Primary Magic
Name: Soul Sword
Rank: C
Type: Soul
Duration: Instant
Cooldown: 4 posts
Description:
This upgraded version of the rank D soul sword maintains its use as a finishing move, or a very fast block, this spell appears as a Dark Blue double-edged straight sword with light blue patches weaving about the inside. During the execution of the spell, a Grey and white resonance is created as the spell disperses. In higher ranking versions, can be reinforced.
Casting:
The wizard places his/her hand at the top of a sword's scabbard as though he/she was holding the grip of a sword. Soul Energy is channeled through a small (5mm) hole at the base of the scabbard, and the soul energy takes the shape of the blade that matches the sword. The guard of the sword appears and encases the caster's hand, creating an orb around his/her hand (result from having no definite shape). As the attack, or block is being performed and dark blue aura is quickly flashed around the caster(no bonus, just for looks). The sword begins to disperse until it becomes nothing but a linear cloud or spirit energy (this is because the weapon was taken out of its mold before it could be permanently shaped).
Strengths:
1 Can be dual wielded
2 Provides a great alternative as a defence against a single attack
3 Provides a good stall if Seikatsu's normal weapon is knocked out of his hand, broken, incinerated, etc...
Weaknesses:
1 Dual Wielding extends the cooldown of this spell by 1 additional post.(Dual Wielded is still instant, cooldown becomes 5 posts)
2 Does not remain due to being forged with minimal concentration
3 Can be dodged
4 Can be blocked by a C-rank or higher spell
5 Can not be Reinforced by Seikatsu's reinforce spell, or any other reinforcement spell
Name: Marionette's Fury
Rank: C
Type: Soul, AoE
Duration: 2 posts
Cooldown: 7 posts
Description:
White strings wrap around Seikatsu's fingers, and connect with the ground beneath him. These strings emege from the ground, and have the ability to grab opponents, or cut them causing small damage and minor bleeding for a post (1.5C rank dmg). The weight limit for this spell is 275 pounds. With eight strands being controlled by Seikatsu, the odds of getting close are slim. The strands can also be combined, and wrap around an opponent to immobilize them.
Deals C rank damage at the center (within 2 feet of any of the strands)
Range: 5 meters (15ft 10inches)
Speed: 10 meters per second (running speed)
Minor Bleed Effect, in terms of HP it would be -1% HP per post.
Casting:
Seikatsu holds out his finger and separated them as the soul energy around him is converted into a very fine, sturdy strand that wraps itself around his fingers. The strands then burrow into the ground, and surface 2 feet from Seikatsu. The strands are strong enough to pick up opponents around Seikatsu's size, but can not handle the weight of larger things. Since Seikatsu's hands are anchored to the ground by the strings, he can not move for the duration of this spell.
Strengths:
1 Deals 1.5x C rank damage total (DoT)
2 Can inflict a minor bleed effect
3 Can keep close range opponents at a distance
Weaknesses:
1 Can be broken by magic/weapons of equal rank or above
2 Can not lift opponents above C rank
3 Seikatsu can't move while using this spell leaving him wide open.
4 Can not lift opponents if they are a certain weight.
Name: Wall of Swords
Rank: C
Type: Soul, AoE
Duration: 3 posts
Cooldown: 6 posts
Description:
Using the souls energy around him, Seikatsu creates a flurry of swords and causes them to spin in a spherical formation around him. The ethereal swords do nothing to stop incoming attacks, they merely cut bits of Seikatsu's opponents off from the physical world. This AoE deals C rank damage (decreasing with distance) to a medium sized area, and can be used with Seikatsu's Spirit Barrier. The blades do not cut flesh, or deal damage to armour. They phase through everything within the effective radius, and cuts pieces of that person (or animal's) soul.
Deals 0 damage to enemies within 9 feet of Seikatsu, 0.33% C rank damage to enemies 9.5-11.5 feet of Seikatsu, and 25% C rank damage to enemies 11.6 - 20 feet of Seikatsu.
To clear confusion: There is an effective 11' radius that is covered by this spell. However, the spell is a doughnut with a 9ft radius hole in the middle.
Strengths:
1 This spell is one of the only spell Seikatsu has that can escape from inside the Spirit Barrier, this is because it is formed just outside the barrier's wall.
2 This spell can deal damage to enemies while the barrier keeps his opponent out
3 By the time an enemy charges through the wall of swords, they have taken some nasty damage, and can be finished off.
Weaknesses:
1 This spell has a HUGE area that deals NO damage (the 9.5' doughnut hole)
2 This spell can be blocked by C rank spell, or equipment
3 This spell DOES NOT BLOCK damage, or prevent people from getting close
4 This spell deals damage to EVERYTHING in it's effective radius
Replacing "Soul Sword" D rank slot
Name: Double Strike
Rank: D
Type: Soul
Duration: 1 post
Cooldown: 5 posts
Description:
Seikatsu seems to have a fan. Seikatsu may call upon a single soul to assist him in his next attack. Seikatsu's next blade attack, will be followed by the strike from a soul. This deals D rank damage to whoever Seikatsu cut, and can not be blocked, but can be avoided.
Avoided: The soul strikes in the exact same spot Seikatsu cut. So if the target is moving, or get's knocked back, or jumps to a side they can avoid the hit entirely. The only time a moving object will EVER be hit, is if that object is moving so slow that it cannot get out of the way. Example: Seikatsu cuts someone in the chest, and they move a couple inches to the side. That opponent will be hit in the exact same spot, at the exact same angle, just a couple inches to the side of Seikatsu's cut.
Why can't it be blocked by physical? Because ghosts phase through objects, the reason this deals damage is because the ghost is slicing into an opponent's soul. However, a ghost is not immune to the elements... Fire, Water, Wind, Lightning, Light, and Darkness are all very effective at taking care of this.
Casting:
Seikatsu takes a breath, and says "Stand with me" when he's ready to attack. At this moment, and blue mist will appear around Seikatsu, and follows him until his next strike, where the spirit will cut the exact same spot Seikatsu did.
Strengths:
1 It can-not be blocked by Metal, Earth, Ice, Armour (unless it has "Soul resistance")
2 It can be used with Seikatsu's Soul Sword, or any physical sword he's using at the time
3 If the attack lands, the opponents will take D rank damage added to the previous attack
Weaknesses:
1 The accuracy of the attack is almost 0% if a target is moving
2 The spell can be stopped by Fire, Water, Wind, Lightning, Light, and Darkness
3 Requires Seikatsu to use a bladed weapon, and will not occur if Seikatsu is using a bow, whip, or anything else that isn't a sword
4 Only triggers 1 time, and then has a 5 post cooldown
Signature Spell
Name: Unleash Soul
Rank: Signature Spell (ranks up with character)
Type: Soul
Duration: 2 Posts
Cooldown: 4 Posts
Description:
Seikatsu pools soul energy in the palm of his left hand for a single post, during this time he is unable to open this hand or the spell will collapse. After that post, Seikatsu opens his palm in the direction he wants to fire. A massive black blast erupts from his palm and engulfs all within a 30 meter long, 6 meter diameter area in the direction Seikatsu aimed the attack. The attack deals 1.5x spell ranked damage to the first 10 meters, 1x ranked damage to the second 10 meters, and .5x ranked damage to the final 10 meters.
Spell Upgrades:
+15 meter length per rank
+1 meter width per rank
Strengths:
1 Very powerful attack
2 Does not cost MP
3 Is sure to catch an opponent off guard
Weaknesses:
1 takes 1 post to charge
2 Left hand cannot be used while it's charging
3 Spell can be blocked
4 Spell does not deal the same damage across the length
Name: Arena of Souls
Rank: C
Type: Soul, Field Effect
Duration: 5 Posts
Cooldown: 6 Posts, 2 uses per thread
Description:
Seikatsu focuses on the joy of battle, and a desire to watch his enemies die. He sends up tens of thousands of Soul Swords into the air and forms a circle around him, his allies, and his opponents. For each of the combatants in this arena, 1 soul sword will fly to the ground from the top of the encirclement in front each player and enemy giving the combatant the option to wield a weapon. If declined, the sword disappears, as the sword belongs to the combatant and shall not be used by any other. In this field, all bleed effects are twice as lethal due to the arena's natural way of bringing the beast out of the man. Seikatsu and any allies of his will recieve a +50% DMG boost due to Seikatsu's wanting to see the enemy in a blood bath. Every post for the duration of this spell Seikatsu will lose 1% HP and 1% MP as the cost of calling forth this travesty.
Description of Soul Swords:
Blue swords with dark highlights moving throughout them. While these blades are in fact swords, they can not be removed from their positions and act as a wall. You may enter, but can only leave by physically climbing the wall. Attempts to fly out, or dig your way out will result in the attempt failing and the escapee finding themselves in the middle of the arena again. Soul Swords by this effect will last the duration of Arena of Souls and deal damage equal to the rank of its wielder. Magic spells can still be cast while using the sword, and enchantments can be placed on these weapons.
Arena Dimensions:
180ft tall
30meters radius
or
Swords line the walls of the room Seikatsu casts the spell in leaving enough
room between the top sword and the wall behind it for someone to climb
up the wall and escape through the tiny gap and be free
Total Effects:
-1% HP for 5 posts (Seikatsu)
-1% MP for 5 posts (Seikatsu)
+50% DMG for 5 Posts (Seikatsu and Allies)
Bleed Effects are Doubled (All In Arena)
Cannot leave except by climbing the 180ft tall structure (All in Arena)
Any may enter (All Outside of Arena)
Must Enter Arena to Participate in Battle
Strengths:
1 Massive Power Boost to Allies
2 Bleed Effects to enemies are worsened
3 Enemies Cannot Escape easily
Weaknesses:
1 Bleed Effects to allies, or Seikatsu are worsened
2 Allies, or Seikatsu cannot escape easily
3 Seikatsu loses 5% HP and MP over the course of this spell
4 The spell provides enemies with a weapon for them to use
Ability:
Forced Power - Seikatsu can cast multiple non-offensive spells at once by sacrificing 1% HP per spell. This cost is added to the MP cost of the spell, and any HP cost the spell already has. It cannot be used to activate any offensive/defensive spells.
Wings - Seikatsu can condense soul energy around him to apply a pair of wings. The wings speed is 5 meters per second (average sprinting speed) this does not increase by rank.They can be destroyed by spells/equipment of equal or greater rank, and if hit Seikatsu will be damaged.
Ominous Presence - When around Seikatsu while he's touching his sword, others can hear people screaming in pain as they were burning alive, being stabbed, or shot on a battle field. This does not effect battles, or provide any bonuses or debuffs to anything, unless the opponent is easily scared in which case they will be moderately unnerved but combat is still uneffected.
Last edited by Seikatsu on 4th July 2015, 4:05 am; edited 9 times in total