- unlocked at user's request:
- Mizu Fubuki wrote:
Magic
Primary Magic: Water-Make: Full Circle
Secondary Magic: N/A For Now
Caster or Holder: Caster
Description: Maker Magic, also known as Molding Magic, is one of the most unrestrained types of magic. It allows the user to create almost whatever they want, however, there is one limitation. You either use Dynamic Molding Magic or Static Molding Magic. Dynamic Molding Magic allows the user to create 'living' things, such as animated water sculptures. Static Molding Magic centers around creating inanimate objects, such as weapons. Mizu, however, has mastered Water-Make Magic, and created his own version of the magic, Water-Make: Full Circle. Water-Make: Full Circle incorporates both Static Water-Make and Dynamic Water-Make, however, it also incorporates a third form, designed by Mizu himself, called Destructive Water-Make. Destructive Water-Make involves natural phenomenons, such as storms and tsunamis. Another explosive technique of Water-Make: Full Circle involves 'Full Circle' Molding. 'Full Circle' Water-Make involves combining either Static Water-Make and Destructive Water-Make or Dynamic Water-Make and Destructive Water-Make. An example of 'Full Circle' Water-Make is a storm of daggers, or a tsunami of eagles.
Water-Make: Full Circle combines the versatility of Maker Magic with the destructive force of straight up Elemental Magic, making it one of the most destructive forces out there. Another thing that contributes to the abilities of Water-Make: Full Circle is the fact that Mizu is the only one who uses it, making it similar to Lost Magic, but not really. Water-Make: Full Circle is something that Mizu calls 'Unique Magic', a magic that isn't Lost Magic, but is extremely rare.
Strengths:
Can Stack Water-Make Spell Effects on top of one another in succession to increase the damage output of a spell.
Large Splash Damage and soaked effect (speed decrease) upon impact.
Will Break Through Any Fire Spell Effects of Equal or Lesser Rank.
Deals double damage to robotic creatures or cybernetic creatures.
Will Cause Lightning Effects of Equal or Lesser Rank to backfire on the user or electrocute them.
Fire Effects of Equal or Lesser Rank will be put out, dispelling them immediately; increasing the damage of the Water-Make spell by the rank of the fire spell that was extinguished.
Causes Lightning Wizards to loose control of their spell effects; and possibly harm their allies.
Water will steam right through Fire Spell Effects of Lesser Rank; flying through the Fire effect and causing the water spell to hit the caster of the fire spell, dealing damage.
Water will instantly break through wood and nature spells of a lesser rank, ripping them to shreds.
(All of the above are only usable in PVE.)
Weaknesses:
Mizu must put his closed fist on his palm to begin a Water-Make spell properly. Binding his hands effectively would screw him over big time. If he casts a spell without the formation it will be decreased in damage, size, and magnitude by 2 Ranks.
Water-Make, innately is weak to the Metal element.
Ice Spell Effects and Water-Make spell effects explode upon impact with one another if they're the Same Rank.
Metal Spell Effects of Equal or Greater Rank will immediately block Mizu's spell effects.
Wind is also extremely useful against Mizu's Water-Make; Wind Spell Effects of Equal or Greater Rank will merely slice through the water.
Fire spell effects of Greater Rank will hold up as the Water of Water-Make splash against the Fire; although it will be 50% weakened; visibly steaming afterwards.
Metal Spell Effects of Greater Rank will instantly gust out Mizu's spell effects.
Cold based spells of a greater rank will freeze Water-Make spells solid.
Water spells of equal rank will simply clash with Mizu's spell, causing the two to fizzle.
Enchantments and Creations are one Rank Lower in Volcanic or Desert Areas.
Lineage:- Aspect of Jupiter:
Description: The Aspect of Jupiter, once a king among gods he has now become as fallen as any other. Having freed his siblings from the belly of his father, Jupiter is tenacious and clings to his immortal essence. Jupiter was hailed as the ruler of the sky, and these certain traits bring themselves to bear in his host.
Ability: The Aspect of Jupiter lends to it's host a certain favor with the winds. Their magic can only be eaten by God Slayers. Wind magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a wind spell to nullify it (max S-rank).
Gains a user-ranked Wind-based signature spell (S- rank Max). It must be made in the magic app as normal in addition to the spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
- Passive- Basic Maker Abilities:
Make - Mizu can create anything he can think of in the shape of water. He can create symbols and shapes he has seen once; a make wizard has a memory like 'NO' other wizard. If Mizu has seen it before; insignia, or symbol, he can make it. An endlessly useful ability.
Allows the Water-Make user to put their fist in their palm, and use pre-existing water from any available source, including anything they have enveloped in water as water for their Spells and Enchantments. Causing the spell cast to use 25% less MP. If Mizu comes across a lake, he can clap his hands and use the water in the lake to activate any of his Spells with that water. So long as it's enough water for the Spell or Enchantment he is trying to use it for. A Basic, yet useful ability of every Make wizard. Do not fight Mizu near an ocean.
The user can counter any water-based spells with spells of their own, so long as the spell they're using to counter it is of a higher rank than that spell.
Spells:- Signature Spells:
Rank: Gale Cutter
Type: Wind/Offensive
Duration: 1 post
Cooldown: 1 post
Description: In order to cast Gale Cutter, the user must cross their arms like an X, whereupon they will charge with wind. Once the user uncrosses their arms, the two wind cutters will go flying at an opponent at a rate of 15 meters per second, and each cutter deals 50% damage equal to the user's rank (capping at S-Rank).
Strengths:
Speed: These cutters are relatively fast.
Cutters: There are two cutters, and, if needed, they can fly at different enemies. This is because the X can split into two vertical blasts of energy.
Cutting: These gale force wings can cut through objects, but nothing higher than the spell's rank.
Weaknesses:
Earth: As these cutters are made of wind, they can be easy overpowered by earth of the same rank as the spell.
Cutters: Each of the cutters only deals 50% damage, so if they attack different enemies, they won't do as much damage.
Casting: In order to cast this spell, the user must cross their arms.
Speed: While these cutters are relatively fast, some spells of the same rank are faster.
- D-Ranked Spells:
Name: Water-Make: Eagle
Rank: D
Type: Water/Summon
Duration: 3 Posts
Cooldown: 4 Posts
Description: In order to cast this spell, the user must put their closed fist on their open palm, and a magic circle will appear above their hands. Above this magic circle, an eagle made of water will appear. It has a wingspan of two meters, and is one meter long. The eagle is extremely fast. If needed, this eagle can explode into water droplets, flying at the nearest opponent. The water droplets burrow into the opponent's pores, dealing damage. The puddle makes it so spells cost 50% less mana.
Passive: Avian Speed- This eagle has a speed of 16 meters per second, it is extremely fast for a D-Ranked spell. This spell leaves behind a puddle that can be used to cast other spells.
Active: Self-Destruct- When activated, the eagle bursts into thousands of water droplets, which fly at the nearest opponent, and start burrowing into their pores. This lasts for three posts, and deals 25% damage each post. However, while in this form, the eagle cannot be used, and when the duration ends, the cooldown of the entire spell is activated. The range of this is a 25 meter radius.
Strengths:
The eagle is capable of flight, as it has wings.
When the eagle attacks with it's claws and talons, it deals D-Ranked melee damage.
The eagle is incredibly fast for a D-Ranked spell.
Weaknesses:
If the eagle is hit by something made of metal of a higher rank, it's active ability will automatically activate.
After the active ability is used, the eagle is dispelled, and it's cooldown is activated.
Casting this requires the user's hands, and if they are bound, the spell is much weaker.
The eagle is very large, and cannot pass through small spaces.
Name: Water-Make: Wasps
Rank: D
Type: Water/Summon
Duration: 3 Posts
Cooldown: 4 Posts
Description: To cast this spell, the user must put their fist on their palm, and a magic circle will appear on top of this formation. On top of this magic circle, a swarm of wasps will appear. These wasps will swarm around a single opponent, decreasing their speed, and deal 25% D-Ranked damage per post. Also, if needed, the bees can clump together into one big wasp, capable of dealing D-Ranked damage. This spell leaves behind a puddle that can be used to cast other spells. The puddle makes it so spells cost 50% less mana.
Passive: Swarm- By default, the wasps swarm around an opponent, decreasing their speed by 25%, and they are dealt 25% D-Ranked damage each post.
Active: Mother of Wasps- The wasps have the ability to clump together into a gigantic wasp, with a radius of 3 meters. This wasp can deal D-Ranked damage 2 times per post, and lasts 1 post. Once the ability deactivates, the wasps are dispelled. It also has a poison side effect for whoever it hits, dealing 25% D-Ranked damage for two posts.
Strengths:
The wasps can slow the opponent they are swarming around, making them an easy target.
While they are swarming around an opponent, the bees deal 1/2 D-Ranked damage, which is very useful.
The bees have the ability to become giant wasp, which deals decent amounts of damage, as opposed to the swarm form.
Weaknesses:
When even one of the wasps is hit with a metal spell, the entire swarm's effectiveness is halved for one post.
Even when in swarm form, the wasps can only swarm around one enemy, so the bees are useless for area of effect.
Casting this requires the user's hands, and if they are bound, the spell is much weaker.
The Mother of Wasps is very large, and cannot pass through small spaces.
Name: Water-Make: Cats and Dogs
Rank: D
Type: Water/Offensive
Duration: 3 Posts
Cooldown: 4 posts
Description: To cast this spell, the user must put their fist on their open palm, and a magic circle will appear above it. This magic circle will dissipate, and a larger magic circle, with a 50 foot radius, appears 25 meters above the user, with the user as the center of it. From this magic circle, cats and dogs made of water will rain down. At first, the cats and dogs will do damage, dealing 100% D-Ranked damage to anyone within the circle, except the user. For the next three posts, the cats and dogs will simply soak whoever they hit, lowering their speed by 25%. Each cat/dog leaves behind a small puddle that can be used to cast other spells. There can be a maximum of 5 puddles at once, each of which provides 1% MP, and can only be used for Water-Make spells. Each of these puddles make it so a spell costs 10% less mana.
Strengths:
The spell deals a decent amount of damage.
The user can use the water from the cats and dogs in order to cast some of their other spells.
This spell slows whoever it hits by 25%, making them easier targets.
Weaknesses:
This spell not only deals damage to enemies, but to allies as well.
Casting this requires the user's hands, and if they are bound, the spell is much weaker.
This spell can only be cast in open spaces, or the cats and dogs will simply hit the ceiling.
After the first post that it is cast, this spell becomes more of a distraction than anything else.
Name: Water-Make: Beam
Rank: D
Type: Water/Offensive
Duration: 1 Post
Cooldown: 2 Posts
Description: Mizu puts his fist on top of his palm and holds a hand towards his target. A beam flies out of his hand and slams his into opponent(s), and soaks anything them. The water beam leaves behind a puddle, which can be used to cast other spells. The beam has a radius of two feet, and is cylindrical. When this spell soaks someone, it spell slows whoever it hits by 25%, making them easier targets. The puddle makes it so spells cost 50% less mana.
Strengths:
When this spell soaks someone, it spell slows whoever it hits by 25%, making them easier targets.
This spell deals 100% D-Ranked damage.
The puddle that this spell leaves behind can be used to cast other Water-Make spells.
Weaknesses:
The beam can be easy stopped by metal spells of a greater rank.
Casting this requires the user's hands, and if they are bound, the spell is much weaker.
Since there is only one beam, it is hard to hit more than one target.
The user must use their hand to aim the spell.
- Locked Until B-Rank:
- 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:
Please remember to post on the "Primary Magic Approval" thread to have this re-approved.