Primary Magic: Heat Manipulation
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster Type
Description: The ability to manipulate heat in all it's forms. To sap away heat from a body leaving behind nothing but cold, or to pour in heat into a cold body; either melting it or making it extremely hot. Every body has a certain level of heat within it, due to the molecules that are constantly in motion. This magic can either take away or add more heat producing either freezing or burning effects. Technically, it's not burning, its just increasing the heat of that body enough to produce flames; those flames are the cause of burns. The magic is complex and is difficult to understand apparently, if the user doesn't explain it the opponent can perceive that the user is capable of using both ice and flames. While actually, the user is only controlling the heat, the ice or flames are merely the byproducts.
The magic is an advanced level caster type magic and isn't easy to understand. Jin is still learning the various ways it can be used. He uses his powers to his understand and explores more possibilities. Against flames he can simply drain their heat resulting in a 'cooling down' of those flames. Against ice, he can simple pour in heat and reduce the ice into normal water which is quite comfy to take a bath in. The magic is used offensively, defensively and even for supplementary means like producing fires or making a path way by depriving a floor of its heat. Thus resulting in an icy path way, one can simply skate away using that icy path.
Strengths:
- Against Fire & Ice: It can be argued that fire is simply the excess of heat while Ice is its deprivation. Both can be countered by reversing the process and that's the advantage of this magic. Not only that, it can produce both of them too by following they way they work thus containing both freezing and burning effects.
- Resistant to Both Cold And Heat: It is heat manipulation, so the user can adjust his own body temperature in accordance to the outside temperature. There's practically no need to wear specific clothes in accordance to the weather.
-Side Effect: Air moves from higher pressure to lower pressure (second law of thermodynamics). By changing the temperature of one area in regards to the next, and if the temperature difference is just too much one can even manipulate air. This is like a side effect and can only be used at an advanced level where the user can control the magic more firmly.
Weaknesses:
- Larger Area: The larger the area, the more time it takes to alter the heat of that object or body. Let's say a large stone is hurled towards this heat user. In that case, there's not nearly enough time to burn it down or freeze it, so unless the user moves, he'll end up crushed into a pancake.
- Area Of Contact: The user of this magic, needs to touch the object in order to change it's temperature. This can be done either directly or indirectly, so if the user is touching the floor by his feet and the opponent is standing on the same floor. As long as the opponent is standing on the floor, his/her body temperature can be effected. It'll be even more difficult if the opponent is moving because the opponent's feet keep getting off of the floor. So the area of contact isn't constant rather alternating. The effects can be negligible at the point where the opponent is running or jumping because it won't provide nearly enough time.
- Distance: Distance also inversely effects the abilities of this magic. If the user is even touching the object indirectly but the user is further away, it'll take time. The further distance the more time it'll take to effect it.
- Effects Can be Countered: Heat manipulation can only manipulate the heat but that's also it's weak point. If one deprives an opponent of their body heat and the opponent escapes, all the opponent needs to do is find a source of heat and warm themselves up enough. The effects will gradually wear off. The inverse can be done in case the opponent is warmed up a lot so a shower or some ice would take care of it.
Lineage:
Eternal Warlord:
Description: In the tales of warriors and warlords, there is one that tells of Gor. A warlord who fought on the front lines with his men, victory after victory. His experience, cunning, intellect and skill made his men respect him and do every single thing he commanded them to do. In one of his last battles, when he was growing older, Gor fought through the front lines of the enemy's forces all the way to their leader, a powerful necromage. When he slew the dark mage, malicious magic exploded from the necromage's corpse and entered Gor's body. Soon after, Gor figured out he could use a strange ability which is presumed to come from the necromage to call upon the souls of his fallen companions and those he had killed to fight alongside him. Three years later, he finally had a son to continue his legendary bloodline.
Ability: Can summon two spirit warriors carrying weapons of your choice to fight beside you. They follow your commands. These summons equal the rank of the user, and are able to do user ranked damage with their strikes. Each takes 3 User ranked spells to destroy, or the equivalent to.
Usage: Can only be used once per thread. Duration: 5 posts.
Unique Abilities:
- The heat alterations caused by the user are permanent unless altered by the user himself or by other heat means. In other words, once the user changes the temperature of an object or opponent, unless it is heated up or cooled down(depending on the effect) it will maintain its altered state. In order to counter Jin's altered effects, one needs to be at least two ranks higher.
- Jin can use his magic without taking a specific stance or even moving his hands. He only needs to focus and he can alter the heat of the object.
- Stat altering: Heat generated can help allies to speed up their actions or the reduction in heat can slow down foes. Depending on the exposure and time, the effects are greater or less. This ability can be used to speed up one's own speed as well. The user can benefit from this by increasing 2% speed per rank. At D-rank the maximum speed gained is 2%, with each rank up it's doubled. This is an active ability.
- Thermal Vision: Getting used to his magic, he has now developed the ability to recognize and identify thermal signatures. He can see things and track them if need be using their body heat (Thermal Vision). Jin can see using his thermal vision, this implies that this ability is limited by "as far as the eye can see". As this is thermal vision, cold bodies are basically undetectable. If a warm body or a person is camouflaged among other hot objects. It would be nearly impossible to tell the two apart, hence this ability would fail. So if Jin's inside a building, then he can probably see the thermal visions of the entire building unless it is taller than 339 kilometers.
Note: Theoretically, the human eye can see for 339 kilometers but the clouds come in the way if you see above you. If you look straight ahead then it's the earth's curvature that makes the sight blurry and you unable to see. Originally, the human eye can see galaxies that are even light years away.
- Ethernano Manipulation: This is an extension of the heat manipulation magic. Not only is Jin able to manipulate the heat of objects but ethernano as well. Thus his spells can either burn away or freeze ethernano (depending on the spell used), making it useless for the target. This thus limits ones ability to use maryoku. This is a passive ability which also takes into account Jin's ability to produce permanent effects. So the effected ethernano can only be returned to normal by a two ranked higher mage. The amount of burned away or frozen maryoku stacks with each successive hit.
- Effect Chart:
D-rank Spells: 4%
C-rank spells: 6%
B-rank spells: 8%
A-rank spells: 10%
S-rank spells: 12%
Spells:
- D-rank Spells:
- Heat Source:
Name: Heat Source
Rank: D
Type: Offensive/ Supplementary
Duration: 3 posts
Cooldown:4 posts
Description: This is an instant type of spell in which the user focuses heat onto his hands and feet. Due to the extreme heat generated at these points, they turn red and when hit with any surface, they can cause burns and wounds instantly. The heat can be maintained for three continuous posts after which it requires a cool down. The effects can be maintained on all four limbs or either one or two for the said time, all four limbs can be used simultaneously.
Strengths:
- The red limbs can be used as a light source in dark areas, giving this ability its supplementary type.
- In close quarter battles, this technique can force the opponent to stay away or keep a distance from his limbs.
- The technique can also be used to counter ice based or water based attacks, turning them to water or steam.
Weaknesses:
- If the ice and water based attack is of a higher rank then the user can only hold up against them. If the opponent's spell is two ranks's higher then it'll simply cool down the limbs. So the technique can be deactivated in the first post turn.
- The heat source wouldn't differentiate between friends and foe, so if a friend is accidentally hit by it, it's gonna burn. (Unless the technique is deactivated before impact)
- The heat source would melt weapon handles, so a weapon can't be used when using this technique.
- Despite having a versatile magic like heat manipulation, this technique only focuses on the heat aspect of the magic. So opponents that are naturally heat resistant can withstand it.
- Heat Wave:
Name: Heat Wave
Rank: D-rank
Type: Offensive
Duration: Instant
Cooldown:3 Posts
Description: By changing the heat of the air around him, Jin hurls the heated wave towards the enemy. The wave can be propagated in the direction of his arms, since he needs to move his arms to send the heat. The heat has an effective area of 10 feet, the temperature of this heat wave is 140 F. (At this temperature normal human skin becomes numb, at 131 F human skin receives second degree burns). The normal speed of this wave is approximately equal to that of an arrow launched from a normal bow.
Strengths:
- Heat can't be seen, so this wave isn't visible. Unless someone has means to see heat changes, like heat vision.
- A ranged attack that can cause serious burns if someone is too close.
- It is a flexible attack since it moves in the direction the arm is moved.
- If the technique is used after freezing the area of the intended propagation, it'll move faster than its normal speed. The increase in speed would be 25%.
Weaknesses:
- Thick Ice or Large amount of water can reduce the efficiency or even fend off against this attack.
- Distance is inversely proportional, the closest the opponent is the strongest its effects. This implies that at 5 meter distance the effects are the weakest.
- Against a speedy opponent, it won't be much effective since he/she would simply move out of the way.
- If the cold area is heated up before the technique, or simply the opponent changes position, the speed boost doesn't come in effect.
- This is basically a wave of heat, so against it shields or armors are most effective. Reducing the effectiveness of this ability by 5%.
- Weapon Boost:
Name: Weapon Boost
Rank: D-rank
Type: Supplementary
Duration: 2 posts
Cooldown: 3 posts
Description: When using a weapon, the user can utilize it as an extension of his abilities. By changing temperatures on and around the weapon, the user can damage the opponent differently. The opponent might end up frozen or burned when in close vicinity with the weapon. The magic is effective in an area of 3 feet radius around the weapon. During the magic, the color of the weapon changes, turning to either red (when heated) or light blue (when deprived of heat). This adds other effects to the weapon's existing effects for example, a sword pierces normally. A sword used with this technique will not only pierce but will also either cause burns or freeze the effected limb.
Strengths:
- This can come in handy against opponents who use weapons. Normal swords and weapons can even end up damaged when in contact with this specific weapon.
- The boost is applicable to any weapon that the user can hold and use.
- It also increases the range of the weapon, if the weapon doesn't reach the opponent. So an opponent that would normally avoid an attack, with a weapon the magic can reach him/her.
Weaknesses:
- The weapons used can also end up damaged depending on their durability they may or may not last long.
- This technique is only applicable to weapons that can be held. So in case of a bow and arrow, the heat changes are effective around the bow, NOT the arrow.
- Unless it's some special weapon, regardless of durability the weapon won't be usable after the technique is finished.
- If the weapon is destroyed, the technique is disabled immediately and can be used after cool down.
- Escape Route:
Name: Escape Route
Rank: D-rank
Type: Supplementary
Duration: 2 posts
Cooldown: 3 posts
Description: By freezing the floor underneath his feet, he can slide along and get away. The technique can continuously be used for two posts, so the area of effect depends on how faster the user can use it. With one step the user can freeze 3 feet distance ahead of himself, gaining a speed boost of 25%.
Strengths:
- This is merely a supplementary technique to allow the user to escape from sticky situations.
- Even on a river this technique can be used to freeze the water surface and move on it for the total duration of the technique.
- At an advanced level, this can be used to freeze the air and air walk for a little while. (Possibly only after A-rank)
Weaknesses:
- If the frozen floor is destroyed by any means, the user comes to an abrupt halt.
- Against fire users, the technique becomes practically useless since such an opponent won't allow a floor to be frozen easily.
- If the river current is strong, this technique won't be used since it would nearly be impossible to create a footing. (at least at this level it is impossible).
- This technique can be used only when the user is moving himself, it can't be used to provide an escape route to others. The others can only follow after him.
- C-rank Spells:
- Room:
- Name: Room
Rank: C-rank
Type: Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Within a certain range the user changes the temperature rapidly. As the user can control his body temperature as well, he is the only one that can withstand the change. The temperature can either be increased (making it extremely hot) or decreased (making it extremely cold). The temperature decrease is below 10 degree F(-12 C). The temperature at which a normal can lose consciousness is 80 F. If the opponent remains in this range for the entire 3 posts, the opponent will take C-rank damage. The increase in temperature can be more than 160 F(71 C). 140 F(60) is enough to leave behind second degree burns, this is a much higher temperature. If the opponent remains in this area for the entire time span, they will suffer from dehydration when the spell is finished. The range of this spell is 15 feet around the user in a spherical radius. This domain also increases the potency of other spells if used along with them. It adds a 25% of additional C-rank damage to the spell used along with this spell.
Strengths:
- The spell is effective around Jin, so the radius moves around him.
- The temperature effects are rapid thus a lot more faster than the usual ability.
- The spell sets a certain radius around him. It can do crowd control and effect more than one opponent.
- The domain itself is invisible, unless one is really observant it can't be understood to how long the range really is.
Weaknesses:
- If the opponent is capable of ranged attacks, the opponent can simply avoid the effects by keeping out of range.
- The opponent can resist the temperature changes if one is able to use stronger spells that can effect temperatures. Even if one is of the equivalent rank and has the opposite element, it can help them to reduce the effects by 25%.
- If one wears armor that has some special resistance against temperature differences, the effects of the spell is reduced by 25%.
- This spell doesn't differentiate between friends and foe. If an ally wanders into this domain, it would effect him/her too.
- Individuals who have good intuition and observation skills can tell the range by noticing where the temperature extend to. They can also understand by trial and experience.
- As the spell area moves around with the user, the user is limited to using only the temperatures similar to the spell. If the user has a cold area set up, the user can't use heat spells and increase temperatures.
- Piercers:
- Name: Piercers
Rank: C-rank
Type: Offensive
Duration: Instant
Cooldown: 4 posts
Description: By controlling the temperature differences with more precision, Jin can hurl pointy spear like projectiles at the opponent. As with the nature of this ability, the projectiles can both be hot or cold (not simultaneously). The projectiles have piercing abilities and can cause burns of freezing depending on the type used. The total size of each projectile is 5 feet and they are ten in total. The total range that they can be fired and remain effective is 30 feet. They can cause burns or cause numbness if hit with cold projectiles. The projectiles appear above the user's head and are launched from there by altering the temperature. The damage inflicted depends on the number of projectiles that hit, if only one hit that means 10% if the total C-rank damage, so on and so forth.
Strengths:
- It can force the opponent to either go farther away or come closer.
- Besides the piercing damage the ability also causes afflictions.
- The heat based attacks are invisible and thus unpredictable.
Weaknesses:
- The ice type projectiles can be seen and are thus easier to avoid, if one can dodge C-rank spells.
- If one is wearing armor or has a shield then the ice based projectiles can be guarded against.
- A spell of the opposite element can reduce the effectiveness or completely negate it depending on the rank of the spell used.
- The effectiveness of the spell decreases with the increase in distance.
- Extra Arms:
- Name: Extra Arms
Rank: C-rank
Type: Supplementary
Duration: 3 posts
Cooldown: 4 posts
Description: Jin can form 3 large arms originating from his back to attack or defend himself. The arms are the result of temperature changes and are thus composed of either heat or the opposite (cold). Thus if one is struck by these arms, one can be afflicted according to the nature of the arms used. The nature of the arm can't be switched during one single spell. In other words, if Jin makes heat arms then they stay that way until the spell is over; the same is with cold arms. The temperature of these arms can cause burns or severe burns depending on the time of contact. If the arms are cold then they can numb limbs or freeze them if remain in contact. The total size of these arms is 5 feet and the mostly resemble tentacles but can be shaped into large humanoid arms. The damage caused by these tentacles or arms is blunt; can be piercing if the shape is pointy. The strength of each arm is 1/3 of a C-rank, so an equivalent amount of that can destroy a single arm. In other words, a C-rank spell can completely take out all three arms (if hit).
Strengths:
- The arms are basically the result of temperature difference, so they do have materialistic form but if damaged; can be repaired depending on the damage inflicted. It would take one post to repair.
- The spell can cause afflictions along with the piercing or blunt damage.
- The arms can be used to hold objects or weapons.
Weaknesses:
- The arms are greatly effected by spells of the opposite element.
- They aren't materialized well enough so they can't provide much defense.
- The spell has more offensive or supplementary applications instead of defensive.
- The range is limited and can only be effective against opponents within range.
- Miniplosions:
- Name: Miniplosions
Rank: C-rank
Type: Offensive
Duration: Instant (may be delayed)
Cooldown: 4 Posts
Description: Rapid change in temperature can either cause expansion or condensation. Do it fast enough and it'll result in an explosion. Jin uses this concept to make either heat based or cold based explosions; one results in burns, the other in freezing effects.If hit by these explosions, the heat based explosion will cause burns while the cold based explosions will numb the effected parts. The effective range in which these explosions can occur is within a 20 feet spherical radius. This is the effective radius around the user, the range in which he can make these explosions happen. The total number of explosions is 10, each explosion can cause 10% of the total C-rank damage. The explosions can be triggered instantly or be a bit delayed. If delayed then the time of activation would be mentioned in the post. The effective range of each explosion is 1 feet spherical radius.
Strengths:
- Can cause either burns or freeze. If cold explosions are used, the resulting projectiles made of ice may cause some piercing damage. (depends on the opponent's choice)
- May knock back the opponent or even startle if triggered instantly.
- Can also be used to deal with numerous opponents.
Weaknesses:
- The spell can't be used in close proximity to Jin, in other words he can't use it within a 5 feet radius of himself.
- Jin can't stop the explosions once he's set them up (in case of delayed explosions).
- Restricted to ranged attack and thus have no close combat use.
- The explosions are meant to cause wide range damage and are no good for one specific point.
- Bird Of Hermes:
Name: Bird Of Hermes
Rank: C-rank
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: A gigantic arrow appears on top of Jin’s head and is launched into the intended direction. The dimensions of the arrow are: a total length of 20 feet, the arrow’s body width of 1 feet while the arrow head width is 4 feet. The arrow travels with C-rank speed and after impact erupts into large flames (in case of heat based arrow) or in a frozen area( in case of cold based arrow). The area that the flames cover is 400 square feet (20 feet in length and 20 feet in width). The arrow itself can cause piercing effects and it will erupt right after contact. The distance that the arrow can cover and remain effective is 50 feet.
Strengths:
- Can be used to take down a single target with the arrow or for crowd control with the flames.
- Is effective against opponents at a large distance.
- Has piercing effects along with either burning or freezing effects. (there will either be burning or freezing effect at one time)
Weaknesses:
- The spell is ineffective at close range.
- If a friend ends up in the arrow’s path, Jin can’t stop it from erupting.
- Has no defensive or supplementary use, a purely offensive spell.
- An arrow always travels in a linear path, once launched its direction can’t be altered.
- B-rank Spell:
- Searing Beam:
Name: Searing Beam
Rank: B-rank
Type: Offensive
Duration: Instant
Cooldown: 4 posts
Description: Using his abilities of heat conversion and manipulation, Jin launches a linear thermal wave. The wave can cause serious burns and can burn through wood and other similar material. The temperature is uniform in the entire wave. The dimensions of the wave are 10 feet in diameter and the effective range is 45 feet in length. The beam once launched can’t alter its direction and propagates in a linear path.
Strengths:
- The spell can prove useful for all sorts of ranges (close, medium and long).
- With a linear pattern, it focuses purely on damage and thus has devastating effects.
- Can be used in conjunction with Jin’s ability to use his magic without taking a specific stance.
Weaknesses:
- Being a linear attack, it can’t get those sharp corners.
- The spell doesn’t differentiate between friend and foe.
- Is only a heat based attack despite Jin’s ability to use both Heat and Cold based attacks.
- Can be countered by a cold based spell of equal strength and size. (has to be of equal rank to completely negate the spell).
- Passion:
Name: Passion
Rank: B-rank
Type: Supplementary
Duration: 5 posts
Cooldown: 6 posts
Description: This spell surrounds Jin and his allies with an aura of heat at first which later alters into cold. At the very end, the temperature change results in an explosion harming only the foes, if they are in the effective range. The heat aura remains for the initial 3 posts and then turns into cold aura for the remaining 2 posts. The heat phase provides a speed boost of 40% to the allies while also causing burn damage to those come within the effective area of the aura. The cold aura causes a 40% decrease in speed of the opponents while producing freezing like effects. The effective range of this spell is 15ft circular radius around the allies.
The effects divide as the number of allies increase. For two allies, the boosts and debuffs are 20% each, for four allies its 10% for each.
Strengths:
- Keeps allies protected and helps them fight.
- In case of an injured ally, Jin can use this to deter weak opponents away from him/her.
- The speed boost coupled with speed reduction is a powerful combo with dual effects.
Weaknesses:
- Has no offensive or defensive implications.
- The effectiveness divides with increase in allies.
- Limited duration.
- Aura’s effective range is limited with the ally. If the ally is immobile, so is the aura and consequently its range.
- Torrential Flames:
Name: Torrential Flames
Rank: B-rank
Type: Offensive
Duration: 3
Cooldown: 4
Description: Thanks to his experience with his magic, Jin has reached the point where he can generate plasma: the fourth state of matter. Using that combined with his ability to alter temperatures thus controlling wind, Jin generates a large vortex made of plasma. The vortex appears on the ground’s surface and sucks everything within its range of influence. As soon as one is caught in its range, the burn damage begins. Once caught, escaping it unscathed is nearly impossible unless there’s a substantial difference in rank/strength. The effective range (sucking/pulling in strength) is 25 ft in circular radius, 50ft in diameter. The dimensions of the vortex is 15ft in radius and 30ft in diameter. Jin can produce this vortex with a circular diameter of 40ft around himself. Those who get caught end up getting buried 40ft under the ground while also being severely burned.
Like the other heat manipulation spells, this too has a cold version. The opposite kind of plasma is used in that spell having the ability to freeze any object or person that comes in its range. The range for the spell is the same. During either version of the spell, the ground too begins to crack and is shifted inwards. So the spell is strong enough to cause minor geographical changes.
Strengths:
- It pulls those of equal strength and only those with higher ranks can resist it. (Two ranks higher can resist with physical strength)
- Once caught, getting away is nearly impossible and as a result one ends up getting buried under ground.
- The spell has dual nature since it also alters the temperature around it, giving a 40% boost to all heat based spells used during its duration and 3 posts afterwards.
Weaknesses:
- Those who are not within its effective range can’t be pulled.
- Limited range.
- Immobility of the spell.
- Causes severe burns but has no blunt or piercing damage causing ability.
- Signature Spell:
Name : Emperor's Armor
Rank : B-rank
Type : Offensive/Defensive
Duration: 3
Cooldown: 4 posts
Description: Similar to the dual aspects of the magic, the spell can be of two types: heat based or cold based. If the user uses the spell as heat based it’ll have burning effects and in the case of cold (heat reduction) it’ll produce freezing effects. This spell constitutes a temporary extension of Jin’s arm like a larger arm using either heat or cold. So the arm would appear to be like the arm of a giant or a monster; much larger than a normal human’s arm. After the formation of the arm, it adds a boost to Jin’s punch. The damage caused would be blunt it is originally meant to be a punch, the other effects will be of one type but will depend on the type used (cold or heat).
Having increased in rank this spell also evolves and now two pieces of armor appear on both his arms. This armor can now also provide defense of equal rank along with providing stronger punching ability.
Note: For purely aesthetic purposes, imagine the arm being surrounded by an armor of said element.
Strengths:
- The spell being simple can be used more frequently and supplies an additional boost to his normal punch.
- At close quarter battles, this can be crucial asset especially if the fight turns into a pure fist fight.
- This spell can also be used to counter an elemental attack by using the opposite element. For example, if the attack on Jin is heat based and he uses the cold based punch. His natural resistance to temperature and the damage from this punch should reduce the opponent’s attack greatly if not completely.
Weaknesses:
- Can’t be used in ranged combat, it is a simple punch after all.
- This spell adds damage boost and not speed boost, a speedier opponent might be able to dodge it.
- It is an instant spell hence implying he gets one shot at it, if he misses then he would have to use it again.
- When using this spell, he can’t use a weapon with that hand unless the weapon is exceptional (legendary or greater).
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?)
Last edited by Okura Jin on 3rd August 2015, 8:28 am; edited 15 times in total