Magic
Primary Magic: Holy/Spirit Magic
Secondary Magic:
Caster or Holder: Caster
Description: User is able to use spirit magic, that revolves around channeling, summoning or using the power of spirits to achieve their goals. They can summon spirits, use spiritual weapons, or channel a spirit into their body to gain physical enhancements or gain completely new abilities i.e. channeling a fire spirit gives the user Fire Manipulation.
Fugaku is mostly known to use his magic to summon spirits to follow his command at will. Though they are spirit/ghost they can take for of physical entities a will allowing them to physically harm others and defend Fugaku. The second portion of this magic can be used by using his body as it's own medium taking possession of the spirit summoned. This grants Fugaku to enhance himself with the special abilities of the spirits he's allowed to take control of his body.
Strengths:
Weaknesses:
Lineage:
Seductor's Touch:
Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
Ability: The user is able to bend the will of anyone but mages and the undead. Targets of this ability will also refuse to hand over valuables and kill others.
Usage: Anyone targeted by this has to do anything commanded by the user (except kill and give their jewels) for one post. Seductor's Touch can only be used 2 times per thread and has a 4 post cool down.
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Spirit Approach: 1000 Armed Hermit
Rank: D
Type: Offensive, Defensive
Duration: 2 Post
Cooldown: 3 Post
Description: This is the ultimate technique of the Hermit Temple that is taught only to its wizard monks, and requires the special Gift of the Hermit Lineage. The technique is activated when the user takes a specific stance with their left hand making a half-ram and then extending their right hand down with his palm parallel to the ground. Once the stance is taken, the spirit of the Thousand-Armed Hermit is summoned to defend the user, or attack their enemies. The spirit is normally calm, angelic and looks peaceful. However, whenever the user gets angry, the spirit turns red and transforms into a demonic-looking creature. Hermit then attacks the user's target with its 1000 spirit fists. The size and power of the spirit is dependent upon the skill of the user.
D-Rank:
Strengths:
Weaknesses:
Name: Spirit Approach: Chorus of a Thousand Skulls
Rank: D
Type: Offensive
Duration: 2 post
Cooldown: 3 post
Description: Fugaku can summon hundreds maybe even thousands of ghoulish spirits of long since dead demons, in order to surround the battle area. They don't discriminate and will destroy anything in their path, though they mainly seem to target weaker mages though stronger ones are not off limits. These many skulls are powerful enough to forcefully knock someone back and forces enemy into a shocking state of fear. For those weaker than Fugaku, the effects last for 3 post. Those of the same level it last for 2 post. For those that are higher levels it last 1 post.
Strengths:
Weaknesses:
Name: Spirit Art: Spirit of Mayotte
Rank: D
Type: Support
Duration: 1 post
Cooldown: 2 post
Description: This ability allows the user to summon a possession spirit that has the ability take control of the opponents body and mind for a short duration. This can only be done if the opponent is within 30m of the user. This spirit isn't very large as at all and contain no physical properties.
Strengths:
Weaknesses:
Name: Spirit Art: Spirit of Iaso
Rank: D
Type: Defensive
Duration: 3 post
Cooldown: 4 post
Description: The user of this magic becomes possessed by a spirit that can slowly repair minor issues dealing with the magic network, filter out harmful poison, heal minor to moderate injuries increasing ones ability to stay on the move after being injured. In all other ways, this magic is a spirit healing that specifically targets the patient's Magic-related issues in addition to the damage to the body.
Strengths:
Weaknesses:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Primary Magic: Holy/Spirit Magic
Secondary Magic:
Caster or Holder: Caster
Description: User is able to use spirit magic, that revolves around channeling, summoning or using the power of spirits to achieve their goals. They can summon spirits, use spiritual weapons, or channel a spirit into their body to gain physical enhancements or gain completely new abilities i.e. channeling a fire spirit gives the user Fire Manipulation.
Fugaku is mostly known to use his magic to summon spirits to follow his command at will. Though they are spirit/ghost they can take for of physical entities a will allowing them to physically harm others and defend Fugaku. The second portion of this magic can be used by using his body as it's own medium taking possession of the spirit summoned. This grants Fugaku to enhance himself with the special abilities of the spirits he's allowed to take control of his body.
Strengths:
-While using the first portion Fugaku doesn't get physically tired as he actually does no physically activity but only channel magic to make spiritual beings.
-Spirits give versatility and can help the caster adapt to different situations.
-Second Portion allows for spirits to enhance physical attributes.
Weaknesses:
-If a spirit is defeated it cannot be used again till cool down is over with.
-While using the second portion Fugaku can actually put excessive physical strain on his body if he summons a spirit stronger than his ability to hold.
-May have to strike a deal with the spirits in order to use their power and to keep using it.
-May have to do the bidding of the spirits or else they will lose some, if not all of their power.
Lineage:
Seductor's Touch:
Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
Ability: The user is able to bend the will of anyone but mages and the undead. Targets of this ability will also refuse to hand over valuables and kill others.
Usage: Anyone targeted by this has to do anything commanded by the user (except kill and give their jewels) for one post. Seductor's Touch can only be used 2 times per thread and has a 4 post cool down.
Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you are able to have 3 unique abilities, refer to the magic rules for abilities higher than D rank.)
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Spirit Approach: 1000 Armed Hermit
Rank: D
Type: Offensive, Defensive
Duration: 2 Post
Cooldown: 3 Post
Description: This is the ultimate technique of the Hermit Temple that is taught only to its wizard monks, and requires the special Gift of the Hermit Lineage. The technique is activated when the user takes a specific stance with their left hand making a half-ram and then extending their right hand down with his palm parallel to the ground. Once the stance is taken, the spirit of the Thousand-Armed Hermit is summoned to defend the user, or attack their enemies. The spirit is normally calm, angelic and looks peaceful. However, whenever the user gets angry, the spirit turns red and transforms into a demonic-looking creature. Hermit then attacks the user's target with its 1000 spirit fists. The size and power of the spirit is dependent upon the skill of the user.
D-Rank:
- Spoiler:
- At this level the Spirit of the Hermit is about 3x the size of Fugaku surrounding himself about 5x10m. The speed of this level is about the same as the average human being and nothing special about it. It is on as strong as the average person and being hit by this can do as much as knocking wind out of someone to creating mild bruises. While actually a spiritual being this ability can actually attack and defend physically.
Strengths:
-This ability has the capability to attack and defend while being held over a long period of time.
-This Ability has the capability to defend while being held over a long period of time.
Weaknesses:
-While performing this ability the user is committed to being stable and cannot move.
-This ability can be disrupted by breaking the defense and concentration of the user.
-Can be defeated and put in cool down for 3 posts.
Name: Spirit Approach: Chorus of a Thousand Skulls
Rank: D
Type: Offensive
Duration: 2 post
Cooldown: 3 post
Description: Fugaku can summon hundreds maybe even thousands of ghoulish spirits of long since dead demons, in order to surround the battle area. They don't discriminate and will destroy anything in their path, though they mainly seem to target weaker mages though stronger ones are not off limits. These many skulls are powerful enough to forcefully knock someone back and forces enemy into a shocking state of fear. For those weaker than Fugaku, the effects last for 3 post. Those of the same level it last for 2 post. For those that are higher levels it last 1 post.
Strengths:
-Skulls put enemy in fear state causing them to not react while in danger.
-Can manipulate multiple skulls at once.
Weaknesses:
-Can be used in reverse to put user in fear state.
-Demon skulls leave no physical damage.
-Can be physically draining if used over 3x in a thread.
Name: Spirit Art: Spirit of Mayotte
Rank: D
Type: Support
Duration: 1 post
Cooldown: 2 post
Description: This ability allows the user to summon a possession spirit that has the ability take control of the opponents body and mind for a short duration. This can only be done if the opponent is within 30m of the user. This spirit isn't very large as at all and contain no physical properties.
Strengths:
-Can possess and control someone for a short duration of time (1 post).
Weaknesses:
-Can be overcame by people who possess are of a higher rank.
-Can be overcame by taking a hard blow ultimately snapping them out of possession
Name: Spirit Art: Spirit of Iaso
Rank: D
Type: Defensive
Duration: 3 post
Cooldown: 4 post
Description: The user of this magic becomes possessed by a spirit that can slowly repair minor issues dealing with the magic network, filter out harmful poison, heal minor to moderate injuries increasing ones ability to stay on the move after being injured. In all other ways, this magic is a spirit healing that specifically targets the patient's Magic-related issues in addition to the damage to the body.
Strengths:
-Can be used to continue long hauled missions that may or may not give time receive the necessary healing.
Weaknesses:
-Its rather slow healing and takes the entire duration of post to be completed.
-This magic cannot heal fatal wounds.
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Aries on 17th October 2015, 8:43 pm; edited 11 times in total