Magic Change approved here https://www.fairytail-rp.com/t14653p90-magic-shop
Magic
Primary Magic: Celestial Formula
Secondary Magic: God Leg
Caster or Holder: Caster
Description: Remember Amaterasu Formula? A collection of 100 mudra combinations used to create magic seals and in turn spells. The Celestial Formula is used a similar collection of formulas that obeys similar principles, but instead of drawing on the power of the being "Amaterasu," it instead pulls magic from the Celestial Spirit World.
The following spoiler includes spoilers for the Priory of the Wyrm Event in Magnolia. It does not need to be read for a mod to grade this magic effectively. Consider skipping this if you are in/are planning to read that thread.
Simon uses mudra to shape formulas which in turn tap into the celestial spirit world's great reserve of magic to achieve various effects. This magic being made by Simon has a tendency towards offensive effects with big explosions, because that is the kind of guy he is, but is capable of really anything if he has a formula for it. His only limitation is that he pulls raw magic from the celestial spirit world and then shapes it with the mudra, that being said it cannot take on elemental properties and the like. So no burning, freezing, electrifying, poisoning or earthing(?).
While explosions are the overwhelming majority,coming in at a very distant second most common formula is time manipulation. Made possible by the Celestial Spirit World's separate time envelope. This is all the explanation its significance merits, it's just not that predominate.
Strengths:
-Blitzkrieg: While casting may be slow, Simon's projectile speed is unparalleled. Once a spell has been cast it travels from point A to point B at speeds that make it almost impossible to dodge. However it can be avoided if one were to start dodging preemptively, but too soon and Simon will just adjust his aim, timing is key.
-Bombs on command: He snaps, you explode. Explosions, splash damage and AOE are common features of this magic.
-Auxiliary Effects: While only an afterthought in the design of this magic, it can still be used for things like healing, buffs, debuffs and tactical effects. But it isn't common.
-Over Arching Strengths: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell strengths are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.
-Anti-Personnel:
-As an anti-personnel class Formula they do a bonus 25% damage to unarmored enemies if the user has no allies.
-In one on one combat mp costs are reduced by 25%
-Anti-Personnel are high speed, single target formulas that are powerful and hard to dodge. Ideal for lone enemies.
-Anti-Personnel are the only type that can be signature spells.
-Anti-Army:
- For every target of this spell its power is increased by 10%, hard cap at 100% bonus damage
- The MP cost of an Anti-Army spell is divided by the ratio of enemies over allies(counting the caster). For the formula: Base MP Cost / (Number of Enemies / Number of Allies) = Final MP Cost I.E. Base Mp = 20%, lone caster, versus 2 enemies. 20% / ( 2 / 1) = 10%. Alternatively Base Mp = 20%, 4 allies versus 2 enemies. 20% / (2 / 4) = 40%
-Anti-Army techniques are called so for a reason and are effective against numerous foes at once.
-Anti-Fortress:
-As an anti-fortress formula spells deals 1.5x damage against buildings or armored enemies.
-Defensive techniques have their power halved when put against Anti-Fortress spells.
-Anti-Fortress formulas are ideal for defeating defensive enemies, giant enemies, and for destroying enemy structures.
Weaknesses:
-Chargin' my attack: Formulas require a series of complex hand gestures that take an unfortunate amount of time to complete. Even a master needs a moment to cast spells. Remember how "once a spell has been cast...(it is)almost impossible to dodge," this time window created by the mudra would be a good way to counter this speed. https://www.youtube.com/watch?v=whc_T1qVxl4
-He's not a scholar: While he had 10 years to perfect it and memorize his formulas, Simon is far from good at remembering things. Taking damage to the head, emotional trauma or mental strain can make it harder for him to think and by consequence slow down his casting speed tremendously or even making him forget his formulas in extreme cases(but he has then all written down so they aren't lost forever or anything).
-Friend or Foe: Simon spent the two years of his life where he was most active as a mage with a magic that only harmed that which he wanted it to. In other words he didn't have to worry about collateral damage or friendly fire. This magic does not have such a property and his lingering bad habits can lead to reckless destruction. Despite all his time training he has little battle experience with his new restriction, so as a battle intensifies he will be more inclined to rely on old experience and old habits.
-My hands are tied: His magic absolutely requires his hands to cast spells. If something were to happen to them he is powerless.
-Immortality Lost: Once upon a time Simon could revive from death like it was no big deal. Not anymore though, and his past rashness allowed by his psuedo-immortality can come back to bite him.
-Over Arching Weaknesses: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell weaknesses are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.
-Anti-Personnel:
-If the caster has more allies than enemies present in a battle Anti-Personnel formulas lose 20% of their power.
-Anti-Personnel spells cannot be used in spell fusions or unison raids.
-Anti-Personnel formulas are easily resisted by armor, losing 20% of their base power against armored foes.
-Anti-Personnel spells are only effective against individuals and are inefficient at dealing with multiple foes.
-Anti-Army:
-The MP cost formula for an Anti-Army spell explained in Strengths is a double edged sword capable of jacking up MP costs extremely. Mathematically it is also rigged against the caster(you lose more MP for outnumbering your opponent then you save by being out numbered by the same amount.).
-Defensive Spells are twice as potent against Anti-Army spells as the spread thin fire power of these techniques is easier to block.
-Reflecting spells have catastrophic effects for the caster, Anti-Army spells disperse a lot of damage over a large area, any spell that can throw all that magic back at him takes that large amount of damage and condenses it into a small area. These spells reversed can do more damage to the caster then when cast normally!
-Friendly fire is anything but friendly.
-Signature Spells cannot be Anti-Army class
-Anti-Fortress:
- This spell is not practical inside buildings Simon doesn’t want leveled.
- Simon has terrible collateral damage habits, most evident with these spells.
- Anti-Fortress spells are too stressful on Simon’s body to be cast when he has less than 15% of his maximum mana.
-With the formulas primarily intended to hit sitting targets, it is very hard to hit a moving target with an Anti-Fortress formula.
-Signature Spells cannot be Anti-Fortress class
Lineage: Keeper of War
Unique Abilities:
-Formula #4 "Timelord,": Simon has a set of formulas that he has active at all times because of their usefulness and low mana cost. They have become as easy as breathing for him and are now more like passive abilities then normal formulas. 4 is one such formula, it slows down time around Simon by 20% making him faster relative to the rest of the world.
-Formula #8 "Lifeline,": Like 4 this ability is always active. Weary of his old self destructive battle style Formula 8 was design to stop Simon from dying too abruptly. Once every 24 hours as long as he has over 5% of his health left, he will always survive the next attack regardless of how powerful it is.
-Formula #5 "Blast Shield,": This formula is like 4 in that Simon can maintain it indefinitely however he has to activate at the start of battle because keeping it on at all times is impractical. Activating requires one post in which he cannot use any other formula or use his hands for other things other then forming the mudra. Once activated 43 creates an invisible ring around Simon with a diameter of a single meter. This ring repels any solid matter that tries to pass through it with a non-damaging shockwave potentially launching them anywhere from 5 to 10 meters back. So physical attacks cannot land unless they are buffed by magic(any rank if active) or are backed by overwhelming force(A-Rank passively enhanced strength is the minimum threshold). Any time Simon has his hands clapped together this effect is suspended so that he himself can launch physical attacks, but in allowing himself to attack he opens himself up to attack.
-The hands on this kid: Simon's extensive training allows him to perform mudra with blinding speed. It is simply mandatory considering the volume of mudra that must be performed to cast a single spell.
-Formula #1 "Finger Guns,": Holding out one arm straight with its hand posed like a little kid does to make it look like a gun while using the other hand to grip the elbow of the "gun arm." This is the only formula of the Celestial Formulas that takes only a single mudra. It fires a single energy ball of white magic to damage foes, honestly it just kinda stings a bit. The power is incredibly low so much that Simon's mana naturally regenerates faster then this formula can drain it even when spamming it incessantly. Only effective when fired en' mass, but even then its effectiveness is limited. But hey its pretty much free.
Spells:
Spell Template
Magic
Primary Magic: Celestial Formula
Secondary Magic: God Leg
Caster or Holder: Caster
Description: Remember Amaterasu Formula? A collection of 100 mudra combinations used to create magic seals and in turn spells. The Celestial Formula is used a similar collection of formulas that obeys similar principles, but instead of drawing on the power of the being "Amaterasu," it instead pulls magic from the Celestial Spirit World.
The following spoiler includes spoilers for the Priory of the Wyrm Event in Magnolia. It does not need to be read for a mod to grade this magic effectively. Consider skipping this if you are in/are planning to read that thread.
- Spoiler:
- During Raios's attack on Magnolia Simon gets his ass thoroughly kicked. He even gets killed as his opponents magic turns out to be a natural counter to his own. His opponent having an ability to turn anything he held into his weapon, and Simon's magic being a stolen power, thus only loosely own by him, allowed his enemy to take his attacks and throw them back at him. Icing on the cake after cheating death and reviving, his opponent would literally tear his magic out of him to prevent further resurrection. Left powerless Simon would use a desperate time travel technique ti throw himself ten years in the past to escape the battle with his life.
During the ten years, he hid from the world doing everything he could to avoid changing the future, reclaimed and remastered his God Leg magic but his Phoenix Fire was not something so easily replaced. In preparation for the coming battle he would have to finish he developed a new magic never before seen by the world. He was defeated last time because his magic was stolen and not his own, so he figured the natural reaction would to be learn a new magic entirely of his own design. The result was the Celestial Formula. Now the ten years are up and he's returned to his old strength and old time to even the score. What happens next however is not needed to understand this magic.
Simon uses mudra to shape formulas which in turn tap into the celestial spirit world's great reserve of magic to achieve various effects. This magic being made by Simon has a tendency towards offensive effects with big explosions, because that is the kind of guy he is, but is capable of really anything if he has a formula for it. His only limitation is that he pulls raw magic from the celestial spirit world and then shapes it with the mudra, that being said it cannot take on elemental properties and the like. So no burning, freezing, electrifying, poisoning or earthing(?).
While explosions are the overwhelming majority,coming in at a very distant second most common formula is time manipulation. Made possible by the Celestial Spirit World's separate time envelope. This is all the explanation its significance merits, it's just not that predominate.
Strengths:
-Blitzkrieg: While casting may be slow, Simon's projectile speed is unparalleled. Once a spell has been cast it travels from point A to point B at speeds that make it almost impossible to dodge. However it can be avoided if one were to start dodging preemptively, but too soon and Simon will just adjust his aim, timing is key.
-Bombs on command: He snaps, you explode. Explosions, splash damage and AOE are common features of this magic.
-Auxiliary Effects: While only an afterthought in the design of this magic, it can still be used for things like healing, buffs, debuffs and tactical effects. But it isn't common.
-Over Arching Strengths: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell strengths are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.
-Anti-Personnel:
-As an anti-personnel class Formula they do a bonus 25% damage to unarmored enemies if the user has no allies.
-In one on one combat mp costs are reduced by 25%
-Anti-Personnel are high speed, single target formulas that are powerful and hard to dodge. Ideal for lone enemies.
-Anti-Personnel are the only type that can be signature spells.
-Anti-Army:
- For every target of this spell its power is increased by 10%, hard cap at 100% bonus damage
- The MP cost of an Anti-Army spell is divided by the ratio of enemies over allies(counting the caster). For the formula: Base MP Cost / (Number of Enemies / Number of Allies) = Final MP Cost I.E. Base Mp = 20%, lone caster, versus 2 enemies. 20% / ( 2 / 1) = 10%. Alternatively Base Mp = 20%, 4 allies versus 2 enemies. 20% / (2 / 4) = 40%
-Anti-Army techniques are called so for a reason and are effective against numerous foes at once.
-Anti-Fortress:
-As an anti-fortress formula spells deals 1.5x damage against buildings or armored enemies.
-Defensive techniques have their power halved when put against Anti-Fortress spells.
-Anti-Fortress formulas are ideal for defeating defensive enemies, giant enemies, and for destroying enemy structures.
Weaknesses:
-Chargin' my attack: Formulas require a series of complex hand gestures that take an unfortunate amount of time to complete. Even a master needs a moment to cast spells. Remember how "once a spell has been cast...(it is)almost impossible to dodge," this time window created by the mudra would be a good way to counter this speed. https://www.youtube.com/watch?v=whc_T1qVxl4
-He's not a scholar: While he had 10 years to perfect it and memorize his formulas, Simon is far from good at remembering things. Taking damage to the head, emotional trauma or mental strain can make it harder for him to think and by consequence slow down his casting speed tremendously or even making him forget his formulas in extreme cases(but he has then all written down so they aren't lost forever or anything).
-Friend or Foe: Simon spent the two years of his life where he was most active as a mage with a magic that only harmed that which he wanted it to. In other words he didn't have to worry about collateral damage or friendly fire. This magic does not have such a property and his lingering bad habits can lead to reckless destruction. Despite all his time training he has little battle experience with his new restriction, so as a battle intensifies he will be more inclined to rely on old experience and old habits.
-My hands are tied: His magic absolutely requires his hands to cast spells. If something were to happen to them he is powerless.
-Immortality Lost: Once upon a time Simon could revive from death like it was no big deal. Not anymore though, and his past rashness allowed by his psuedo-immortality can come back to bite him.
-Over Arching Weaknesses: AKA The Lazy Clause : All of the Formula are classified as either Anti-Personnel, Anti-Army, or Anti-Fortress. Spell weaknesses are universal across those classes. Any spell that does not fit in such a category(there are 3) they have their strengths and weaknesses listed on the individual spell.
-Anti-Personnel:
-If the caster has more allies than enemies present in a battle Anti-Personnel formulas lose 20% of their power.
-Anti-Personnel spells cannot be used in spell fusions or unison raids.
-Anti-Personnel formulas are easily resisted by armor, losing 20% of their base power against armored foes.
-Anti-Personnel spells are only effective against individuals and are inefficient at dealing with multiple foes.
-Anti-Army:
-The MP cost formula for an Anti-Army spell explained in Strengths is a double edged sword capable of jacking up MP costs extremely. Mathematically it is also rigged against the caster(you lose more MP for outnumbering your opponent then you save by being out numbered by the same amount.).
-Defensive Spells are twice as potent against Anti-Army spells as the spread thin fire power of these techniques is easier to block.
-Reflecting spells have catastrophic effects for the caster, Anti-Army spells disperse a lot of damage over a large area, any spell that can throw all that magic back at him takes that large amount of damage and condenses it into a small area. These spells reversed can do more damage to the caster then when cast normally!
-Friendly fire is anything but friendly.
-Signature Spells cannot be Anti-Army class
-Anti-Fortress:
- This spell is not practical inside buildings Simon doesn’t want leveled.
- Simon has terrible collateral damage habits, most evident with these spells.
- Anti-Fortress spells are too stressful on Simon’s body to be cast when he has less than 15% of his maximum mana.
-With the formulas primarily intended to hit sitting targets, it is very hard to hit a moving target with an Anti-Fortress formula.
-Signature Spells cannot be Anti-Fortress class
Lineage: Keeper of War
Unique Abilities:
-Formula #4 "Timelord,": Simon has a set of formulas that he has active at all times because of their usefulness and low mana cost. They have become as easy as breathing for him and are now more like passive abilities then normal formulas. 4 is one such formula, it slows down time around Simon by 20% making him faster relative to the rest of the world.
-Formula #8 "Lifeline,": Like 4 this ability is always active. Weary of his old self destructive battle style Formula 8 was design to stop Simon from dying too abruptly. Once every 24 hours as long as he has over 5% of his health left, he will always survive the next attack regardless of how powerful it is.
-Formula #5 "Blast Shield,": This formula is like 4 in that Simon can maintain it indefinitely however he has to activate at the start of battle because keeping it on at all times is impractical. Activating requires one post in which he cannot use any other formula or use his hands for other things other then forming the mudra. Once activated 43 creates an invisible ring around Simon with a diameter of a single meter. This ring repels any solid matter that tries to pass through it with a non-damaging shockwave potentially launching them anywhere from 5 to 10 meters back. So physical attacks cannot land unless they are buffed by magic(any rank if active) or are backed by overwhelming force(A-Rank passively enhanced strength is the minimum threshold). Any time Simon has his hands clapped together this effect is suspended so that he himself can launch physical attacks, but in allowing himself to attack he opens himself up to attack.
-The hands on this kid: Simon's extensive training allows him to perform mudra with blinding speed. It is simply mandatory considering the volume of mudra that must be performed to cast a single spell.
-Formula #1 "Finger Guns,": Holding out one arm straight with its hand posed like a little kid does to make it look like a gun while using the other hand to grip the elbow of the "gun arm." This is the only formula of the Celestial Formulas that takes only a single mudra. It fires a single energy ball of white magic to damage foes, honestly it just kinda stings a bit. The power is incredibly low so much that Simon's mana naturally regenerates faster then this formula can drain it even when spamming it incessantly. Only effective when fired en' mass, but even then its effectiveness is limited. But hey its pretty much free.
Spells:
Spell Template
- D-Rank Spells:
Name: Formula #17 Explosion Wall
Rank: D-Rank
Type: Defensive
Duration: Instant
Cooldown: 3 posts
Description: Simon performs a very quick series of mudra ending with the Adi Mudra. Once completed three magic circles appear on the ground in front of Simon forming a wall like shape before unleashing 3 overlapping pillars of magic blasts upward to repel any incoming attacks or damage anyone getting too close to Simon.
Strengths:
-It looks like your attack....: Blew up in your face.
-Best of Both Worlds: Simon can attack and defend at the same time, its really nice.
-Unclassified: As an unclassified Formula Explosion Wall is less situational then other formulas.
Weaknesses:
-Unclassified: As an unclassified Formula Explosion Wall does not have the various situational boosts that other formulas do.
-Worst of Both Worlds: Without specializing in attack or defense this attack is generally below average at both.
-Short Range: The explosion wall cannot be placed more then 3 meters from Simon.
-Too close for comfort: If place within 1 meter(i.e. to block a really close ranged attack) Simon may face some recoil damage from proximity to his own attack.
Name: Formula #15 Celestial World
Rank: D-Rank
Type: Support
Duration: 4 posts
Cooldown: 8 posts
Description: Simon performs a long mudra chain the “Brahma Mudra,” before a magic circle appears around him before unleashing a bright white over his surroundings. The light will fade shortly but when it clears the entire immediate area will be strangely reshappen to take on a cartoonish appearance and a thin mist settles over the area making it impossible to tell how hard the effect extends. For the duration of this spell Celestial Spirits cannot be dispelled. This spell brings a small section of the celestial spirit world onto earth preventing their destruction or summoning. You can’t send them back to the Celestial Spirit World if you are in the celestial spirit world.
Formula #15 does not seem to have a set range, it affects an area just large enough to consume all intended targets, along with everything in between. However Simon cannot seem to target any person that he cannot see, setting the practical range to his range of vision. People cannot enter or exit Celestial World until it ends or is dispelled by some other mage. It should be noted Simon cannot dispel it at will, once summoned it will run its full duration.
Strengths:
-Celestial Spirits Rejoice!: This is a great and obvious boost to celestial spirit combatants.
-Invincible Warriors: Since they cannot be dispelled Celestial Spirits are pretty much invincible here.
-Celestial Cage: Should celestial spirits find themselves as Simon’s enemy in this space, they cannot escape to the celestial spirit world because they are already there!
Weaknesses:
-Two Way Street: The strengths Invincible Warriors and Celestial Cage can easily turn on Simon depending on whose side the spirits are on.
-Why?: Simon is not a celestial spirit mage, there is almost no reason for him to have a spell like this.
-Poor Timing: Time flows much faster in the Celestial Spirit World, for every post within Celestial World, 2 pass out side of it. (In a thread where there are people performing actions outside of Celestial World, every person within must sit out 4 rounds before rejoining the events after Celestial World ends).
-Invincibility is not undefeatable: Despite being in the Celestial Spirit World, Celestial Spirits maintain their power levels from outside the world. If an alternate win condition can be imposed celestial spirits can still be defeated while this spell is in effect(i.e. binding, immobilizing, magic power draining).
-Technicality Note: Celestial World does not effect duration timer on Celestial Spirits, so unless their remaining duration was longer than Celestial World’s total duration all Celestial Spirits would be instantly dispelled as soon as it ends, and all those that aren’t will have their durations continue uneffected.
Name: Formula #23 Shockwave
Rank: D-Rank
Type: Offensive, Anti-Army
Duration: Instant
Cooldown: 3 posts
Description: Formula #23 calls for only a couple mudra before activating. Ending with the Vajra mudra, Shockwave unleashes a perfectly generic damaging shockwave outwards for 10 meters in every direction with the caster at its center.
Strengths:
-Get Back: Shockwave has conciderable recoil
-Personal Space Attack: Shockwave's quick mudra sequence makes it ideal for repelling enemies who are too close for comfort.
-Omni-directional: Unless you are out of range this spell will hit you because of its omni-directional nature. If you are out of range? Well its purpose has already been achieved then.
Weaknesses:
-Paper Thin: With the power of a D-Rank spell spread out across all directions Shockwave doesn't deal that much damage.
-Is that the best you can do?: D-Rank is D-Rank is D-Rank, and as such in the level of combat Simon commonly finds himself in this spell is a little trivial.
-Mirror Mirror On the Wall, Who's the Broken-est One of All?: When used around glass or really any weak material Shockwave can generate undesirable debris.
-Interior Nightmare: Use indoors at own risk.
Name: Formula #21 Impact
Rank: D-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 4 Posts
Description: Formula #21 rivals #1 in its brevity, only calling for three total mudra ending with the Vitarka mudra. A simple mudra chain resulting in a simple effect, it creates a magic circle in front of the caster that shoots out a moderately sized ball of white energy that flies for an upwards of 20 meters, or until it hits something, before exploding in a small blast of damaging energy.
Strengths:
-Damage: Straight and simple, no complications it just does.
-Can't screw this up: Can't go wrong with only 3 mudra
-Oh you thought you dodged?: While the explosion radius is generally negligible, dodging the magic orb by "the skin of your teeth," no longer cuts is.
Weaknesses:
-That's it?: Yeup.
-Negligible: An explosion with a radius so small it doesn't even really need to be specified. Kinda sad really.
-How original: Seen it once you've seen it a million times right? Heck if you've got the slightest bit of a battle experience you don't even have to see it once to see it a million times.
-A greater strain: The trouble of coming up with 4 unique weaknesses for this spell is probably more trouble then the spell will ever be worth in a fight. Its very existence is a drawback.
- C-Rank Spells:
Name: Formula #39 Rejection
Rank: C-Rank
Type: Offensive, Counter, Anti-Personnel
Duration: Instant
Cooldown: 4 posts
Description: Formula #39 is an odd ball, as the casting does not start with a chain of mudra but rather a single one that is held. That one mudra is the Karana mudra. If Simon is hit by a damaging spell while holding up the Karana mudra he can then cast Formula #39. With a blinding fast series of mudra after being hit a magic circle appears over Simon and fires a ball of white magic energy into the air. The ball will freeze in the air for a second before launching itself at the foe that hit Simon with incredible speed. If the ball, aptly named the “revenge bullet,” by its creator, hits the target they suffer damage equal to the damage Simon took multiplied by two. Any other person other then the intended target hit by this spell takes no damage.
Strengths:
-Insta-Karma: This spell is pay back in a can
-Economics: The damage of two spells for the cost of one, whats not to love?
-Psychological Warfare: Simon can deter enemies from attacking him further if they have seen the attack before, just by holding this formula's I.D. tag mudra "Karana."
Weaknesses:
-The price of power: To cast this spell Simon has to get hit by a spell taking notable damage, in addition to the magic cost.
-Speaking of which: This spell's magic cost is equal to one C-Rank spell + the mp cost of a mage of Simon's rank casting the spell he was hit by.
-By consequence: As Simon cannot cast spells of a higher rank then him, spells of a rank higher then his own cannot be countered with Rejection.
-And furthermore: As Simon has a tendency to chase higher level opponents, that last one weakness comes up a whole lot.
-As an additional note: This spell is very easily blocked, in that if the revenge bullet hits ANYTHING but the intended target(or their clothes, or armor, or weapon, or their magic, don't be the buttface who abuses the wording; what matters is that its meant to hurt the person who hits Simon and no one else) it will fizzle out doing exactly 0 damage.
Name: Formula #52 Rebellion
Rank: C-Rank
Type: Offensive, Anti-Army
Duration: Instant
Cooldown: 4 posts
Description: Simon performs a long chain of mudra ending with an unnamed self-invented mudra where Simon presses his fists together, touching the thumbs. In response a magic circle appears under every person or monster within 20 meters. The circles then all shoot an upward pillar of damaging energy. The force of the pillar can easily send an average person flying decent ways.
Strengths:
-How many targets?: All of them(that are within the range of course).
-It's not like I like you or anything baka!: The pillars of Rebellion can send most people flying to give Simon some appreciated space.
-No one looks down anymore: Unless you're duking it out with an earth mage, you just don't watch the ground in a fight, it isn't your enemy so why would you? Rebellion counts on this to catch its foes unawares.
Weaknesses:
-Wait everyone?!?!: Yeah sorry pal, that means allies too.
-Even that cute puppy over there?!!?!?!?!: With concern for cute puppies everywhere Simon has to be careful when casting Rebellion of bystanders.
-What if I just step to the side?: Well then you are safe. Once does not have to move much to dodge Rebellion(but it must be done quickly).
-Mid-Air Delay: Rebellion can still be used in the air sure, but the origin of the pillars is still the ground, which makes it easier to see coming and evade.
Name: Formula #44 Scatter Grenade
Rank: C-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 4 posts
Description: A medium length series of two handed mudra activates this spell ending with another original mudra where Simon crosses his two middle fingers and curls in all other fingers. In response a larger than average magic circle appears in front of Simon and launches, yet another ball of magic energy. But this one is special for almost as soon as it is fired it splits into hundreds of tiny magic bullets that scatter everywhere as they fly before converging all on a single target and combine into a barrage of tiny explosions. It is pretty neat to watch, even if a bit novel.
Strengths:
-Swarm Bullets: Unless you have a shield that surrounds you completely the small size and large number of bullets makes it rather hard to block effectively.
-Seek and Destroy: While they are of limited range and flight time the individual bullets track their targets until they hit or fizzle out. So get out of range or get pummeled.
-Every nook and cranny: While Simon rarely takes the trouble to individually guide more then a few bullets, he can steer them around obstacles and into chinks in an enemies armor.
Weaknesses:
-Bumble Bees: While collectively they can rack up some damage, each individual bullet is about as harmful as a bee sting. A clever person can exploit that.
- B-Rank Spells:
Name: Formula #88 Time World
Rank: B-Rank
Type: Support
Duration: 4 posts
Cooldown: 9 posts
Description: The caster performs a lengthy series of two handed mudra that concludes with them grasping their forearms with the hands on the opposite arms. With the mudra complete a magic circle appears high in the sky, that looks a bit too much like clock to be a coincidence. Then for the duration of this formula time across the whole world slows to half speed, except for Simon. The rest of the world cannot really tell they are being slowed down as their perception is also slowed down, it only really appears that Simon has speed up dramatically. So despite having a global range, only the people near Simon can tell anything is happening at all.
Strengths:
-God Leg Combo: Simon is already incredibly fast and this combines with his God Leg to make him ridiculously so.
-Reaction Time Enhancement: Generally as you stack speed boosts on to yourself, one’s reaction times will begin to have trouble keeping track of your own movements. But with Time World, from Simon’s perspective he doesn’t speed up, the rest of the world slows down, giving him a practical speed boost with minimal drawbacks.
-Mudra Rush: Simon’s hand signs are fast but are not magically enhanced like his God Leg, but hey now they are.
Weaknesses:
-One of the strengths of this spell is that it has minimal drawbacks, that has to be good for having one less weakness right? Other wise what is the point?
-Time Trump: To someone altering their own relative time this spell has no effect. In other words you can protect yourself from this time altering spell by casting your own.
-Amateur Dabblings: Simon’s time magic is a side product of his Celestial Formula and is poorly refined compared to a time magic specialist. Any time spell that conflicts with the effects of Time World take priority. Conflict being defined as: One cannot possibly be active while the other is.
-Worlds Apart: Time World and Celestial World cannot be used at the same time. Additionally Formula #101 cancels both of these spells.
Name: Formula #77 Cross Fire
Rank: B-Rank
Type: Offensive, Anti-Fortress
Duration: Instant
Cooldown: 5 posts
Description: A moderate chain of mudra ends with Simon crossing his arms over his chest in a cross( in contrast to the more common X shape crossing your arms is associated with). In response four magic circles appear in each of the four cardinal directions like a compass with the spell’s target as its center. The circles in opposite directions can be placed anywhere from 5 to 20 meters away from each other. The instant the circles form they each shoot a large pillar of damaging celestial magic at the center forming a large cross. It will persist for a few seconds blasting enemies caught in it for intense damage.
Strengths:
-Arena Clearer: Cross fire produces a large X of damaging magic that can effectively scatter enemies and break formations.
-Center Focus: A hit from either leg of the cross is going to dish out some pain, but getting caught in the dead center of Cross Fire can wreak serious havoc on even the toughest bruisers as all four pillars ravage you from all directions. It is especially bad news for heavy duty enemies thanks to its Anti-Fortress typing.
-Where are you looking?: Cross Fire's center can be set anywhere that Simon can see, and the distance between the magic circles can be varied easily(their position however is determined during the mudra sequence and cannot be changed afterwards). The ability to set the center so freely gives this spell great utility.
Weaknesses:
-Can you turn it?: Nope. Cross Fire has two variables: center placement, and the size of the cross. The four circles will always point true north, east, south and west. While not a huge flaw(as the idea is to hit the enemy with the center and no the legs), it makes evading it easier.
-What about turning it on its side?: Nope. Cross Fire cannot be realigned vertically, it will always lay flat along the ground and can only be on ground level. Air borne foes are safe.
-Watch it!: Simon has to be careful with his own position when casting this. The large range and the freedom with which he can place the cross does make it easy for him to blast himself. But that shouldn't be a problem as long as he isn't disoriented or distracted(*cough* disorient or distract him *cough*)
-Set and Match: Simon must set all the variables of Cross Fire in his mudra sequence(he does this with slight variants to the mudra) once the sequence is complete they are finalized, so moving targets become most difficult to hit.
Name: Formula #83 Swords of Destroying Light
Rank: B-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 6 posts
Description: The caster performs a quick but complex chain of mudra. This formula can only be performed while standing still or else the chain takes much longer, as the complex mudra can only be performed quickly if the user concentrates on them and only them. While performing this mudra chain the caster mentally envisions three magic circles which serve as a targeting system
of sorts. Upon completing the chain the envisioned magic circles appear along with three that hang in the air behind Simon. Three swords composed of magic light will fire from the circles behind Simon at the circles Simon envisioned. As soon as the tip of the swords touch their target circle they will explode in a potent magic blast. While the swords will not explode upon hitting anything else, their high speed and magically sharp edge can still do potent damage.
Strengths:
-Three missiles are better then one: The swords of destroying are potent explosive projectiles that can cause pain for up to three targets(or more if used creatively).
-Pincer Attack: With three projectiles all of which are highly fast and individually aimed, Simon can pull all kinds of tricks to make them harder to dodge then they already are. I.E. Aiming one so that dodging it will throw you in the path of the next.
-Contingency: While the idea is to blow up after hitting their target circles and damaging everything around them, should the path of the swords be interrupted they can still do stabbing damage.
Weaknesses:
-So where are you aiming?: The targetting magic circles are fully visible to Simon's foes once the mudra chain is completed which makes this attack rather readable.
-Stop! Wait a minute!: This technique's mudra sequence because of his complex nature goes from one of Simon's fastest while standing still to a contender for absolute slowest while in movement.
-Sticky Fingers: Remember that one kid from kindergarten who could fold his fingers over each other in all kinds of weird ways? The mudra chain for this formula is pretty much that kid's life work compiled into one spell. If Simon's hands are sticky for whatever reason, it could seriously screw with the casting of this spell.
-Consolation Prize: Stabbing is far less potent then exploding. Sure its nice that there is a way this spell can still be helpful if its primary function falls through, but these projectiles are very much missiles before they are swords and as such their stabbing damage is very much lesser to their explosive power.
Name: Formula #64 Minefield
Rank: B-Rank
Type: Offensive, Anti-Army
Duration: 3 posts
Cooldown: 7 posts
Description: A very long chain of mudra will cause 100 magic circles to appear in the air scattered unevenly over a 400 square meter area centered at Simon(Which is to say a loosely square shaped area that is 20 meters in length in width, this is clarified just in case you see that 400 and freak out, it isn’t really THAT big, but it is big). The circles drop one beach ball sized magic bomb each that fall until they are hovering about a meter off the ground. Anything that touches one of these bombs will cause it to explode, damaging whoever hit them and launch them flying. Each explosion is weak but when that initial explosion launches you into another one, which then launches you into another one, and then into another one, and so on, a single mistake can trigger a highly damaging chain reaction. Until the end of the 3 posts, after they explode the bombs are replaced by another from the magic circle at the start of each of the caster’s posts(after the initial casting). At the end of the 3 posts all remaining bombs automatically detonate.
Strengths:
Weaknesses:
Name: Formula #57 Carpet Bomb
Rank: B-Rank
Type: Offensive, Anti-Fortress
Duration: Instant
Cooldown: 6 posts
Description: Simon starts this spell with a curious chain of mudra that look more like dramatic fighting poses then hand signs of prayer, this is because every mudra in this chain is one Simon “invented,” himself to create a rather specific spell effect, a bit of his personality leaked in. The weirdest mudra chain in the Celestial Formulas ends with the single weirdest “mudra,” of all by snapping with both of his hands and pointing at his target with finger guns. In response to this 30 magic circles, in a double file line appear in the sky spanning a length of 40 meters. Instantly the pair of circles closest to Simon fire tiny magic bullets at the ground, almost immediately after the next pair fires their bullets, creating a high speed cascade of magic bullets. To the untrained eye however it appears they simply all fire at once. The bullets burrow exactly 3 inches into the ground before exploding upwards into large pillars of damaging magic that stretch as far as 50 meters into the sky. If the surface Formula #57 is fired at is too hard for the bullets to penetrate the ground, they simply explode on contact. The advantages of this complicated method of blowing things up is unclear, but it was almost certainly invented with the sole purpose of looking cool.
Strengths:
Weaknesses:
- A-Rank Spells:
Name: Formula #101
Rank: A-Rank
Type: Offensive, Anti-Reality
Duration: Instant
Cooldown: Once per thread
Description: The caster performs an extensive sequence of mudra. Ending the sequence with the dhyana mudra. The surrounding area is surrounded in a brilliant light. It is hard to tell what happens exactly as all senses are momentarily disabled for all living things within its range. But what is known is that when the light fades everyone in its range suffers A-Rank damage all over their body, caster included, and all active magic within its range is negated.
Strengths:
-Anti-Reality Class: The Formulas are defined into several categories, Anti-Personnel, Anti-Army and Anti-Fortress depending on what kind of enemy they are intended to be used against. Formula #101 alone earns the title Anti-Reality. Which is just so cool sounding its name qualifies as a strength.
-Take a step outside: Neither target or observer can tell what is happening but this formula pulls everything in its range outside of reality for a brief moment and exposes them to unreality for an incredibly small period of time then being returned to reality. This exposure to unreality is how the magic is destroyed and the damage is dealt. The point? Elemental immunity that!
-All Magic: Unreality completely digests any magic that enters it. Any and all, regardless of target.
Weaknesses:
-Friendly Fire: For better or for worse all magic is destroyed. Spells helpful to the caster are also subject to this effect.
-It's anything but: Additionally allies and Simon himself can be harmed by this effect.
-I failed to do the math...: Remember back to Simon's passive abilities... 3 of which are all active formulas simply kept on at all times. If he uses this spell he has to take time to reactivate them all to regain their effects.
-Reality can only take so much: Using Formula #101 is incredibly bad for the fabric of reality and as such can only be used once per thread.
Name: Formula #96 Arsenal of Heaven
Rank: A-Rank
Type: Offensive, Anti-Army
Duration: Instant
Cooldown: 5 posts
Description: The master performs a series of two handed mudra ending with their fists clenched, stacked on top of each other and pressed against their heart, as if holding a sword in salute. With the mudra complete countless small magic circles fill the air behind Simon. It looks like a wall of magic cannons in a way. In a way that is also exactly what they are. Each circle fires a sword composed entirely of celestial energy at the spell's target. The blades fly with blinding speed to hit their opponent, and naturally explode. In doing the mudra Simon assigns the targets of the portals allowing each portal to aim for a different enemy if he so desired. But generally he just sprays them like a volley of magic missiles in the general direction of his enemy.
Strengths:
-Machine Gun Rocket Launcher: With a rate of fire like a machine gun and the explosive power of a rocket launcher behind each shot #96 has the best of both worlds.
-Rubbing gunpowder in the wound: While the primary purpose of Arsenal of Heaven is to explode, the projectiles are technically blades and can cut their target shallowing before exploding. It’d be unfortunate if one of these got decently deep into a person before detonating...
-Anti-Army: For every target of this spell its power is increased by 10%
Weaknesses:
-I Can’t Hear You Over How Cool I Am: This spell is loud and limits Simon’s hearing when he is firing it.
-I don’t have time for this: Despite having the option, the caster is far too impatient to ever fully utilize its multi-targeting ability.
-Inverse Ninja Law: Just as how 1 ninja is an unstoppable force and 1 million ninjas will always get slaughtered, the individual power of each blade is kind of lost in the collective attack.
Name: Formula #100: Tower of Babel
Rank: A-Rank
Type: Offensive Anti-Fortress
Duration: Instant
Cooldown: 9 posts
Description: The master executes a long series of two handed mudra ending with their hands raised to the heavens with their head tilted to the sky like a giant human Y. In response a pillar of one hundred magic circles appear over Simon's target stretching into the heavens. A small ball of magic power will materialize in the middle of the top most ring before being shot downward through all the ones below. With each circle it passes through it gains size and speed until it is the size of a small building and crashing into the ground. The massive ball of magic explodes dealing A-Rank damage to everything within 50 meters. Tis kinda awesome to watch.
While it may sound like a lengthy process from the second the mudra sequence is completed to the moment of explosion is almost no time at all. It is so brief anyone below A-Rank or someone with magically enhanced reflexes could easily mistake it for instantaneous.
Strengths:
-Now look at your men, now back to me, now look at your men, now back to me, now to your men oh they’re all dead: The large range and high speed of Tower of Babel can quickly dispatch large groups of enemy.
-Anti-Fortress: As an anti-fortress formula Tower of Babel deals 1.5x damage against buildings or armored enemies.
-Divine Intervention: Tower of Babel has a dramatic appearance that tends to strike a cord with people of faith. When used against religious folk they may find themselves demoralized.
Weaknesses:
-So where do you think its going to hit?: The giant pillar of magic circles kind of telegraphs where this attack is going.
-But that’s our building!: This spell is not practical inside buildings Simon doesn’t want leveled.
-How are you aiming?: At the last second to complete the Mudra Simon has to look upwards into the sky, unless he is aiming at something in the air, he is just going to have to hope his target doesn’t move.
-Or Better Yet: Expanding on the above, it does kind of leave him open to attack.
- Signature Spells:
I have forsaken a strong weapon and a legendary for a bonus B-Rank and A-Rank signature spell.
Name: Formula #15 Rejection Zone
Rank: B-Rank
Type: Offensive/Defensive, Anti-Personnel
Duration: Instant
Cooldown: 4 posts
Description: The caster performs a series of two handed mudra for a brief time ending with them with the chinmaya mudra. With the mudra completed a magic circle appears on the ground around Simon, it has a radius of 3 meters. A pillar of white magic is unleashed from it consuming everything in its range, only Simon himself is safe from its power. It deals B-Rank damage to everything it hits and has violent knockback sending them all flying back. It is kind of like a more powerful version of Formula #5 Blast Shield.
Name: Formula #13 Flare
Rank: A-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 3 posts
Description: Simple is the name of the game with this technique. The caster performs a short series of one handed mudra ending, not coincidentally, with him flipping off his enemy. With his middle finger pointed at his target a magic circle, about a meter in diameter, appears with the caster's middle finger as its center point. The magic circle unleashes a blast of of magic that can shoot as far as 40 meters and is large enough to swallow people whole. #13 is the only A-Rank Formula without bonus Strengths and Weaknesses because of its exceptionally straightforward nature.
Name: Formula #17 Purge
Rank: A-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 6 posts
Description: The caster performs a series of two handed mudra that takes several seconds. While doing so Simon mentally envisions two magic circles above and below a target, they are about 1 meter in radius and can be as far as 5 meters apart. When the mudra are completed being finished with Simon forming the Chin Mudra with his hands. Then all but immediately both circles will unleash a pillar of blinding celestial energy meeting in the middle to damage anything it hits for A-Rank damage.
Strengths:
-Particularly Hard to Dodge: It's hard to predict where Simon is aiming, even with the short time window permitted by his mudra, which could prevent someone from realizing they are being targeted until the circles visibly appear at which point it could be too late.
-If I can see you...: He can hit you. Simon can target anything within his line of sight.
-Target Locked On: Until the moment when Simon initiates the final mudra he can move his mental image of the magic circles to keep a moving target in his sights.
Weaknesses:
-A certain finality: Once Simon performs the chin mudra his spells position is locked, so from the time he touches his thumb to his forefinger to the time the energy pillars are released can be used to evade. This is likely too little time to avoid the first time, but an observant foe may be able to take advantage of it after seeing it once.
-I don't know how'd you'd do it but you could: This spell will hurt anything in its area of effect, regardless of if Simon wants it to or not. Maybe you could toss one of his allies in it? Or maybe even him?
-And its over!: The spell ends as quickly as it fires lastly only a brief instant.
-Magic Sensory: The magic circles Simon envisions can be made visible to people other then him by means of magic sensory or a similar ability.
Last edited by Kirahunter on 23rd December 2015, 1:15 pm; edited 5 times in total