Primary Magic: Holy Defender of Magma
Secondary Magic: Titan Magic
Caster or Holder: Caster
Description: The holy defender of magma, believes there are gods residing in the volcanos, floating in the bottom of the magma. This make them seek out volcanos in early age, no need to say this is not very safe. But those that don’t dies of the heat or falling into the magma, grow up to be quite strong. The magic residing in them converts into magma flowing through them. Wanting to defend the holy places of their gods, they train themselves to use their magic, to coat themselves in magma to boost their own defense and make the attacker regret ever attacking, also using the magic combined with moves form different fighting systems. Fighting against strong enemies the holy defender of magma, can use his magic to create golems or clones of himself to fight alongside him.
The magic style uses different poses/stands, for different spells. Like some spells might work best with a more defensive stand, others may work better with a more offensive stand. Activating a stand draws a magical circle around the holy defender of magma, the circle looks like it’s made with floating magma.
using an attack spells, magical circle’s made of magma will appear on where the target was hit, dealing a burn/acid damage until the circle vanish. Galad is also able to turn into magma, making him harder to hit with physical attacks, leaving burns behind to those who manage to land a pure physical blow.
Strengths:
- great tanking ability.
- Great destructive power
- work good against both one and multiply opponents
- Able to turn into magma, making Galad harder to strike with physical attacks
Weaknesses:
- higher ranked ice and water magic.
- ghost or other transparency.
- AOE spells.
- + 1 cast time in cold places , meaning it takes Galad an extra post to cast spells as it is hard for the magma to materialize
- - 1 damage effect in wet places, meaning that burns last 1 post less
- When turning into magma, Galad is not completely immune physical hits, and can regularly be harmed by magical hits
- Galad's skin will crack when he is hit by a water/ice spell, depending on its rank
D-Rank will evaporate
C-Rank will evaporate
B-Rank will cause half of its damage
A-Rank will crack Galad's skin, meaning attacks do 5% more damage to him
S-Rank will crack Galad's skin, meaning attacks will do 8% more damage to him
H-Rank will crack Galad's skin, meaning attacks will do 10% more damage
Abilities/Powers:
- Able to withstand extreme heats and conditions (being dumped in a volcano won't phase Galad)
- The gods of the holy volcanos have blessed Galad in full mastery of Magma, reducing his cooldown for spells by 1 post
- Most spells will make magma surround Galad's entire body, meaning most physical attacks will result in the opponent harming themselves
- Having mastered Magma completely, Galad's magma is even hotter than regular magma, giving him a 5% damage boost for every spell
- Galad is able to turn into magma, allowing him to roll double the amount of block than there is attack (physical attacks only!)
- Immunity to being burned
- With every spell that Galad hits, burns are created according to the rank of the spell. The burns do not stack.
* D/C-Rank = 1st degree burn, 5% damage increase for the next strike. Burn lasts 3 posts
* B/A = 2nd degree burn, 10% damage increase for the next strike. Burn lasts 3 posts
* S/H = 3rd degree burn, 15% damage increase for the next strike. Burn lasts 3 posts
- Having extremely hot magma, Galad is able to cause a "melting effect". This effect is caused when Galad strikes a foe with his magma, though the effect does no real damage, but it makes them feel pain. One can think of it as mental pain.
D-Rank Spells
C-Rank spells
B-Rank spells
A-Rank spells
S-Rank spells
H-Rank spell
Secondary Magic: Titan Magic
Caster or Holder: Caster
Description: The holy defender of magma, believes there are gods residing in the volcanos, floating in the bottom of the magma. This make them seek out volcanos in early age, no need to say this is not very safe. But those that don’t dies of the heat or falling into the magma, grow up to be quite strong. The magic residing in them converts into magma flowing through them. Wanting to defend the holy places of their gods, they train themselves to use their magic, to coat themselves in magma to boost their own defense and make the attacker regret ever attacking, also using the magic combined with moves form different fighting systems. Fighting against strong enemies the holy defender of magma, can use his magic to create golems or clones of himself to fight alongside him.
The magic style uses different poses/stands, for different spells. Like some spells might work best with a more defensive stand, others may work better with a more offensive stand. Activating a stand draws a magical circle around the holy defender of magma, the circle looks like it’s made with floating magma.
using an attack spells, magical circle’s made of magma will appear on where the target was hit, dealing a burn/acid damage until the circle vanish. Galad is also able to turn into magma, making him harder to hit with physical attacks, leaving burns behind to those who manage to land a pure physical blow.
Strengths:
- great tanking ability.
- Great destructive power
- work good against both one and multiply opponents
- Able to turn into magma, making Galad harder to strike with physical attacks
Weaknesses:
- higher ranked ice and water magic.
- ghost or other transparency.
- AOE spells.
- + 1 cast time in cold places , meaning it takes Galad an extra post to cast spells as it is hard for the magma to materialize
- - 1 damage effect in wet places, meaning that burns last 1 post less
- When turning into magma, Galad is not completely immune physical hits, and can regularly be harmed by magical hits
- Galad's skin will crack when he is hit by a water/ice spell, depending on its rank
D-Rank will evaporate
C-Rank will evaporate
B-Rank will cause half of its damage
A-Rank will crack Galad's skin, meaning attacks do 5% more damage to him
S-Rank will crack Galad's skin, meaning attacks will do 8% more damage to him
H-Rank will crack Galad's skin, meaning attacks will do 10% more damage
Abilities/Powers:
- Able to withstand extreme heats and conditions (being dumped in a volcano won't phase Galad)
- The gods of the holy volcanos have blessed Galad in full mastery of Magma, reducing his cooldown for spells by 1 post
- Most spells will make magma surround Galad's entire body, meaning most physical attacks will result in the opponent harming themselves
- Having mastered Magma completely, Galad's magma is even hotter than regular magma, giving him a 5% damage boost for every spell
- Galad is able to turn into magma, allowing him to roll double the amount of block than there is attack (physical attacks only!)
- Immunity to being burned
- With every spell that Galad hits, burns are created according to the rank of the spell. The burns do not stack.
* D/C-Rank = 1st degree burn, 5% damage increase for the next strike. Burn lasts 3 posts
* B/A = 2nd degree burn, 10% damage increase for the next strike. Burn lasts 3 posts
* S/H = 3rd degree burn, 15% damage increase for the next strike. Burn lasts 3 posts
- Having extremely hot magma, Galad is able to cause a "melting effect". This effect is caused when Galad strikes a foe with his magma, though the effect does no real damage, but it makes them feel pain. One can think of it as mental pain.
D-Rank Spells
- Spoiler:
Name: Obsidian Needle Sphere Shoot.
Rank: D-Rank
Type: Obsidian, offensive
Description: Galad makes four floating 1ft in diameter balls of magma. He then cools them down instantly, making the magma spheres into obsidian spheres. Each sphere then begins to sharpen, forming 5, very sharp, but small obsidian needles in each sphere, making 20 spikes in total.
Galad then places each one above his head. He then extends both of his arms, making the needles shoot out at a rapid fury all at once. The needles' maximum range is 15 meters. The needles are so sharp that they're able to pierce through D-Rank defensive spells.
Strengths:
* Able to pierce through D-Rank defensive spells
* Difficult to dodge, as there are 20 needles
* A great, basic, strong AoE spell
Weaknesses:
* No heat, no burns, no possibility of melting armors as the needles are made of obsidian
* The needles maximum range is 15 meters
* Despite the needles being so sharp, they can easily be broken by spells of the same rank
Duration/Cooldowns
Duration - instant
Cooldown - 3 posts
Name: Obsidian Shell
Rank: D-Rank
Type: Obsidian, defensive
Description: Galad makes magma leak out of his body, covering his body completely. When enough is made, Galad then cools it down instantly, turning the magma into a large obsidian shell that surrounds Galad's body. The shell provides great defense, being able to withstand 4 D-Rank hits, equaling to 2 C-Ranks, and 1 B-Rank hit, however, while Galad is in the shell, he is unable to move. The shell is 10 ft tall and 6 ft wide.
Strengths:
* Extremely durable shell
* Galad can still cast other spells
* Relatively big shell
Weaknesses:
* Galad is unable to move while this spell is active
* No heat, no burns, no possibility of melting armors as even though it's a defensive spell, it's made of obsidian
* Long cooldown
* Can be destroyed by a single B-Rank hit, though it will nullify it completely
Duration/Cooldowns
Duration - 3 posts
Cooldown - 5 posts
Name: Magma's Second Attempt
Rank: D-Rank
Type: Magma, buff
Description: Galad can use this ability to give his spells "a second chance". What that means exactly, if one of his spells misses, he may redirect it back at the opponent to try to hit him/her once more. To activate this spell, Galad must clap his hands together and concentrate. The spell is also more likely to hit, both dice wise and word roleplaying wise. However, he can only redirect one spell, and it can't be any more than B-Rank.
Strengths:
* Allows Galad to redirect his spell back at the opponent if the first strike misses.
* Even if the spell has multiple hits, he may redirect them all back to his opponent
* If a spell is redirected, it has a better chance of striking the opponent, allowing Galad to roll twice as much attack dice
Weaknesses:
* Can only be used on a single spell
* Galad is only able to redirect spells up to B-Rank
* It only works on offensive spells
* Only Galad's spells can be redirected
* Long cooldown
Duration/Cooldowns
Duration - Instant
Cooldown - 4 posts
Name: Magma Floor
Rank: D-Rank
Type: Magma, defensive
Description: Galad lets magma leak out of his body and onto the ground, covering 15 meters in diameter. Galad can move freely in it, however, those who decide to venture the magma floor will not only be slown down by the magma, but they will also recieve burns to their feet and legs, resulting in further disability to move. The spell can be turned into obsidian if two D-Rank water spells strike it.
Strengths:
* Galad is able to move freely within the floor
* Anything that touches the magma floor will be slown down
* Anything that touches the magma floor will recieve a burn effect
Weaknesses:
* Only 15 meters diameter
* A smart opponent will use ranged attacks (assuming they are capable of it)
* Two D-Rank water spells are able to turn the floor into obsidian
* Has no direct offensive qualities, this spell is generally used to keep people away
* B-Rank and above mages are able to move normally in it
Duration/Cooldowns
Duration - 2 posts
Cooldown - 3 posts
C-Rank spells
- Spoiler:
Name: Obsidian Tipped Magma Harpoons
Rank: C-Rank
Type: Magma, Obsidian, offensive,
Description: Galad creates harpoons made out of magma, and cools off the tip of the harpoons to give it an obsidian sharpness. Galad can create up to four per post, and either use them for a ranged attack or melee attack. The harpoons are 4 ft long and 0.5 ft wide. When Galad throws them, he is able to throw them 25 meters.
Strengths:
* Able to pierce through C-Rank barriers
* Unless the opponent waits till they disappear, if the opponent is hit, they'll have to get burned by the handle of the harpoon whilst trying to pull it out of their body
* Galad can use multiple harpoons at once
Weaknesses:
* Can only create up to four harpoons per post
* Unless the opponent grabs the magma handle to take the harpoon off of them, they won't recieve burn damage
* A single C-Rank water spell will turn a single harpoon into obsidian
* Cannot pierce B-Rank barriers
* Galad can only throw them 25 meters away
Duration/Cooldowns
Duration - 3 posts
Cooldown - 5 posts
Name: Magma's Grasp
Rank: C-Rank
Type: Magma, offensive
Description: Galad lets magma leak out of his body onto his right arm, then raising it up, forming a large 10ft tall and 8 ft wide magma hand. He can extend his magma hand anywhere, so long as it's within the 25 meter range. If Galad continues to grasp an object/person, it will gradually burn and melt. It's a great way to catch ranged based mages. The extention time is virtually nonexistant, requiring a mere two seconds to reach the full 25 meters. Galad can also form a fist, or slap a person with this. He is also able to return the hand back at him.
Strengths:
* Galad is able to hold, punch, etc, with his magma hand
* Anythings that's being held overtime will slowly disolve, causing burn and melting damage. If held for 1 posts, regular damage. Held for 2 posts, C + D damage. Held for 3 posts, B damage.
* Effective against ranged users
* Galad is able to bring his hand back to him
* Extremely fast extention
Weaknesses:
* The hand only reaches 25 meters away from Galad
* Two C-Rank water spells are able to turn it into obsidian
* Despite the virtually nonexistant extention time, it takes 5 seconds for Galad to form the hand
* Cannot pierce barriers
Duration/Cooldowns
Duration - 3 posts
Cooldown - 5 posts
Name: Magma Spheres
Rank: C-Rank
Type: Magma, defensive
Description: Galad creates five small, floating sphere made out of magma. Initially, these spheres do nothing but float around Galad, however, when he is attacked, one of the spheres forms into a magma version of Galad and redirects the hit from Galad to the sphere. Each sphere can take up to a single C-Rank spell, or two D-Ranks. The spheres won't regenerate.
Strengths:
* Each sphere can substain a single C-Rank hit
* The spheres will constantly surround Galad (till they are destroyed)
* Even when Galad is harmed by a higher ranked spell, the sphere will nullify part of the damage
* Close range physical attacks will recieve burns
Weaknesses:
* The spheres do not regenerate
* Only one sphere may be used when Galad is attacked
* The spheres do nothing till Galad is attacked
* A single C-Rank water/ice spell will turn a sphere into obsidian
* Longer cooldown than his other C-Rank spells
* A single water/ice AoE spell will take out all of the spheres
Duration/Cooldowns
Duration - 3 posts
Cooldown - 6 posts
B-Rank spells
- Spoiler:
Name: Magma Fist Growth
Rank: B-Rank
Type: Magma, offensive
Description: Galad, with both fists, punches the ground with extreme force, which then covers the ground in fists made of magma that shoot up from the ground! The range that all the fists together cover 40 meters in diameter, and the fists reach up to 10 ft high. Anything within this area will be hit, burned, and melted.
Strengths:
* Great range, being 40 meters in diameter
* Burn + melting effect if he strikes
* Anything within the range will be harmed
* B-Rank damage
Weaknesses:
* Cannot fully break B-Rank barriers
* Anything within the range will be harmed, including allies
* A single B-Rank water/ice AoE spell will turn it all into obsidian
* Cannot hit anything beyond 40 meters
Duration/Cooldowns
Duration - Instant
Cooldown - 6 posts
Name: Magma Boost
Rank: B-Rank
Type: Magma, buff
Description: Galad creates a red, hot, magical crest on both of his elbows and feet. The magical crest remains there, and Galand can shoot magma from any of the crests. However, the magma itsels isn't directly used for an offensive purpose, but for a different one. If Galad shoots magma from his feet, he will recieve a jump/speed amplification, depending on what he needs more. If he shoots magma from his elbows, it will make his punches both stronger and faster.
Strengths:
* Amplifies jumping and running speed ability by 40%
* Amplifies strength and punching speed ability
* Helps getting out of sticky situations
* B-Rank damage with each punch
Weaknesses:
* Easy to see where the source of power is coming from, as the magical crests remain
* The crests do nothing on their own, Galad must activate them
* Has very little direct offensive qualities
* Tires Galad quicker
Duration/Cooldowns
Duration - 4 posts
Cooldown - 7 posts
Name: Holy Magma Shade
Rank: B-Rank
Type: Magma, defensive
Description: Galad lets magma seep onto the ground, then making it take form to a magma version of himself. The magma version of Galad, really, can do anything Galad can, with the exception of using spells. When Galad is attacked, the magma version of him will jump in front of the offense and block off the attack. The magma version of Galad is able to take on 3 B-Rank hits, or 1 A-Rank hit and 1 B-Rank hit before dispersing. Physical melee attacks will recieve burns.
Strengths:
* A great defense that follows Galad around
* Physical melee attacks will recieve burn + melting damage
* The magma version can do anything Galad can, with the exception of spells
Weaknesses:
* The magma version cannot use spells
* Two B-Rank water/ice spells will turn the magma into obsidian
* Magical/ranged attacks won't recieve any type of burn + melting damage
* Longer cooldown than his other B-Rank spells
* The shade can only move away 40 meters from Galad before it begins to dessolve away. Galad has 1 post to get near to it and power it up again.
Duration/Cooldowns
Duration - 4 posts
Cooldown - 8 posts
A-Rank spells
- Spoiler:
Name: Magma Body Heat Rush
Rank: A-Rank
Type: Magma, buff
Description: This spell can be used in two ways. The first one is Galad allowing magma into his blood stream, heating it up immensely. This increases Galad's speed, strength, endurace and magical energy, allowing him to preform much better. Because of the heat that Galad now has in his blood stream, any of his melee attacks feel as though it is made of magma. The second way to use this spell is Galad creates a magma clone of himself, which is like Galad. It can attack, use spells, absorb spells, and even think! However, the clone can only use up to A-Rank spells. Any physical melee attacks aimed at the clone will be burned. The clone cannot use this spell. Only one of upgrades can be chosen. Only usable twice per thread.
Strengths:
* Has two forms
* One form creates a clone of Galad which is as strong as Galad is (up to A-Rank)
* One form allows Galad to preform at a much better rank
* Both forms will cause burn damage with melee attacks
Weaknesses:
* Only one form can be chosen each time the spell is used
* Only usable twice per thread
* The clone can only use up to A-Rank magic
* The clone can be turned into obsidian by 1 S-Rank water/ice spells
* LONG cooldown
* Tiring on Galad when he chooses to let magma flow into his blood stream
* The clone cannot use this spell
* The clone can be hit with 5 A-Rank spells before dispersing
* The clone will consume magic power the more it's out
* The clone can only be 50 meters away from Galad before it beings to dessolve away. Galad has 1 post to get near enough to power it again.
Duration/Cooldowns
Duration - 5 posts
Cooldown - 12 posts
Name: Magma Army : Prototype
Rank: A-Rank
Type: Magma, offensive
Description: Galad shoots out ten different orbs of floating magma. Then, upon a strong clap from Galad, each of the orbs take the magma form of Galad, however, they are not yet perfect clones. Two of them can think, and cast up to B-Rank magic. Eight of them can't think, and are weak, only having C-Rank strength.
However, there is a spell to amplify their powers. The thinkings clones are only able to absorb a single A-Rank hit before dispersing, and the weaker clones can absorb 1 B-Rank hit before dispersing. Because the weaker clones cannot think, but know who their master is, they simply charge at the opponent mercilessly. Only usable four times per thread.
Strengths:
* A small personal army
* Galad is able to control the most powerful clones
* Burn + melting damage if a physical melee attack is struck
* With such amount of numbers they may overwhelm opponents
* Huge advantage if used tactically
Weaknesses:
* Only the two strongest clones are controlable
* When the thinking clones cast magic, they consume magical energy from Galad
* Each clone has only one attack per post
* They can be hit more often because their block is not good
* LONG cooldown
* May only substain a single A-Rank attack before dispersing (thinking ones)
* May only substain a single B-Rank attack before dispersing (mindless ones)
* The thinking clones can only go 45 meters before needing Galad to come close to them, as the mindless ones can go 50 meters before Galad needs to get close to them
* Only usable four times per thread
Duration/Cooldowns
Duration - 5 posts
Cooldown - 13 posts
Name: Magma Army : Offense, or Defense
Rank: A-Rank
Type: Magma, buff
Description: After shooting the ten different orbs and giving them their clone form, Galad must then choose a mode of them, offense, or defence. If Galad chooses the offense stand, the clones then gain more strength, the concious clones gaining A-Rank strength and a speed upgrade, however, they can still only cast B-Rank spells. The weaker ones gain B-Rank strength and an increase of speed.
If the defense stance is chosen, the concious clones are able to withstand 4 A-Rank hits, gaining a durability and stamina upgrade. The weak clones can withstand 2 A-Rank hits, gaining a durability and stamina upgrade. This spell also affects Galad, meaning he recieves the buff as well. Only one stance can be chosen each time this spell is used. Only usable four times per thread.
Strengths:
* If the offense stance is chosen, a huge increase of strength and speed
* If defense stance is chosen, a huge increase of durability and stamia
* Can be used as a huge advantage is used tactically
* Galad also recieves the buff
Weaknesses:
* Only one of the stances can be chosen each time this spell is used
* Only usable four times per thread
* LONG cooldown
* Doesn't increase the spell rank that the concious clones can use
* Only usable when the army is casted
Duration/Cooldowns
Duration - 5 posts
Cooldown - 13 posts
S-Rank spells
- Spoiler:
Name: Magma Dual Apocolypse
Rank: S-Rank
Type: Magma, offensive
Description: Galad creates magma that then floats into the air. The magma then takes shape to meteors, 40 meters in diameter, it then crashes down on the opponent, so long as it's within the 75 meter radius. The meteors cause A-Rank damage, though the surprise is whats in the meteors. Once the meteors land, the volcano disappears, and they crack, revealing two, 25 ft tall and 15 ft wide magma golems. The golems are mostly made out of magma, however, their fists are made out of extremely sharp obsidian.
The golems are controlled by Galad, and they cause S-Rank damage with each strike. The golems can withstand 3 S-Rank hits, however, they cannot cast any magic. Because of their huge bulky body, it's tougher for them to move, also, controlling them requires a huge amount of concentration, so if Galad is hit with anything, he looses control and the golems shut down till Galad regains focus.
Strengths:
* A good AoE spell when the meteors are shot out
* Gives Galad two powerful golems that he is able to control
* The meteors range is fantastic, being 75 meters
* The golems are able to pierce through S-Rank barriers with their fists
* The golems can withstand quite a hefty amount of damage, being 3 S-Rank spells
* The golems body is made of magma, so if any melee attacks hit their body, it will recieve burn + melting damage
Weaknesses:
* The meteor strike doesn't do S-Rank damage
* They're large golems, so they're easy to see coming
* The golems body is so bulky that it makes them slower by 50% than a normal human
* The fists aren't made of magma, so if the golems were to punch something, the target won't be burned and melted
* The golems require almost total focus, meaning if Galad is hit even with a D-Rank spell, he will lose concentration
* If Galad looses concentration, the golems will do nothing but occupy space till Galad regains focus
* The golems cannot cast magic
* The golems need to hit S-Rank magical barriers twice before fully destroying it
Duration/Cooldowns
Duration - 6 posts
Cooldown - 11 posts
Name: Magma Wasteland
Rank: S-Rank
Type: Magma, buff, debuff
Description: Galad makes his right hand glow magma red before punching the ground, with extreme force. Then, a huge wasteland of dried flooring and lava, magma pools, etc, appear within a diameter of 100 meters. While Galad and his clones/minions are within this area, they recieve a boost of strength, magical power, endurace, durability, speed and even their senses are enhanced!
While Galad and his army are fine within the circle, anything other than that will recieve a debuff of speed, strength and endurance, unless they are comfortable in heat. Only usable twice per thread.
Strengths:
* Huge range for the AoE buff/debuff, being 100 meters in diameter
* Not only do effects apply to Galad, but also to his minions
* A debuff will be set to anything that steps in the wasteland, reducing foes speed by 40% and giving them a 3rd degree burn
* Gives Galad and his minions a severe overall preformance increase, giving him an extra 45% increase in all aspects stated in the description
Weaknesses:
* Anything that steps within the wasteland recieves a debuff, including allies
* The spell is only usable twice per thread
* Only when Galad and his minions are inside of the wasteland will they recieve a buff
* The spell is tiring to use
* None of the minions can gain such power that they have the power of an H-Rank mage
* LONG cooldown
Duration/Cooldowns
Duration - 6 posts
Cooldown - 14 posts
Name: Magma Army : Perfect Duo
Rank: S-Rank
Type: Magma, offensive
Description: Galad shoots out two floating magma orbs. After a strong clap, the orbs turn into magma clones of Galad. These clones are absolute perfection of Galad. They can do anything Galad is able to do up to S-Rank. They are concious, too, so they're able to think. Galad is able to control them as well. Melee attacks will recieve burn + melting damage. The clones are able to handle two S-Rank hits before dispersing. They are also unable to use any of the Army spells, and only cast a single spell per post, though they can use as many melee attacks as they wish.
Strengths:
* Makes two perfect S-Rank Galad clones that are able to use S-Rank magic
* Melee attacks will cause burn + melting damage
* Galad is able to control the clones
Weaknesses:
* A single S-Rank water/ice spell, or AoE spell will turn the clones into obsidian
* Tiring for Galad to cast
* Each clone can only cast a single spell per post
* The clones cannot use any of the Army spells
* The clones consume Galad's magic when they use spells
* The clones can only got 80 meters away from Galad before he needs to get close to them. He has 1 post to get to them
Duration/Cooldowns
Duration - 6 posts
Cooldown - 13 posts
Name: Holy Magma Guardian's Perfect Form
Rank: S-Rank
Type: Magma, buff
Description: Galad let's magma enter his blood stream, and leak out all over his entire body constantly. His strength, endurance, speed, durabilityand evasion is doubled. Also, any damage done by attacks are nullified by 25%. In this form, Galad also levitates from the ground, and cannot cast any other spells while this one is active, apart from buff spells. He is able to regen health and regen a little bit of magical energy, healing some of his wounds, from his feet to allow himself to reach high air, and use magma as an ally at all times. Melee attacks will recieve burn + melting damage, and even if his magma is turned into obsidian, his Obsidian Shell spell will instantly activate, even if it had been cast moments before. This spell is exhausting and should be used as a last resort, draining half of Galad's magical energy. Only usable once per thread, clones can't use this.
Strengths:
* Doubles speed, endurace, strength, etc.
* Obsidian Shell will activate if the magma is turned to obsidian, even if it had been casted moments earlier
* Incoming damage is nullified by 25%
* Galad can use the magma that is leaking out as range, melee, or a boost
* Melee attacks will give burn + melting damage
* Both health and magical energy are regened over time by 5% each post
* Double evasion allows Galad to roll twice as many defense dice than there is attack dice (assuming it is a dice based battle)
Weaknesses:
* Galad cannot use any other spells while this one is active, apart from buff spells
* Drains half of Galad's magical energy
* The magma will turn into obsidian if it's hit by 3 S-Rank water/ice spells
* Only usable once per thread
* The perfect clones cannot use this spell
Duration/Cooldowns
Duration - 7 posts
Cooldown - Once per thread
H-Rank spell
- Spoiler:
- Name: Magma Titan
Rank: H-Rank
Type: Magma, buff
Description: After using his Titan Magic to become the size of a full grown titan, Galad then makes his body leak out magma, all over his body. His eyes glow red, and the magma oozes all over his body. The titan size alone would give Galad immense durability, able to withstand much S-Ranks attacks with seemingly no harm, and immense strength that is able to even rival the strength of a dragon, now, the magma itself adds even more strength and durability, not to mention that his melee attacks will be covered in magma, giving an addiotional burn + melting damage. Galad is able to throw mountains and burn down forests in this form.
Despite this, due to all bonuses, this spell takes out 25% magical power, more than other H-Rank spells. Because of Galad's MASSIVE size, he is slown down tremendously. Only usable once per thread.
Strengths:
* Inhuman strength
* Inhuman durability
* Burn + melting damage
Weaknesses:
* Only usable once per thread
* Consumes 25% magical energy, more than a standard H-Rank spell
* Slowed down tremendously due to size
* H-Rank water/ice magic is able to turn the magma into obsidian
* Completely drains Galad of all magical energy if he uses Holy Magma Guardian's Perfect Form and Magma Titan together
Duration/Cooldowns
Duration - 7 posts
Cooldown - Once per thread
Last edited by GaladHeru on 11th July 2013, 1:58 pm; edited 2 times in total