Secondary Magic: N/A
Caster or Holder: Caster
Description: Crash is a very advanced form of caster magic. Wielders of this magic are able to smash any object they physically touch into debris. Through contact with the object, the wielder forces their magic power into the object causing it to overwhelm with energy and shatter. Even an untrained wizard could turn a small town to ruins by simply walking through it. The size and amount of strength needed to destroy an object depends on the size of said object. Being a magic of such advanced capabilities, it’s necessary the user learns control before power. Minor mistakes while using Crash have grave repercussions.
Magic is also susceptible to Crash. Usually defensively used, Crash has the ability to destroy the integrity of a spell and nullify it.
On animals, crash acts differently. Still stockpiling energy into a point, crash then releases it causing high physical damage.
Haruhi is starting to become more and more proficient in Crash. She has learned spells that many Crash mages envy. Her prime focus is crowding her magic power into parts of her body and releasing it with strong sturdy attacks. (Kicks, punches, head butts, and any other physical attacks. Haruhi prefers Crash Slap.)
Strengths:
Hand to Hand Combat: Crash is a close range magic when combined with physical attacks. This allows even the slightest physical contact to give the user an edge. (And most likely the fight.)
Destructive Power: The immense power of this magic can easily, if trained, give the user an edge. Able to level a hill into a plain, or clear cut a forest, Crash is a force not to be toyed with.
Defensive Abilities: This magic has the power to collapse spells, equal to or lesser than the spell rank , the user comes into contact with. Although not eliminating all damage, the user takes minimal damage and the aforementioned spell is nullified.
Weaknesses:
Range: With few exceptions, Crash is a close range magic. Given that it has no long distance spells, and few mid/short range techniques, Crash is limited to a short radius around the user.
Destructive Power: This magic requires years of training. Without that, it is unpredictable at times. Although capable of being useful, this can also cause damage and serious injury to anybody around the user.
Magic Usage: Because of the nature of its release, magic power is used up quite quickly.
Focus: Crash requires the user to be receptive and mindful at all times. When they enter a room, every person in the room is in danger. Although not being able to send someone through the air at low level, damage can be done to buildings and people causing injuries.
Animate Life: Crash will not explode animate life. Instead, it only gives the user ability to release it as great physical pressure.
Magic Swell: Given that magic is accumulated and released through point on the body, this can cause serious injury to the user if they cannot handle the immense pressure. Physical training is an essential to Crash Magic.
Abilities/Powers:
Destroy Small object by touch without expending magic power. (No larger than a desk or object of similar size)
Enhanced jumping and sprinting capabilities. The user can release quick bursts through steps and leap/sprint long distances.
Explosions: The users crash magic causes the objects to explode.
- ”Signature Spell”:
Name: Crash
Rank: C
Type: Offensive
Description: The caster channels a large amount of magic power through themselves and releases a devastating explosion. This explosion is an AOE attack, stopping it from pinpointing a target, but instead allows the caster to demolish objects and structures the size of a semi-truck with ease. The explosion from crash covers 10m radius.
Strengths:
High Damage Dealt: This spell is designed and trained to deal large amounts of damage.
Multiple Targets: The caster can catch more than one opponent in the explosion.
Close Range: If the target is attacking the caster, all the caster needs do is make physical contact.
Weaknesses:
Haruhi has to be within reach of her opponent for damage to be dealt. Strong melee fighters, or fast melee fighters, can counter and avoid the grasp.
Allies that are too close, can be caught in the damage area.
While this spell is being used, Haruhi isn't able to use any defensive spells.
Long Range mages have an advantage. If they are outside the spell circle, or able to move out of it before being attacked, they are unable to be targeted.
Duration: Instant
Cooldown:4 Posts
- ”C-Rank Spells”:
Name: Eradicate
Rank: C
Type: Offensive
Description: Eradicate is Haruhi's most dangerous spell. After months of training she learned how to govern her magic power and materialize it in her palm. Haruhi holds out her right hand and speaks the phrase “Eradicate the world around me. Leave no trace.” After the spell has been spoken, two small magic circles appear and spin around her hand. Cuts appear on her hand and magic power seeps through the wounds and swirl into a light grey and purple orb. After forming it darkens and follows wherever Haruhi wills it. The orb is then thrust into the abdomen of the opponent, dealing 2 C-rank damage with a 15m knockback. Mages of B-rank experience half the knockback, while A-rank and up mages do not experience the knock back.
Strengths:
The spell minorly extends the casters reach.
AOE: The spell deals D-Rank damage to people within a 10 meter radius of initial explosion.
Shields: This spell will damage shields. if contact is made with them, knock back will still take effect with the ratios stated above.
Weaknesses:
Damage Taken: The magic power needs to physically escape from Haruhi causing wounds to open on her hand. Possibly lowering her fighting ability later on in a fight. (D-Rank)
Close Range: Haru has to close the distance between her and her opponent to use this attack.
Explosion: Allies could be caught in the AOE explosion.
Requires the use of a specific hand. If she is not able to use her right hand, the spell cannot be cast.
Duration: Instant
Cooldown:4 Posts
Name: Soul of the Mountain
Rank: C
Type: Offensive/Defensive
Description: The caster draws back their fist, and lets an eruptive punch into the ground. The following explosion from the releasing crash magic causes the ground to erupt in front of the user taking the shape of a foothill. The damage from the attack deals C-rank damage with the hill having an area of 20m.
Strengths:
The user changes the shape of the surrounding environment.
Deformed land does not retake it's shape
Provides a strong form of defense.
Weaknesses:
Altering the area surrounding the user can very easily harm allies.
Can only be used on solid objects. Liquids and gases aren't vulnerable to the spell.
This spell requires immense control of the users crash magic. If the caster takes a direct attack, the spell will be successful.
Weakness to earth mages whom control the ground and earth usually used with this spell.
Duration: Instant
Cooldown: 5 Posts
Name: Hammer Fissure
Rank: C
Type: Offensive
Description: The user creates 2 small dark grey magic circles on both of their fists. Using crash sprint, they dart toward the enemy and lunge. Giving a distance between the enemy and themselves, the user slams both fists into the ground and crashes the ground. This causes continuous explosions of the ground that will travel the maximum range of the spell level at maximum speed of the spell level in the direction the initial momentum was in. The spell starts at the size of her cupped fists and flares out to a maximum of 12 metres.
Strengths:
This spell deals maximum damage to the enemy. (For the spell rank and if unguarded)
Cannot be blocked by magic. Crash magic traveling with the fissure will nullify all magic it contacts of equal or lesser rank.
When blocked physically, the defender will take half D rank damage. If blocked physically, the defender will be stunned for 1 post and has knock back of 30 metres. A-rank nd up are not Stunned and S-rank And up arent knocked back. Damage Still applied.
Weaknesses:
Long cooldown
This spell requires 2 magic circles. If the user is not able to create these with both hands the spell cannot be cast.
The fissure travels in one direction. If the opponent is quick enough to move to either side the effects would be extremely minimal.
Requires the user to charge the enemy and focus both hands on the attack. This leaves the caster open to attacks during the quick sprint.
Extremely destructive spell. The user needs be cautious about who is around the AOE. This could very easily injure allies.
Duration: Instant
Cooldown:6 Posts
Name: Sink Hole
Rank: C
Type: Defensive
Description: Haruhi holds a hand to ground and yells Sink. A large magic circle appears on the ground, and the ground below sinks 2-3 metres. Range is 12 metre radius.
Strengths:
Dodging: Haruhi can use this to avoid ranged attacks if immediate dodging isn't an option.
Opponents Balance: If the opponent is within range of the sink hole, they can be thrown off balance allowing attacks to be chained.
Cushion: If Haruhi is hit with a physical attack this spell can be used to cushion the attack.
Weaknesses:
This spell cannot be used in a city or urban area.
No damage is directly dealt from the spell.
If used in a forest/urban area, any objects including buildings or trees can cause environmental damage to the user/allies.
Cannot be used on surfaces other than the ground. (i.e. walls, ceiling, cliffsides)
Duration: Instant
Cooldown:4 Posts
- ”D-Rank Spells”:
Name: Bio-Magnetic Field
Rank: D
Type: Defensive
Description: This spell focuses on one of the basic aspect of physics, Magnetic Force. The user uses their crash magic on themselves, and accelerates the particles, through great heat and pressure, in their own body. Combined with the electric currents that pass through nerves and muscles, a magnetic field is created in a 10 meter radius around the user. This magnetic field, which is an electromagnetic field, releases light, electromagnetic radiation, and the common known knowlegde of a magnet. The user is able to divert and magnetize metals that are within it's range up to c-rank. Thus helping with avoiding and changing the directory. This spell does harm the user, because of the particle acceleration and radiation release, causing half d-rank damage each post it is kept active. (Max 3 Post)
Strengths:- Magnetic field created can assist in avoiding enemies weapons of equal or lesser rank.
- Electromagnetic radiation is the basis of light. The user is distracting because of the light release from their body.
- The user has control over the light around them through the e-magnetic field. Within the 10 meter radius, the user can create small illusions by bending light.
Weaknesses:- The caster takes damage from spell. Half D-rank each post sustained.
- The magnetic field can be manipulated by lightning magic users.
- The light, although being able to be used as a distraction, is obvious and causes unwanted attention if trying to hide.
Duration 1-3
Cooldown 5
Name: Heavens Crash
Rank: D
Type: Offensive
Description: The user swells their magic power in their body. She grabs the enemy under their left arm and behind the back of the neck. Using her enhanced jumps she leaps straight up into the air; and while falling, uses Crash to drive the opponent into the ground.
Strengths:
Deals bonus environmental damage if used properly. If crashed through any environmental objects, target takes bonus damage. (Half D rank max.)
Successful use of this spell gives the chance to chain attacks. The target is left laying on the ground (probably crying).
Allows the user to close distance between themselves and opponent. If the decision is made not to use it, the user is still in range for strong hand to hand combat.
Weaknesses:
User runs the risk of taking environmental damage equal to that suffered by the target.
Requires direct contact with enemy. This can allow for any ranged mages to attack while the distance is being covered.
High magic power usage. This spell requires user to use their enhanced abilities to crash “explode” themselves into the air with opponent. Using an extra half D rank spell cost. (5%
If the enemy is highly skilled in hand to hand combat, the grab can be nullified leading to a reversal.
Duration: Instant
Cooldown:4 Posts
Name: Lost Spell: Psella Rush
Rank: D
Type: Defensive
Description: Haruhi claps her hands together with great force and spreads them creating a large dark grey magic circle around her. She then states the name of the spell. At this point a pulse emits from her with a 2.5 metre radius. This spell will nullify mid and long ranged magic attacks of equal rank to the spell as well as destroys physical objects (aside from conscious objects) and knocks back all conscious living objects within the range.
Strengths:
Defensive Abilities: This spells provides a much needed defense to ranged spells. It doesn’t matter on how many ranged attacks that strike at the same time, this spell will nullify all magic of the same rank.
Destroys ranged physical attacks in her range.
Knocks back opponent in range 6 metres. Opponent takes half D rank damage if they were in range.
Weaknesses:
Range: This spell has a short range (2.5 metres). Opponents within the range will not be affected.
Given that the spell is a pulse of Crash magic, it must be timed perfectly or the magic power will have been wasted.
All area around her is destroyed. This can very easily harm allies that may be too close. Dealing half D rank damage.
Long Cool down.
Duration: Instant
Cooldown:5 Posts
Name: Crash Slap
Rank: D
Type: Offensive
Description: Haruhi accumulates her magic power into either of her hands. When within arm length of an enemy or target, she jolts her hand toward the opponent and connects with a thundering slap. This cast applies only to the point of contact with a knock back of 10 metres on mages of equal rank.
Strengths:
Additional Damage: Half D Rank damage applied to target from environmental objects collided with during knock back.
Embarrassing as hell: You just got slapped 32ft by a 12 year old! Stunned one post. Two, if collided with environment during knock back.
Creates Distance: Space is created between the opponent and Haruhi allowing her to regain focus.
Weaknesses:
Limited Range: This spell and only be used within Haruhis reach.
Crap, broke a nail!: Takes Half D rank damage when used on a mage of higher rank than her.
Requires the use of ones hands: If her hands are incapacitated or damaged the spell will be hindered or unable to be performed.
Knock Back: Although creating distance for Haruhi, it will give distance to the opponent allowing them to plan and gather themselves.
Gives advantage to range characters.
Duration: Instant
Cooldown:3 Posts
Name: Crash Marathon
Rank: D
Type: Supportive
Description: Haruhi uses her magic to increase her speed. She releases a small burst of energy each step propelling her 5 times farther than she would during a regular sprint. Short bursts of around 45-50 mph.
Strengths:
Able to cover ground extremely quickly.
Can be combined into physical attacks. With speed added it increases the force, thus damage.
Retreat: When in need, user will be able escape and get out of harms way.
Weaknesses:
The spell has a short duration thus making the user make quick decisions.
Can only travel linearly. Curves and sharp turns will cause Haruhi to lose her footing.
With her increased speed, if she is hit by a faster opponent her speed will be transferred into the force of the attack. Causing bonus (half D rank)damage.
Leaves Haruhi tired for 1 post. Reduced speed by 25% for 1 post.
Duration: 1
Cooldown:3 Posts- Magnetic field created can assist in avoiding enemies weapons of equal or lesser rank.
Last edited by Haruhi Kanashimi on 21st April 2015, 1:14 am; edited 18 times in total (Reason for editing : C-Rank spells added in. Went over magic with a mod several times. Adding in changes to durations and damages. added in purchased C-Rank Spells.)