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- Mashyuu wrote:Magic
Primary Magic: Earth Manipulation
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster Baby!
Description:
Of all the elemental magics, Earth Manipulation Magic is the one that requires you to be around the element the most. You must put your heart and soul into the casting of it. Some spells can take time to cast and often wield amazing results. The most obvious applications are of the defensive nature but the offensive magic can be just as impressive.
Mashyuu takes this magic to some amazing heights, as he is the only person he has seen use the magic that is still alive. He often uses simple motions of his hands or fingers to cast his magic and forms weapons and armor from the earth itself. However he has been known to make walls and clouds of pelting stone with his magic as well. His magic can be effective at anywhere from mid to melee range and is obviously great at defense.
Strengths:
-Defensive : The Earth Manipulation magic is a fantastic form of defensive magic. The user can create armors, walls and mists of earth and stone to help defend himself and others from harm.
-Constructive: At the height of it's power Earth Manipulation can create constructs of great power to aid in multiple ways.
-Offensive: While the first and most obvious application of Earth Manipulation magic might be to defend others with it, the spells can also deliver bone breaking blunt and drilling attacks as well as create fine weapons.
Weaknesses:
-Dependent on time and energy: While some spells take little time to cast, other spells require an immense amount concentration to cast, walls, and golem's as well as moving sharp clouds of stone and rock require almost complete attention and sometimes needs a good amount of time to shape into complex forms.
-Erosive: Powerful winds and water can erode the spells effects greatly, causing the earth spells to weaken or even break under the pressure of the magic.
-Encumbering: While the magic is great for defense if used to form armor (The way Mashyuu tends to use it.) It can slow down the wearer a great deal, causing someone who is extremely fast to move at a very noticeable lowered pace.
-Needs earth to use: The biggest draw back is that this magic is completely dependent on the user being in contact with some form of earth, being stone, clay, sand, dirt, ect, ect. Without it the spells have noting to come from.
Lineage:
Aspect of Terra
Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights: Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
Ability: The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth 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 earth spell to nullify it(max S-rank).
Gains a user-ranked Earth-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Passive, 3 post cooldown on nullification. Can only be used three times per thread.
Unique Abilities:
-Earth skate: While his feet or legs are wrapped in earth Mashyuu can propel himself through the ground at a higher speed in a straight line. (10 MPH)
-Tremor Sense: While touching the ground Mashyuu can feel movement up to twenty feet away, helping his reaction time.
-Strong as rock: Carrying around stone, sand and dirt all day makes one strong and that wasn't lost on Mashyuu, at the cost of 5mp Mashyuu can enhance his melee damage by 10%
-Mountain Stance: Mashyuu has developed a firm stance and defensive fighting style, knock back spells and attacks that are of an equal or lower rank of Mashyuu don't move him.
Slayer bonuses:- Bonuses go here.:
- General rule on slayers:
All slayers receive the following:
10% Buff to physical stats(strength, speed etc)
10% Buff to senses(hearing, smell etc)
The ability to enter force after consuming enough of the element
The ability to consume their element to regain MP
A resistance to their element shown by the following chart:
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. ( Ex.: Ice DS cannot eat Dark Ice ) If they do, they get incredibly sick and damage will still be done to them.
The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
Though Dragon Slayers get all of these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything with out getting motion sick. However they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread by the use of a status effect healing spell.
- Signature Spells:
C ranked Signature spell-
Name: rock bullet.
Rank: C
Type: Earth/ Offensive
Duration: instant (1 post)
Cooldown: N/A
Description: Using a single dense rock that is either carried or near by the caster summons it towards them and points. It flies through the air at upwards of 30 mph. and slams hard into the target dealing C rank damage.
Strengths:
-Fast and small- Due to it's swift and small size the spell is hard to track and dodge.
-Long Range- a rare spell for an earth user, this spell has a range of 100 feet.
Weaknesses:
-straight line- If someone can manage to track the spell, it is easy to side step the attack at anything longer than 10 feet away.
-Water- Water based spells and creatures take half damage from this spell
-reflective- Thick shields and walls block the attack and causes the spell to only deal basic melee C rank damage.
Linage Signature:
Name: Armor of Stone
Rank: Linage Spell (Casters rank Max S rank)
Type: Earth/ Offensive
Duration: 5
Cooldown: (Duration plus 2 posts, current 7)
Description: The caster causes rocks and stone slabs to erupt out of the ground and encase the user in a heavy armor to protect against attacks. This armor looks like this:- Armor of stone:
-Defensive- This armor can block two attacks of the casters rank, four of a lower and eight of anything lower than that. As always one attack of a higher rank.
Weaknesses:
-Erosive- Higher ranking water and wind spells automatically break the armor, Only one attack from a water/wind spell of the same rank will be blocked and If attacked again the armor breaks and caster takes 1.5X spell rank in damage.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS- D rank spells.:
Name: Earth fog
Rank: D
Type: Earth/Defensive/Supportive
Duration: 3 posts (Effects last for three posts)
Cooldown: 5 posts
Description: Gathering the bits of dirt/sand or lose rock around in a ten foot area,(Requires one post) the caster brings it up and surrounds himself in a ten foot radius mist of dirt that rises seven feet to hide the movements of anyone inside and slows down some attacks made against anyone in the mist by 10 % while C rank spells are slowed by 5% and B rank and higher spells rip through at no penalty.
Strengths:
- Obscures vision: Those looking in have a hard time seeing those on the inside of the spell, granting a 10% miss chance (This value is cut in half for every rank higher the enemy is than this spell.) with non radius attacks and radius attacks under ten feet.
-Slows attacks: Attacks made into the fog are slowed, reducing damage by 2 points.
-pelting: Anyone who enters the fog after the spell is cast has a 5% chance of being struck for a single point of damage.
Weaknesses:
- Obscured Vision: Those inside the mist are just as blind as those outside looking in. The spell was meant to buy time not hide and attack in. Those attacking from inside without a way to sense others has a 10% miss chance (This value is cut in half for every rank higher the ally is than this spell.) as well.
-Stationary: Once cast the fog cannot move with the caster, thus keeping him or her locked in the spells radius to gain it's defensive effects.
-Pelting: Once someone inside the spell moves from their original position they also have a 5% chance of being struck for 1 point of damage.
-Wind buffed: When a wind of over 10 mph hits the fog, the spell ends early by 1 post.
Name: Stone staff
Rank: D
Type: Earth/ Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: This is a simple spell that is often the first spell taught to Earth Manipulators, the caster simply slams his open palm into the ground and pulls from it a cylinder shaped staff made of stone that is a little taller than the caster.
Strengths:
-Strong: The staff is durable, able to take blunt attacks well without breaking. (Two D rank strikes)
-Mid ranged: While the Staff is a melee weapon, one can use it at mid range of five feet to attack foes.
-Blunt force: The staff is smooth and blunt, allowing for heavy attacks to deal D rank damage.
Weaknesses:
-Slice and Dice: The staff is weak to slashing attacks and will break against swords and other forms of slashing magic. (1 strike)
-Short range: At normal melee range it's harder to use the staff effectively causing a 5% chance to miss the target.
-Sapping: The staff is a basic but consuming magic that drains 1 MP every post it is up.
Name: Sand Skin
Rank: D
Type: Earth/Defensive
Duration:3 posts
Cooldown:5 posts
Description: By focusing on the ground under the caster, the user saps up sand through the ground and wraps their body in a thin layer of constantly moving and shifting armor giving the caster improved defense without losing speed. Their skin takes on a gritty and pale look to it.
Strengths:
-Defensive sand: The sand armor grants a bonus of 10% to defense for the duration of the spell. The Armor can take three D rank hits before reverting back to sand.
-Shifting sand: When anyone attempts to grapple the wearer of the Sand Armor they have a 2% chance of slipping off the target.
-Manipulation: This sand can be used to create other spells such as the Earth Fog at the sacrifice of armor.
Weaknesses:
-Washable: A single water spell of a higher rank can end the early.
-Itchy: The sand is itchy and after the spell ends there is a 2% chance that other spells will fail it's casting for three posts.
-Manipulation: Other Earth Mages can manipulate the sand for other spells.
-Unstable ground: Due to it's shifting nature it's harder to move in anywhere other than a straight line and attacks that have radius or a.o.e. effects have a 10% better chance of hitting.
Name: Stone blast
Rank: D
Type: Earth/offensive
Duration:1 post
Cooldown:Three posts
Description: By simply reaching out with an open palm the caster sprays earth from the ground in a high pressured 25 mph. jet in a fifteen foot wide, ten foot long cone hitting targets for a d rank worth of damage with jagged stone or stinging dirt and sand.
Strengths:
-Fast: The spell is easy to cast and swift to act.
-Mid to close range: The spell is as effective at close range as it is mid range.
-Multiple targets: The spell can hit more than one target in the line of effect, making it ideal for small groups of weak foes.
Weaknesses:
-Stationary: Once the spell is cast it can't be moved or re aimed, making it impossible to track a swift foe with the spell.
-Cool down: While the spell is easy to cast it has a strangely long cool down rate, making it vital to pick the time to use the spell carefully.
-Earth dependent: If there is no sand or stone in the ground, such as in a muddy swamp the spell is useless.
-Reversible: A high wind (A higher ranked wind spell) or extremely reflective armor can cause the stone blast to be sent back at the caster, dealing half damage to the caster.
Name: Earth Dragon's tremor stomp.
Rank: D
Type: Earth/Dragonslayer/Offensive.
Duration:1 post
Cooldown:2 posts
Description: Mashyuu summons up his Dragons Slayer Magic and lifts a leg high into the air before slamming it down hard. The result is a ripple through the earth that is something like a wave that flows through the ground. Spiked pieces of stone jut and pierce those in a 20 foot circle around Mashyuu.
Strengths:
-Knock Down: Due to the ripple in the earth the spell causes those next to the caster have a 50 % chance of knocking targets down.
-Close range: The spell is great at harming those who are close range and slow.
-Multiple targets: The spell can hit more than one target in the line of effect, making it ideal for small groups of weak foes.
Weaknesses:
-Close range: The spell won't harm anyone any more than 20 feet away.
-Earth based: If there is no ground for Mashyuu to stomp on, the spell can't be cast.
-Hampering: Once the spell is cast and rocks jut from the ground it slows down Mashyuu's speed until he can get away from the twenty feet of spiked earth. (Speed reduced by half)
-Knock Down: The spell has a 25% chance to knock the caster down as well.
- C Rank Spells:
Name: Rock Wall
Rank: C
Type: Earth/ Defensive
Duration: 5 posts
Cooldown: 6 posts
Description: The caster extends his arm and brings it up at the elbow at a 90 degree angle and calls fourth from the ground a heavy rock wall that stands at just under six feet tall and three feet wide.
Strengths:
-Defensive- The wall can block four D ranked spells or any combination that equals two C rank strikes, two C ranked spells or one B ranked spell. Any damage from higher ranked spells is reduced by five points.
-Movable- At the cost of five extra MP the caster can move the wall ten feet at a direction of the casters choice so long as it remains in the ground. (Can't climb up walls or make a bridge.)
-Summon swiftly- The wall can be summoned from any area that has earth near it. It sprouts up through tile and wood swiftly to block ranged attacks.
Weaknesses:
-Water erosive- Water spells count as a spell rank higher against this wall.
-Physical- This wall can only stop physical attacks and spells that move through solid objects are not subject to the walls effects.
-Slow- The wall doesn't move fast enough to use as an attack. If moved after summoned the spell can't intercept attacks that move faster than five miles per hour.
-Backfire- If the spell is destroyed by an A ranked spell or higher the spell cooldown increases by one post.
Name: Earth Swim
Rank: C
Type: Earth/ Movement
Duration: 1 post
Cooldown: 3 posts
Description: Stone, dirt, sand, rock or other forms of earth erupt from the ground under the caster and mold around the user. The user is then sucked under ground and can traverse up to 50 feet away from where the user was standing, leaving a non moving shell of the user in his place before raising the user up somewhere else.
Strengths:
-Transports- The user of the spell and any one object (Not counting clothes) Smaller than the caster (Max is half size) is moved under ground up to 50 feet as the user designates then rises out of the ground.
Weaknesses:
-Trailing- This spell leaves a small rivet in the ground, revealing where the caster has come from.
-Limited movement.- This spell can't let the caster move up a wall that isn't a natural formation nor can it allow the caster to move past large bodies of water or other areas of the like, such as lava and deeply rooted walls of ice.
Name: Rock gauntlets
Rank: C
Type: Earth/ Offensive
Duration: 5 posts
Cooldown: 6 posts
Description: By calling up the earth around the user from things like potted plants and rock to anything of earth in between the caster covers his hands up to his just below his elbows in hard gauntlets to attack.
Strengths:
-Strong armed- This spell allows the user to deal C rank damage with his bare hands and forearms.
-Breaching- Due to the nature of the spell, attacks made with the gauntlets can deal D rank damage to phantasmal creatures.
Weaknesses:
-Water Weakness- This spell does only basic damage against water beings.
- limited range- Attacking in this manner requires close hand to hand combat range to be effective.
-Erosive- Wind spells of C rank or higher targeted at the gauntlets instantly end the spell if a block roll is failed.
Name: Earth Dragon's scales.
Rank: C
Type: Earth/Dragonslayer/Armor
Duration:5 posts
Cooldown:7 posts
Description: Mashyuu focuses his life force and Magical power into scales around his body to protect himself from harm. This forms a sort of flexible armor that is able to block both physical attacks and attacks used from phantom and ghost like creatures due to the life energy placed in the spell. This spell blocks an extra damage.
Strengths:
-Sturdy: This spell defends well against all forms of attack.
-Absorbing: Because of the need for life force the spell blocks 140 points of damage.
-Flexible: Due to the nature of the spell it does not slow down Mashyuu at all.
Weaknesses:
-Water Weakness: Water spells still do half Damage against Mashyuu's scales.
-Cool down: While the spell helps defend for a long while it takes even longer to recharge.
-Brittle: A single spell of a higher rank will cause the spell to end on the spot.
-Harmful: In order to cast the spell, Mashyuu must use ten points of his health to fuel the power along with his MP.
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Please remember to post on the magic approval thread to have this re-approved.