The Dark one is (purplish)
Spirit Completion Magic
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°26
Re: Spirit Completion Magic
No, you Can Do it, Marsh D:
The Dark one is (purplish)
The Dark one is (purplish)
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°28
Re: Spirit Completion Magic
Changed my two spellz.
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°29
Re: Spirit Completion Magic
Kay, took myself the time to update my magic's strenghts/weaknesses, plus changed one of my UA's "Auric Influence"
Bump
Bump
Gisen CeostraBattle Bunny
- - - - - - - - - -
Lineage : Protector of Gaia
Position : None
Posts : 854
Guild : Guildless
Dungeon Tokens : 0
Experience : 2,006,682
Character Sheet
First Skill: Affinity of the Body
Second Skill: Sticks & Stones
Third Skill: Ex-quip: Bunny Brigade
- Post n°31
Re: Spirit Completion Magic
Moved for rank up additions. Apply to the magic approval topic when finished.
Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a magic that Mura Kensho had discovered a long time ago. When activating this magic, it works by binding spirits into a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, increasing the power of the medium and resulting in various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +30% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...
3. It's ability to boost a person's weapon power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize all elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, being swith no souls (for example undead) takes only ½ damage from this magic.
Lineage:
- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 30 meters in radius.
2. Mana Of The Soul: Another ability granted by the spirits in the possession of Mura. He gains a MP regen from the spirit that's been fused within him every post in the duration of that spell:3. Auric Influence: The mastery of his own soul appears in combat. He has an increased endurance of 10% of his present HP.[/spoiler]
- MP Regen Per Rank:
D Rank: 1% MP Regen per post
C Rank: 2% MP Regen per post
B Rank: 3% MP Regen per post
A Rank: 4% MP Regen per post
S+ Rank: 5% MP Regen per post
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
- Signature Spells:
Name: Spirit Bind: Launch (Seirei Musubu: Chakushu)
Rank: D
Type: Various, Offensive
Duration: Instant
Cooldown: Signature Spell, still...
Description:
The user uses the power of a spirit to charge mana into a body part (his foot or hand), then launches a shot of pure mana towards the target.
Strengths:
1. It's a long ranged attack and can reach up to 15 meters.
2. It's a good, long ranged attack, so it helps him against distance-using opponents.
3. It can cancel spells in its own rank, by hitting it.
4. He can use it swiftly and more versatile than other long-range spells.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't hit.
3. It can't cancel (block) spells higher ranked.
4. It's only half as effective against holy magic.
5. It can't be used if no spirit is infused with Mura (he can't use other mediums than himself to unlock this spell)
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Name: Kyuken-Style: Halo Blade (Kyuken-ryú: Gokójin)
Rank: C
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: It's a signature spell...
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself, in a giant AoE shockwave that reaches 30 meters around the user and moves in a speed of 15 meters per second.
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: C
Type: Supplementary
Duration: 5 posts
Cooldown: x posts that it's been used
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 2x for a short amount of time.
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. The user will be very destructive and easily bring obliteration around him.
4. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong against God Slayers.
2. After being used, the user's spellpower is cut by 25% for the cooldown.
3. The user might sway his mind away for brief moments, forgetting if there are any main objectives for him. It'll all be unclear for him.
4. He can only use it if he'd lost 25% of his health.
5. It takes 5 HP per post when activated.
- D Rank Spells:
- Spirit Bind; Unity:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4
Cooldown:5
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration:4
Cooldown:5
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 10 meters in size and radius.
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells.
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's ½ as strong against Fire Magic.
2. It's also ½ as strong against Metal Magic.
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- C Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: C
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 10x10 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a range of 30 meters around the user.
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 10 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a D-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 20 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. ALso, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 20 meters away from him in one second.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°32
Re: Spirit Completion Magic
On top of my 3 free B-Rank spells (and one new UA), I also added:
Jade Dragon Soul: Gem Slam
Jade Dragon Soul: Scythe Talon
Jade Dragon Soul: Tail Whip
Jade Dragon Soul: Crushing Fang
Jade Dragon Soul: Hail Uppercut
Jade Dragon Soul: Draco Roar
These are spells bought from Magic Shop: https://www.fairytail-rp.com/t14653p300-magic-shop
Bump ^^
Jade Dragon Soul: Gem Slam
Jade Dragon Soul: Scythe Talon
Jade Dragon Soul: Tail Whip
Jade Dragon Soul: Crushing Fang
Jade Dragon Soul: Hail Uppercut
Jade Dragon Soul: Draco Roar
These are spells bought from Magic Shop: https://www.fairytail-rp.com/t14653p300-magic-shop
Bump ^^
Guest- Guest
- Post n°33
Re: Spirit Completion Magic
Okay, let's try not to fuck up this time around grading your application, woo! So, you know what I'm here for, and you know my requests are in this color. Feel free to ask me anything.
Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a magic that Mura Kensho had discovered a long time ago. When activating this magic, it works by pulling spirits to this world through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +30% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...
3. It's ability to boost a person's weapon power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:
- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 50 meters in radius.
2. Soul Injuring: A passive of this magic grants the user the power to not just damage one's flesh and skin, but also one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their offensive power (it caps at 50%). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 8 posts.
3. Auric Influence: The mastery of his own soul appears in combat. He has an increased endurance of 15% of his present HP.
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
5. Ghost Slayer: This unique ability grants Mura a 2x effect What exactly is this "effect" that you speak of? from his spells at any summon or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells from any celestial spirit or summon.
- Signature Spells:
Name: Spirit Bind: Launch (Seirei Musubu: Chakushu)
Rank: D
Type: Various, Offensive
Duration: Instant
Cooldown: Signature Spell, still...
Description:
The user uses the power of a spirit to charge mana into a body part (his foot or hand), then launches a shot of pure mana towards the target with a speed of 10 m/s.
Strengths:
1. It's a long ranged attack and can reach up to 15 meters.
2. It's a good, long ranged attack, so it helps him against distance-using opponents.
3. It can cancel spells in its own rank, by hitting it.
4. He can use it swiftly and more versatile than other long-range spells.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't hit.
3. It can't cancel (block) spells higher ranked.
4. It's only half as effective against holy magic.
5. It can't be used if no spirit is infused with Mura (he can't use other mediums than himself to unlock this spell)
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Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
Rank: B
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: It's a signature spell...
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself, in a giant AoE shockwave that reaches 45 meters around the user and moves in a speed of 20 meters per second.
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B
Type: Supplementary
Duration: 5 posts
Cooldown: x posts that it's been used
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 2x for a short amount of time.
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. The user will be very destructive and easily bring obliteration around him.
4. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong, as well as fragile, against God Slayers.
2. After being used, the user's spellpower is cut by 25% for the cooldown.
3. The user might sway his mind away for brief moments, forgetting if there are any main objectives for him. It'll all be unclear for him.
4. He can only use it if he'd lost 25% of his health.
5. It takes 5 HP per post when activated.
- D Rank Spells:
- Spirit Bind; Unity:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4
Cooldown:5
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration:4
Cooldown:5
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 10 meters in size and radius.
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells.
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's ½ as strong against Fire Magic.
2. It's also ½ as strong against Metal Magic.
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- Jade Dragon Soul; Gem Slam:
Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
Rank: D
Type: Offensive, Emerald
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward in a speed of 10 m/s and in a range of 15 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard.
Strengths:
1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:
1. It can only be launched forward, which eases the attempt to dodge this spell.
2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: B
Type: Various/Summon
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 10x10 meters. It can move 20 m/s, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.
Strengths:
1. He can use the spell to outnumber a person.
2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.
Weaknesses:
1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
2. They aren't present for a long time.
3. If the user takes more than two spells on himself from the opponent, this spell will cancel.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 20 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. ALso, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 20 meters away from him in one second.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
- Jade Dragon Soul; Scythe Talon:
Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
Rank: C
Type: Offensive, Emerald
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 20 m/s during the duration and in a max range of 30 meters.
Strengths:
1. It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:
1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
2. The user's speed will be decreased by 20% for the cooldown, due to his feet being strained.
- Jade Dragon Soul; Tail Whip:
Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
Rank: C
Type: Offensive/Defensive, Emerald
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 10 meters around the user with a speed of 20 m/s.
Strengths:
1. It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:
1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
2. Other Earth Magic can easily break the spell; a D-Rank earth spell is enough.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 40x40 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a range of 50 meters around the user.
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 10 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Various
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power Assuming power is spell damage, how much is the damage boosted by? and opens up an offensive spirit form with a size of max 40 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell.
Strenghts:
1. It's way stronger than the C and D-Rank versions of Spirit Control.
2. The user has an even wider versatility due to the amount of mediums.
Weaknesses:
1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- Spirit Bind; Heavenly Scales:
Name: Spirit Bind:Heavenly Scales
Rank: B
Type: Offensive/Defensive
Duration: 5 posts
Cooldown: 6 posts
Description: The user launches a spirit into himself, just like a spirit unity; however, this spell creates an invisible cloak around the user's body, granting them B-Rank spell power at any hit that they lay on any opponent. On top of that, their speed is increased by 75% Please lower this to 50% during the spell.
Strengths:
1. It boosts the user's melee capabilities.
2. It also protects the user's body from spells up to B-Rank spell damage. If you want this, gotta state it in the spell description; otherwise, change this to something else, as the spell does not state it protects the user's body. If you choose to keep this, then it can only withstand 2 C rank or 1 B rank spell.
Weaknesses:
1. The user's speed decreases by 25% every second post, until it's only a 25% speed increase at the last posts.
2. If broken, the user gains a 25% decrease in speed for 5 posts.
3. If the armor is broken, then the spell will automatically cut its power in half for the rest of the duration.
- Jade Dragon Soul; Hail Uppercut:
Name: Jade Dragon Soul; Hail Uppercut
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 50 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 20 m/s.
Strengths:
1. It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:
1. No getting through defensive spells of the same rank this time.
2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- Jade Dragon Soul; Crushing Fang:
Name: Jade Dragon Soul; Crushing Fang
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 20 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down on anyone nearby.
Strengths:
1. It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:
1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- Jade Dragon Soul; Draco Roar:
Name: Jade Dragon Soul: Jade Dragon's Breath
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 25 meters in radius large beam and travel with a speed of 15 m/s within a range of 50 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts.
Strengths:
1. It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:
1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°34
Re: Spirit Completion Magic
Edits done :3 Bump
Guest- Guest
- Post n°35
Re: Spirit Completion Magic
For Ghost Slayer, the best that I can offer is that is gives the user a 50% increase in damage to celestial/spiritual summons.
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°36
Re: Spirit Completion Magic
:T Da Ghost-Slayer is love. Da Ghost-Slayer is life (Alright, I edited it :3)
bump ^^
bump ^^
Julius Seas- - - - - - - - - -
Lineage : Knight of Destiny
Position : None
Posts : 1623
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 26
Experience : 1,855
Character Sheet
First Skill: Water
Second Skill:
Third Skill:
- Post n°38
Re: Spirit Completion Magic
Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a magic that Mura Kensho had discovered a long time ago. When activating this magic, it works by pulling spirits to this world through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +30% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...
3. It's ability to boost a person's weapon power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:
- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 50 meters in radius.
2. Soul Injuring: A passive that grants the user the power to not just damage one's flesh and skin, but also one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their offensive power (it caps at 50%). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 8 posts.
3. Auric Influence: The mastery of his own soul appears in combat; he has an increased endurance of 15% of his present HP.
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summon or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells from any celestial spirit or summon.
- Signature Spells:
Name: Spirit Bind: Launch (Seirei Musubu: Chakushu)
Rank: D
Type: Various, Offensive
Duration: Instant
Cooldown: Signature Spell, still...
Description:
The user uses the power of a spirit to charge mana into a body part (his foot or hand), then launches a shot of pure mana towards the target with a speed of 10 m/s.
Strengths:
1. It's a long ranged attack and can reach up to 15 meters.
2. It's a good, long ranged attack, so it helps him against distance-using opponents.
3. It can cancel spells in its own rank, by hitting it.
4. He can use it swiftly and more versatile than other long-range spells.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't hit.
3. It can't cancel (block) spells higher ranked.
4. It's only half as effective against holy magic.
5. It can't be used if no spirit is infused with Mura (he can't use other mediums than himself to unlock this spell)
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Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
Rank: B
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: It's a signature spell...
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself, in a giant AoE shockwave that reaches 45 meters around the user and moves in a speed of 20 meters per second.
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B
Type: Supplementary
Duration: 5 posts
Cooldown: x posts that it's been used
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 2x for a short amount of time.
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. The user will be very destructive and easily bring obliteration around him.
4. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong, as well as fragile, against God Slayers.
2. After being used, the user's spellpower is cut by 25% for the cooldown.
3. The user might sway his mind away for brief moments, forgetting if there are any main objectives for him. It'll all be unclear for him.
4. He can only use it if he'd lost 25% of his health.
5. It takes 5 HP per post when activated.
- D Rank Spells:
- Spirit Bind; Unity:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4
Cooldown:5
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration:4
Cooldown:5
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 10 meters in size and radius.
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells.
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's ½ as strong against Fire Magic.
2. It's also ½ as strong against Metal Magic.
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- Jade Dragon Soul; Gem Slam:
Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
Rank: D
Type: Offensive, Emerald
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward in a speed of 10 m/s and in a range of 15 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard.
Strengths:
1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:
1. It can only be launched forward, which eases the attempt to dodge this spell.
2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: B
Type: Various/Summon
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 10x10 meters. It can move 20 m/s, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.
Strengths:
1. He can use the spell to outnumber a person.
2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.
Weaknesses:
1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
2. They aren't present for a long time.
3. If the user takes more than two spells on himself from the opponent, this spell will cancel.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 20 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. ALso, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 20 meters away from him in one second.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
- Jade Dragon Soul; Scythe Talon:
Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
Rank: C
Type: Offensive, Emerald
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 20 m/s during the duration and in a max range of 30 meters.
Strengths:
1. It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:
1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
2. The user's speed will be decreased by 20% for the cooldown, due to his feet being strained.
- Jade Dragon Soul; Tail Whip:
Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
Rank: C
Type: Offensive/Defensive, Emerald
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 10 meters around the user with a speed of 20 m/s.
Strengths:
1. It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:
1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
2. Other Earth Magic can easily break the spell; a D-Rank earth spell is enough.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 40x40 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a range of 50 meters around the user.
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 10 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Various
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power by 60 (which is the damage of a B-Rank spell) and opens up an offensive spirit form with a size of max 40 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell.
Strenghts:
1. It's way stronger than the C and D-Rank versions of Spirit Control.
2. The user has an even wider versatility due to the amount of mediums.
Weaknesses:
1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- Spirit Bind; Heavenly Scales:
Name: Spirit Bind:Heavenly Scales
Rank: B
Type: Offensive/Defensive
Duration: 5 posts
Cooldown: 6 posts
Description: The user launches a spirit into himself, just like a spirit unity; however, this spell creates an invisible cloak around the user's body, granting them B-Rank spell power at any hit that they lay on any opponent, plus giving a protective shield around the user that withstands 2 C-Rank spells or 1 B-Rank spell. On top of that, their speed is increased by 50% during the spell.
Strengths:
1. It boosts the user's melee capabilities.
2. It also protects the user's body from spells up to B-Rank spell damage on top of the other effects that it grants.
Weaknesses:
1. The user's speed decreases by 25% every second post, until it's only a 25% speed increase at the last posts.
2. If broken, the user gains a 25% decrease in speed for 5 posts.
3. If the armor is broken, then the spell will automatically cut its power in half for the rest of the duration.
- Jade Dragon Soul; Hail Uppercut:
Name: Jade Dragon Soul; Hail Uppercut
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 50 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 20 m/s.
Strengths:
1. It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:
1. No getting through defensive spells of the same rank this time.
2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- Jade Dragon Soul; Crushing Fang:
Name: Jade Dragon Soul; Crushing Fang
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 20 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down on anyone nearby.
Strengths:
1. It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:
1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- Jade Dragon Soul; Draco Roar:
Name: Jade Dragon Soul: Jade Dragon's Breath
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 25 meters in radius large beam and travel with a speed of 15 m/s within a range of 50 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts.
Strengths:
1. It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:
1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
Unlocked by user's request
- Squable:
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°39
Re: Spirit Completion Magic
A'right, changes maduh! Gotta have to check a lot, though, I lost track in how much I changed o3o
(as far as I think, my character-ranked signature has switched place with a B-Ranked spell (Halo Blade), my second and fifth UA has changed, I also changed my D-Ranked signature as well, and some of the Jade Dragon Spells have changed weaknesses :T all I remember)
I wish you good luck in checking it out ^^
(as far as I think, my character-ranked signature has switched place with a B-Ranked spell (Halo Blade), my second and fifth UA has changed, I also changed my D-Ranked signature as well, and some of the Jade Dragon Spells have changed weaknesses :T all I remember)
I wish you good luck in checking it out ^^
Julius Seas- - - - - - - - - -
Lineage : Knight of Destiny
Position : None
Posts : 1623
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 26
Experience : 1,855
Character Sheet
First Skill: Water
Second Skill:
Third Skill:
- Post n°40
Re: Spirit Completion Magic
Hey Mura, Julius here!
You know what I'm here for! Requests will be in this color! Since you've put most of your stuff in a spoiler I will insert: *REQUEST* in the spoiler for you to find requests easily ^^
If you have any questions, you know where to find me!
Let's dance boy!
That was all!
Please bump this thread when edits have been made!
You know what I'm here for! Requests will be in this color! Since you've put most of your stuff in a spoiler I will insert: *REQUEST* in the spoiler for you to find requests easily ^^
If you have any questions, you know where to find me!
Let's dance boy!
Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +30% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...
3. It's ability to boost a person's weapon power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:
- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 50 meters in radius.
2. A Soul Is Hard To Heal: A passive that grants the user the power to not just damage one's flesh and skin, but also one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their endurance (it caps at 50%, and by 'endurance', it means that the target takes x% more damage from hits). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 3 posts.
Please increase the cooldown to 6 posts.
3. Auric Influence: The mastery of his own soul appears in combat; Mura's mind and soul are often in what could be called a perfect harmony. Because of this spiritual and psychic mastery, he receives 2 MP per post in 5 posts, which can't go over 100%. It only happens when his mana pool is below that, and if having used a spell, then the ability is paused by one post. Again, it happens in 5 posts, before the ability stops as well, so it's not permanently. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summon or celestial spirits/normal spirits that he may face before his path (this ability stacks up with his second UA, so every hit on a summon makes it, instead of 10%, 60% more fragile to his other attacks. That builds up to 70% in the next hit etc.). It also grants him a 50% resistance to any spells/hits from any celestial spirit or summon.
I can't allow you to stack your second UA to this UA, since you can then do double damage to a summon of any kind.
- Signature Spells *request*:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4 posts max
Cooldown: x posts that it's been activated Please give this a cooldown.
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
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Name: Spirit Bind: Sphere
Rank: B
Type: Defensive
Duration: Until Broken Even defensive spells need a duration.
Cooldown: x posts used Please give a cooldown to this spell
Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere, granting them 2x a B-Rank spell damage power to be blocked before cracking away.
Strengths:
1. It's an efficient way to protect the user.
2. It can catch the opponents in a surprise due to its transparent look.
Weaknesses:
1. People who have a special way to see the sphere deal 25% more damage to it.
2. If broken, the user gains 5 HP damage due to the knockback.
3. If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B
Type: Supplementary
Duration: 5 posts
Cooldown: x posts that it's been used Please give this a cooldown
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 75% for a short amount of time.
75% seems a bit to much, please lower this to 50%
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong, as well as fragile, against God Slayers.
2. Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...
3. He can only use it if he'd lost 10% of his health.
4. It takes 2 HP per post when activated.
- Fusion Spells:
Name The Way of Yin-Yang: Spirit Blessed By Buddha (Onmyōdō: Futsu Ni Shukufuku Sa Reta no Rei)
Rank: C (D+D)
Type: Various, Supplementary
Fused Spells Spirit Bind: Unity (D) + Onmyōdō: Henjiru (D)
Description: After having collected a spirit onto his palm, a wave of nature energy is transferred to the ghost’s spiritual structure. Its eyes will turn completely white as the nature energy settles, and its color will turn completely white with a black mist behind the white, clouded screen. Then, the user will launch the spirit into himself as usual for a Spirit Unity, but as his own soul unites with the other, the nature energy affects his physical prowess. The place where he launched the spirit into (ergo the body part that was functioning as a gate for the spirit to enter) will be ripped from clothes and reveal a david star on his skin. This spell grants him and his spells the nature element of whatever of the five elements that he’s in possession of (water, earth, metal, fire and wood). It also grants him a 50% spell damage power into the spells whose spirit key is used (ergo the spirit needed to do the specific spell).
Duration: 5 posts
Cooldown: 6 posts
Strengths:
1. It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
2. Because of the elemental nature that envelops him, he can effectively utilize the elemental (dis)advantages between him and the opponent.
Weaknesses:
1. He can only unite with one spirit at a time.
2. It won’t help much against mages with an element that’s not a part of the five mentioned from ancient Taoism.
3. If his spells are eaten by any kind of slayer, then it grants them 10% MP on top of what this spell costs in mana already.
- D Rank Spells *REQUEST*:
- Kyuken-Style; Samurai's Grace *REQUEST*:
Name: Kyuken-Style: Samurai's Grace (Kyuken-ryú: Samurai no Yúyo)
Rank: D
Type: Non-Elemental, Counter
Duration: Instant
Cooldown: 2 posts
Description:
The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells up to 2x this spell's rank in damage power by moving max 15 meters towards the enemy and landing a hit. It activates once a spell of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.
Due to the rank of this spell I can't allow this spell to counter C and B rank spells.
Strengths:
1. It's a long ranged attack and can reach up to 15 meters.
2. It's a good counter with that range, so it helps him against distance-using opponents.
3. He can use it swiftly and more versatile than other long-range spells because of its strange way.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't be effective.
3. It can't counter (block) spells higher ranked than mentioned.
4. It can't be used if Kyuken isn't fused within Mura.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration:4
Cooldown:5
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 10 meters in size and radius.
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells.
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's ½ as strong against Fire Magic.
2. It's also ½ as strong against Metal Magic.
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- Jade Dragon Soul; Gem Slam:
Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
Rank: D
Type: Offensive, Emerald
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward in a speed of 10 m/s and in a range of 15 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard.
Strengths:
1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:
1. It can only be launched forward, which eases the attempt to dodge this spell.
2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: B
Type: Various/Summon
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 10x10 meters. It can move 20 m/s, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.
Strengths:
1. He can use the spell to outnumber a person.
2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.
Weaknesses:
1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
2. They aren't present for a long time.
3. If the user takes more than two spells on himself from the opponent, this spell will cancel.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 20 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. ALso, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 20 meters away from him in one second.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
- Jade Dragon Soul; Scythe Talon:
Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
Rank: C
Type: Offensive, Emerald
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 20 m/s during the duration and in a max range of 30 meters.
Strengths:
1. It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:
1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
2. The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
- Jade Dragon Soul; Tail Whip:
Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
Rank: C
Type: Offensive/Defensive, Emerald
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 10 meters around the user with a speed of 20 m/s.
Strengths:
1. It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:
1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
2. Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 40x40 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a range of 50 meters around the user.
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 10 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Various
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power by 60 (which is the damage of a B-Rank spell) and opens up an offensive spirit form with a size of max 40 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell.
Strenghts:
1. It's way stronger than the C and D-Rank versions of Spirit Control.
2. The user has an even wider versatility due to the amount of mediums.
Weaknesses:
1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- Kyuken-Style; Halo Blade:
Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
Rank: B
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: 5 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave that reaches 45 meters around the user and moves in a speed of 20 meters per second. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent.
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
- Jade Dragon Soul; Hail Uppercut:
Name: Jade Dragon Soul; Hail Uppercut
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 50 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 20 m/s.
Strengths:
1. It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:
1. No getting through defensive spells of the same rank this time.
2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- Jade Dragon Soul; Crushing Fang:
Name: Jade Dragon Soul; Crushing Fang
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 20 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down on anyone nearby.
Strengths:
1. It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:
1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- Jade Dragon Soul; Draco Roar:
Name: Jade Dragon Soul: Jade Dragon's Breath
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 25 meters in radius large beam and travel with a speed of 15 m/s within a range of 50 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts.
Although, afer being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus 'nake-ify' the opponent for the rest of the thread.
Strengths:
1. It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:
1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
3. It only does its full amount of damage the first, then every second time used.
That was all!
Please bump this thread when edits have been made!
- Squable:
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°41
Re: Spirit Completion Magic
A'right, I think I got all of 'em owo
Show no mercy, K-senpai
Show no mercy, K-senpai
Julius Seas- - - - - - - - - -
Lineage : Knight of Destiny
Position : None
Posts : 1623
Guild : Fairy Tail
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 26
Experience : 1,855
Character Sheet
First Skill: Water
Second Skill:
Third Skill:
- Post n°42
Re: Spirit Completion Magic
- Squable:
Jiyu Kazehime-
Posts : 1917
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill: Wind Magic
Second Skill: Demonic Takeover
Third Skill:
- Post n°43
Re: Spirit Completion Magic
Unlocked and moved at user's request.
- Spoiler:
- Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +30% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...
3. It's ability to boost a person's weapon power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 50 meters in radius.
2. A Soul Is Hard To Heal: A passive that grants the user the power to not just damage one's flesh and skin, but also one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their endurance (it caps at 50%, and by 'endurance', it means that the target takes x% more damage from hits). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 6 posts.
3. Auric Influence: The mastery of his own soul appears in combat; Mura's mind and soul are often in what could be called a perfect harmony. Because of this spiritual and psychic mastery, he receives 2 MP per post in 5 posts, which can't go over 100%. It only happens when his mana pool is below that, and if having used a spell, then the ability is paused by one post. Again, it happens in 5 posts, before the ability stops as well, so it's not permanently. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summon or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells/hits from any celestial spirit or summon.- Signature Spells:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4 posts max
Cooldown: x posts that it's been activated
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
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Name: Spirit Bind: Sphere
Rank: B
Type: Defensive
Duration: 2 posts
Cooldown: 2 posts
Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere, granting them 2x a B-Rank spell damage power to be blocked before cracking away.
Strengths:
1. It's an efficient way to protect the user.
2. It can catch the opponents in a surprise due to its transparent look.
Weaknesses:
1. People who have a special way to see the sphere deal 25% more damage to it.
2. If broken, the user gains 5 HP damage due to the knockback.
3. If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B
Type: Supplementary
Duration: 5 posts
Cooldown: 5 posts
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 50% for a short amount of time.
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong, as well as fragile, against God Slayers.
2. Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...
3. He can only use it if he'd lost 10% of his health.
4. It takes 2 HP per post when activated.
- Fusion Spells:
- Name The Way of Yin-Yang: Spirit Blessed By Buddha (Onmyōdō: Futsu Ni Shukufuku Sa Reta no Rei)
Rank: C (D+D)
Type: Various, Supplementary
Fused Spells Spirit Bind: Unity (D) + Onmyōdō: Henjiru (D)
Description: After having collected a spirit onto his palm, a wave of nature energy is transferred to the ghost’s spiritual structure. Its eyes will turn completely white as the nature energy settles, and its color will turn completely white with a black mist behind the white, clouded screen. Then, the user will launch the spirit into himself as usual for a Spirit Unity, but as his own soul unites with the other, the nature energy affects his physical prowess. The place where he launched the spirit into (ergo the body part that was functioning as a gate for the spirit to enter) will be ripped from clothes and reveal a david star on his skin. This spell grants him and his spells the nature element of whatever of the five elements that he’s in possession of (water, earth, metal, fire and wood). It also grants him a 50% spell damage power into the spells whose spirit key is used (ergo the spirit needed to do the specific spell).
Duration: 5 posts
Cooldown: 6 posts
Strengths:
1. It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
2. Because of the elemental nature that envelops him, he can effectively utilize the elemental (dis)advantages between him and the opponent.
Weaknesses:
1. He can only unite with one spirit at a time.
2. It won’t help much against mages with an element that’s not a part of the five mentioned from ancient Taoism.
3. If his spells are eaten by any kind of slayer, then it grants them 10% MP on top of what this spell costs in mana already.
- D Rank Spells:
- Kyuken-Style; Samurai's Grace:
Name: Kyuken-Style: Samurai's Grace (Kyuken-ryú: Samurai no Yúyo)
Rank: D
Type: Non-Elemental, Counter
Duration: Instant
Cooldown: 2 posts
Description:
The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells or damage up this spell's rank in damage power by moving max 15 meters towards the enemy and landing a hit. It activates once a spell or attack of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.
Strengths:
1. It's a long ranged attack and can reach up to 15 meters.
2. It's a good counter with that range, so it helps him against distance-using opponents.
3. He can use it swiftly and more versatile than other long-range spells because of its strange way.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't be effective.
3. It can't counter (block) spells higher ranked than its own rank, so C and B-Ranked spells will still deal damage to him.
4. It can't be used if Kyuken isn't fused within Mura.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration:4
Cooldown:5
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 10 meters in size and radius.
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells.
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's ½ as strong against Fire Magic.
2. It's also ½ as strong against Metal Magic.
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- Jade Dragon Soul; Gem Slam:
Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
Rank: D
Type: Offensive, Emerald
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward in a speed of 10 m/s and in a range of 15 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard.
Strengths:
1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:
1. It can only be launched forward, which eases the attempt to dodge this spell.
2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: B
Type: Various/Summon
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 10x10 meters. It can move 20 m/s, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.
Strengths:
1. He can use the spell to outnumber a person.
2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.
Weaknesses:
1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
2. They aren't present for a long time.
3. If the user takes more than two spells on himself from the opponent, this spell will cancel.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 20 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. ALso, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 20 meters away from him in one second.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
- Jade Dragon Soul; Scythe Talon:
Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
Rank: C
Type: Offensive, Emerald
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 20 m/s during the duration and in a max range of 30 meters.
Strengths:
1. It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:
1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
2. The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
- Jade Dragon Soul; Tail Whip:
Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
Rank: C
Type: Offensive/Defensive, Emerald
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 10 meters around the user with a speed of 20 m/s.
Strengths:
1. It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:
1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
2. Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 40x40 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a range of 50 meters around the user.
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 10 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Various
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power by 60 (which is the damage of a B-Rank spell) and opens up an offensive spirit form with a size of max 40 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell.
Strenghts:
1. It's way stronger than the C and D-Rank versions of Spirit Control.
2. The user has an even wider versatility due to the amount of mediums.
Weaknesses:
1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- Kyuken-Style; Halo Blade:
Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
Rank: B
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: 5 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave that reaches 45 meters around the user and moves in a speed of 20 meters per second. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent.
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
- Jade Dragon Soul; Hail Uppercut:
Name: Jade Dragon Soul; Hail Uppercut
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 50 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 20 m/s.
Strengths:
1. It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:
1. No getting through defensive spells of the same rank this time.
2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- Jade Dragon Soul; Crushing Fang:
Name: Jade Dragon Soul; Crushing Fang
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 20 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down on anyone nearby.
Strengths:
1. It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:
1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- Jade Dragon Soul; Draco Roar:
Name: Jade Dragon Soul: Jade Dragon's Breath
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 25 meters in radius large beam and travel with a speed of 15 m/s within a range of 50 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts.
Although, afer being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus 'nake-ify' the opponent for the rest of the thread.
Strengths:
1. It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:
1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
3. It only does its full amount of damage the first, then every second time used.
Guest- Guest
- Post n°44
Re: Spirit Completion Magic
Bloody hell, dongsaeng! look at all the blurry fancy stuff! o/
You know who I am ^.^ and I so cannot wait to get to it! All my requests are in this color :D so let's gettttt toooo itttt!!!~
you know what to do here, buddy!~ bump when done and such :3, and urm... idk if this is a personal thing... but can you get rid of the blur?? >< its kinda hard to see.
You know who I am ^.^ and I so cannot wait to get to it! All my requests are in this color :D so let's gettttt toooo itttt!!!~
Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +30% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world... Well well well, dongsaeng. Me and the other staff had this really nice talk about this kinda thing last night in general! we are allowing people to have a max of 25% ^.^, so get rid of the 5% that makes it 30% and we're good to go
3. It's exotic with its ability to boost a person's melee/tool power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm (uhm, mhm, hmh, hmm...), the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:
- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death (dark) mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 100 meters in radius.
2. A Soul Is Hard To Heal: A passive that grants the user the power to not just damage one's flesh and skin, but maily one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their endurance (it caps at 50%, and by 'endurance', it means that the target takes x% more damage from hits). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 6 posts.
3. Auric Influence: The mastery of his own soul appears in combat; Mura's mind and soul are often in what could be called a perfect harmony. Because of this spiritual and psychic mastery, he receives 5 MP per post in 2 posts, which can't go over 100% MP. It only happens when his mana pool is below that, and if having used a spell, then the ability is paused by one post as cooldown. Again, it happens in 2 posts, before the ability stops as well, so it's not permanently. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summoned creature or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells/attacks from any celestial spirit or summoned being.
- Signature Spells:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4 posts max
Cooldown: x posts that it's been activated
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
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Name: Spirit Bind: Sphere
Rank: B
Type: Defensive
Duration: 2 posts
Cooldown: 2 posts
Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere that can expand into a radius of 100 meters max, granting them 2x a B-Rank spell damage power to be blocked before cracking away.
Strengths:
1. It's an efficient way to protect the user.
2. It can catch the opponents in a surprise due to its transparent look.
Weaknesses:
1. People who have a special way to see the sphere deal 25% more damage to it.
2. If broken, the user gains 5 HP damage due to the knockback.
3. If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B
Type: Supplementary
Duration: 5 posts
Cooldown: 5 posts
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 50% for a short amount of time.
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong, as well as fragile, against God Slayers.
2. Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...
3. He can only use it if he'd lost 10% of his health.
4. It takes 2 HP per post when activated.
- Fusion Spells:
Name The Way of Yin-Yang: Spirit Blessed By Buddha (Onmyōdō: Futsu Ni Shukufuku Sa Reta no Rei)
Rank: C (D+D)
Type: Various, Supplementary
Fused Spells Spirit Bind: Unity (D) + Onmyōdō: Henjiru (D)
Description: After having collected a spirit onto his palm, a wave of nature energy is transferred to the ghost’s spiritual structure. Its eyes will turn completely white as the nature energy settles, and its color will turn completely white with a black mist behind the white, clouded screen. Then, the user will launch the spirit into himself as usual for a Spirit Unity, but as his own soul unites with the other, the nature energy affects his physical prowess. The place where he launched the spirit into (ergo the body part that was functioning as a gate for the spirit to enter) will be ripped from clothes and reveal a david star on his skin. This spell grants him and his spells the nature element of whatever of the five elements that he’s in possession of (water, earth, metal, fire and wood). It also grants him a 50% spell damage power into the spells whose spirit key is used (ergo the spirit needed to do the specific spell).
Duration: 5 posts
Cooldown: 6 posts
Strengths:
1. It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
2. Because of the elemental nature that envelops him, he can effectively utilize the elemental (dis)advantages between him and the opponent.
Weaknesses:
1. He can only unite with one spirit at a time.
2. It won’t help much against mages with an element that’s not a part of the five mentioned from ancient Taoism.
3. If his spells are eaten by any kind of slayer, then it grants them 10% MP on top of what this spell costs in mana already.
- D Rank Spells:
- Kyuken-Style; Samurai's Grace:
Name: Kyuken-Style: Samurai's Grace (Kyuken-ryú: Samurai no Yúyo)
Rank: D
Type: Non-Elemental, Counter
Duration: Instant
Cooldown: 2 posts
Description:
The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells or damage up this spell's rank in damage power by moving max 60 meters towards the enemy and landing a hit. It activates once a spell or attack of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.
Strengths:
1. It's a long ranged attack and can reach up to 15 meters. if your description says 60, then add 60m here godamnit :P :P :P :P :P
2. It's a good counter with that range, so it helps him against distance-using opponents.
3. He can use it swiftly and more versatile than other long-range spells because of its strange way.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't be effective.
3. It can't counter (block) spells higher ranked than its own rank, so C and B-Ranked spells will still deal damage to him.
4. It can't be used if Kyuken isn't fused within Mura.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration:4 3 will be fine here ^^
Cooldown:5 with 3 as a highly recommended duration, i suggest 4 as a cooldown here would be great ^^
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 30 meters in size and radius. Sheessh, you say it's offensive and you don't mention it can even do damage!! >:T Dongsaennngg D; lets fix this! you should state that it does D rank melee damage! ^^
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells. You should state it can block 3 D rank spells or 1 C rank! ^.^
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 10 meters in width and 30 meters in height, and it moves with a speed of 22.5 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's ½ as strong against Fire Magic. do you mean weak??
2. It's also ½ as strong against Metal Magic. do you mean weak here too?? o.o
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- Jade Dragon Soul; Gem Slam:
Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
Rank: D
Type: Offensive, Emerald
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward in a speed of 45 m/s 33.5m/s is the max i can give for speed ^^ and in a range of 60 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard. you should add that it deals D rank damage, person who made it offensive >:T
Strengths:
1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:
1. It can only be launched forward, which eases the attempt to dodge this spell.
2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: B C??
Type: Various/Summon
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 60x60 meters, only given by the type of spirit (if it's a human ghost, then the size is the same as the user). It can move 120 m/s 67.5 m/s here ^^, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.
Strengths:
1. He can use the spell to outnumber a person.
2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.
Weaknesses:
1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
2. They aren't present for a long time.
3. If the user takes more than two spells on himself from the opponent, this spell will cancel.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 60 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. Also, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 120 meters away from him with the speed of 90 m/s.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 60 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
- Jade Dragon Soul; Scythe Talon:
Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
Rank: C
Type: Offensive, Emerald
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 90 m/s multi target??then the speed has to be 67.5 during the duration and in a max range of 90 meters. C rank melee damage dealt here ^^ statteee itttttt, DO IIITTTT
Strengths:
1. It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:
1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
2. The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
- Jade Dragon Soul; Tail Whip:
Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
Rank: C
Type: Offensive/Defensive, Emerald
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 60 meters around the user with a speed of 45 m/s. how is it offensive AND defensive?? explain here ^^
Strengths:
1. It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:
1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
2. Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 50x50 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a speed of 75 m/s and can reach a range of 100 meters around the position. If I am getting this right,this is a charge spell?? explain a tad here ^^
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Various
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power by 60 (which is the damage of a B-Rank spell) and opens up an offensive spirit form with a size of max 100 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell. B rank melee damage ^^
Strenghts:
1. It's way stronger than the C and D-Rank versions of Spirit Control.
2. The user has an even wider versatility due to the amount of mediums.
Weaknesses:
1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- Kyuken-Style; Halo Blade:
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Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
Rank: B
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: 5 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave that reaches 100 meters around the user and moves in a speed of 75 meters per second. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent. great! so whats the damage?? :P
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
- Jade Dragon Soul; Hail Uppercut:
Name: Jade Dragon Soul; Hail Uppercut
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 100 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 75 m/s. you know the drill
Strengths:
1. It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:
1. No getting through defensive spells of the same rank this time.
2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- Jade Dragon Soul; Crushing Fang:
Name: Jade Dragon Soul; Crushing Fang
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 100 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down from a height of 50 meters above him in a speed of 75 m/s on anyone nearby. Damage?? :3
Strengths:
1. It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:
1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- Jade Dragon Soul; Draco Roar:
Name: Jade Dragon Soul: Jade Dragon's Breath
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 90 meters in radius large beam and travel with a speed of 75 m/s within a range of 100 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts. Damage??
Although, afer being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus 'nake-ify' the opponent for the rest of the thread.
Strengths:
1. It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:
1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
3. It only does its full amount of damage the first, then every second time used.
you know what to do here, buddy!~ bump when done and such :3, and urm... idk if this is a personal thing... but can you get rid of the blur?? >< its kinda hard to see.
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°45
Re: Spirit Completion Magic
Dawne ;3
Guest- Guest
- Post n°46
Re: Spirit Completion Magic
You seem to have sorted everything ^^ AND ITS NOT BLURRY ANYMOREEEE
Lester DrynediGentleman florist
-
Posts : 1584
Cosmic Coins : 0
Dungeon Tokens : 1
Age : 23
Character Sheet
First Skill:
Second Skill:
Third Skill:
- Post n°47
Re: Spirit Completion Magic
❀Unlocked & Moved at users request
- ❀:
- Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +25% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...
3. It's exotic with its ability to boost a person's melee/tool power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm (uhm, mhm, hmh, hmm...), the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death (dark) mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 100 meters in radius.
2. A Soul Is Hard To Heal: A passive that grants the user the power to not just damage one's flesh and skin, but maily one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their endurance (it caps at 50%, and by 'endurance', it means that the target takes x% more damage from hits). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 6 posts.
3. Auric Influence: The mastery of his own soul appears in combat; Mura's mind and soul are often in what could be called a perfect harmony. Because of this spiritual and psychic mastery, he receives 5 MP per post in 2 posts, which can't go over 100% MP. It only happens when his mana pool is below that, and if having used a spell, then the ability is paused by one post as cooldown. Again, it happens in 2 posts, before the ability stops as well, so it's not permanently. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.
4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summoned creature or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells/attacks from any celestial spirit or summoned being.- Signature Spells:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Various, Supplementary Buff
Duration: 4 posts max
Cooldown: x posts that it's been activated
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:
1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.
2. New abilities: This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.
3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:
1. It's a close combat spell, so distance is the opponent's advantage.
2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
4. He can only use one spirit to buff himself with at a time.
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Name: Spirit Bind: Sphere
Rank: B
Type: Defensive
Duration: 2 posts
Cooldown: 2 posts
Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere that can expand into a radius of 100 meters max, granting them 2x a B-Rank spell damage power to be blocked before cracking away.
Strengths:
1. It's an efficient way to protect the user.
2. It can catch the opponents in a surprise due to its transparent look.
Weaknesses:
1. People who have a special way to see the sphere deal 25% more damage to it.
2. If broken, the user gains 5 HP damage due to the knockback.
3. If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B
Type: Supplementary
Duration: 5 posts
Cooldown: 5 posts
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 50% for a short amount of time.
Strengths:
1. All his spells will be stronger for the duration.
2. The dark forces are double as strong against light magics and mages.
3. It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:
1. The user will be ½ as strong, as well as fragile, against God Slayers.
2. Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...
3. He can only use it if he'd lost 10% of his health.
4. It takes 2 HP per post when activated.
- Fusion Spells:
- Name The Way of Yin-Yang: Spirit Blessed By Buddha (Onmyōdō: Futsu Ni Shukufuku Sa Reta no Rei)
Rank: C (D+D)
Type: Various, Supplementary
Fused Spells Spirit Bind: Unity (D) + Onmyōdō: Henjiru (D)
Description: After having collected a spirit onto his palm, a wave of nature energy is transferred to the ghost’s spiritual structure. Its eyes will turn completely white as the nature energy settles, and its color will turn completely white with a black mist behind the white, clouded screen. Then, the user will launch the spirit into himself as usual for a Spirit Unity, but as his own soul unites with the other, the nature energy affects his physical prowess. The place where he launched the spirit into (ergo the body part that was functioning as a gate for the spirit to enter) will be ripped from clothes and reveal a david star on his skin. This spell grants him and his spells the nature element of whatever of the five elements that he’s in possession of (water, earth, metal, fire and wood). It also grants him a 50% spell damage power into the spells whose spirit key is used (ergo the spirit needed to do the specific spell).
Duration: 5 posts
Cooldown: 6 posts
Strengths:
1. It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
2. Because of the elemental nature that envelops him, he can effectively utilize the elemental (dis)advantages between him and the opponent.
Weaknesses:
1. He can only unite with one spirit at a time.
2. It won’t help much against mages with an element that’s not a part of the five mentioned from ancient Taoism.
3. If his spells are eaten by any kind of slayer, then it grants them 10% MP on top of what this spell costs in mana already.
- D Rank Spells:
- Kyuken-Style; Samurai's Grace:
Name: Kyuken-Style: Samurai's Grace (Kyuken-ryú: Samurai no Yúyo)
Rank: D
Type: Non-Elemental, Counter
Duration: Instant
Cooldown: 2 posts
Description:
The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells or damage up this spell's rank in damage power by moving max 60 meters towards the enemy and landing a hit. It activates once a spell or attack of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.
Strengths:
1. It's a long ranged attack and can reach up to 60 meters.
2. It's a good counter with that range, so it helps him against distance-using opponents.
3. He can use it swiftly and more versatile than other long-range spells because of its strange way.
Weaknesses:
1. It can be dodged easily by getting jumped over.
2. If the opponent is too far away, the spell won't be effective.
3. It can't counter (block) spells higher ranked than its own rank, so C and B-Ranked spells will still deal damage to him.
4. It can't be used if Kyuken isn't fused within Mura.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Various, Offensive
Duration: 3
Cooldown: 4
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 30 meters in size and radius. Being purely offensive, this spell does 1 D-Ranked melee damage per hit.
Strengths:
1. It can be used with any object that the user can hold in his hand.
2. The bounded spirit's medium increases in damage.
3. The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:
1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
3. Other spirits/ethereal beings can break the user's spirit control.
4. He can't use living things as a medium.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Various, Defensive
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells up to 3 D-Rank spells or 1 C-Rank spell.
Strengths:
1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
2. He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:
1. Isn't good at blocking stronger attacks.
2. His spirit can't look around for Mura when using this move.
3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
Rank: D
Type: Offensive, Wind
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 10 meters in width and 30 meters in height, and it moves with a speed of 22.5 meters per second.
Strengths:
1. The user can hit opponents further away from him.
2. It's a fast spell and can quickly catch up to the target.
3. It's 2x as strong against Lightning/Thunder Magic.
Weaknesses:
1. It's weak against Fire Magic (defense is only half as effective when hit by these types of spells).
2. It's also weak against Metal Magic (defense is also only half as effective when hit by these types of spells).
3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
4. It can't be used without the spirit of Kyuken.
- Jade Dragon Soul; Gem Slam:
Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
Rank: D
Type: Offensive, Emerald
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward in a speed of 33,5 m/s and in a range of 60 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard. It deals 1 D-Rank damage per hit.
Strengths:
1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:
1. It can only be launched forward, which eases the attempt to dodge this spell.
2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: C
Type: Various/Summon
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 60x60 meters, only given by the type of spirit (if it's a human ghost, then the size is the same as the user). It can move 67,5 m/s, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.
Strengths:
1. He can use the spell to outnumber a person.
2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.
Weaknesses:
1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
2. They aren't present for a long time.
3. If the user takes more than two spells on himself from the opponent, this spell will cancel.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Various
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 60 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. Also, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.
Strengths:
1. It's even stronger than the D-Rank version of Spirit Control.
2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:
1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
3. He still can't use living things as a medium.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
Rank: C
Type: Wind, Supplementary
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 120 meters away from him with the speed of 90 m/s.
Strengths:
1. The user of this spell will become one with the air; they'll be harder to spot.
2. The user can move through defensive spells of a lower rank(s) easily.
3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.
Weaknesses:
1. The user can only move in one, single direction. They can't change directions during the charge.
2. The spell can be easily dodged by simply moving away from the direction that the user moves on.
3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
4. The user can only use this spell if he's using Kyuken's spirit.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
Rank: C
Type: Wind, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 60 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:
1. It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.
2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:
1. The user can't move around when launching the hurricane.
2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
3. The target can easily dodge by jumping back and attain a great distance from the user.
4. The user can't use this spell if not using Kyuken's spirit.
- Jade Dragon Soul; Scythe Talon:
Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
Rank: C
Type: Offensive, Emerald
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 67,5 m/s during the duration and in a max range of 90 meters. It deals 1 C-Rank damage per hit.
Strengths:
1. It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:
1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
2. The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
- Jade Dragon Soul; Tail Whip:
Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
Rank: C
Type: Offensive/Defensive, Emerald
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 60 meters around the user with a speed of 45 m/s. If used to hit or push the opponent back, it deals 1 C-Rank damage per hit. However, it can also be used to deflect other spells up to two spells of its rank (2 C-Rank spells).
Strengths:
1. It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:
1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
2. Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Various, Offensive
Duration: 5
Cooldown: 6
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 50x50 meter large appearance of the spirit itself that surrounds the user, bursting out from the medium itself. The spirit can be controlled by the user as he moves around with it in synchronization, and it can use various actions in a speed of 75 m/s and can reach a range of 100 meters around the position. Whilst having this spell activated, the user will always be found inside the golem. It deals 1 B-Rank damage per hit.
Strengths:
1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.
2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
3. The spell can also block a spell of the same rank.
Weaknesses:
1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
2. The spell is big, but can easily be cancelled out by a spell of one rank higher.
3. It can be easily dodged by stepping further away than the spell reaches.
4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Various
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power by 60 (which is the damage of a B-Rank spell) and opens up an offensive spirit form with a size of max 100 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell. It deals 1 B-Rank damage per hit.
Strenghts:
1. It's way stronger than the C and D-Rank versions of Spirit Control.
2. The user has an even wider versatility due to the amount of mediums.
Weaknesses:
1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- Kyuken-Style; Halo Blade:
Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
Rank: B
Type: Offensive, AoE, Light
Duration: Instant
Cooldown: 5 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave that reaches 100 meters around the user and moves in a speed of 75 meters per second. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent. It deals 1 B-Rank damage per hit.
Strengths:
1. It's a very fast spell and can easily hit its opponent if standing close.
2. It can easily break through defensive spells of the same rank without cancelling itself.
3. It's double as strong against dark magic.
Weaknesses:
1. It's ½ as strong against earth magic.
2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
3. You can only unlock the spell if using Kyuken's spirit.
4. It's also ½ in power against other light magics.
- Jade Dragon Soul; Hail Uppercut:
Name: Jade Dragon Soul; Hail Uppercut
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 100 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 75 m/s. It deals 1 B-Rank damage per hit.
Strengths:
1. It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:
1. No getting through defensive spells of the same rank this time.
2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- Jade Dragon Soul; Crushing Fang:
Name: Jade Dragon Soul; Crushing Fang
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 100 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down from a height of 50 meters above him in a speed of 75 m/s on anyone nearby. It deals 1 B-Rank damage per hit as well...
Strengths:
1. It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:
1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- Jade Dragon Soul; Draco Roar:
Name: Jade Dragon Soul: Jade Dragon's Breath
Rank: B
Type: Offensive, Emerald
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 90 meters in radius large beam and travel with a speed of 75 m/s within a range of 100 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts. It deals one B-Rank damage per hit as well............
Although, afer being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus 'nake-ify' the opponent for the rest of the thread.
Strengths:
1. It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:
1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
3. It only does its full amount of damage the first, then every second time used.
88- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Descendant of the Candy Witch
Position : None
Faction : The Rune Knights
Posts : 802
Guild : Guildless
Dungeon Tokens : 5
Experience : 2,545,552
Character Sheet
First Skill:
Second Skill:
Third Skill:
- Post n°48
Re: Spirit Completion Magic
[Yo. This is your Rebellious Balloon here. You know me already, so let's get to it! Any requests for edits will look like this, so keep an eye out! 。◕‿‿◕。]
[I was nearly spirited away by your magic! *buh dum tiss* You know the drill~ If anything is confusing, ask questions right here. :3 ]
- ♛:
- Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster [Please add in whether this is Solitary, Prevalent, and/or Auxiliary and the appropriate perk per updated magic rules.]
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. That's because their spiritual signatures and auric essences are far more exposed than that of, say, mortal beings and beings with solid, exterior vessels.
3. It's exotic with its ability to boost a person's melee/tool power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm (uhm, mhm, hmh, hmm...), the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death (dark) mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
[Resistance to spell or physical damage caps at 50% total for each, and given some other resistance buffs mentioned already this percentage will be lower if not removed all together. That said, maybe consider making this one just all 55% passive spell damage buff, or split it equally between a damage buff for Mura and a damage debuff to enemies? It depends on what you do with the above UAs, honestly. ^^ ]
Unique Abilities:
1. "Eyes On The Neck": Mura can see spirits of the living and the dead, but also a bit more than that. By cooperating with an external spirit, Mura can see and fathom all movements beyond his perception when in combat. He can then see everything in a distance of 150 meters in radius around him, but this requires a separate spirit's energy to perform. [UAs go by burst spell ranges, so at A rank it would be 75 meters.]
2. A Soul Is Hard To Heal: A passive that grants the user the power to not damage one's flesh and skin, but one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 25% debuff on their endurance (it caps at 50%, and by 'endurance', it means that the target takes x% more damage from all types of hits). Unless succesfully hit again, it lasts for 3 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 4 posts. [I'm not sure I understand it entirely because of the wording 'endurance', but active A rank buffs are 65%. Split the debuff between enemy physical damage resistance and spell damage resistance, each would cap at 35%. Also, up the cooldown to 5, please.]
3. Auric Influence: The mastery of his own soul appears in and out of combat; Mura's mind and soul are often in what could be called a perfect harmony and synchronization. Because of this spiritual and psychic mastery over the bodily elements and the auric presences, he receives 10 MP per post in 5 posts, which obviously can't go over his max MP despite any exceeding mana pool that he ever has. It only happens when his mana pool is below his max amount (which depends on rank), and if having activated a spell, then the ability is paused by one post as cooldown. Again, it happens in 5 posts, before the ability stops as well, so it's not a permanent mana gain. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.
4. Ethereal Force: Mura can turn parts of or all of his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable, but can't damage anyone in return - no harm and no harming. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement speed by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only (if the target is more than one rank above him, it only lasts for 1 post) and can only be used once per target; he can't damage the person while binded.
He can only do this 'body-turn-to-ghost' thing three times per thread and it takes 25% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.
[Magic can no longer make character invulnerable to damage. At the most it can be a 50% resistance to one type of damage or the other, or 25% split. Also, like in the other UA, the use of the word 'endurance' is confusing (to me, but I'm a little derpy, lol) since that isn't a stat present in the current rules, so assuming you mean your resistance to one or both types of damage is debuffed as a drawback to allow the speed debuff. So! Specify which is debuffed, or clarify it's both, pretty please~]
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summoned creature or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells/attacks from any celestial spirit or summoned being. Plot-wise, it makes him a bane to summons and contracted creatures as well as ghosts and otherworldly spirits such as yōkai, tikis etc.- Advanced Spells:
- Name: Aspect of Pluto: Helmet of Invisibility
Rank: D+
Type: Burst
Duration: 3 posts
Cooldown: 4 posts
Downside: N/A
Description: A sinister, black aura manifests a Greek helmet on Mura's head. This helmet not only renders his entire body invisible in general, but the helmet manifests an invisible curtain that covers his bodily and magical presences such as audio and smell (but not touch and kinetic presences, in which Mura can still touch and let people know that someone is in physical contact with them) for the duration.
Strengths:
1. It's so easy to gain control of a situation when the enemy can't see you.
Weaknesses:
1. Slayers are able to scent his sheltered presence with their enhanced senses. Despite not enough to pinpoint his exact position, it can put pressure on him and raise the enemy's guard up.
2. If, somehow, the helmet was to be removed from his head prior to the end of the duration, the spell will cancel and expose him.
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Name: Aspect of Pluto: Plouton
Rank: C+
Type: Healing
Healing Rate: 60 per post
Range: 180 meters
Speed: 180 m/s
Duration: 5 posts
Cooldown: 6 posts
Description: Despite so sinister, Hades is bountiful. The name 'Plouton' implies richness and wealth, materialistically and healthily. This spell heals one target per post and heals max 300 HP overall, which can either be distributed to several or granted to one person only. It also removes any negative status effect upon the target if max one rank higher than this spell or lower.
Strengths:
1. Healthy people live longer.
Weaknesses:
1. It heals less per post than an instant healing would, so if the enemy catches up with many hits and attacks, then it is possible for this healing spell's effect to lose weight.
2. It only heals one target at a time/per post.
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Name: Aspect of Pluto: Cerberos
Rank: B+
Type: Grande Summon
Damage: 31.5
Summon HP: 270
Speed: 40 Mph
Duration: 5 posts
Cooldown: 6 posts
Description: By holding out his hand, an obsidian gate will be spawned right by the palm, instantly opening and releasing a three-headed monster dog with an infestation of cobra heads for a mane, blood-red eyes and a fuming aura around it. Cerberos, the guard dog and hound of Hades, will heed to Mura's side and obey his orders. It can deal B+ Ranked Grande Damage with its sharp claws or fuming jaw.
Strengths:
1. It's very loyal to Mura and can easily coordinate its attacks after his command.
Weaknesses:
1. Cerberos deals half damage, both through physical and magical attacks, against other Darkness Mages.
2. It is susceptible to Mind Control, and a Mind Spell of one rank lower than itself is enough to keep it from attacking the enemy. Any Mind Spell of the same rank or over is enough to completely take control over it.- Active:
- Name: Recoil!
Rank: B+
Type: Area of Effect
Damage: 60
Range: 150 meters
Speed: 75 m/s
Description: It is said that Cerberos' mouth is so tainted by the Underworld's atmosphere that merely opening it in any way is a death wish. This spell lets Cerberos open its mouth and release an instant wave of glowing lava from its mouth - plus its mane of snakes mixing a dangerous venom within the magma. This attack deals both B+ Ranked Spell damage and, upon impact, infects the target with mana damage in form of 20 MP burnt away per post for as long as Cerberos is around.
Strengths:
1. Its duration and cooldown matches those of the summon itself.
Weaknesses:
1. Despite its hostility, Cerberos isn't very fast and big.
2. If defeated, its annoying effects upon the target are instantly removed.
[You don't actually need strengths and weaknesses for the abilities of a summon, just the overall summon like you already have above! \o/]
- Passive:
- Name: Hades' Familiarity
Description: Whenever Cerberos is around Mura, his spell damage of any spell he casts is increased by 60%.
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Name: Aspect of Pluto: Soul Tear
Rank: A+
Type: Single-Target
Damage: 150
Range: 300 meters
Speed: 300 m/s
Duration: 6 posts
Cooldown: 7 posts
Description: The spirit under Mura's control transfers towards any medium in his hand, then transforms into a 1 meter long, crooked scythe of dark-purple mana. The scythe can be launched like the tongue of a chameleon, using its speed and range to latch onto any living target and deal 1 A+ Ranked Damage. However, any hit target will have chunks of their souls exposed as if they were about to be harvested - this effect does not have any power alone, though.
Strengths:
1. Its secret strength lies in its combinative effect with its S-Ranked successor, which shows the real danger of this spell.
Weaknesses:
1. It cannot latch onto the souls of angels.
2. It's a small scythe, so despite its range, it can be avoided rather easily if one's eyes are open.
- Signature Spells:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Buff
Damage: N/A
Range: N/A
Speed: N/A
Duration: 4 posts max
Cooldown: x amount of posts used, max 4 posts
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:- It increases either the power or the speed of the user, which is a great advantage in battle.
- This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.
- This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:- It's a close combat spell, so distance is the opponent's advantage.
- He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
- It doesn't boost Mura's defense, so he's still as weak to attacks as before.
- He can only use one spirit to buff himself with at a time.
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Name: Spirit Bind: Sphere
Rank: B [These rank with you, so perhaps should be A with A rank range now? ^^ ]
Type: Defensive
Damage: N/A
Range: 100 meters
Duration: 2 posts
Cooldown: 2 posts
Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere that can expand into a radius of 100 meters max, granting them 2x a B-Rank spell damage power to be blocked before cracking away.
Strengths:- It's an efficient way to protect the user.
- It can catch the opponents in a surprise due to its transparent look.
Weaknesses:- People who have a special way to see the sphere deal 25% more damage to it.
- If broken, the user gains 5 HP damage due to the knockback.
- If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: B [Also A? uwu ]
Type: Buff
Damage: N/A
Range: N/A
Duration: 5 posts
Cooldown: 5 posts
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 50% for a short amount of time.
Strengths:- All his spells will be stronger for the duration.
- The dark forces are double as strong against light magics and mages.
- It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:- The user will be ½ as strong, as well as fragile, against God Slayers.
- Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...
- He can only use it if he'd lost 10% of his health.
- It takes 2 HP per post when activated.
- It increases either the power or the speed of the user, which is a great advantage in battle.
- Fusion Spells:
- Name The Way of Yin-Yang: Spirit Blessed By Buddha (Onmyōdō: Futsu Ni Shukufuku Sa Reta no Rei)
Rank: C (D+D)
Type: Buff
Damage: N/A
Range: N/A
Speed: N/A
Fused Spells Spirit Bind: Unity (D) + Onmyōdō: Henjiru (D)
Duration: 5 posts
Cooldown: 6 posts
Description: After having collected a spirit onto his palm, a wave of nature energy is transferred to the ghost’s spiritual structure. Its eyes will turn completely white as the nature energy settles, and its color will turn completely white with a black mist behind the white, clouded screen. Then, the user will launch the spirit into himself as usual for a Spirit Unity, but as his own soul unites with the other, the nature energy affects his physical prowess. The place where he launched the spirit into (ergo the body part that was functioning as a gate for the spirit to enter) will be ripped from clothes and reveal a david star on his skin. This spell grants him and his spells the nature element of whatever of the five elements that he’s in possession of (water, earth, metal, fire and wood). It also grants him a 50% spell damage power into the spells whose spirit key is used (ergo the spirit needed to do the specific spell).
Strengths:- It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
- Because of the elemental nature that envelops him, he can effectively utilize the elemental (dis)advantages between him and the opponent.
Weaknesses:- He can only unite with one spirit at a time.
- It won’t help much against mages with an element that’s not a part of the five mentioned from ancient Taoism.
- If his spells are eaten by any kind of slayer, then it grants them 10% MP on top of what this spell costs in mana already.
[The new rules no longer allow for fusion spells, so this will need to be removed or perhaps reworked into a purchased/rank earned spell slot. Sorry! ] - It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
- D Rank Spells:
- Kyuken-Style; Samurai's Grace:
Name: Kyuken-Style: Samurai's Grace (Kyuken-ryū: Samurai no Yūyo)
Rank: D
Type: Counter
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: Instant
Cooldown: 2 posts
Description: The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells or damage up this spell's rank in damage power by engulfing himself in light and move max 60 meters towards the enemy. It activates once a spell or attack of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.
Strengths:- It's a long ranged attack and can reach up to 60 meters.
- It's a good counter with that range, so it helps him against distance-using opponents.
- He can use it swiftly and more versatile than other long-range spells because of its strange way.
Weaknesses:- It can be dodged easily by getting jumped over.
- If the opponent is too far away, the spell won't be effective.
3. It can't counter (block) spells higher ranked than its own rank, so C and B-Ranked spells will still deal damage to him.
4. It can't be used if Kyuken isn't fused within Mura.
- It's a long ranged attack and can reach up to 60 meters.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Single-Target
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: 3 posts
Cooldown: 4 posts
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances. It can also extend itself. Being purely offensive, this spell does 1 D-Ranked melee damage per hit.
Strengths:- It can be used with any object that the user can hold in his hand.
- The bounded spirit's medium increases in damage.
- The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:- If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
- The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
- Other spirits/ethereal beings can break the user's spirit control.
[*]He can't use living things as a medium.
[/list]- It can be used with any object that the user can hold in his hand.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Defensive
Damage: N/A
Range: 60 meters
Speed: 60 m/s
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit shield in front of the user (or one ally) to protect him from upcoming spells up to 2 D-Rank spells or 1 C-Rank spell.
Strengths:- His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
- He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:- Isn't good at blocking stronger attacks.
- His spirit can't look around for Mura when using this move.
- If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryū: Shinku Budda Giri)
Rank: D
Type: Single-Target
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 10 meters in width and 30 meters in height.
Strengths:- The user can hit opponents further away from him.
- It's a fast spell and can quickly catch up to the target.
- It's 2x as strong against Lightning/Thunder Magic.
Weaknesses: - It's weak against Fire Magic. It only deals half damage against Fire users.
- It's also weak against Metal Magic.
- The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
- It can't be used without the spirit of Kyuken.
- The user can hit opponents further away from him.
- Jade Dragon; Gem Barrage:
Name: Jade Dragon: Gem Barrage (Hisuiryu: Hozon Rendan)
Rank: D
Type: Offensive, Emerald
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard. It deals 1 D-Rank damage per hit.
Strengths:- It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:- It can only be launched forward, which eases the attempt to dodge this spell.
- Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- It's a very wild spell and can slam through offensive and defensive spells of its own rank.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: C
Type: Normal Summon
Damage: N/A
Requip/Summon HP: 100
Range: N/A
Speed: OC Speed (C-Rank)
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 10x10 meters, only given by the type of spirit (if it's a human ghost, then the size is the same as the user). It can move at C-Rank OC Speed and deal C-Rank Character damage in every hit. [A normal C rank summon does 12HP damage. ]
Strengths:- He can use the spell to outnumber a person.
Weaknesses:- Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
- If the user takes more than two spells on himself from the opponent, this spell will cancel.
- 2 Passives:
- Synchronization: Whilst teaming up with Mura, he and the summon gets a 55% speed buff for the duration of this spell.
- Confusion: Whilst teaming up with Mura, the opponent gains a 55% debuff in speed upon first hit from either Mura or the summon.
- Synchronization: Whilst teaming up with Mura, he and the summon gets a 55% speed buff for the duration of this spell.
- He can use the spell to outnumber a person.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 10 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and it can reach even more possibilities than earlier. Also, differently from the previous one, this doesn't need to be a very solid form; it can have many forms, such as flames and etc.
Strengths:- It's even stronger than the D-Rank version of Spirit Control.
- The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:- The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
- Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
- He still can't use living things as a medium.
- It's even stronger than the D-Rank version of Spirit Control.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryū: Shingeki)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges in a blind form 120 meters away from his previous position, charges right through the targets and reappears in another position. [The range above and the range in the desc are different. The 120 should be 90.]
Strengths:- The user of this spell will become one with the air; they'll be harder to spot.
- The user can move through defensive spells of a lower rank(s) by sacrificing 5 of its Damage Points.
Weaknesses:- The spell can be evaded by reaching the same speed and keeping up with the user’s range.
- The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
- The user can only use this spell if he's using Kyuken's spirit.
- The user of this spell will become one with the air; they'll be harder to spot.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryū: Taiga)
Rank: C
Type: Area of Effect
Damage: 30
Range: 60 meters
Speed: 30 m/s
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 60 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:- It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.
- The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
- The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:- The user can't move around when launching the hurricane.
- The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
- The target can easily dodge by jumping back and attain a great distance from the user.
- The user can't use this spell if not using Kyuken's spirit.
- It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.
- Jade Dragon; Scythe Talon:
Name: Jade Dragon: Scythe Talon (Hisuiryu: Ōgamatsume)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around, kicking multiple opponents almost simultaneously. It deals 1 C-Rank damage per hit. [Since it's a multi-target, it would deal 75% C rank damage per hit, as you stated above. \o\]
Strengths:- It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:- A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
- The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
- It's a very tough and destructive spell, easily breaking through anything of its own rank.
- Jade Dragon; Tail Whip:
Name: Jade Dragon: Tail Whip (Hisuiryu: Ohoippu)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. If used to hit or push the opponent back, it deals 1 C-Rank damage per hit. However, it can also be used to deflect other spells of the same rank, although only one C-Ranked Spell can be deflected. [Since it's a multi-target, it would deal 75% C rank damage per hit, as you stated above. /o/]
Strengths:- It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:- Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
- Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
- It can both be used as an offensive and a defensive spell, making it versatile.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 meters
Speed: 50 m/s
Duration: 5 posts
Cooldown: 6 posts
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, max 50x50 meter large appearance of the spirit itself that surrounds the user, bursting out from the medium itself. The spirit can be controlled by the user as he moves around with it in synchronization, and it can use various actions. Whilst having this spell activated, the user will always be found inside the golem. It deals 1 B-Rank damage per hit. [Since it's an AOE, it would deal 50% B rank damage per hit, as you stated above. /o\]
Strengths:- This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.
- This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
- The spell can also block a spell of the same rank.
Weaknesses:- The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
- The spell is big, but can easily be cancelled out by a spell of one rank higher.
- It can be easily dodged by stepping further away than the spell reaches.
- The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Single-Target
Damage: 80 HP
Range: 200 meters
Speed: 200 m/s
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell. It deals 1 B-Rank damage per hit. [Since this is single target but you mention having two mediums like a pair of swords, can you clarify that it can still only hit once per post? Please and thanks~]
Strenghts:- It's way stronger than the C and D-Rank versions of Spirit Control.
- The user has an even wider versatility due to the amount of mediums.
Weaknesses:- The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
- Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
- The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- It's way stronger than the C and D-Rank versions of Spirit Control.
- Kyuken-Style; Halo Blade:
Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryū: Dai Gokōjin)
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 meters
Speed: 50 m/s
Duration: Instant
Cooldown: 4 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent. It deals 1 B-Rank damage per hit. [Since it's an AOE, it would deal 50% B rank damage per hit, as you stated above. o7]
Strengths:- It's a very fast spell and can easily hit its opponent if standing close.
- It can easily break through defensive spells of the same rank without cancelling itself.
- It's double as strong against dark magic.
Weaknesses:- It's ½ as strong against earth magic.
- The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
- You can only unlock the spell if using Kyuken's spirit.
- It's also ½ in power against other light mages.
- It's a very fast spell and can easily hit its opponent if standing close.
- Jade Dragon; Hail Uppercut:
Name: Jade Dragon: Hail Uppercut
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 meters
Speed: 50 m/s
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 100 meters in radius. The eruption starts from his own spot, and moves in all directions. It deals 1 B-Rank damage per hit. [Since it's an AOE, it would deal 50% B rank damage per hit, as you stated above. ~o~]
Strengths:- It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:- No getting through defensive spells of the same rank this time.
- The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- It's a very wide-spread spell and can easily hit multiple opponents.
- Jade Dragon; Crushing Fang:
Name: Jade Dragon: Crushing Fang
Rank: B
Type: Single-Target
Damage: 80
Range: 200 meters
Speed: 200 m/s
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect in form of green aura to happen around him; a giant dragon’s head of greenish aura will appear, opening its jaw. Following his charge towards the single target and the downfall of his fist, it will create a devastating explosion that will travel from the user towards the target, pushing the target down upon impact. It deals 1 B-Rank damage per hit as well... [1 B rank damage per post~]
Strengths:- It can easily hit multiple opponents at once, which can be useful for Mura. [Please clarify that the explosion does AOE 50% B rank to anyone caught within B rank burst range]
Weaknesses:- It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
- Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- It can easily hit multiple opponents at once, which can be useful for Mura. [Please clarify that the explosion does AOE 50% B rank to anyone caught within B rank burst range]
- Jade Dragon’s Breath:
Name: Jade Dragon’s Breath
Rank: B
Type: Area of Effect
Damage: 40
Range: 100 meters
Speed: 50 m/s
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 10 meters in radius large beam. Getting hit by this blizzard-like roar will result in an explosion covering 100 meters in radius from the point of impact. It will also release fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 4 posts. It deals one B-Rank damage per hit as well............ [Since it's an AOE, it would deal 50% B rank damage per hit, as you stated above. o/]
Although, after being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus strip the opponent entirely naked for the rest of the thread or until they get something else to put on. [xD!]
Strengths:- It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:- It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
- The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
- It only does its full amount of damage the first, then every second time used.
- It's a very destructive spell and can easily destroy other spells below its power.
- A-Rank Spells:
- Spirit Bind; Grand Manifest:
Name: Spirit Bind: Grand Manifest
Rank: A
Type: Area of Effect
Damage: 50 HP
Range: 150 meters
Speed: 75 m/s
Duration: 7 posts
Cooldown: 8 posts
Description: Pouring a lot of magic power into his own body, Mura expresses the spirit used in form of an enormous figure that will envelop him. The large being is the very manifestation of the spirit used, and it reaches 150 meters in height, 90 meters in width and can range up to 150 meters in radius with its spiritual energy. The form will be able to move its limbs and entire body around rapidly. It can also work as a ‘large as hell’ armor that blocks its own rank of damage before shattering and making it passable.
Strengths:- It’s perhaps the biggest spell in Mura’s arsenal and can execute its task excessively.
Weaknesses:- It’s very large, so it’s easier to target it than other spells, even from afar.
- Given its size, it’s also much easier to be consumed by slayers than any other spell of his.
- It’s perhaps the biggest spell in Mura’s arsenal and can execute its task excessively.
- Spirit Bind; Vigorous Sword Control:
Name: Spirit Bind: Vigorous Sword Control
Rank: A
Type: Multi-Target
Damage: 75
Range: 225 meters
Speed: 165 m/s
Duration: 7 posts
Cooldown: 8 posts
Description: As an A-rank wizard, Mura can pour much more magic power into his spirits as he manifests a new object through a medium. The result is a sword (length: max 225 meters, width: 20 meters max), and in all cases, a sword representing the spirit that can manifest itself in multiple spaces, making it capable of hitting several opponents at once.
Strengths:- Stronger, faster and longer than the other spirit controls, it is.
Weaknesses:- It’s actually easier to block at the start. Given its sudden huge size, Mura can’t maneuver easily whilst wielding the spirit object, so despite its range and power, it can be blocked by a strong shield easier than if he used a smaller, more maneuverable sword.
- Two mediums are needed in order to perform this spell.
- Stronger, faster and longer than the other spirit controls, it is.
- Kyuken-Style; Heavenly Crescent:
- Name: Kyuken-Style: Heavenly Crescent (Kyuken-ryū: Ten no Wangetsu)
Rank: A
Type: AoE
Damage: 50
Range: 150 meters
Speed: 75 m/s
Duration: 4 posts
Cooldown: 5 posts
Description: By swinging the medium downwards, the user causes a vast shockwave of light to spread out in a radius of 150 meters. This shockwave coats the targets within the radius in a bind that absorbs 50% of an A-Rank Area of Effect Spell Damage in Health or Mana from the targets per post and transfers this to the user.
Strengths:- It’s a very good spell when in a corner as the shockwave can confuse the hordes in an instant.
- Its function as an aid spell makes it dangerously unexpected given its offensive, destructive appearance.
Weaknesses:- It can leave Mura open for any attack if the target endures the spell.
- Its range covers 360 degrees, but it’s not very long compared to other spells of this rank.
- Darkness Magic and wizards with light resistance receive less damage. They also don’t have the absorption effect casted on them.
- It’s a very good spell when in a corner as the shockwave can confuse the hordes in an instant.
[I was nearly spirited away by your magic! *buh dum tiss* You know the drill~ If anything is confusing, ask questions right here. :3 ]
Mura KenshoThe Ghost Slayer
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Pluto's Oathbreaker
Position : God of Mettle
Partner : Mythica
Faction : The Luminous Covenant
Posts : 2597
Guild : Fairy Tail (GM)
Cosmic Coins : 155
Dungeon Tokens : 21
Age : 25
Experience : 10,355
Character Sheet
First Skill: Spirit Completion Magic
Second Skill: Onmyōdō
Third Skill: Second Origin
- Post n°49
Re: Spirit Completion Magic
My body- I mean, *cough*, my spirit is ready! Bump
(let me strip ppl already >c<;;;)
(let me strip ppl already >c<;;;)
88- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Descendant of the Candy Witch
Position : None
Faction : The Rune Knights
Posts : 802
Guild : Guildless
Dungeon Tokens : 5
Experience : 2,545,552
Character Sheet
First Skill:
Second Skill:
Third Skill:
- Post n°50
Re: Spirit Completion Magic
- ♛:
- Mura Kensho wrote:Spirit Bind Magic
Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
Secondary Magic: Onmyōdō, The Way of Yin and Yang
Caster or Holder: Caster, Prevalent Benefit (The magic costs 10% less to use)
Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.
Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)
Strengths:
1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. That's because their spiritual signatures and auric essences are far more exposed than that of, say, mortal beings and beings with solid, exterior vessels.
3. It's exotic with its ability to boost a person's melee/tool power to the level of spells.
4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.
5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.
Weaknesses:
1. Ehm (uhm, mhm, hmh, hmm...), the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".
2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.
3. You can't use more than one spirit in one medium.
4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.
5. You need at least one spirit and one medium to engage in combat.
6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.
Lineage:- Aspect of Pluto:
Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now, the hand of death touches Pluto's host.
Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark 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 a death (dark) mage uses for a spell to nullify it.
Gains a user-ranked Dark-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
Unique Abilities:
1. "Eyes On The Neck": Mura can see spirits of the living and the dead, but also a bit more than that. By cooperating with an external spirit, Mura can see and fathom all movements beyond his perception when in combat. He can then see everything in a distance of 75 meters in radius around him, but this requires a separate spirit's energy to perform.
2. A Soul Is Hard To Heal: A passive that grants the user the power to not damage one's flesh and skin, but one's soul. When Mura successfully hits an opponent with am offensive spell, the target's spell damage resistance is debuffed by 65% for 4 posts and has a cooldown of 5 posts.
3. Auric Influence: The mastery of his own soul appears in and out of combat; Mura's mind and soul are often in what could be called a perfect harmony and synchronization. Because of this spiritual and psychic mastery over the bodily elements and the auric presences, he receives 10 MP per post in 5 posts, which obviously can't go over his max MP despite any exceeding mana pool that he ever has. It only happens when his mana pool is below his max amount (which depends on rank), and if having activated a spell, then the ability is paused by one post as cooldown. Again, it happens in 5 posts, before the ability stops as well, so it's not a permanent mana gain. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.
4. Ethereal Force: Mura can turn parts of or all of his flesh and bones into a spirit himself. With this ability, he can move around freely, and all spell damage dealt to him is halved by 50% for the duration of this UA. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement speed by 20%, although he needs to stay inside of the person to keep it active. That specific ability lasts for 3 posts only (if the target is more than one rank above him, it only lasts for 1 post) and can only be used once per target; he can't damage the person while binded.
He can only do this 'body-turn-to-ghost' thing three times per thread with a 5 post cooldown per use.
5. Ghost Slayer: This unique ability grants Mura a permanent +50% spell damage to his spells if targeting any summoned creature or celestial spirits/normal spirits that he may face before his path. Plot-wise, it makes him a bane to summons and contracted creatures as well as ghosts and otherworldly spirits such as yōkai, tikis etc. (how weeb)- Advanced Spells:
- Name: Aspect of Pluto: Helmet of Invisibility
Rank: D+
Type: Burst
Duration: 3 posts
Cooldown: 4 posts
Downside: N/A
Description: A sinister, black aura manifests a Greek helmet on Mura's head. This helmet not only renders his entire body invisible in general, but the helmet manifests an invisible curtain that covers his bodily and magical presences such as audio and smell (but not touch and kinetic presences, in which Mura can still touch and let people know that someone is in physical contact with them) for the duration.
Strengths:
1. It's so easy to gain control of a situation when the enemy can't see you.
Weaknesses:
1. Slayers are able to scent his sheltered presence with their enhanced senses. Despite not enough to pinpoint his exact position, it can put pressure on him and raise the enemy's guard up.
2. If, somehow, the helmet was to be removed from his head prior to the end of the duration, the spell will cancel and expose him.
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Name: Aspect of Pluto: Plouton
Rank: C+
Type: Healing
Healing Rate: 60 per post
Range: 180 meters
Speed: 180 m/s
Duration: 5 posts
Cooldown: 6 posts
Description: Despite so sinister, Hades is bountiful. The name 'Plouton' implies richness and wealth, materialistically and healthily. This spell heals one target per post and heals max 300 HP overall, which can either be distributed to several or granted to one person only. It also removes any negative status effect upon the target if max one rank higher than this spell or lower.
Strengths:
1. Healthy people live longer.
Weaknesses:
1. It heals less per post than an instant healing would, so if the enemy catches up with many hits and attacks, then it is possible for this healing spell's effect to lose weight.
2. It only heals one target at a time/per post.
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Name: Aspect of Pluto: Cerberos
Rank: B+
Type: Grande Summon
Damage: 31.5
Summon HP: 270
Speed: 40 Mph
Duration: 5 posts
Cooldown: 6 posts
Description: By holding out his hand, an obsidian gate will be spawned right by the palm, instantly opening and releasing a three-headed monster dog with an infestation of cobra heads for a mane, blood-red eyes and a fuming aura around it. Cerberos, the guard dog and hound of Hades, will heed to Mura's side and obey his orders. It can deal B+ Ranked Grande Damage with its sharp claws or fuming jaw.
Strengths:
1. It's very loyal to Mura and can easily coordinate its attacks after his command.
Weaknesses:
1. Cerberos deals half damage, both through physical and magical attacks, against other Darkness Mages.
2. It is susceptible to Mind Control, and a Mind Spell of one rank lower than itself is enough to keep it from attacking the enemy. Any Mind Spell of the same rank or over is enough to completely take control over it.- Active:
- Name: Recoil!
Rank: B+
Type: Area of Effect
Damage: 60
Range: 150 meters
Speed: 75 m/s
Description: It is said that Cerberos' mouth is so tainted by the Underworld's atmosphere that merely opening it in any way is a death wish. This spell lets Cerberos open its mouth and release an instant wave of glowing lava from its mouth - plus its mane of snakes mixing a dangerous venom within the magma. This attack deals both B+ Ranked Spell damage and, upon impact, infects the target with mana damage in form of 20 MP burnt away per post for as long as Cerberos is around.
- Passive:
- Name: Hades' Familiarity
Description: Whenever Cerberos is around Mura, his spell resistance is increased by 60%.
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Name: Aspect of Pluto: Soul Tear
Rank: A+
Type: Single-Target
Damage: 150
Range: 300 meters
Speed: 300 m/s
Duration: 6 posts
Cooldown: 7 posts
Description: The spirit under Mura's control transfers towards any medium in his hand, then transforms into a 1 meter long, crooked scythe of dark-purple mana. The scythe can be launched like the tongue of a chameleon, using its speed and range to latch onto any living target and deal 1 A+ Ranked Damage. However, any hit target will have chunks of their souls exposed as if they were about to be harvested - this effect does not have any power alone, though.
Strengths:
1. Its secret strength lies in its combinative effect with its S-Ranked successor, which shows the real danger of this spell.
Weaknesses:
1. It cannot latch onto the souls of angels.
2. It's a small scythe, so despite its range, it can be avoided rather easily if one's eyes are open.
- Signature Spells:
Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
Rank: D
Type: Buff
Damage: N/A
Range: N/A
Speed: N/A
Duration: 4 posts max
Cooldown: x amount of posts used, max 4 posts
Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.
Strengths:- It increases either the power or the speed of the user, which is a great advantage in battle.
- This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.
- This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.
Weaknesses:- It's a close combat spell, so distance is the opponent's advantage.
- He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
- It doesn't boost Mura's defense, so he's still as weak to attacks as before.
- He can only use one spirit to buff himself with at a time.
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Name: Spirit Bind: Sphere
Rank: A
Type: Defensive
Damage: N/A
Range: 150 meters
Duration: 3 posts
Cooldown: 3 posts
Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere that can expand into a radius of 150 meters max, granting them 2x a A-Rank spell damage power to be blocked before cracking away.
Strengths:- It's an efficient way to protect the user.
- It can catch the opponents in a surprise due to its transparent look.
Weaknesses:- People who have a special way to see the sphere deal 25% more damage to it.
- If broken, the user gains 5 HP damage due to the knockback.
- If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.
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Name: True Aspect of Pluto (Shin Pluto no Yósó)
Rank: A
Type: Buff
Damage: N/A
Range: N/A
Duration: 5 posts
Cooldown: 5 posts
Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 65% for a short amount of time.
Strengths:- All his spells will be stronger for the duration.
- The dark forces are double as strong against light magics and mages.
- It spreads out fear and despair around its surroundings, most likely shocking those near him...
Weaknesses:- The user will be ½ as strong, as well as fragile, against God Slayers.
- Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...
- He can only use it if he'd lost 10% of his health.
- It takes 2 HP per post when activated.
- It increases either the power or the speed of the user, which is a great advantage in battle.
- D Rank Spells:
- Kyuken-Style; Samurai's Grace:
Name: Kyuken-Style: Samurai's Grace (Kyuken-ryū: Samurai no Yūyo)
Rank: D
Type: Counter
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: Instant
Cooldown: 2 posts
Description: The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells or damage up this spell's rank in damage power by engulfing himself in light and move max 60 meters towards the enemy. It activates once a spell or attack of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.
Strengths:- It's a long ranged attack and can reach up to 60 meters.
- It's a good counter with that range, so it helps him against distance-using opponents.
- He can use it swiftly and more versatile than other long-range spells because of its strange way.
Weaknesses:- It can be dodged easily by getting jumped over.
- If the opponent is too far away, the spell won't be effective.
3. It can't counter (block) spells higher ranked than its own rank, so C and B-Ranked spells will still deal damage to him.
4. It can't be used if Kyuken isn't fused within Mura.
- It's a long ranged attack and can reach up to 60 meters.
- Spirit Bind; Control:
Name: Spirit Bind: Control (Seirei Musubu: Shihai)
Rank: D
Type: Single-Target
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: 3 posts
Cooldown: 4 posts
Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances. It can also extend itself. Being purely offensive, this spell does 1 D-Ranked melee damage per hit.
Strengths:- It can be used with any object that the user can hold in his hand.
- The bounded spirit's medium increases in damage.
- The user can control the medium at will, as long as the spirit is inside it.
Weaknesses:- If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.
- The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
- Other spirits/ethereal beings can break the user's spirit control.
[*]He can't use living things as a medium.
[/list]- It can be used with any object that the user can hold in his hand.
- Spirit Bind; Protect:
Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
Rank: D
Type: Defensive
Damage: N/A
Range: 60 meters
Speed: 60 m/s
Duration: 2
Cooldown:3
Description: The user's unified spirit medium (the spell on top) creates a spirit shield in front of the user (or one ally) to protect him from upcoming spells up to 2 D-Rank spells or 1 C-Rank spell.
Strengths:- His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
- He's able to shield his teammates as well, as long as they're close to him.
Weaknesses:- Isn't good at blocking stronger attacks.
- His spirit can't look around for Mura when using this move.
- If Mura gets knocked back, the spell will break even if it haven't blocked anything.
- His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
- Kyuken-Style; Vacuum Buddha Slash:
Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryū: Shinku Budda Giri)
Rank: D
Type: Single-Target
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: Instant
Cooldown: 2 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 10 meters in width and 30 meters in height.
Strengths:- The user can hit opponents further away from him.
- It's a fast spell and can quickly catch up to the target.
- It's 2x as strong against Lightning/Thunder Magic.
Weaknesses: - It's weak against Fire Magic. It only deals half damage against Fire users.
- It's also weak against Metal Magic.
- The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
- It can't be used without the spirit of Kyuken.
- The user can hit opponents further away from him.
- Jade Dragon; Gem Barrage:
Name: Jade Dragon: Gem Barrage (Hisuiryu: Hozon Rendan)
Rank: D
Type: Offensive, Emerald
Damage: 40
Range: 60 meters
Speed: 60 m/s
Duration: Instant
Cooldown: 2 posts
Description: With the soul of Zirconis, the user launches himself forward, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard. It deals 1 D-Rank damage per hit.
Strengths:- It's a very wild spell and can slam through offensive and defensive spells of its own rank.
Weaknesses:- It can only be launched forward, which eases the attempt to dodge this spell.
- Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
- It's a very wild spell and can slam through offensive and defensive spells of its own rank.
- C Rank Spells:
- Spirit Bind; Embodiment:
Name: Spirit Bind: Embodiment
Rank: C
Type: Normal Summon
Damage: 12
Requip/Summon HP: 100
Range: N/A
Speed: OC Speed (C-Rank)
Duration: 4 posts
Cooldown: 5 posts
Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 10x10 meters, only given by the type of spirit (if it's a human ghost, then the size is the same as the user). It can move at C-Rank OC Speed and deal 12HP damage in every hit.
Strengths:- He can use the spell to outnumber a person.
Weaknesses:- Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.
- If the user takes more than two spells on himself from the opponent, this spell will cancel.
- 2 Passives:
- Synchronization: Whilst teaming up with Mura, he and the summon gets a 55% speed buff for the duration of this spell.
- Confusion: Whilst teaming up with Mura, the opponent gains a 55% debuff in speed upon first hit from either Mura or the summon.
- Synchronization: Whilst teaming up with Mura, he and the summon gets a 55% speed buff for the duration of this spell.
- He can use the spell to outnumber a person.
- Spirit Bind; Strong Control:
Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: 4
Cooldown: 5
Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 10 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and it can reach even more possibilities than earlier. Also, differently from the previous one, this doesn't need to be a very solid form; it can have many forms, such as flames and etc.
Strengths:- It's even stronger than the D-Rank version of Spirit Control.
- The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.
Weaknesses:- The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.
- Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.
- He still can't use living things as a medium.
- It's even stronger than the D-Rank version of Spirit Control.
- Kyuken-Style; Charge:
Name: Kyuken-Style: Charge (Kyuken-ryū: Shingeki)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: Instant
Cooldown: 3 post
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges in a blind form 90 meters away from his previous position, charges right through the targets and reappears in another position.
Strengths:- The user of this spell will become one with the air; they'll be harder to spot.
- The user can move through defensive spells of a lower rank(s) by sacrificing 5 of its Damage Points.
Weaknesses:- The spell can be evaded by reaching the same speed and keeping up with the user’s range.
- The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.
- The user can only use this spell if he's using Kyuken's spirit.
- The user of this spell will become one with the air; they'll be harder to spot.
- Kyuken-Style; Stream:
Name: Kyuken-Style: Stream (Kyuken-ryū: Taiga)
Rank: C
Type: Area of Effect
Damage: 30
Range: 60 meters
Speed: 30 m/s
Duration: 2 posts
Cooldown: 3 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 60 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.
Strengths:- It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.
- The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.
- The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.
Weaknesses:- The user can't move around when launching the hurricane.
- The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.
- The target can easily dodge by jumping back and attain a great distance from the user.
- The user can't use this spell if not using Kyuken's spirit.
- It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.
- Jade Dragon; Scythe Talon:
Name: Jade Dragon: Scythe Talon (Hisuiryu: Ōgamatsume)
Rank: C
Type: Multi-Target
Damage: 45
Range: 90 meters
Speed: 65 m/s
Duration: 2 posts
Cooldown: 3 posts
Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around, kicking multiple opponents almost simultaneously. It deals 75% of a C-Rank spell damage per hit.
Strengths:- It's a very tough and destructive spell, easily breaking through anything of its own rank.
Weaknesses:- A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.
- The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
- It's a very tough and destructive spell, easily breaking through anything of its own rank.
- Jade Dragon; Tail Whip:
Name: Jade Dragon: Tail Whip (Hisuiryu: Ohoippu)
Rank: C
Type: Multi-Target
Damage: 45 HP
Range: 90 meters
Speed: 65 m/s
Duration: Instant
Cooldown: 3 posts
Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. If used to hit or push the opponent back, it deals 75% of a C-Rank spell damage per hit. However, it can also be used to deflect other spells of the same rank, although only one C-Ranked Spell can be deflected.
Strengths:- It can both be used as an offensive and a defensive spell, making it versatile.
Weaknesses:- Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.
- Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
- It can both be used as an offensive and a defensive spell, making it versatile.
- B Rank Spells:
- Spirit Bind; Great Soul:
Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 meters
Speed: 50 m/s
Duration: 5 posts
Cooldown: 6 posts
Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, max 50x50 meter large appearance of the spirit itself that surrounds the user, bursting out from the medium itself. The spirit can be controlled by the user as he moves around with it in synchronization, and it can use various actions. Whilst having this spell activated, the user will always be found inside the golem. It deals 50% of a B-Rank spell damage per hit.
Strengths:- This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.
- This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.
- The spell can also block a spell of the same rank.
Weaknesses:- The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.
- The spell is big, but can easily be cancelled out by a spell of one rank higher.
- It can be easily dodged by stepping further away than the spell reaches.
- The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
- This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.
- Spirit Bind; Dual Control:
Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
Rank: B
Type: Multi-Target
Damage: 60 HP
Range: 200 meters
Speed: 200 m/s
Duration: 5 posts
Cooldown: 6 posts
Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell. It deals 75% B-Rank damage per hit.
Strenghts:- It's way stronger than the C and D-Rank versions of Spirit Control.
- The user has an even wider versatility due to the amount of mediums.
Weaknesses:- The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.
- Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.
- The user can split one spirit into two mediums, but can't use three spirits with two mediums.
- It's way stronger than the C and D-Rank versions of Spirit Control.
- Kyuken-Style; Halo Blade:
Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryū: Dai Gokōjin)
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 meters
Speed: 50 m/s
Duration: Instant
Cooldown: 4 posts
Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent. It deals 50% of a B-Rank spell damage per hit.
Strengths:- It's a very fast spell and can easily hit its opponent if standing close.
- It can easily break through defensive spells of the same rank without cancelling itself.
- It's double as strong against dark magic.
Weaknesses:- It's ½ as strong against earth magic.
- The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
- You can only unlock the spell if using Kyuken's spirit.
- It's also ½ in power against other light mages.
- It's a very fast spell and can easily hit its opponent if standing close.
- Jade Dragon; Hail Uppercut:
Name: Jade Dragon: Hail Uppercut
Rank: B
Type: Area of Effect
Damage: 40 HP
Range: 100 meters
Speed: 50 m/s
Duration: Instant
Cooldown: 4 posts
Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 100 meters in radius. The eruption starts from his own spot, and moves in all directions. It deals 50% of a B-Rank spell damage per hit.
Strengths:- It's a very wide-spread spell and can easily hit multiple opponents.
Weaknesses:- No getting through defensive spells of the same rank this time.
- The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
- It's a very wide-spread spell and can easily hit multiple opponents.
- Jade Dragon; Crushing Fang:
Name: Jade Dragon: Crushing Fang
Rank: B
Type: Single-Target
Damage: 80
Range: 200 meters
Speed: 200 m/s
Duration: Instant
Cooldown: 4 posts
Description: The user, with the power of Zirconis, clashes his fist downwards, causing an effect in form of green aura to happen around him; a giant dragon’s head of greenish aura will appear, opening its jaw. Following his charge towards the single target and the downfall of his fist, it will create a devastating explosion that will travel from the user towards the target, pushing the target down upon impact. It deals 1 B-Rank damage per post as well, but only if hit by Mura’s fist; the explosion does AoE 50% B-Rank spell damage to anyone caught within 50 meters by 50 m/s instead.
Strengths:- It can easily hit multiple opponents at once, which can be useful for Mura.
Weaknesses:- It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.
- Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
- It can easily hit multiple opponents at once, which can be useful for Mura.
- Jade Dragon’s Breath:
Name: Jade Dragon’s Breath
Rank: B
Type: Area of Effect
Damage: 40
Range: 100 meters
Speed: 50 m/s
Duration: Instant
Cooldown: 4 posts
Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 10 meters in radius large beam. Getting hit by this blizzard-like roar will result in an explosion covering 100 meters in radius from the point of impact. It will also release fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 4 posts. It deals 50% B-Rank damage per hit as well............
Although, after being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus strip the opponent entirely naked for the rest of the thread or until they get something else to put on.
Strengths:- It's a very destructive spell and can easily destroy other spells below its power.
Weaknesses:- It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.
- The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.
- It only does its full amount of damage the first, then every second time used.
- It's a very destructive spell and can easily destroy other spells below its power.
- A-Rank Spells:
- Spirit Bind; Grand Manifest:
Name: Spirit Bind: Grand Manifest
Rank: A
Type: Area of Effect
Damage: 50 HP
Range: 150 meters
Speed: 75 m/s
Duration: 7 posts
Cooldown: 8 posts
Description: Pouring a lot of magic power into his own body, Mura expresses the spirit used in form of an enormous figure that will envelop him. The large being is the very manifestation of the spirit used, and it reaches 150 meters in height, 90 meters in width and can range up to 150 meters in radius with its spiritual energy. The form will be able to move its limbs and entire body around rapidly. It can also work as a ‘large as hell’ armor that blocks its own rank of damage before shattering and making it passable.
Strengths:- It’s perhaps the biggest spell in Mura’s arsenal and can execute its task excessively.
Weaknesses:- It’s very large, so it’s easier to target it than other spells, even from afar.
- Given its size, it’s also much easier to be consumed by slayers than any other spell of his.
- It’s perhaps the biggest spell in Mura’s arsenal and can execute its task excessively.
- Spirit Bind; Vigorous Sword Control:
Name: Spirit Bind: Vigorous Sword Control
Rank: A
Type: Multi-Target
Damage: 75
Range: 225 meters
Speed: 165 m/s
Duration: 7 posts
Cooldown: 8 posts
Description: As an A-rank wizard, Mura can pour much more magic power into his spirits as he manifests a new object through a medium. The result is a sword (length: max 225 meters, width: 20 meters max), and in all cases, a sword representing the spirit that can manifest itself in multiple spaces, making it capable of hitting several opponents at once.
Strengths:- Stronger, faster and longer than the other spirit controls, it is.
Weaknesses:- It’s actually easier to block at the start. Given its sudden huge size, Mura can’t maneuver easily whilst wielding the spirit object, so despite its range and power, it can be blocked by a strong shield easier than if he used a smaller, more maneuverable sword.
- Two mediums are needed in order to perform this spell.
- Stronger, faster and longer than the other spirit controls, it is.
- Kyuken-Style; Heavenly Crescent:
- Name: Kyuken-Style: Heavenly Crescent (Kyuken-ryū: Ten no Wangetsu)
Rank: A
Type: AoE
Damage: 50
Range: 150 meters
Speed: 75 m/s
Duration: 4 posts
Cooldown: 5 posts
Description: By swinging the medium downwards, the user causes a vast shockwave of light to spread out in a radius of 150 meters. This shockwave coats the targets within the radius in a bind that absorbs 50% of an A-Rank Area of Effect Spell Damage in Health or Mana from the targets per post and transfers this to the user.
Strengths:- It’s a very good spell when in a corner as the shockwave can confuse the hordes in an instant.
- Its function as an aid spell makes it dangerously unexpected given its offensive, destructive appearance.
Weaknesses:- It can leave Mura open for any attack if the target endures the spell.
- Its range covers 360 degrees, but it’s not very long compared to other spells of this rank.
- Darkness Magic and wizards with light resistance receive less damage. They also don’t have the absorption effect casted on them.
- It’s a very good spell when in a corner as the shockwave can confuse the hordes in an instant.