Magic
Primary Magic: Gomu Gomu Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster, Lost Magic
Description: Gomu Gomu magic is a form of Giant/Lost magic that allows the user to stretch their body like rubber at the cost of the user losing his ability to swim. It allows the user to be almost entirely immune to blunt attacks, including hand-to-hand combat, bullets, and even large projectiles like cannonballs. The user's rubber-like body also allows the user to survive falls from heights and collisions that would kill a normal person. The user's ability to stretch and twist like rubber to extreme lengths not only makes him immune to injuries that originate from such, but it also allows him to even rebound, that can give him a great advantage in or out of battle. Stretching also allows the user to drastically increase the range of what would otherwise be considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching his arm back resulting in increased power. Due to this magic's rubber like insulating properties, the user is immune to electricity and electric based magic. This magic also has the ability to generate steel and fire, which can be used to increase the user's form of attacks. The magic however becomes nullified if the user is doused with large amounts of water. This magic also has access to different forms called Gears. Each gear gives the user access to certain Gear exclusive spells as well as buffs, like Gear Second being based around speed.
Strengths:
While in this form, The users physical strength is increased, depending on which Gear they use.
The user's rubber body allows him to take 20% less damage from blunt attacks.
Advantage against Lightning Element.
Weaknesses:
This magic costs the user the ability to swim. It can also be nullified if the user is doused with large amounts of water.
The user can still be impaled and cut by sharp and pointy objects such as swords.
Lack of projectiles: This magic's has very little to none projectile spells, relying mainly on physical contact.
Nullification Magic: This magic can also be nullified by spells that involve nullifying magic.
Lineage: Shinokishi: The Death Knight
Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell. So a Fire spell would become Death/Fire or so on.
Usage: They can envelop death magic around their self to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.
(I haven't got my lineage on my profile yet. Here is the link if you need confirmation and if you want to add it to my profile if it hasn't been already added.)
Unique Abilities:
Rubber Human: The user takes on the properties of rubber and is able to stretch and twist their bodies around.
Gears: The user has the ability to go into different forms called Gears, giving the user access to Gear exclusive spells and certain buffs.(Gears are spells that will be added in the future)
Steel/Flame: The user has the ability to turn part of their body into steel and to engulf part of their body into fire to increase the damage of their spells, or cause a burning effect on the target. (Can only be used in a Gear form.)
Spells:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)Name Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Fused Spells(What Spells Went into the Fusion and their Ranks?)Description:Duration:Cooldown:Strengths:Weaknesses:[/list]
Primary Magic: Gomu Gomu Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster, Lost Magic
Description: Gomu Gomu magic is a form of Giant/Lost magic that allows the user to stretch their body like rubber at the cost of the user losing his ability to swim. It allows the user to be almost entirely immune to blunt attacks, including hand-to-hand combat, bullets, and even large projectiles like cannonballs. The user's rubber-like body also allows the user to survive falls from heights and collisions that would kill a normal person. The user's ability to stretch and twist like rubber to extreme lengths not only makes him immune to injuries that originate from such, but it also allows him to even rebound, that can give him a great advantage in or out of battle. Stretching also allows the user to drastically increase the range of what would otherwise be considered a powerful close-range attack, turning it into a devastating mid-range or long-range attack. A stretched limb can also be used to store potential energy like a stretched spring, increasing the velocity by stretching his arm back resulting in increased power. Due to this magic's rubber like insulating properties, the user is immune to electricity and electric based magic. This magic also has the ability to generate steel and fire, which can be used to increase the user's form of attacks. The magic however becomes nullified if the user is doused with large amounts of water. This magic also has access to different forms called Gears. Each gear gives the user access to certain Gear exclusive spells as well as buffs, like Gear Second being based around speed.
Strengths:
- Immense Strength:
While in this form, The users physical strength is increased, depending on which Gear they use.
- Durability:
The user's rubber body allows him to take 20% less damage from blunt attacks.
- Insulator:
Advantage against Lightning Element.
Weaknesses:
- Water:
This magic costs the user the ability to swim. It can also be nullified if the user is doused with large amounts of water.
- Sharp/Pointy objects:
The user can still be impaled and cut by sharp and pointy objects such as swords.
Lack of projectiles: This magic's has very little to none projectile spells, relying mainly on physical contact.
Nullification Magic: This magic can also be nullified by spells that involve nullifying magic.
Lineage: Shinokishi: The Death Knight
Description: One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
Ability: The user can envelop death magic around their self or their spells. Being able to destroy spells that attempt to target the user up to the users rank on contact (An AoE wouldn't be negated).
Enveloping death magic around their spells give the user +25% spell power/damage and adds Death element to the spell. So a Fire spell would become Death/Fire or so on.
Usage: They can envelop death magic around their self to cancel 1 spell attack of their rank or lower(S Max). This ability can only be used once per thread and only affects spells that directly target them. They can envelop their death magic around their own spells once every 2 posts.
(I haven't got my lineage on my profile yet. Here is the link if you need confirmation and if you want to add it to my profile if it hasn't been already added.)
Unique Abilities:
Rubber Human: The user takes on the properties of rubber and is able to stretch and twist their bodies around.
Gears: The user has the ability to go into different forms called Gears, giving the user access to Gear exclusive spells and certain buffs.(Gears are spells that will be added in the future)
Steel/Flame: The user has the ability to turn part of their body into steel and to engulf part of their body into fire to increase the damage of their spells, or cause a burning effect on the target. (Can only be used in a Gear form.)
Spells:
- D Rank Spells:
Name: Gomu Gomu No Fusen
Rank: D
Type: Defensive
Duration: 1
Cooldown: 2
Description: This technique inflates the user's stomach through his mouth, allowing the user to deflect blunt projectiles such as cannonballs and bullets. It could also bounce those projectiles back at the target with the same amount of speed as when it was fired. This spell can only deflect melee and physical attacks, but is ineffective against sharp and pointy objects and takes 25% less damage from magic reinforced physical attacks. (Can only withstand 5 attacks of the same rank, 4 attacks of an attack one rank higher, 1 attack of two ranks higher, and 0 attacks of three or more ranks higher before the user starts taking damage.)
Strengths:- Deflect:
Can deflect incoming blunt projectiles and send them right back to where it came from.- Defensive:
Can be used to defend the user and others from blunt melee attacks.- Safety Pillow:
The user can use this to cushion the fall from high places for himself or others.
Weaknesses:- Sharp:
Can still be hurt from sharp and pointy objects.- Lacks Offense:
Has no offensive purposes what so ever.- Bouncy:
The user could get bounced around uncontrollably like a ball.- Water:
Spell can be nullified by a lot of water being doused on the user.
Name: Gomu Gomu No Pistol
Rank: D
Type: Offensive
Duration: 1
Cooldown: 2
Description: The user begins by rotating his punching arm around to gain power. The user then extends his right arm straight out at 20 m/s with it being able to reach out to 20 meters max, inflicting D rank damage.
Strengths:- Offense:
Can inflict damage on an opponent.- Speed:
Has good speed to it.- Range:
Has good range to it.
Weaknesses:- Set direction:
Can only go straight.- Lacks Defense:
Can only be used offensively.- Could work for the enemy
:If the enemy is strong and fast enough, they could possibly catch the fist and pull in the user for an attack.- Water:
Spell deactivates if the user is doused with water.
Name: Gomu Gomu No Whip
Rank: D
Type: Offensive, Aoe
Duration: 1
Cooldown: 2
Description: The user begins by stretching one of his legs out to 20 meters in a wide circle at 20 m/s, striking multiple foes and knocking them down, causing D rank damage. The spell is canceled if one of the targets isn't knocked down.
Strengths:- Offense:
Can inflict damage on the opponent.- Aoe:
Can inflict damage on multiple opponents at once.- Speed:
Has good speed to it.
Weaknesses:- Lacks Defense:
Has no defensive use what's so ever.- Set direction:
Can only go in a circular motion.- Could work for the enemy:
If the enemy is strong and fast enough, they could possibly catch the leg and pull in the user for an attack.- Water:
Spell deactivates if the user is doused with water.
Name: Gomu Gomu No Rocket
Rank: D
Type: Offensive, Evasive
Duration: 1
Cooldown: 2
Description: The user starts with the user stretching out and placing one or both of his hands on a ledge or anything he can grab, then retracts his arm/s, projecting himself into the air at high speeds, depending on how far the handhold is to the user, which the user could use to escape from attacks or travel to places faster. The user could also grab onto an opponents shoulders and project himself at the opponent, inflicting D rank damage.
Strengths:
•Evasive:
This spell can be used to evade attacks.
•Travel:
The user can use this to travel long distances depending on how close the handhold is.
•Offensive:
Can be used to inflict damage on a target.
Weaknesses:
•Set direction:
Can be only used to go one direction.
•Lacks defense:
Cannot be used defensively.
•Easy target:
Can pretty much be a sitting duck while in the air due to the set direction.
•Water:
Can be nullified by being doused with water.- Deflect:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)Name Name of the Spell )Rank: (What rank is your spell? H, S, A, B, C, or D)Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)Fused Spells(What Spells Went into the Fusion and their Ranks?)Description:Duration:Cooldown:Strengths:Weaknesses:[/list]
Last edited by Edward D. Smith on 4th November 2015, 6:14 pm; edited 5 times in total