D ranking spell, for this to push anyone back so far, that is amazing. This technique is designed to push back opponents away from the user so the user can escape, but it all depends on the situation. The fact that the knockback is far is amazing in it's own rights.
-Considering the fact that the ball of wind looks small, it has the element of surprise. It even goes off after two seconds, which adds onto that surprise as well. No one would expect such a tiny thing to do any harm, and it doesn't harm. It just heavily pushes back fighters from the user.
-The users themselves will be overlooked by the explosion, they will feel the wind, but they won't get carried away by it. This gives them a chance to run while no one is around them since the explosion of wind occurred. The user won't be affected by the explosion is what I am saying.
Weaknesses:
-This explosion is rather quick since this is wind. Since this is the case, it will only be one knockback, but that is all. The wind used can't be used to perform other attacks since the wind will return back to being normal air.
-It takes time to make this bomb, (1 post to charge), and more often than not, their opponents will attack them anyways. May this happen, the user is forced to just run without counterattacking so they can continue this technique. The chances of dodging are highly unlikely due to the fact that you are probably trying to run away from someone who is much stronger that you, and that could ruin the whole process altogether.
-May the technique fail due to wrong notes being played or the playing being stopped, there will be an explosion of wind that will knock back the user and only the user of the failed attempt in creating the bomb. This could make escape even LESS likely to happen.
-If an object were to hit the bomb before it explodes on it's own, ANYTHING including the user will be knocked back by the explosion. The user would be unconfirmed, so everyone caught in the explosion will be knocked back, and the plan of escape will probably be foiled.
- C Rank:
- Wind Lerale:
Name: Wind Lerale Octave Armor
Rank: C
Type: Defensive
Duration: 4 Turns
Cooldown: 5 Turns
Description: The user must play a full octave upwards on the Violin correctly for this spell to activate (7 notes, basically, instantly activated). The users body is swarmed with a huge amount of wind that act as an outline, the wind spinning violently enough to create a wall-like structure, like a tornados sort of spinning. It moves along with the user, not restricting their movement at all. This layer of air allows them to block many attacks and cut the damage to zero unless the spell or attack is higher ranking than this spell, in which will inflict full damage. Any type of Earth attack can break through this armor instantly, regardless of the ranking of the attack. This spell requires 3 C rank attacks in order to shatter this armor to pieces of air.
Strengths:
-A hearty 3 C rank hits what it takes to destroy this armor. For each hit towards it, the damage is cut to zero. It acts like another 3 C ranks of health, until the duration ends at least.
-Being made of wind, it doesn’t limit the users speed in movement or power in any sort of way
Weaknesses:
-This armor is made of air, Earth attacks will break through this armor instantly and caused the cooldown to begin.
-Can’t be fixed up like regular armors, the user can’t supply the armor with wind to repair it’s wounds
-The user can’t feel any wind past this point, meaning any sort of magic sensing while this spell is active is inactive due to the interrupting flow of wind.
- Wind Lerale Swift Paws:
Name: Wind Lerale Swift Paws
Rank: C
Type: Support, Wind
Duration: Three turns
Cooldown: Four turns
Description: The user must play a small portion of the piece, "The Code" by Alan Lee Silva in order for this spell to take action. This transforms the user into a human-cat like beast known as a Neko. The users items all disappear, and their looks will change as well. Their clothing will be a Green short-sleeved tight shirt with Blue jeans at the bottom. The user will have light brown cat ears and a cat-like tail as well. Their eyes will be light green as well and their cheeks will have cat whiskers as well. The users speed will heavily increase by 50% of their average speed, their plan being able to overwhelm their targets with the speed of the users attacks. As for personality of a Neko, it will make them a lot more playful in combat rather than so serious. They could lower the guards of their opponents with their cuteness, giving them the element of surprise.
Strengths:
-Their speed will increase tremendously, making it really hard for their enemies to expect them coming and dodge them at the same time. This makes a Neko not only fun, but a lethal beast as well with their overwhelming speed.
-Everyone loves a Neko for their playful and loving manner. The users personality will be no different, their personalities are no different that that of a Neko. This is a good thing due to the fact that they are very charismatic and easy to love. They can be some of the best manipulators as well with their personality.
-Wind magic is invested in this transformation, any hit they land will inflict a little bit more damage than usual due to the fact that wind will boost the speed of the uses body parts, legs, arms, any sort of offensive body part.
Weaknesses:
-Their items will disappear while in this form, and no weapons will be given to the user. They must fight physical battles. The user can't uses other spells while a Neko. There is no way to escape this unless you wait the transformation off.
-They tend to act like cats, so they obtain the same sorts of tastes as cats. For example, cravings for fish, fear of water, and a loose-thinking mentality. Nekos can attract with their playfulness and cuteness, but repel with regular cat claws like instincts to scratch and the desire to be petted.
-Temptation always drives a Neko crazy, whenever it is for food or simply someone offering to pet them, they will always take the bait, even if they know they are about to be lured in a trap. Some, if strong-willed, might be able to think before they act, but in most cases, that won't happen and they will fall for the trap.
-Physically, their abilities to fight rely on physical battles alone, and they will attack whatever they are standing in front of without really thinking too much of it. It doesn't matter if it is an elemental attack or not, they will leap into battle at just about anytime, regardless of their chances.
- Wind Lerale Valley Strike:
Name: Wind Lerale Valley Strike
Rank: C
Type: Offensive, Wind
Duration: One turn
Cooldown: Three turns
Description: The user must play Classical Reflections, Movement Two, for this spell to be active. The users bow will transform into a sword known as Shattering Breeze. It only lasts for Ten seconds though when summoned before it turns back into a Violin bow again. The user will dash at the target at full force. When the sword hits the target, a huge wave of wind will shoot at the target. The impact plus this giant gust of will will knock the average C rank mage into the air. A D rank mage will just fly far, as if a baseball bat to a baseball. A B rank or higher mage will probably just stumble back on contact, but they won't be lifted off the ground by the wind. Once the hit has struck, Shattering Breeze will return back to normal.
Strengths:
-This is a blade being forged out of wind magic, the speed of swinging this blade would be fast due to the fact that it is light and portable. A D rank mage would be able to carry it with ease, almost as if it weren't there.
- When impact has been made with the blade using Shattering Breeze, a giant guest of wind will be used to increase the chances of knock back. These winds hit at a fast 55MPh, fast enough to lift a human body who got hit by a sword.
-Defenses can be broken using this spell provided the equipment is of equal or less ranking (If the equipment has effects to prevent this from happening, then apply as such), this sword is able to send equipment of their targets flying. A D rank mage has a small chance of losing their item they are holding. Shields can be damaged with this technique. If not protected by anything, D rank mages can be sent flying up to 10 meters away. C rank mages that take a hit from this attack would be sent flying at the most 5 meters away (Those of B rank or higher will have the slightest bit of damage to their equipment, and no knockback will be shown.)
Weaknesses:
-This is a sword made of Wind, this weapon will quickly depart from the user easily, after ten seconds of use, Shattering Breeze will return back to normal. This gives the user one chance, and one chance ONLY to strike at their opponents.
-There are ten seconds before the sword becomes a bow again, this means that they have no time to think, the user must act now. Their only hope of getting to their opponent is going straight for them without thinking, the user is forced to charge if they want to try to land a hit.
-This is a weapon, but it is the Violin bow as well. If the sword were to break, and it will shatter the Violin bow, which shuts the user down COMPLETELY! A Lerale user without their instrument leaves them without magic, a huge flaw.
-If the element of Earth were to come in contact with this blade, Shattering Breeze will return to being a Violin bow. Element wind is easily cancelled by Earth, this sword is no different.
- B Rank:
- Wind Lerale Stealth Claws:
Name: Wind Lerale: Stealth Claws
Rank: B
Type: Wind, Supportive
Duration: 3 Turns
Cooldown: 5 Turns
Description: The user must carry a Lerale Instument, and the song that must be played is Entrance by Ice. Only a portion of the song has to be played, and that portion can be chosen by the user. The users body will transform into the mighty beast, Stealth claws. Their clothing will changed to a Black T-Shirt covered by a short-sleeved white jacket. The Pants will be demin blue jeans with two holes on the knees. The user shoes will be black with a white streak running through the sides of each shoe. The eye color will changed to a Light Grey color as well.
Stealth claws is designed for close up combat, and unlike the previous rank forms, it can actually use some Wind Magic behind it’s attacks. For example, with every time it strikes, Wind Damage will also be inflicted onto opponents as well for each physical blow. This wind damage will be inflicted as secondary damage, so it would inflict another 25% of damage for every strike. The user will also be able to float at least one foot off of the ground at the most… it doesn’t really add anything to the users stats, but it gives them a little less friction at the cost of handling. Sadly, the user has no choice but to float in this form. The users speed is increased by 35% and their awareness is increased by 25%.
The user must give up the ability to user their magic spells and their current weapons until the form has lifted. In the meantime, the user gains two small items known as the stealth Claws. These are two claws that really don’t have a definite color, but they are very easy to see through. They extend to about three feet, and are sharp enough to tear through skin with a delicate touch. Not only that, but they are light and easy to travel with as well, so using them would just come down to arm speed. Though they have these effects, the lightweight weapons may come back to haunt the user in battle.
Strengths:
-The fact that the users speed and awareness increase at the same time, the user will be able to see attacks that are usually hard to see, and they have the extra speed to get them out of the way. (S rank users and higher can get past this extra sensory without the user's awareness catching view of their spells.)
-The claws are designed for the enemies to barely see them, making it hard to detect where the next attacks are coming from. Normally, people might try to look at the users arms, but if they do they, they lose too much focus on where to block the attack and how to brace for the next attack.
-The user floats at the most, one foot off the ground. This makes sneaking up from behind very easy since no footsteps can be heard. The floating also allows users to move without user their feet, so they don’t get tired in combat. If they take a hit, any part of their body that is about to hit the ground will just end up floating one foot off the ground instead of taking impact (Say the user is knocked back and is about to hit their head, that users floating technique will have them float with their head facing upside down instead of letting the head hit the rough earth.)
Weaknesses:
-The claws also can barely be seen by the user, so this requires memory of how far their claws extend. If they are not too careful, they might find themselves using a double-edged blade. (Term that is when a sword hits both the user and the target, sometimes the user taking more damage)
-As mentioned before, the handling can be a little hard to control since friction is heavily taken away, so mobility will be rather hard for the user since they have no way of being able to hit the ground. So they might accidently float past their targets and ruin the element of surprises
-Nope, their feet can’t hit the ground in any form or way. Sure, they may hit other objects like their targets or environmental objects to stop themselves, but the user must always have their feet above the ground, and they can’t stop the floating effect until their form wears out (After 3 Turns.)
-As the other forms of Lerales have shown, the user may not use their previous spells or weapons until the form has returned to normal after 3 turns. Their items will disappear and their bodies will not be able to produce any other Lerale magic spells until this effect is lifted. Once the form is finished, the items and the access to all other spells are all available once again.
- Wind Lerale Storm Pillars:
Name: Wind Lerale: Storm Pillars
Rank: B
Type: Wind, Offensive
Duration: Up to Two Turns (Can be stopped at anytime, but the Cooldown remains the same)
Cooldown: Four turns
Description: This song must be active and will only be active until the user stops playing. Therefore, if they stop playing this piece, this spell is stopped as well. The song the user must play is Endelle Spiral. This is when a few pillars of wind will suddenly shoot from the sky at 60 MPH, causing the enemies to take regular amounts of B rank damage, but the knock back is heavy. These pillars will strike as four pillars per turn. A huge drawback though is that where the pillars will strike are random, and they are also limited to a 15 Meter Radius.
Strengths:
-The damage is normal, but the knock back due to heavy amounts of wind is much greater compared to the damage it inflicts. The average B rank mage would be sent into the air if they aren’t careful. C rank mages will be sent flying, but they can minimize their flight if they act properly. D rank mages are just going to fly, no questions asked. A rank or higher can just take the hit without being knocked back, but damage applies normally.
-The user can still move normally as long as they are playing the piece, the user will be able to evade alongside the pillars as well, making it really hard for their opponents to focus their attacks as they are running.
-The user will be able to break the ground if it is soft enough to break, and this allows splash damage to the pillars as well. For example, soft rock can fly at enemies as well as they already took the pillar damage.
Weaknesses:
-The pillars can strike wherever they just end up, their results not in the control of the user. Due to this unfortunate flaw, this spell would be hard for him to actually land any hits with.
-The user must be playing the piece, whenever the pillars are striking, the piece must be played correctly. If they have messed up on the piece on even so much as two notes, the spell will be cancelled. The cooldown will not change if this happens… nor will it change at all.
-The users focus will probably be focused on keeping this spell alive, which will lower their awareness by 10%. Awareness is what is used by characters to determine if they can see attacks coming.
-Due to random targeting… Pillars can attack the users if the user doesn’t actively moving. So… basically, this spell doesn’t choose favorites, even the user can be a victim to this spell.
- Wind Lerale Air Cut Devastation:
Name: Wind Lerale: Air Cut Devastation
Rank: B
Type: Wind, Offensive
Duration: Up to two turns.
Cooldown: Five Turns
Description: This song must be active and will only be active until the user stops playing. Therefore, if they stop plying this piece, this spell is stopped as well. In order for this spell to be active, the user must play the song, None like Freya. A force of wind would be connected to the instrument of the user. Every ten seconds, a blade of cutting air will attack one target (Which can still be dodged… if they find out where the air is coming from). The blade of wind almost gives no sign or warning of arrival, neither the user or target seeing where it is traveling. The main element an enemy should look for in detecting this attack is a sudden gust of wind, which will attack exactly three seconds before the actual attack occurs.
The blades of winds are thin and fast enough to cut like swords. They have the ability to slice once every ten seconds (Up to two slices per thread). However, these attacks are still considered magic attacks.
Strengths:
-The Air Cut Devastation leaves only a small hint when it comes to approaching attacks, there is almost no way of finding out about where the air blades will attack.
-The blades are able to attack twice in one turn. So provided the attack is a failure on the first try, a second attempt will be made. If both land successfully, they will cause two B ranks worth amount of damage (Can only be done on the first of the two posts, and weakness one explains what happens when this happens.)
-The user has the ability to evade while using this spell, though they are forced to play the Violin to keep this spell active, the user isn’t forced to stay where they are when carrying out this spell. Many users can do that already, but many Lerale spells force the user to stay still, but this one is a different case in which evading is allowed.
Weaknesses:
-If on the off chance that both hits are successful on the same post, the spell is instantly negated for too much magic power being used. (This is done to prevent the spell from being way too strong and landing four B rank attacks with one spell).
-The one hint that can be used to find out where the blades of air are approaching is with the sound of the air, it is faint if one doesn’t pay attention, but the blades make a small whistling sound when they are ready to strike. This gives their targets an opportunity to dodge the attack.
-This attack is also hard for the user to detect since the user can’t find the blades of air. This makes the targeting system rather hard, and sometimes the blades of air can completely miss an attack due to lack of aim. This invisible blade of air is not only a weakness to the enemy.
-If the Violin is played with at least a literal couple of notes messed up, it is instantly nulled and the cooldown is reset. There will be no changes to the cool down, even if this unfortunate incident were to occur. If the user stops playing for any reason, this spell will also go null and the cool down will begin as well.
- A Rank:
- Wind Lerale Air Lock:
Name: Wind Lerale: Air Lock
Rank: A
Type: Offensive
Duration: Up to 4 Turns
Cooldown: 6 Turns
Description: When this spell is casted, an enemy up to 10 meters away will be targeted. A sudden ball of wind will begin to swarm around them, noise probably being their only warning. This spinning wind then takes form of a sphere around the target, and once they are inside this barrier, they are deprived of any movement inside of the barrier until either the spell blows over, or the barrier is broken from the outside. It takes 2 A rank hits to destroy this barrier from the outside, 1 if it is a Rock Type spell A rank attack. The sphere lifts itself up to 5 feet up into the air to prevent contact with the ground below. While the target is locked in the Air Lock, they begin to lose oxygen since this spell forbids outside air to enter, the carbon eventually beginning to build. If the target breathes too hard and runs out of oxygen, they might end up knocked out.
Strengths:
-This spell allows the user to jail an opponent if it is an arrest needed rather than a death, it is able to knock out opponents, but not kill them (To Elyx, this is a strength, he would never take the life of another unless ordered by the council or guildmaster)
-This spell lasts a fairly long time compared to many spells, restricting them from little to no movement.
-Movement inside of the barrier is restricted by the enemy inside, due to the outside oxygen not being let in, they have no movement in a dome of limited breathable air.
Weaknesses:
-All attacks from the outside will work against this spell, there is no such thing as a spell that will hurt the trapped target from the outside. This acts as a shield from any further damage for the target.
-The user is unable to cancel the spell on their own, they would have to destroy this barrier like anyone else.
-While this spell is up, other Wind Lerale type spells may not be used. Other types of spells or attacks are accepted, but no other Wind Lerale spells.
-Weak against Solid Earth attacks, like rock, in which the requirements for shattering this spell is cut in half.
- Wind Lerale Crashing Winds:
Name: Wind Lerale: Crashing Winds
Rank: A
Type: Offensive
Duration: 1 Turn
Cooldown: 5 Turns
Description: The user can target one area up to 15 meters away, when they cast out this spell, the wind within that area forms in the shape of two giant waves –one on the left side and one on the right side- of wind that stand up to 10 meters tall. Both of these waves crash down onto that one area as if a wave made of water. When both waves crash onto the ground, a huge impact with the ground occurs, and all of the broken wind will shatter in all directions. Anything caught in the area the waves of wind crash in takes A rank damage, and their speed is reduced by 20% for 1 turn.
Strengths:
-The waves both surround the area by attacking from both the left and the right side, giving enemies barely any hope in escaping unless they run forward or backward.
-The speed reduction aftereffect allows the user to continue fighting against their slowed down enemies, who have now become easier targets.
-This spell is executed in just one turn, inflicting heavy amounts of damage quickly rather than having the little bits of damage spread out.
Weaknesses:
-When the waves of wind crash, anything inside of it gets hit with A rank damage as well. A thief with a hostage, that hostage will take equal damage as well.
-If the user is too close to the two waves crashing, the user might end up getting caught in the waves of wind. From there, they take damage equal to their rank. (Not just A rank, if they are S rank, they take S rank damage)
-The Wind created by this spell can’t be recycled for other spells.
-The waves of wind take a while before crashing down, and because of the size of the waves, it takes about 10 seconds before they actually collide.
- Wind Lerale Chidori's Keep:
Name: Wind Lerale: Chidori’s Keep
Rank: A
Type: Support
Duration: 4 Turns
Cooldown: 8 Turns
Description: When the user casts out this spell, their awareness and speed are increased by 50% while this spell is active. Wind is flowing through the body of the user, allowing them to move lightly and gracefully. Gravity does not become too problematic since the user can jump up to 10 feet, their muscles adapt to being agile, and at the cost of a 10% of health. This is unlike a transformation since the users clothing and features lack change. The only visible change to show this enhancement is the users eyes, they shift to light-blue. At the end of this spell, the user must give another 10% of their health. If this would end their life, it ends up at 1% instead.
Strengths:
-The user gains the ability to survive under the heavy attacks of many against them, this allowing them to dodge the attacks of those who outnumber him, or those with attacks much faster than the user.
-To be able to see attacks as well with the increased awareness, the user can see attacks 1.5 times farther than the average A rank mage.
-When the spell takes the final 10% of health away, if the final cost would reduce the health of the user to 0 or anything lower, it is instantly sent to 1%.
Weaknesses:
-If the first 10% cost brings the user to 1% health (Not the best of ideas), and the final cost happens, if the user were at 1% already, it is sent to 0%. There is no escaping the cost.
-Users might lose a bit of control of their body, the wind in their body allows them to function differently. They aren’t adapted to using their bodies this quickly, which might cause them to lose control.
-This spell demands a health sacrifice, the user must be prepared to spend 20% of their health to gain this boost.
-The user may not use any further spells until this spell has been lifted. Any previous spells active may remain, but no further ones.
Name: Wind Lerale: Crushing Cyclone
Rank: A
Type: Offensive
Duration: 4 Turns
Cooldown: 7 Turns
Description: When the user casts out this spell, a giant tornado will be formed from above as opposed to normally starting from the ground up. The tornado will be 50 meters above the ground, and the bottom part of it will be impossibly sharp. This Tornado has a 50 meter diameter as well. It brings in mages who are unable to run any faster than 30MPH will get pulled in by the winds, and if they are stationary, they are being pulled in at 30MPH. Those who get sucked into the tornado remained trapped in it until either it is destroyed (After 2 A rank hits from the outside of the Tornado occur) and will take 1 B rank hit for each turn they are in the Tornado. Finally, after the duration finishes, the Tornado will drop down from the air, still spinning violently, drilling into the earth and everything below it. Anything caught in this impact and inside of the tornado, including the user, takes an A rank hit. It will be drilling into the ground and shaking the earth within the next 100 meters for one post before finally disappearing.
Strengths:
-Sucks in those within 50 meters at 30MPH, which some mages are unable to run at with their full speed.
-When caught in it, the ones in it are trapped until the duration finishes, or someone inflicts 2 A rank hits on it from the outside.
-Inflicts B rank damage to all those trapped in it
-When duration is over, it drops down for one final post to drill into the earth, inflicting an A rank worth of damage.
Weaknesses:
-It takes 1 A rank Earth spell to destroy this spell.
-The user can get sucked into the Tornado and take damage while inside of it like any other trapped victim.
-The user can take the same amount of damage if struck by the tornado when it drills into the earth
-The Tornado remains stationary in the air, unable to be controlled by the user any further
-The spell can't be cancelled out by the user, it must either be destroyed or the duration must finish.
- Signature:
Name: Wind Lerale: Adrelissa's Heart
Rank: User's Rank
Type: Defense
Duration: Passive (While it is being used)
Description: A spell made by Elyx Reiaki, designed as a tribute to Adrelissa Sosayaki, his deceased partner. This is done using his memories, allowing him and only him to use it. When he is playing his Violin, if he is not casting out any spell, he can block attacks with a solidified barrier of Wind by facing in the direction he is blocking the attack from and playing his Violin in. An attack against this would feel like hitting a metal spring, it bounces the attack away in the direction it came from. No other spells from the user can be active in order for this spell to be used. Attacks of equal ranking to this spell will inflict half damage to the user. Attacks of higher ranking inflict full damage, breaking through the spell.
Strengths:
-It can be used anytime while there are no other spells the user have used in the battle they are in. It does not have a heavy price in magic.
-Unique spell since it was designed on Elyx's memories as well as magic, someone must have memories of Adrelissa Sosayaki in order to copy this exact spell.
-Solidified Wind is... Solid, not even Earth found a way past this one. It is resistant to all magics equally, no magic, not even Earth, will have more of an advantage that any other in breaking this down.
Weaknesses:
-The user must have their body standing directly in front of where the attack is coming from. Attacks from behind won't be blocked with this spell.
-No other spells from the user can be active in order for this spell to be used.
-An attack that has equal ranking to the user will still inflict damage, meaning this is most effective against those of lower rankings, rather than the usual enemies the user faces.
-Can only be used while the user is playing the Violin, which is a gimme, since that is required for the user to cast out any Lerale spell. If the user doesn't play the violin correctly, this spell doesn't apply.
Unlocked under request!
Thorn- - - - - - - - - - - - - - - - -
Lineage : Arm of Destiny
Position : None
Posts : 1405
Guild : Savage Skull
Cosmic Coins : 6
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill:
Second Skill:
Third Skill:
- Post n°31
Re: Swordplay Devastation Magic
hay i will be graiding your magic the first thing i need is the request fread where you paid to change your magic thanks
Thorn- - - - - - - - - - - - - - - - -
Lineage : Arm of Destiny
Position : None
Posts : 1405
Guild : Savage Skull
Cosmic Coins : 6
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill:
Second Skill:
Third Skill:
- Post n°32
Re: Swordplay Devastation Magic
Elyx Reiaki wrote:Magic
Primary Magic: Swordplay Devastation Magic
Secondary Magic: Currently None
Caster or Holder: Caster
Description: Swordplay Devastation Magic is based just on that, Swordplay. This allows the user to dedicate their magic spells and abilities to becoming a master Blade user and overall weapon user as well. They make themselves immune to the negative effects of magic, and even have their weapons nullify magic spells and abilities. It also gives the impression that the user can't use magic or projectiles, which is most certainly not the case. This magic specializes in both short and long distances, only a fool would believe this magic to be weak due to ignorance of range. They rely heavily on their blade though, which is why they are not too quick to lose them, and even have methods for getting the weapons back into their palms. This usually works with a one-handed blade, allowing the second hand to cast out Secondary Magic while attack with the first palm, and if creative enough, can mix them both to string extreme combos. Due to them relying on their physical abilities, this magic also enhances the users body and actions, making them stronger, faster, and much more aware. It keeps their senses sharp almost all the time, sleeping being the exception.
Elyx plans to use one blade and master it, having it cut through magic and abilities with immense speed of his strikes. Faster than the wind, he plans to cut through mass and wind when he grows strong enough. With one blade, he plans to be physically and mentally stronger than the opponent, be aware enough and witty enough to beat any enemy, and be versatile enough to survive under any sort of pressure. He plans to lock down magic sets, and though it's impossible to completely shut down magic, he can reduce others magics to level the both of them into a melee battle, which he has the leverage in. He plans to beat them with high movement speed and attack power, so even if they do block, their defenses would be broken through.
"You have relied on Magic for so long that you have forgotten what it means to actually fight..." -E.R
Strengths:
-This is not just a melee-based sort of magic, it is a versatile sort of magic. All of the speed allows them to reach any opponent, and there are projectile opportunities for the user, and not just throwing weapons. This set of magic masters all ranges in attacks.
-This allows the user to be more aware and train all of their physical abilities to outrank their opponents physical abilities. This magic is based on lowering opponents magic abilities and forcing them to fight on a melee level, where this magic also enhances.
-Heavily resistant to an enemy's magic, a variety of the spells designed to cut through opponents spells, abilities and negative effects. This is due to the fact that the user is heavily reliant on their physical strength, and they need to protect their body.
Weaknesses:
-Without a weapon, this becomes more of a melee based magic set with the body. Half the spells in this spell set would not serve useful, it is wise for the user to have a weapon in hand while using this magic. Otherwise, they cut their chances and options heavily.
-This requires time to master, wildly swinging a blade for the first time will not get anyone anywhere. It could take days, weeks, possibly even a couple of months for this magic to be master completely.
-This heavily uses up magic power, so some magic spells and abilities are dedicated to keeping up with the magic power. Even then though, it might drain faster than it can restore, this is called "Overlimit" and will heavily drain magic power quickly if Overlimit occurs.
- Lineage:
Lineage:
Knight of Crossfire:
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.
- Abilities:
Unique Abilities:
-Blade Mastery: A swordsman who understand how to wield a blade has acrobatics and handling mastered. Skill is nothing without ability, and vice versa. The user with this ability has ability with this effect, making their movement faster and their attack power is enhanced. The movement speed and attack power are increased by 75%.this is a bit high for a passive ability i would sergest 25% for an active ability 50%
-Brawlers Resistance: The user or their item is not affected by effects of enemies of less ranking than the user themself. Examples of effects include blind, slow, freeze, burn, illusions, etc. Anything of equal or less ranking that would prevent them from casting out magic would also be negated and destroyed. The user must be aware of any of these things in order for this to activate, but if they are unsuspecting, this ability doesn’t activate.
-Quickstep: Once per post, the user can quickstep. A Quickstep is a move that makes the world seem frozen in time for a bit, then the users body is transferred to an area of their desire. That is how fast that this move it. The user can move up to 50 meters in a quickstep, and it can't be done if a melee attack is executed on the user on the post before the current post.
-Flinch: Whenever the user lands a hit with their sword on an opponent of equal or less ranking, they would end up flinching for a full second. Their body remains stationary for that second, meaning they in no way will be able to move for a full second before they gain motion again. Though one second may not seem like much, one who can string combos together would be able to take advantage of this to execute those combos without fear of resistance. The duration of the flinch does not stack, but
-Master Recovery: When the user is wielding a blade in their hand, they can gain either 5% health or 5% Magic power per post. They must have attempt an attack with their blade on that turn for this ability to activate.
-Natural Detection: The user is able to detect and identify any being that is up to 75 meters away, regardless of prevention that would make them unable to be sensed. Once per thread, the user can swing their sword to the side reveal the hidden being and place it right in front of them. That being is unable to use that method any further for the rest of the thread for any purpose.
- D Rank:
Spells:
- Haruki's Shadows:
Name: Haruki's Shadows
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: The users body is split into multiple pieces until four versions of him are present, and original, and three clones. Each of them inflict 25% of their original damage, but have the same amount of force and knockback. Each one can think with their own minds, but they think alike, so they all can work together easily. After the duration, all four of them will return back into one body, and all wounds that they received will show on the users body. If one of them die, the user dies. This is used to spread and outnumber an opponent who dares oppose the user, using numbers to carry out speedy attacks. Each time one uses a spell, they are using magic from a shared pool of Magic Power unless they are using the same spell in unison.
Strengths:
-Copies of the user with the same force and same mentality, they can accomplish things four times more than the average single man can.
-Great minds think alike, they won't be so quick to resist each other since they have the same mentality and knowledge. One is not better than the other, it truly is like splitting the user into difference pieces.
-They gain his weapon as well with it's abilities, since they are designed to be exact replicas of the regular version of the user.
Weaknesses:
-Each version of the user, including the original inflict 25% of the average damage the user can inflict. So if in their own battles, they are unable to cause much of a dent as the single user usually can.
-Free Will: Each of them can act on their own, so if they see different things, their mentalities will split and the four similar beings become four original characters with the same appearance. The downside to this is the fact that they may then have different perspectives and may even work against each other worst-case scenario.
-Shared Magic: They all will be using the one pool of magic the user normally has, and though it may inflict way less damage, the cost for spells will remain the same.
-Shared Pain: When the duration is over, the four of them will return into one body. All wounds inflicted onto the clones will merge into one at the end. So if one of the clones die, the user dies.
-Shared Health: Just like the magic pool, except they also take regular damage. Four times more likely to take damage, four times more likely to die.
-
- Lindsey's Reach:
Name:
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: This spell can only be used while the user has a blade in their hand of any sort. Light magic is used to extend the reach of the users weapon, doubling its blade size. For example, if the sword were 4 meters, 4 meters of light magic would be used to extend the blade to 8 meters. While this spell is active, the user gains 25% movement speed and attack power.
Strengths:
-The user is extending the blade to give themselves more melee range to work with. Double the amount of range they had from before.
-A boost while this is active to help the user with their speed and attack power. It's a nice combo with range, and might try make handling a little bit easier as well.
Weaknesses:
-Due to the huge range of the blade, the user must be careful to avoid having it hit surroundings that might stop the blade. Such as the ground for example.
-This blade with extended range might accidentally hit nearby mages, allies included. This mixed with the Flinch system is not too fortunate...
-The extension size can't be determined the user, double or nothing one might say. If a weapon already was huge, it's size would be doubled and very uncomfortable as well as hard to handle and control.
- Vanessa's Derail:
Name: Vanessa's Derail
Rank: D
Type: Support
Duration: 3 turns
Cooldown: 4 turns
Description: The users weapon at hand gains a 25% in attack power and the weapons blade is on fire. Every time the user slashes with the weapon, a flame trail emits from the blade and shoots 10 meters towards the direction the weapon was slashed. The user takes 5% in damage per turn, the damage being cut in half for each rank higher than this spell the user is (Minimum 1% damage taken per turn at least.) One fire trail can be created this way per post, and they inflict 50% D rank damage in addition to the damage the blade inflicts. No other support spells can be used while this is active.
Flame Trail: A line that travels on the ground made of fire, it can only go in one direction and can be put out with an equal ranking projectile magic attack or with any equal ranking defense. It travels at the speed of the users original speed (Meaning without boosts or anything like that).
Strengths:
-An additional 25% in attack power while the weapon is on fire
-One Flaming trail that inflicts 50% D rank damage is created, this going on top of the damage that the slash of the weapon had created. It goes up to 10 meters at the speed of the user.
Weaknesses:
-Every turn while this spell is active, they take damage towards their health. They are holding and playing with fire after all.
-Instant, it is a surprising experience to suddenly see flames burst from the sword. This will often surprise the user, and leave them distracted for a small period of time.
-The fire will remain until the duration ends, the user can't cancel it out. Even if it falls out of the users hands, or if a battle is finished, the fire will remain until the duration ends.
- Toka's Regret:
Name: Toka's Regret
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: While this move is active and the user has a blade in their hand, the user gains 5% Magic Power per turn. They are unable to attack on the turn this spell was used unless it's a Melee attack, and they are unable to activate any spells on the post that this spell was activated.
Strengths:
-5% Magic power per turn while this spell is active. Plain and simple.
Weaknesses:
-The user needs to have a blade in their hand, during the turns that they don't have it in their palms, they can't use this spells ability for that turn.
-No other spells can be used on the turn this spell was activated.
-Can't use any attacks on the turn this spell was used unless a melee attack is involved.
- C Rank:
- Symphonia's Armor:
Name:
Rank: C
Type: Defensive
Duration: 4 Turns
Cooldown: 5 Turns
Description: The user can activate this spell to place a layer around their body. The air around them will act as an armor, a surrounding layer of it placed to protect the user. This layer is spinning fast enough around the user to act as a solid armor, but their speed and movement is not affected by it. This layer of air can take 3 C rank hits before shattering. Earth-Based attacks will shatter through this armor regardless of the rank. This armor is air, it can't be fixed like material armors. Especially since this magic set is not based on wind. Damage done towards the armor is cut to 0 until it is destroyed.
Strengths:
-A hearty 3 C rank hits what it takes to destroy this armor. For each hit towards it, the damage is cut to zero. It acts like another 3 C ranks of health, until the duration ends at least.
-Being made of wind, it doesn’t limit the users speed in movement or power in any sort of way
Weaknesses:
-This armor is made of air, Earth attacks will break through this armor instantly and caused the cooldown to begin.
-Can’t be fixed up like regular armors, the user can’t supply the armor with wind to repair it’s wounds
-B rank attacks inflict half damage regardless if it destroyed the armor or not. And higher ranked attacks clearly break through the armor.
- Robby's Agility:
Name: Robby's Agility
Rank: C
Type: Support
Duration: 4 turns
Cooldown: 5 turns
Description: The user gains 40% boost in movement speed and awareness. They are capable of speedy acrobatics that excel the average mages. Their calculations in their mind are a lot clearer to them, allowing them to analyze situations a little bit better than they used to. However, in doing this, they take 5% damage for each duration post that they do not use a melee attack. If they use a magic attack only without a melee attack on a turn during the duration, this spell is nulled and the cooldown begins.
Strengths:
-40% Movement speed and awareness, awareness being the ability to see things better. Basically, a better perspective and view of the battle, like Wisdom in a way.
-Extreme acrobatics are given to the user, and with the upgraded speed, catching them won't be so easy now. Best of luck to those who try to mirror the user.
Weaknesses:
-This spell requires the user to declare melee attacks. For every turn that they do not do this, they will lose 5% health. This would most likely hurt them most when they are too tired to fight anymore, and this is like the salt to a wound.
-If the user dares use only magic on a turn without a melee attack, not only do they take 5% health damage, but this spell becomes null and the cooldown begins.
-Forced to fight while in this form basically. No matter what, the user will have to risk their body in some way, whether it is to take damage or to lose a boost. Worries come free with this spell on top of all the current problems that the user is facing.
- Zaren's Stand:
Name: Zaren's Stand
Rank: C
Type: Defense
Duration: Four turns
Cooldown: Five turns
Description: The users body can't flinch or take knockback. This doesn't reduce damage, but they take full damage from hits from opponents attacks, regardless of the attacks. This spell acts as a defense to help the user counter attacks. This defense applies to any and all attacks, since they are going to be taking full damage anyways. The user just won't simply budge.
Strengths:
-The user doesn't flinch or take knockback... That's pretty much it...
Weaknesses:
-The user takes full damage, this spell does not reduce damage or have any benefits that will be useful other than simply being a statue.
-An opponent who is swift can attack the user from all sides at high speed to take advantage of this, not afraid of the users knockback as their escape from a combo.
- B Rank:
- Rhuana's Refusal:
Name: Rhuana's Refusal
Rank: B
Type: Defense
Duration: 5 Turns
Cooldown: 6 Turns
Description: The users blade can act on it's own when battling against an opponent. While the duration is active, when the opponent executes an equal or less ranking melee attack towards the user, if the user doesn't react in time, the blade will move the users arms with as much speed as the users movement is (Say 25MPH if that's how fast the user is.) This can be done multiple times per post provided the attack is of equal or less ranking than the user, and if the attack was a melee attack. This only works on one opponent that the user is facing off against, so the user won't be able to use this spell on an opponent who attacks from behind.
Strengths:
-An auto-block basically to equal or less ranking melee attacks that try to attack the user.
-It moves at the users speed without the user knowing, blocking an attack they would not be able to block in time without this spell.
Weaknesses:
-Higher ranked melee attacks will not trigger this spell, the user must be ready or suffer the consequences.
-Magic attacks will not trigger this spell, regardless of ranking.
-Only works on one opponent that the user is fighting directly, and no others until the user switches their target.
- Dusty's Craftsmanship:
Name: Dusty's Craftsmanship
Rank: B
Type: Offense
Duration: Instant
Cooldown: Six turns
Description: Amazing Swordplay is nothing without speed, and this speed for a combo is just beyond mindblowing. The user executes 20 strikes with just one blade, each one of them stringing with a time gap of a hundredth of a second, meaning that once anyone is hit by one of these, they had to endure the rest of the combo due to the Flinch effect. Each of these hits inflict 2% B rank damage. Once that is done, the final attack is an upwards slash that releases a giant wave of light magic, sending an opponent flying as they take 85% B Rank damage. If the target was of lower ranking than this spell, they lose 10% MP. Alternatively, the user may gain 5% MP, this is the users choice. The direction of this spell, once chosen, can't be changed. This spell can't be cancelled out once started, unless hit hard enough to cause knockback.
Strengths:
-Once someone gets caught in a hit, they take all remaining hits due to the short transition time between each hits and the Flinching effect.
-If the final attack hits someone of a rank lower than this spells rank, the target can take a 10% MP loss, or the user can gain 5% of their own.
Weaknesses:
-The user can't change direction once they start this spell.
-The user can only stop when they are hit hard enough to cause knockback, which would stop this spell
-The wave is made of light magic that is of the users rank, and can be treated as such, such as being eaten by a Slayer.
- Marina's Care:
Name: Marina's Care
Rank: B
Type: Wind, Offensive
Duration: 4 Turns
Cooldown: 6 Turns
Description: When the user takes a hit from a non-melee based attack, they can gain 5% health per post during duration that they took the hit in. The user gains 10% Speed and Attack power for each time they are healed this way. The maximum boost with this effect if 40%. This boost remains with the user even after the duration finishes. The User may activate this again, however, the value of the boost will not change or be replaced.
Strengths:
-5% health restoration whenever the user gets hit by a magic non-melee attack, per post.
-Up to 40% Boost in attack power and movement speed when the user takes a hit, and it stays with the user even after the duration finishes.
Weaknesses:
-The attack must be a non-melee attack, otherwise, there will be no health or boost benefit.
-Once a boost has be set, it's locked, even if this spell is activated again. It won't be replaced or removed unless done so by the opponent.
-For the health restoration and boost to occur, the user has to take damage. An irony for the former, this is just a precaution, and the user would not likely use this as a first resort.
- A Rank:
- Kain's Shield:
Name: Kain's Shield
Rank: A
Type: Defensive
Duration: 7 Turns
Cooldown: 9 Turns
Description: While the User is carrying out attacks with his sword, surrounding magic attacks against the user will trigger this spell. Equal or less ranking magic attacks or things summoned with magic will be suddenly blocked by a shield that surrounded the user. A "Click" sound would be made upon impact, followed by the shield that deflects A rank or less attacks. This can activate without the users awareness, just as long as this spell is active.
- Appearance:
Strengths:
-This shield works all around the user, even while their backs are turned. It's a sphere designed to protect while the user is carrying out attacks with his sword.
-Protective against magic attacks and things summoned via magic of A rank or lower, deflecting them away or restricting access to the user.
Weaknesses:
-This defense doesn't activate while the user is not attacking with his sword, a crucial key concept when dealing with this fighter.
-S rank attacks and higher will break through this spell and inflict full damage. Though it doesn't end the duration of the spell, it breaks the whole purpose of the spell for that post.
-This only works on magic attacks, melee attacks will not have to meet with this barrier.
- Michidia's Aim:
Name: Michidia's Aim
Rank: A
Type: Offense
Duration: 7 Turn
Cooldown: 9 Turns
Description: While this spell is active, the user can shoot out a trail of dark magic from their blade, pointing the tip of the weapon towards their desired target. This inflicts A rank damage on top of any damage done with a slash, and also reduces an opponents accuracy and speed by 25%. This dark trail travels 100 meters before disappearing, and can't change it's direction. If the user does not take a moment to aim and fire the weapon, the weapon will move towards the direction the user slashed last on that post and fire in that direction without the users consent.
Strengths:
-The user can fire dark magic towards opponents, mixing this with melee slashes of the sword and no opponent is safe, near and far. With the Flinch effect, this becomes very easy for the user to pull off.
The dark magic debuffs opponents accuracy, lowering their chances of hitting the user. It also lowers their speed, making anything they try to hit or try to dodge harder to hit or avoid.
Weaknesses:
-Every once in a while (Per post), while the duration is activated, if the shot is not used, the sword will force the users arm towards the direction it slashed last and fire in that direction.
-The shot from the blade will not change direction once fired, and it's distance can't be manipulated by the user either unless it hits something.
-Only hits one enemy, this attack won't go through the target it hits. So aim carefully.
- Teresa's Insanity:
Name: Teresa's Insanity
Rank: A
Type: Support
Duration: 8 Turns
Cooldown: 10 Turns
Description: Such power to flow through the veins, their body will change completely, embracing their full power and their desire to win, no matter the cost. Just about the opposite is shown in the transformation, brown eyes become blue, brown hair becomes light, old attire becomes modern-day formal, and facial expression soft and relaxed to reveal a new, more confident and unafraid side. While in this state, their blade gains one more ability. The blade gains 50% Attack Power and movement speed. Once per post, when the blade touches something made or summoned via magic of equal or less ranking, at the cost of 5% Health, that thing and all other exact copies of it (Such as rapidfire projectiles) are nulled and destroyed, resetting the cooldown (If any) of it.
"With the odds against you, care to dance with me?"
Strengths:
-50% Attack Power and movement speed, more ability and power to the user provided they are wielding the blade.
-Things made of magic of equal or less ranking can be dispels when the blade touches the thing it is attempting to null and destroy.
Weaknesses:
-This transformation is nothing like the regular user, so they will not be identified and can be mistaken for an enemy on both sides until clarified. A lot can happen in just a few seconds...
-For every cancellation of a thing that has magic in it of equal or less ranking, it would cost 5% of the users health. So even if they take down the thing, they would still be losing health. It's like they only reduced damage, or might just be losing health depending on the situation.
-Can't escape from this transformation while in it. This means the user won't be recognized to his allies unless they know of this form. Until then...
- Deed's Ambition:
Name: Deed's Ambition
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 9 Posts
Description: The user is able to summon a sword made of light magic, which floats 2 feet above their head and follows the user wherever they go. Once per turn, the user is able to have the sword fire at a target up to 75 meters away at the users current speed when fired, inflicting regular A rank damage onto them. This sword can be destroyed with 4 A rank hits, causing the cooldown to occur. However, if not touched at all, the sword will always remain by the users side. The sword is fired when the user puts out their palm towards the desired target. Once the sword hits a target or hits 75 meters, it returns back towards the user. It can only be launched once per post.
Strengths:
-This sword acts as an extra arm, inflicting an additional C ranks worth of damage once per turn on top of whatever else the user does. Though it may not fire on it's own.
-The sword follows the user wherever the user runs, regardless of how much focus is placed on it. So the user doesn't have to worry about losing this weapon until the duration ends.
Weaknesses:
-This being above the users head, it provides the user no defense capabilities whatsoever, regardless of attempts for this use.
-The user must put out their palm towards the target without using any spells, which may sometimes not be possible since the hand must be outstretched, putting the user at even more risk due to the user now being a bigger target.
-This cannon can be destroyed with 4 A rank hits, in which the cooldown will activate after the fact.
- Signature:
Name: Swordplay Signature Art: Grand Finalé
Rank: User's Rank
Type: Offense
Duration: Instant
Description: The User has two addition blades summoned to float by the users side, they float under the control of the user. When summoned, the user instantly lashes into a devastating combo, the blade of the user and the two addition blades all dancing together to drag the opponent they have caught into the air. Once that is done, the two blades would spin violently to knock the enemy away from the user a good distance of 10 meters before the user points his weapon forward, the two blades spinning behind the user before the pointed blade fires a flurry of light bullets towards the target. Due to the flinch effect, they target will not be able to move away from the bullets due to them being immobile. The light bullets move at a fast rate, at the speed of the users current speed, taking less than a second to hit the opponent. At the end of the move, 125% of the Users rank worth of damage would be inflicted onto the opponent.
Strengths:
-Blinding speeds of the blades as they spin around, considering there are 3 of them and the Flinch effect still applies, once an enemy gets caught in this spell, they are not getting out.
-At the end, many light bullets are fired towards the target, who can't escape due to the Flinch effect keeping them in place, leaving them to take he rest of the combo.
Weaknesses:
-The first hit is required to hit, otherwise this combo will hit nothing, and though things around them could still be hit, it is not too likely.
-Once the combo starts, it keeps going until the end, or until someone knocks the user from the air.
-The summoned blades are only used for this combo only. Once the combo is finished, they return back by shattering to pieces.
King ElyxThe Vanquisher
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Quatro and Stella
Position : In bed with the harem
Posts : 4043
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 27
Experience : 1,538,536.25
Character Sheet
First Skill: ???
Second Skill: ???
Third Skill:
- Post n°33
Re: Swordplay Devastation Magic
Bump
Thorn- - - - - - - - - - - - - - - - -
Lineage : Arm of Destiny
Position : None
Posts : 1405
Guild : Savage Skull
Cosmic Coins : 6
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill:
Second Skill:
Third Skill:
- Post n°34
Re: Swordplay Devastation Magic
well considering that was the only thing i could see a problem with Approved :D
Mistress Venir- - - - - - - - - - - - - - - - - -
Lineage : Archmage's Seal
Position : None
Posts : 1394
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 24,000
Character Sheet
First Skill: 2nd Gen Flame Goddess Slayer
Second Skill:
Third Skill:
- Post n°35
Re: Swordplay Devastation Magic
Unlocked upon user's request!
- Original:
- Elyx Reiaki wrote:Magic
Primary Magic: Swordplay Devastation Magic
Secondary Magic: Currently None
Caster or Holder: Caster
Description: Swordplay Devastation Magic is based just on that, Swordplay. This allows the user to dedicate their magic spells and abilities to becoming a master Blade user and overall weapon user as well. They make themselves immune to the negative effects of magic, and even have their weapons nullify magic spells and abilities. It also gives the impression that the user can't use magic or projectiles, which is most certainly not the case. This magic specializes in both short and long distances, only a fool would believe this magic to be weak due to ignorance of range. They rely heavily on their blade though, which is why they are not too quick to lose them, and even have methods for getting the weapons back into their palms. This usually works with a one-handed blade, allowing the second hand to cast out Secondary Magic while attack with the first palm, and if creative enough, can mix them both to string extreme combos. Due to them relying on their physical abilities, this magic also enhances the users body and actions, making them stronger, faster, and much more aware. It keeps their senses sharp almost all the time, sleeping being the exception.
Elyx plans to use one blade and master it, having it cut through magic and abilities with immense speed of his strikes. Faster than the wind, he plans to cut through mass and wind when he grows strong enough. With one blade, he plans to be physically and mentally stronger than the opponent, be aware enough and witty enough to beat any enemy, and be versatile enough to survive under any sort of pressure. He plans to lock down magic sets, and though it's impossible to completely shut down magic, he can reduce others magics to level the both of them into a melee battle, which he has the leverage in. He plans to beat them with high movement speed and attack power, so even if they do block, their defenses would be broken through.
"You have relied on Magic for so long that you have forgotten what it means to actually fight..." -E.R
Strengths:
-This is not just a melee-based sort of magic, it is a versatile sort of magic. All of the speed allows them to reach any opponent, and there are projectile opportunities for the user, and not just throwing weapons. This set of magic masters all ranges in attacks.
-This allows the user to be more aware and train all of their physical abilities to outrank their opponents physical abilities. This magic is based on lowering opponents magic abilities and forcing them to fight on a melee level, where this magic also enhances.
-Heavily resistant to an enemy's magic, a variety of the spells designed to cut through opponents spells, abilities and negative effects. This is due to the fact that the user is heavily reliant on their physical strength, and they need to protect their body.
Weaknesses:
-Without a weapon, this becomes more of a melee based magic set with the body. Half the spells in this spell set would not serve useful, it is wise for the user to have a weapon in hand while using this magic. Otherwise, they cut their chances and options heavily.
-This requires time to master, wildly swinging a blade for the first time will not get anyone anywhere. It could take days, weeks, possibly even a couple of months for this magic to be master completely.
-This heavily uses up magic power, so some magic spells and abilities are dedicated to keeping up with the magic power. Even then though, it might drain faster than it can restore, this is called "Overlimit" and will heavily drain magic power quickly if Overlimit occurs.- Lineage:
- Lineage:
Knight of Crossfire:
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.
- Abilities:
- Unique Abilities:
-Blade Mastery: A swordsman who understand how to wield a blade has acrobatics and handling mastered. Skill is nothing without ability, and vice versa. The user with this ability has ability with this effect, making their movement faster and their attack power is enhanced. The movement speed and attack power are increased by 25%
-Brawlers Resistance: The user or their item is not affected by effects of enemies of less ranking than the user themself. Examples of effects include blind, slow, freeze, burn, illusions, etc. Anything of equal or less ranking that would prevent them from casting out magic would also be negated and destroyed. The user must be aware of any of these things in order for this to activate, but if they are unsuspecting, this ability doesn’t activate.
-Quickstep: Once per post, the user can quickstep. A Quickstep is a move that makes the world seem frozen in time for a bit, then the users body is transferred to an area of their desire. That is how fast that this move it. The user can move up to 50 meters in a quickstep, and it can't be done if a melee attack is executed on the user on the post before the current post.
-Flinch: Whenever the user lands a hit with their sword on an opponent of equal or less ranking, they would end up flinching for a full second. Their body remains stationary for that second, meaning they in no way will be able to move for a full second before they gain motion again. Though one second may not seem like much, one who can string combos together would be able to take advantage of this to execute those combos without fear of resistance. The duration of the flinch does not stack, but just refreshes.
-Master Recovery: When the user is wielding a blade in their hand, they can gain either 5% health or 5% Magic power per post. They must have attempt an attack with their blade on that turn for this ability to activate.
-Natural Detection: The user is able to detect and identify any being that is up to 75 meters away, regardless of prevention that would make them unable to be sensed. Once per thread, the user can swing their sword to the side reveal the hidden being and place it right in front of them. That being is unable to use that method any further for the rest of the thread for any purpose.
- D Rank:
- Spells:
- Haruki's Shadows:
Name: Haruki's Shadows
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: The users body is split into multiple pieces until four versions of him are present, and original, and three clones. Each of them inflict 25% of their original damage, but have the same amount of force and knockback. Each one can think with their own minds, but they think alike, so they all can work together easily. After the duration, all four of them will return back into one body, and all wounds that they received will show on the users body. If one of them die, the user dies. This is used to spread and outnumber an opponent who dares oppose the user, using numbers to carry out speedy attacks. Each time one uses a spell, they are using magic from a shared pool of Magic Power unless they are using the same spell in unison.
Strengths:
-Copies of the user with the same force and same mentality, they can accomplish things four times more than the average single man can.
-Great minds think alike, they won't be so quick to resist each other since they have the same mentality and knowledge. One is not better than the other, it truly is like splitting the user into difference pieces.
-They gain his weapon as well with it's abilities, since they are designed to be exact replicas of the regular version of the user.
Weaknesses:
-Each version of the user, including the original inflict 25% of the average damage the user can inflict. So if in their own battles, they are unable to cause much of a dent as the single user usually can.
-Free Will: Each of them can act on their own, so if they see different things, their mentalities will split and the four similar beings become four original characters with the same appearance. The downside to this is the fact that they may then have different perspectives and may even work against each other worst-case scenario.
-Shared Magic: They all will be using the one pool of magic the user normally has, and though it may inflict way less damage, the cost for spells will remain the same.
-Shared Pain: When the duration is over, the four of them will return into one body. All wounds inflicted onto the clones will merge into one at the end. So if one of the clones die, the user dies.
-Shared Health: Just like the magic pool, except they also take regular damage. Four times more likely to take damage, four times more likely to die.
-
- Lindsey's Reach:
Name:
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: This spell can only be used while the user has a blade in their hand of any sort. Light magic is used to extend the reach of the users weapon, doubling its blade size. For example, if the sword were 4 meters, 4 meters of light magic would be used to extend the blade to 8 meters. While this spell is active, the user gains 25% movement speed and attack power.
Strengths:
-The user is extending the blade to give themselves more melee range to work with. Double the amount of range they had from before.
-A boost while this is active to help the user with their speed and attack power. It's a nice combo with range, and might try make handling a little bit easier as well.
Weaknesses:
-Due to the huge range of the blade, the user must be careful to avoid having it hit surroundings that might stop the blade. Such as the ground for example.
-This blade with extended range might accidentally hit nearby mages, allies included. This mixed with the Flinch system is not too fortunate...
-The extension size can't be determined the user, double or nothing one might say. If a weapon already was huge, it's size would be doubled and very uncomfortable as well as hard to handle and control.
- Vanessa's Derail:
Name: Vanessa's Derail
Rank: D
Type: Support
Duration: 3 turns
Cooldown: 4 turns
Description: The users weapon at hand gains a 25% in attack power and the weapons blade is on fire. Every time the user slashes with the weapon, a flame trail emits from the blade and shoots 10 meters towards the direction the weapon was slashed. The user takes 5% in damage per turn, the damage being cut in half for each rank higher than this spell the user is (Minimum 1% damage taken per turn at least.) One fire trail can be created this way per post, and they inflict 50% D rank damage in addition to the damage the blade inflicts. No other support spells can be used while this is active.
Flame Trail: A line that travels on the ground made of fire, it can only go in one direction and can be put out with an equal ranking projectile magic attack or with any equal ranking defense. It travels at the speed of the users original speed (Meaning without boosts or anything like that).
Strengths:
-An additional 25% in attack power while the weapon is on fire
-One Flaming trail that inflicts 50% D rank damage is created, this going on top of the damage that the slash of the weapon had created. It goes up to 10 meters at the speed of the user.
Weaknesses:
-Every turn while this spell is active, they take damage towards their health. They are holding and playing with fire after all.
-Instant, it is a surprising experience to suddenly see flames burst from the sword. This will often surprise the user, and leave them distracted for a small period of time.
-The fire will remain until the duration ends, the user can't cancel it out. Even if it falls out of the users hands, or if a battle is finished, the fire will remain until the duration ends.
- Toka's Regret:
- Name: Toka's Regret
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: While this move is active and the user has a blade in their hand, the user gains 5% Magic Power per turn. They are unable to attack on the turn this spell was used unless it's a Melee attack, and they are unable to activate any spells on the post that this spell was activated.
Strengths:
-5% Magic power per turn while this spell is active. Plain and simple.
Weaknesses:
-The user needs to have a blade in their hand, during the turns that they don't have it in their palms, they can't use this spells ability for that turn.
-No other spells can be used on the turn this spell was activated.
-Can't use any attacks on the turn this spell was used unless a melee attack is involved.
- C Rank:
- Symphonia's Armor:
- Name:
Rank: C
Type: Defensive
Duration: 4 Turns
Cooldown: 5 Turns
Description: The user can activate this spell to place a layer around their body. The air around them will act as an armor, a surrounding layer of it placed to protect the user. This layer is spinning fast enough around the user to act as a solid armor, but their speed and movement is not affected by it. This layer of air can take 3 C rank hits before shattering. Earth-Based attacks will shatter through this armor regardless of the rank. This armor is air, it can't be fixed like material armors. Especially since this magic set is not based on wind. Damage done towards the armor is cut to 0 until it is destroyed.
Strengths:
-A hearty 3 C rank hits what it takes to destroy this armor. For each hit towards it, the damage is cut to zero. It acts like another 3 C ranks of health, until the duration ends at least.
-Being made of wind, it doesn’t limit the users speed in movement or power in any sort of way
Weaknesses:
-This armor is made of air, Earth attacks will break through this armor instantly and caused the cooldown to begin.
-Can’t be fixed up like regular armors, the user can’t supply the armor with wind to repair it’s wounds
-B rank attacks inflict half damage regardless if it destroyed the armor or not. And higher ranked attacks clearly break through the armor.
- Robby's Agility:
- Name: Robby's Agility
Rank: C
Type: Support
Duration: 4 turns
Cooldown: 5 turns
Description: The user gains 40% boost in movement speed and awareness. They are capable of speedy acrobatics that excel the average mages. Their calculations in their mind are a lot clearer to them, allowing them to analyze situations a little bit better than they used to. However, in doing this, they take 5% damage for each duration post that they do not use a melee attack. If they use a magic attack only without a melee attack on a turn during the duration, this spell is nulled and the cooldown begins.
Strengths:
-40% Movement speed and awareness, awareness being the ability to see things better. Basically, a better perspective and view of the battle, like Wisdom in a way.
-Extreme acrobatics are given to the user, and with the upgraded speed, catching them won't be so easy now. Best of luck to those who try to mirror the user.
Weaknesses:
-This spell requires the user to declare melee attacks. For every turn that they do not do this, they will lose 5% health. This would most likely hurt them most when they are too tired to fight anymore, and this is like the salt to a wound.
-If the user dares use only magic on a turn without a melee attack, not only do they take 5% health damage, but this spell becomes null and the cooldown begins.
-Forced to fight while in this form basically. No matter what, the user will have to risk their body in some way, whether it is to take damage or to lose a boost. Worries come free with this spell on top of all the current problems that the user is facing.
- Zaren's Stand:
- Name: Zaren's Stand
Rank: C
Type: Defense
Duration: Four turns
Cooldown: Five turns
Description: The users body can't flinch or take knockback. This doesn't reduce damage, but they take full damage from hits from opponents attacks, regardless of the attacks. This spell acts as a defense to help the user counter attacks. This defense applies to any and all attacks, since they are going to be taking full damage anyways. The user just won't simply budge.
Strengths:
-The user doesn't flinch or take knockback... That's pretty much it...
Weaknesses:
-The user takes full damage, this spell does not reduce damage or have any benefits that will be useful other than simply being a statue.
-An opponent who is swift can attack the user from all sides at high speed to take advantage of this, not afraid of the users knockback as their escape from a combo.
- B Rank:
- Rhuana's Refusal:
- Name: Rhuana's Refusal
Rank: B
Type: Defense
Duration: 5 Turns
Cooldown: 6 Turns
Description: The users blade can act on it's own when battling against an opponent. While the duration is active, when the opponent executes an equal or less ranking melee attack towards the user, if the user doesn't react in time, the blade will move the users arms with as much speed as the users movement is (Say 25MPH if that's how fast the user is.) This can be done multiple times per post provided the attack is of equal or less ranking than the user, and if the attack was a melee attack. This only works on one opponent that the user is facing off against, so the user won't be able to use this spell on an opponent who attacks from behind.
Strengths:
-An auto-block basically to equal or less ranking melee attacks that try to attack the user.
-It moves at the users speed without the user knowing, blocking an attack they would not be able to block in time without this spell.
Weaknesses:
-Higher ranked melee attacks will not trigger this spell, the user must be ready or suffer the consequences.
-Magic attacks will not trigger this spell, regardless of ranking.
-Only works on one opponent that the user is fighting directly, and no others until the user switches their target.
- Dusty's Craftsmanship:
- Name: Dusty's Craftsmanship
Rank: B
Type: Offense
Duration: Instant
Cooldown: Six turns
Description: Amazing Swordplay is nothing without speed, and this speed for a combo is just beyond mindblowing. The user executes 20 strikes with just one blade, each one of them stringing with a time gap of a hundredth of a second, meaning that once anyone is hit by one of these, they had to endure the rest of the combo due to the Flinch effect. Each of these hits inflict 2% B rank damage. Once that is done, the final attack is an upwards slash that releases a giant wave of light magic, sending an opponent flying as they take 85% B Rank damage. If the target was of lower ranking than this spell, they lose 10% MP. Alternatively, the user may gain 5% MP, this is the users choice. The direction of this spell, once chosen, can't be changed. This spell can't be cancelled out once started, unless hit hard enough to cause knockback.
Strengths:
-Once someone gets caught in a hit, they take all remaining hits due to the short transition time between each hits and the Flinching effect.
-If the final attack hits someone of a rank lower than this spells rank, the target can take a 10% MP loss, or the user can gain 5% of their own.
Weaknesses:
-The user can't change direction once they start this spell.
-The user can only stop when they are hit hard enough to cause knockback, which would stop this spell
-The wave is made of light magic that is of the users rank, and can be treated as such, such as being eaten by a Slayer.
- Marina's Care:
- Name: Marina's Care
Rank: B
Type: Wind, Offensive
Duration: 4 Turns
Cooldown: 6 Turns
Description: When the user takes a hit from a non-melee based attack, they can gain 5% health per post during duration that they took the hit in. The user gains 10% Speed and Attack power for each time they are healed this way. The maximum boost with this effect if 40%. This boost remains with the user even after the duration finishes. The User may activate this again, however, the value of the boost will not change or be replaced.
Strengths:
-5% health restoration whenever the user gets hit by a magic non-melee attack, per post.
-Up to 40% Boost in attack power and movement speed when the user takes a hit, and it stays with the user even after the duration finishes.
Weaknesses:
-The attack must be a non-melee attack, otherwise, there will be no health or boost benefit.
-Once a boost has be set, it's locked, even if this spell is activated again. It won't be replaced or removed unless done so by the opponent.
-For the health restoration and boost to occur, the user has to take damage. An irony for the former, this is just a precaution, and the user would not likely use this as a first resort.
- A Rank:
- Kain's Shield:
Name: Kain's Shield
Rank: A
Type: Defensive
Duration: 7 Turns
Cooldown: 9 Turns
Description: While the User is carrying out attacks with his sword, surrounding magic attacks against the user will trigger this spell. Equal or less ranking magic attacks or things summoned with magic will be suddenly blocked by a shield that surrounded the user. A "Click" sound would be made upon impact, followed by the shield that deflects A rank or less attacks. This can activate without the users awareness, just as long as this spell is active.- Appearance:
Strengths:
-This shield works all around the user, even while their backs are turned. It's a sphere designed to protect while the user is carrying out attacks with his sword.
-Protective against magic attacks and things summoned via magic of A rank or lower, deflecting them away or restricting access to the user.
Weaknesses:
-This defense doesn't activate while the user is not attacking with his sword, a crucial key concept when dealing with this fighter.
-S rank attacks and higher will break through this spell and inflict full damage. Though it doesn't end the duration of the spell, it breaks the whole purpose of the spell for that post.
-This only works on magic attacks, melee attacks will not have to meet with this barrier.
- Michidia's Aim:
Name: Michidia's Aim
Rank: A
Type: Offense
Duration: 7 Turn
Cooldown: 9 Turns
Description: While this spell is active, the user can shoot out a trail of dark magic from their blade, pointing the tip of the weapon towards their desired target. This inflicts A rank damage on top of any damage done with a slash, and also reduces an opponents accuracy and speed by 25%. This dark trail travels 100 meters before disappearing, and can't change it's direction. If the user does not take a moment to aim and fire the weapon, the weapon will move towards the direction the user slashed last on that post and fire in that direction without the users consent.
Strengths:
-The user can fire dark magic towards opponents, mixing this with melee slashes of the sword and no opponent is safe, near and far. With the Flinch effect, this becomes very easy for the user to pull off.
The dark magic debuffs opponents accuracy, lowering their chances of hitting the user. It also lowers their speed, making anything they try to hit or try to dodge harder to hit or avoid.
Weaknesses:
-Every once in a while (Per post), while the duration is activated, if the shot is not used, the sword will force the users arm towards the direction it slashed last and fire in that direction.
-The shot from the blade will not change direction once fired, and it's distance can't be manipulated by the user either unless it hits something.
-Only hits one enemy, this attack won't go through the target it hits. So aim carefully.
- Teresa's Insanity:
Name: Teresa's Insanity
Rank: A
Type: Support
Duration: 8 Turns
Cooldown: 10 Turns
Description: Such power to flow through the veins, their body will change completely, embracing their full power and their desire to win, no matter the cost. Just about the opposite is shown in the transformation, brown eyes become blue, brown hair becomes light, old attire becomes modern-day formal, and facial expression soft and relaxed to reveal a new, more confident and unafraid side. While in this state, their blade gains one more ability. The blade gains 50% Attack Power and movement speed. Once per post, when the blade touches something made or summoned via magic of equal or less ranking, at the cost of 5% Health, that thing and all other exact copies of it (Such as rapidfire projectiles) are nulled and destroyed, resetting the cooldown (If any) of it.
"With the odds against you, care to dance with me?"
Strengths:
-50% Attack Power and movement speed, more ability and power to the user provided they are wielding the blade.
-Things made of magic of equal or less ranking can be dispels when the blade touches the thing it is attempting to null and destroy.
Weaknesses:
-This transformation is nothing like the regular user, so they will not be identified and can be mistaken for an enemy on both sides until clarified. A lot can happen in just a few seconds...
-For every cancellation of a thing that has magic in it of equal or less ranking, it would cost 5% of the users health. So even if they take down the thing, they would still be losing health. It's like they only reduced damage, or might just be losing health depending on the situation.
-Can't escape from this transformation while in it. This means the user won't be recognized to his allies unless they know of this form. Until then...
- Deed's Ambition:
- Name: Deed's Ambition
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 9 Posts
Description: The user is able to summon a sword made of light magic, which floats 2 feet above their head and follows the user wherever they go. Once per turn, the user is able to have the sword fire at a target up to 75 meters away at the users current speed when fired, inflicting regular A rank damage onto them. This sword can be destroyed with 4 A rank hits, causing the cooldown to occur. However, if not touched at all, the sword will always remain by the users side. The sword is fired when the user puts out their palm towards the desired target. Once the sword hits a target or hits 75 meters, it returns back towards the user. It can only be launched once per post.
Strengths:
-This sword acts as an extra arm, inflicting an additional C ranks worth of damage once per turn on top of whatever else the user does. Though it may not fire on it's own.
-The sword follows the user wherever the user runs, regardless of how much focus is placed on it. So the user doesn't have to worry about losing this weapon until the duration ends.
Weaknesses:
-This being above the users head, it provides the user no defense capabilities whatsoever, regardless of attempts for this use.
-The user must put out their palm towards the target without using any spells, which may sometimes not be possible since the hand must be outstretched, putting the user at even more risk due to the user now being a bigger target.
-This cannon can be destroyed with 4 A rank hits, in which the cooldown will activate after the fact.
- Signature:
Name: Swordplay Signature Art: Grand Finalé
Rank: User's Rank
Type: Offense
Duration: Instant
Description: The User has two addition blades summoned to float by the users side, they float under the control of the user. When summoned, the user instantly lashes into a devastating combo, the blade of the user and the two addition blades all dancing together to drag the opponent they have caught into the air. Once that is done, the two blades would spin violently to knock the enemy away from the user a good distance of 10 meters before the user points his weapon forward, the two blades spinning behind the user before the pointed blade fires a flurry of light bullets towards the target. Due to the flinch effect, they target will not be able to move away from the bullets due to them being immobile. The light bullets move at a fast rate, at the speed of the users current speed, taking less than a second to hit the opponent. At the end of the move, 125% of the Users rank worth of damage would be inflicted onto the opponent.
Strengths:
-Blinding speeds of the blades as they spin around, considering there are 3 of them and the Flinch effect still applies, once an enemy gets caught in this spell, they are not getting out.
-At the end, many light bullets are fired towards the target, who can't escape due to the Flinch effect keeping them in place, leaving them to take he rest of the combo.
Weaknesses:
-The first hit is required to hit, otherwise this combo will hit nothing, and though things around them could still be hit, it is not too likely.
-Once the combo starts, it keeps going until the end, or until someone knocks the user from the air.
-The summoned blades are only used for this combo only. Once the combo is finished, they return back by shattering to pieces.
- Jobs:
- Completed:
D:9
C:5
B:7
A:3
S:2
10Y:0
100Y:0
Working on 5/6:
Gourmet World Island(100)
The End of Exitence (100)
The Idol (A)
The Storm King(100)
Protect the Forest (A)
Exp: 50,175.25/275,000
- When you ask me to do stuff:
Mistress Venir- - - - - - - - - - - - - - - - - -
Lineage : Archmage's Seal
Position : None
Posts : 1394
Guild : Golden Phoenix
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 24,000
Character Sheet
First Skill: 2nd Gen Flame Goddess Slayer
Second Skill:
Third Skill:
- Post n°36
Re: Swordplay Devastation Magic
- Jobs:
- Completed:
D:9
C:5
B:7
A:3
S:2
10Y:0
100Y:0
Working on 5/6:
Gourmet World Island(100)
The End of Exitence (100)
The Idol (A)
The Storm King(100)
Protect the Forest (A)
Exp: 50,175.25/275,000
- When you ask me to do stuff: