Magic
Primary Magic: Jet Acceleration
Secondary Magic:
Caster or Holder: Caster
Description: Jet Acceleration allows the user to propel parts of themselves or other objects and people at high speeds in different directions if they are touching said thing. The speed created by this magic is almost like that of a controlled explosion, in order to control yourself whilst moving, you must create another burst going another direction or use your legs and arms to push away from things. According to Newton's third law, every action has an equal and opposite reaction, however the resulting force which should be created can't hurt anything and creates very little air flow, it simply makes a loud banging sound which is reminiscent of a sonic boom. All of these blasts send a use flying in a single direction however it can very such as with something like making it on your on your foot, If you made a Jet Acceleration spell on your foot, you would do many many flips instead of going anywhere because of the way physics work. The propelling of things is not limited to simply pushing them forward, later on, this magic can accelerate and decelerate anything at will up to very high speeds.
The user of this magic can use it to great advantage. For starters, the user can use it to propel themselves at very high speeds across long distances. Another way the user uses this magic is by using it for combat purposes, such as dodging attacks, increasing the speed of a kick, knocking an enemies back or propelling objects at people. The user can also us this with allies and objects which grants the ability to transport items and people very far, very quickly but if the user goes too fast, loss of body parts and accidents can occur. (Triatath, a user of this magic, lost both his legs in a bet to see how fast he could go with this magic)
Strengths:
Weaknesses:
Lineage: Knight of Swords
Description: One of the Seven Knights of King Kuroryu, this Knight could summon an ethereal sword to his hand and use it to destroy anything in his way. This knight was said to be balanced in both offensive and defensive capabilities as he could destroy opponent's spells with his sword that he summoned. This knight was known to be the right hand man of King Kuroryu.
Ability: The user summons a sword for 5 posts allowing the user to use it as a weapon to fight with which also increases the speed of the user. The user can also slice spells apart with restrictions.
Usage: The user can activate the summon and use the sword for 5 posts, with a 150% increase in speed, and has a cooldown of 5 posts between uses. If the user wishes, he can use the sword to cut spells apart rendering them useless (up to S-Rank). However, if he does cut the spell apart the user of the lineage the user cannot move from his position for 1 post - IF he does the sword vanishes but allows the user to move again. Can only be used 2 times per thread.
Unique Abilities:
Weaknesses:
Cannot be used against any object smaller the something around 5-10 cm cubed such as sand, gravel or dust particles.
does not recover much magic power if there are not a lot of projectiles or enemies.
Can't be used on enemies going under 10 mph, so a normal walking or running speed would not be affected by the ability.
Can only be used on physical or touchable items such as stones or rocks. Examples of items which it can't be used on are; Lightning, Magic or uncountable objects (something like air or a torrent of water would only count as one (1%)
Spells:
Primary Magic: Jet Acceleration
Secondary Magic:
Caster or Holder: Caster
Description: Jet Acceleration allows the user to propel parts of themselves or other objects and people at high speeds in different directions if they are touching said thing. The speed created by this magic is almost like that of a controlled explosion, in order to control yourself whilst moving, you must create another burst going another direction or use your legs and arms to push away from things. According to Newton's third law, every action has an equal and opposite reaction, however the resulting force which should be created can't hurt anything and creates very little air flow, it simply makes a loud banging sound which is reminiscent of a sonic boom. All of these blasts send a use flying in a single direction however it can very such as with something like making it on your on your foot, If you made a Jet Acceleration spell on your foot, you would do many many flips instead of going anywhere because of the way physics work. The propelling of things is not limited to simply pushing them forward, later on, this magic can accelerate and decelerate anything at will up to very high speeds.
The user of this magic can use it to great advantage. For starters, the user can use it to propel themselves at very high speeds across long distances. Another way the user uses this magic is by using it for combat purposes, such as dodging attacks, increasing the speed of a kick, knocking an enemies back or propelling objects at people. The user can also us this with allies and objects which grants the ability to transport items and people very far, very quickly but if the user goes too fast, loss of body parts and accidents can occur. (Triatath, a user of this magic, lost both his legs in a bet to see how fast he could go with this magic)
Strengths:
- Speed- This magic allows the user to move very quickly and improve their overall speed in short bursts. This speed is very good in situations like sprints rather than marathons however it can be controlled for distance. This is very useful for dodging attacks since the user is more often than not fairly weak.
- Acceleration- This magic improves the user's acceleration massively, to the point where it can actually damage the user with the amount of g force it produces. This acceleration is very useful in combat because it allows the user to fire objects at high speeds quickly or hurl an opponent uncontrollably at high speeds. The acceleration is fast enough to cause whiplash at high speeds so can be used to damage an enemy fairly easily. This also aids in dodging attacks very quickly to get out of harms way.
- Strength- This magic does not improve the strength of the user per say, but it does allow the user to push very large or heavy objects very quickly. An example of this 'strength' would be the user hurling a boulder out of the way by firing it to the side or breaking a door down using the force generated.
- Small objects can easily be thrown or used- With this magic, the more mass an object has, the more magic power it will take to push it. This means that with relatively low amounts of magic power, the user can hurl tiny projectiles at extremely high speeds at opponents because of the way the magic works. An example of this would be the user firing gravel, small stones or sand at an opponent to cause many minor injuries which would hinder the opponent.
Weaknesses:
- Damage to self- If the user goes too quickly or loses control whilst using this magic it can have very unpredictable results, from slamming into the side of a tree to knocking themselves out with the pure power of the G force generated.
- Damage to allies- Much like the weakness above, when used carelessly whilst helping others in combat, it can hurt allies or innocent people. A main issue with this is that people underestimate the speeds at which they will go so under prepare. The sheer cold people experience from the air blowing at them, Wind blowing in their face and impairing their vision and mental and physical strength to endure the sheer G forces exhibited are only a few of the ways that an ally can lead to being injured when this magic is practiced on them.
- Hard to control- With large sources of emotion or trauma, the user can very easily lose focus and hurl things much faster than intended, A very common occurrence with this issue would be the user propelling themselves ten to twenty times faster that what they originally planed to be going causing crashes and whiplash.
- must have physical contact- The user must be touching the target in order to use this magic on them (preferably the hands). If the user is not using their hands to touch the target, then it extremely hard to control the speed of the blast. An example of this would be the user accidentally hurling a rock faster than the speed of sound at someone rather than a light kick towards someone.
- Does not increase bodily strength- This magic does not increase the users ability to absorb impacts or attacks any, that means that the if the user is weak and they crash into something at high speeds, then they may receive injuries like broken bones, concussion, internal hemorrhaging or even death in the worst scenarios. Luckily the user can use this magic to create a counter force to slow themselves or create a cushion for something.
- Requires oxygen- A majority of the spells used for this magic require some form of oxygen to work because this is how the make propulsion. underwater, spells are half as effective and in places like space or a raging fire, they may not be able to be used.
Lineage: Knight of Swords
Description: One of the Seven Knights of King Kuroryu, this Knight could summon an ethereal sword to his hand and use it to destroy anything in his way. This knight was said to be balanced in both offensive and defensive capabilities as he could destroy opponent's spells with his sword that he summoned. This knight was known to be the right hand man of King Kuroryu.
Ability: The user summons a sword for 5 posts allowing the user to use it as a weapon to fight with which also increases the speed of the user. The user can also slice spells apart with restrictions.
Usage: The user can activate the summon and use the sword for 5 posts, with a 150% increase in speed, and has a cooldown of 5 posts between uses. If the user wishes, he can use the sword to cut spells apart rendering them useless (up to S-Rank). However, if he does cut the spell apart the user of the lineage the user cannot move from his position for 1 post - IF he does the sword vanishes but allows the user to move again. Can only be used 2 times per thread.
Unique Abilities:
- Evasive maneuvers- The user instinctively produces very small blasts when attacked or threatened in order to dodge attacks. These blasts consist of a small blast to move slightly out of the way and then a smaller blast to slow down the user so that they do not fall over or are tossed around a room. These of course do have a limit. They cut out when the user has little to no magic power left, they are less effective when sleeping so miss the second boost often waking the user up, they have a limited speed when not using actively (meaning that they do not dodge all attacks if the user is not concentrating or intentionally dodging) and finally that it forces the user to dodge even if the user wants to be hit for some reason. If you can't understand how this would be an issue then here is an example- "we are having a clean fight with no magic!" "sorry no can do. I would subconsciously dodge all of your attacks even if I want you to hit me or I am being punished"
- Jet Brain- Since Triatath developed this magic, his brain always seems to be perceiving everything around hum much more quickly. He has developed the ability of having a photographic memory, increased reaction times and very quick thinking and problem solving skills. Triatath can now think much more clearly and remember things almost instantly with little to no details missing. This has made it very easy for him to read books and remember the contents, this is where he has gotten his entire education. He has mostly been influenced by his characters in books until about the age of four where he realized that he could simply think for himself and develop his own personality. He was years and years ahead of where he should have been mentally for his age but he now remembers all that he has learnt throughout his life from after he obtained Jet Acceleration.
- Name: Speed Leach
Rank: D
Type: Speed, Self support
Duration: instant
Cooldown: three posts
Description: The user can temporarily take the speed out of objects and people when they are moving, when a person is effected it gives the sensation of hitting a pillow then regaining their speed again. This can be used to stop projectiles because they do not have an accelerating factor however humans continue to use their legs so they would speed up again. When this ability is used, everything around the user looks as though it stops or lags for a second and things without outside modes of acceleration are stopped and fall to the ground. Using this ability is very similar to Dragon slayers eating their elements but on a much smaller scale. For every object or creature within a 20 meter radius going over 10 MPH, the user gains one percent. For example, if four arrows were hurling at the user and the user used speed leach, the arrows would stop and the user would regain 4% magic power as long as the arrows were going at over 10 MPH. *note- this does not apply to things which are smaller than a pebble or small stone so any wind or dust particles which happen to be going over ten MPH will not count. Same goes for raindrops or sand in a sand storm.
Strengths: - allows the user to regain lost magic power
- can temporarily slow an enemy or stop projectiles
- very effective against very large groups of enemies due to the massive amounts of projectiles and objects which magical power can be absorbed from
Weaknesses:
Spells:
- D Rank Spells:
- First Spell:
- Name: Jet Engine
Rank: D
Type: Defensive/Movement. Speed/physical. Caster.
Duration: Instant/One post
Cooldown: four posts
Description: The user creates tiny casting circles all over the opposite side of their body to the place which they want to go to. (For example, to go forward, The user would create these magic circles on their back). These magic circles propel the user in a direction to blast themselves out of the way of incoming attacks, projectiles or allows them to travel very quickly. The user travels at approximately 45 miles per hour during the time that they are moving and around 90 miles per hour when they first start off but due to wind resistance it nearly instantly halves to 45 and slowly reduces down over a few seconds. This creates a small shock wave which travels about a foot before stopping and dissipating. It creates a loud noise reminiscent of a sonic boom and leaves a faint smell of metal. Much like jet engines we have nowadays, if the user does not have access to oxygen, then the spell will not work and will simply fizzle out. Under water it is much less effective and halves all of the speeds and distances traveled. This spell fires the user a maximum of ten meters but can go under this maximum substantially.
Strengths:- Dodging- This spell allows the user to dodge very quickly and move out of the way of incoming attacks. Dodging skills are massively useful for very damaging attacks or very fast attacks, this allows you to dodge even some of the fastest attacks.
- Travel- The user can use this magic to fire themselves very far very quickly. There are many uses of this but most of them include traveling to places almost effortlessly. This sort of a boost would consist of three smaller boosts. One which propels the user into the sky, one at a diagonal to propel the forwards a bit and then one going forwards to propel the user quickly across terrain. More diagonal pushes can be used after the cool down to propel the user farther.
- Jumping- The user can take great leaps and bounds using this spell because they can propel themselves skyward. And allow them to help with aerial combat. This can also allow them to get around obstacles like hills or boulders and can help see into the distance by jumping above the trees and obscurities.
Weaknesses:- No offensive capabilities- As the name says, this spell can't directly be used for offensive purposes so is not very useful during combat situations in that regard.
- Loss of control can damage the user- The user can easily be hurt whilst using this technique if they do not maintain proper control of their concentration. If they are thinking intensely or are subject to powerful emotion, then this technique will most likely fire them into an obstacle like a tree or a rock which can harm the user.
- Can harm allies- If the user does not look where he is going or loses control whilst using this spell, the user may hit an ally or allies who happen to be standing nearby. This can be a great inconvenience during combat situations.
- Whiplash and G force- The user may experience intense physical damage from the G force caused by the sudden acceleration however this only occurs if the user is unprepared to dodge and attack or is take by surprise and is startled. Whiplash can occur in the most serious cases which can effect the users ability to balance or think properly as well as loss of motor control and temporary paralysis and pain.
- If there is no oxygen, the spell can't be used. The spell can't be used if there is not access to oxygen so this means that places like space, inside a fire and underwater will be very limiting in terms of this spell. If this spell is cast underwater, its effectiveness will be halved (half as fast, half as far).
- Dodging- This spell allows the user to dodge very quickly and move out of the way of incoming attacks. Dodging skills are massively useful for very damaging attacks or very fast attacks, this allows you to dodge even some of the fastest attacks.
- Second Spell:
- Name: Mach One
Rank: D
Type: Offensive. Buff. Speed.
Duration: Until the next move, five posts or is stopped.
Cooldown: fifteen Posts
Description: The user stands still in a running start position and slowly charges their magical power with small flecks of silver magical energy flying at high speed into the caster. The user then stands up with their eyes focused on their target. They can then do a number of things because the effects of this last until the next spell is cast. When the next spell is cast (for example sonic boom) the spell will go twice speed instead of its normal speed, this causes a loud bang because the objects are compressing the air very quickly. This spell does have a limit however, the player can't fire anything larger than a human. If the player fires anything less than the size of their fist with this buff on using sonic boom, then air friction would cause the object to heat up and become extremely hot, so flammable materials would catch on fire and insulators like stones would become too hot to touch. The temperature of the object becomes over 100 degrees Fahrenheit so if you were to touch it, it would cause severe burns. This spell causes a significant strain on the body which it is used upon, so unless your ally is physically very strong or physically fit, this buff should not be used to launch or propel them. In a nutshell, this spell increases the effects of any magic the user casts which is related to speed. This spell has it's affects cut in half for every rank above D.
Strengths:- Allows the user to move extremely quickly and much faster than normally possible with this magic.
- Increases the speed and power which an attack by increasing the speed to twice its normal speed.
- Can allow attacks to inflict fire damage using the friction caused by the air, this is similar to reentry effects on space ships.
Weaknesses:- Can cause damage to the user or the target because the speeds are so intense that they will injure the target which they are used on by the air friction alone. The target must be thoroughly prepared for it or incredibly physically fit.
- Causes a sonic boom- This buff causes a "sonic boom" (though not an actual sonic boom unless it breaks 750 mph) if used with any spell so it can't be used in stealth situations or in places where the user must be silent.
- If there is no oxygen, the spell can't be used. The spell can't be used if there is not access to oxygen so this means that places like space, inside a fire and underwater will be very limiting in terms of this spell. If this spell is cast underwater, its effectiveness will be halved (half as fast, half as far) (only increases the speed of a spell by plus 0.5).
- This spell does not allow them to use the ability speed leach for six posts after it is used, this can be very inconvenient if the user uses up the last bits of their magical power.
- This spell can't be cast on any other person besides the user, this means that you can't increase the speed of an ally on the battlefield so is not a support magic. The user can carry people using this magic however. (the spell only is increased by +.5 (+0.25 underwater))
- Allows the user to move extremely quickly and much faster than normally possible with this magic.
- Third Spell:
- Name: Jet Slug
Rank: D
Type: Offensive. Physical. Close range. Melee. Speed.
Duration:Instant
Cooldown:Four Posts
Description: The user fires Themselves at the Enemy with their arm trailing behind them. They then fire their hand in front of themselves in a punching motion as their fist collides with the enemy. The user's speed is negated when they hit and the target is sent flying, all of the energy which was in the speed is now transferred to the enemy. This spell can also be used to a more effective degree when using the legs. The user rockets themselves at the enemy feet first and twists in the air to move their legs above them. They then kick both of their feet down with a burst of speed magic which slams the opponent into the ground at the speed which the user was traveling. This attack is very powerful because the target usually does not have time to brace or react because the user is moving so quickly. The opponent almost always hits the ground hard enough to smash through a floor or create a small crater in the ground. If this spell is used on someone flying in the air or someone who is very high up, they are sent hurtling down towards the ground at a speed which is very hard to recover from. The farthest this spell can be cast away from the target is 40 feet. anything larger than that and the target will have time to dodge. This attack has one extremely large downside, the user takes as much damaged to their body as they give, for example, if using your arm to hit the target's leg, then the user may break the opponents leg and to 50 points of damage to the opponents leg, but the user will take 50 points of damage to their arm. This can be a very suicidal spell if it isn't used smartly, this is why using Mach one on it is almost forbidden because of how much the user can damage themselves.
Strengths:- High damage- This attack can deliver quite a bit of force at extremely high speeds which causes a lot of external and internal damage.
- High speed- This attack is very hard to dodge or counter because of its extremely high speed, especially if paired with a mach buff. This attack's damage is also increased due to its high speeds.
- Safe- There is no real danger to anyone besides the target and the user with this attack because because the user is attacking one target extremely hard instead of attacking a group or multiple people. This reduces the chances of harming allies or civilians, however this is not true when using mach one, in mach one, the user will attack the first thing which moves including their own allies.
Weaknesses:- Purely Physical- This attack does not inflict any damage besides physical damage, this means that if any ethereal or untouchable enemies are attacking, then this spell can't be used very effectively on them.
- Loud- This attack has no stealth use whatsoever because it creates a loud explosion sound whenever it is used. The explosion is reminiscent of a sonic boom however occurs even at lower speeds.
- Has a range limit- Though the range is pretty far, this attack does have a limit because people who are more than 40 feet away have plenty of time to dodge the attack, if the attack is dodged, then it can be a large waste of magical power.
- If the user is weak, then this attack may injure them. For example, Triatath will be able to hit with his legs harder than normal because he can't feel them and they are prosthetic, however, if he uses his hands he may break his knuckles or his arms. The user must be in peak physical condition to use this spell otherwise they may be hurt (unless they have another reason to be uninjured, example: buff/healing magic or armor)
- the user takes as much damaged to their body as they give, for example, if using your arm to hit the target's leg, then the user may break the opponents leg and to 50 points of damage to the opponents leg, but the user will take 50 points of damage to their arm. This can be a very suicidal spell if it isn't used smartly, this is why using Mach one on it is almost forbidden because of how much the user can damage themselves. (note- this may be negated by using a weapon, armor or similar device which helps reduce damage. For example, anyone using armor or a weapon to attack, will take half damage to themselves, such as triatath using his prosthetic limbs, due to the fact that his prosthetics are attached to his body however, he still does take some damage.
- High damage- This attack can deliver quite a bit of force at extremely high speeds which causes a lot of external and internal damage.
- Fourth Spell:
- Name: Sonic Boom
Rank: D
Type: Speed. Offensive. Close range. Physical. Melee.
Duration: Instant
Cooldown: four Posts
Description: The user fires something other than their own body using the Jet Acceleration magic. The user inhales deeply then places their hands or another part of their body on the target which they would like to fire. The speed at which they fire objects differs between sizes however the maximum speed an object can go is one hundred miles per hour (without a buff or support). The user can also fire others, so this means that they can transport allies into the air or fire enemies into a cliff as long as they are touching in some way. There are many ways which the user can use this magic to help him in and out of battle, for example, The caster could fire stones at high speeds at the target to pelt them with bullet-like speeds, the caster could use this magic to fire an enemy which he was shaking hands with into the ground at 60-80 mph or maybe the user could fire a massive boulder out of the way with a massive push which slowly shoves it out of the way.
Strengths:- High speed- This spell is very fast so is therefore very hard to dodge unless you are extremely fast. This also increases the physical attack value because you can fire something very quickly whether it be a person or a stone, the faster it goes, the more damage it will inflict as long as the weight to size ratio is decent (heavier is often better).
- Flame Damage- This spell can be used to inflict flame or fire damage which is very useful if fighting someone who is weak against heat or someone who is immune to physical damage. This spell can inflict fire damage because of the air friction caused by objects moving at high speeds. The best object to use for this spell in order to inflict fire damage would most likely be coal because it is heavy and flammable.
- High damage- This attack inflicts a very high amount of damage on its targets because of the speeds used in this spell. For example, an enemy who does not have a massively strong body would not be able to withstand smashing into a rock at 70 MPH without injury.
Weaknesses:- Must be touching the target- with this level of spell, the user must be touching the target which they would like to accelerate, this means that if someone is untouchable or out of reach for whatever reason, this spell can't be used. Another disadvantage of this is that the user must get up close to use this so it could be problematic with some kinds of enemies.
- This spell can be too powerful to preform on allies so it is very hard to make sure that the user is using the right amount of force so as to not injure the target. For example, the user would have to decrease the power being used for a weak character like a child or an ill person but would need to use more with someone who is very muscular or overweight.
- Can be recovered from easily. If the target is very fast or can fly, then this spell can be recovered from very easily because they can simply reduce their speed.
- If there is no oxygen, the spell can't be used. The spell can't be used if there is not access to oxygen so this means that places like space, inside a fire and underwater will be very limiting in terms of this spell. If this spell is cast underwater, its effectiveness will be halved (half as fast, half as far).
- If the user is not touching the target with their hands but they are touching it with another part of their body, then the user can still use the magic however it is very inaccurate and uncontrollable so it can hurt the target or the user. An example of this would be having the user touch their team member with their foot to send them towards the enemy but accidentally firing your team member several times faster than intended and having them hit a rock or fly off a cliff.
- The user takes flame damage to their palms and hands (arms as well when using mach one or similar buffs) This means that the user receives severe burns on their hands and arms when using it and damages themselves for half as much damage as they do. When used in non-combat situations, this spell still burns the user, however, the user can be prepared for such burns as well as using parts of their body which aren't effected by them (prosthetic limbs or armor for example). If this spell does not do damage to the target, then it does not do damage to the user. Light pushes or large pushes are large objects which do not causes any heat in the object, will not harm the user.
- High speed- This spell is very fast so is therefore very hard to dodge unless you are extremely fast. This also increases the physical attack value because you can fire something very quickly whether it be a person or a stone, the faster it goes, the more damage it will inflict as long as the weight to size ratio is decent (heavier is often better).
- C Rank spells:
- Spell one:
- Name: QuakeRank: CType: Area of effect, ground, earth.Duration: Four postsCooldown: Seven postsDescription: The user squats on the ground and accelerates the ground using the same principal as accelerating objects, this moves the very ground itself and causes a very destructive earthquake over a 100 foot radius around the user. This earthquake is very hard to measure in magnitude because the user becomes the epicenter for the next four posts. At the epicenter, the magnitude is about Nine but dissipates to a five at the edge of the radius. If the target is standing on the ground they will most likely lose their balance or fall. Cracks develop in the ground around the user. And targets who are underground takes twice the damage which a C spell AOE attack would normally give. Flying, hovering or falling targets are unaffected by this spell. If used on water or underwater, it generates extremely large waves which can buffet and hurt ships, the waves originate from the user and wash outward in pulses. This attack often destroys the structures of buildings and caves. Stronger or more physically fit opponents or targets will be less likely to lose their balance, the same goes for strong buildings or earthquake-proof buildings.Strengths:
- Good against rock or ground users.
- Can take out many weaker enemies
- Can be used to distract or make targets off balance
- Very good at destroying buildings and structures
Weaknesses:- Affects allies and can actually hurt allies
- Destroys buildings and structures around the user often.
- Cant be used in the air, inside of buildings, underground or in caves due to risk of self injury from collapsing.
- Does not affect flying or hovering targets.
- Stronger targets are less likely to lose their balance or be phased by the spell. The same goes for stronger buildings or structures.
- Good against rock or ground users.
- Spell two:
- Name: Microwave
Rank: C
Type: Fire, Heat, Buff, Offensive.
Duration: five posts or canceled. When used offensively it can be instant.
Cooldown: Eight posts If a buff. Three posts if used offensively.
Description: This is the most likely most versatile spell which a user of this magic has access to. This spell works in the same principal as a microwave, if you forcibly speed up the molecules of something, it will heat up. The user uses this fact to exploit the heat properties of accelerating the individual molecules and atoms. When used as a buff, the user creates an extremely high temperature film which envelopes a part of their body causing flame damage. With the buff, the user heats up their limbs or the air around them in order for them to be more effective whilst attacking. When used as an offensive spell, the user heats up the air around their hands and fires it out in hot blasts. These blasts can reach hundreds of degrees and Have a range of around fifty feet accurately. This spell can be overcharged which creates a blue flame from the hydrogen being accelerated into the heat to it's flash point, The user can then release it in a powerful blast instead of rapid succession blasts. The overcharged blast is a ball made from pure hydrogen and creates water as a byproduct, covering the user's arms and hands in water to protect from the burns. To sum up, the Buff adds an extra 50% damage with physical attacks in the form of flame damage for seven posts, If it is used as an offensive move, then it generates 1-10 smaller blasts which do the damage of a C rank spell in total in flame and air damage. When the spell is overcharged, it does full C rank damage in one hit at close range but can also burn the opponent which depending on the circumstance, does an extra 50% damage in addition to the C rank damage, this can't be used with a target that is over ten feet away. Both blasts go thirteen meters per second.
Strengths:- Additional flame damage
- powerful ranged attacks
- allows for more powerful melee combat
Weaknesses:- Anyone immune to fire or heat magic will not be affected by any variations of this spell
- Range is a serious issue besides the short blasts
- The buff can't be used on allies, if it is used on allies, it decreases their damage by 25% due to burns.
- Short blasts do not do much damage
- Buff will damage the user unless they have body augments (Fake limbs, armor, items etc)
- Water spells can cancel out the heat of the blast however the air blast may still remain if they do not use enough if any force. The plain air blast hits about as hard as a punch from an extremely strong man.
- Earth spells can block out the heat and the blast with their unique "insulator" properties. Any earth spell will overpower both of the air blasts.
- Additional flame damage
- Spell three:
- Name: Mach Two
Rank: C
Type: Buff. Speed.
Duration: five posts,until it is used or until it is stopped.
Cooldown: seven posts
Description: Very similar to mach one, however, this increases speed of moves by 75% and also doubles the damage which moves do. This power up has major drawbacks however: this buff can't be used on allies or enemies. The user must take one post to calm down and focus whilst casting, if the user does not do this and decides to rush the buff, then the user will take C rank damage when using the next move. The user can't be holding or carrying anything whilst using this move. This move is applied after any other movement affects however cannot be used in conjunction with Mach one. The user will take a while to recover until they can use this move again (7 posts). Any self damage taken by this move will ignore all armor or shields. The stance and look of the move is identical to mach one. This move increases damage done by 25%. Both affects of this spell are cut in half for spells above C rank.
Strengths:- Temporary incredible speed increase
- Temporary Damage increase
- Can be cast before a match or in preparation to something, the affects of it will last for five posts or until the next spell is cast.
Weaknesses:- The user can't hold or carry anything (including people) while using this buff with any spell.
- The user needs a post to charge up the move.
- if the user does not charge up properly, then they will take massive damage.
- Long cool down time between uses.
- Temporary incredible speed increase
- Signature spell:
- Name: Dash
Rank: C
Type: Speed. Transport. Movement.
Duration: Instant
Cooldown: N/A
Description: The user "dashes" in a direction at high speed. The dash appears as a small explosion of compressed air behind the user, blasting them towards their target. This spell can't be used in any attack (dashing into a punch, kick etc) and is purely for movement around the area. This move can be used in a combo with other moves but the user must have connected with the target at least once (no blitzing the target in other words). The user cannot use this in conjunction with any speed boosting skills. The average speed which the user goes at while using this spell is 50 mph. When the user first casts this spell, the user is going over 75 MPH however slows down to 50 once they really begin moving. This move can't be used for dodging quick attacks very effectively due to the fact that the user needs to focus on the destination. Primarily used for travel and transport due to it's lack of combat ability.
Strengths:- The user can travel great distances quickly and effortlessly
- The user can set themselves up to attack their target easily
- The user can save allies or transport other quickly
Weaknesses:- Has no direct combat ability whatsoever.
- Cannot really be used for dodging.
- Cannot be used underwater or in a vacuum. Any area without oxygen in other words. When used underwater the spell simply fizzles out.
- The user can't blitz the opponent (attacking first with an extremely powerful move)
- The user must be able to focus on the target in order to go directly at it, if the user can't focus on the target, they must make several pre-travel casts of the spell to get them in the right position, this often takes some time.
- The user can travel great distances quickly and effortlessly
Last edited by Triatath on 27th July 2015, 8:53 am; edited 12 times in total