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- Spoiler:
- Nekros wrote:The Great Tree Arc.Nekros - Lost MagicDescription
The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and nature. Certain aspects that contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other tree based plants vegetation.
The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.- Heat Manipulation:
- Heat Manipulation: The Great Tree magic, allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.
- Nature Manipulation:
- Nature Manipulation: The Nature Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create plant life from the ground. Trees can be manipulated in various ways, from growing out of the ground to changing shape into various objects or forms, to basic manipulation and movement. The same goes for other plant life that stems from trees such as vines, moss, and leaves. With greater strength, greater the manipulation possibilities. Unfortunately, this magic does not apply to flowers.
- Planetary Magic Manipulation:
- Planetary Magic Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and control the properties of the earth/planet. The manipulation, more or less, affects the natural magical energy that resides within the planet itself. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Another instance of this manipulation could be shifting the magic enough to cause a vacuum that would drain mages and items of it’s magic. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated. This manipulation and control does not allow for things like manipulating the ground into a mountain or shaping the ground into different forms and such.
Strengths & Weaknesses- S: Many forms of and types of manipulation. (Planetary, Nature, and Heat.)
- S: Targeting: Single-Target, Multiple-Target, or AoE.
- W: When the user tries to continue fighting (4 posts) after MP has reached 0, the user's body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death. This effects may be averted through other magics.
- W: The trees, vines, and leafs are not immune to fire and can still burn.
- Lineage:
- Name: The Sinful Horseman
Description: The Sinful Horseman? Oh what a tale. The very bloodline dates back centuries, possibly even millenniums ago. It’s a rare family, I reckon those who have it don’t even know what it is that flows through their veins. What is it? Why, it’s the blood of a Demon. No no, not like the ones of the country of Sin, something much more horrifying. These sorts of demons ar the corrupted souls of the living. Damned for all eternity to live the rest of their afterlife in Hell. In their lifetime, they would have committed great sin and wrongdoing. Like what? Well… you know, murdering, pillaging, creating sorrow, and much more. There are way too many ways to get sent to hell, now that I think about it.
Ah, where was I… Oh yes! There was a man, name forgotten throughout time, who was particularly horrid. The only title left of him is “The Sinful Horseman”. He was a king; and a particularly tyrannous one at that. He ruled his lands with a cruel fist. How they despised this man, every fiber of their withered being sent hatred his way. The king would take anything and everything he wanted from the citizens. Their food was his, their wealth was taken, even their wives and daughters were eventually grabbed away from their families. The King was a Glutton, amongst all else, this was his greatest sin. He just couldn’t get enough! His desire, his lust, his hunger for everything is what made this Lineage so…. Demonizing.
But why is he called “The Sinful Horseman”? The Gluttony takes the part of the sin…The horseman? Where he had his gluttony, the rest of the nation was poor and in a famine. The citizens were withering away, slowly starving to death as their “King” had plenty. Their crops slowly wilted as the farmers began to perish. The trade started to run dry as the merchants were being taken by death. As the years went by, even the kings… source of women was going barren. The nation was dead and the King? Well, he was the last alive, metaphorically.
The last of the people revolted. Their mobs being filled with thing and ghoulish guardsmen, Deprived husbands, and abused women. Their lives were over, none of them could argue this fact. Was it right? Of course not! It was all deplorable. As the Population dwindled, an assassination started to form. The King loved his food and it was their best chance to rid the kingdom while they still draw breath.
To cut a long story short…. Sort of, the King was poisoned and died in his sin. While his death was needed, the secretly fostered children were escorted out of the country to forever carry on his bloodline. As for the dead king, his soul dropped into the pits of hell, it’s magic changing and forming it into a demon of sufficient nature. Not only did he become One of the Four Horseman, but he was cast as Gluttony itself. The magic that cursed his soul was so great… it cursed the blood of his descendants for all time. The effects would differ from generation to generation, evolving if you will, but the main focus and curse of this Bloodline will always be The Sinful Horseman.- Curse of Insanity:
- Curse of Insanity: The mind is a complex thing, hard to understand as it differs slightly from person to person. So many different factors play into a minds stability and personality. The fears, mental constitution, even something as simple as what a person likes to do as a hobby. What happens when a mind just snaps? Even that isn’t necessarily the same from person to person. Some may go on a rampage while some can just shut down. The Curse of Insanity is the result of one person snapping and making the best of his situation. With his magic having a need to feed, it is released as a need to feast on the sanity and mental stability of all those that enter within it’s range. The aura withers and chips away at the fortitude and mental constitution, slowly making them go insane. The effects of insanity are different for each with in range. One could imagine their fears coming true, constant visions of events and scenes that aren’t having (such as the death of a loved one).
Cost: N/a, Always on.
Effects:- Distractions/Hallucinations of all senses.
- +15% MP cost to all within range (that is not the wielder).
- Aura Range: 12 meter Radius (D-rank) + 8 meter per rank up.
Drawbacks:- Can affect allies.
- Mages of a higher rank suffer from only 50% of the effects. [Meaning, they only suffer a +7% MP to all spell costs]
- Distractions/Hallucinations of all senses.
- Curse of Withering:
- Curse of the Withering: The Curse of the Withering is a rather nasty piece of work. The body is made up of components that require nutrients to live and operate. The organs, flesh, bones, and nerves, they all need nourishment to continue their functions. This ability begins to wither that flesh, those nerves and the bones. They slowly begin to deteriorate and draining the body of it’s nutrients. It is withering the tissue away to nothingness, rotting the living to its very core. The person affected would begin to feel drained, as if they hadn’t eaten anything in awhile. That feeling would slowly grow into a starvation-esque feel before the pain started to set in. This ability takes the form of an AoE Arua and effects start to take when people come into contact with the arua’s diameter.
Cost: N/a, Always on.
Effects:- Deals 50% spell damage of Users Rank (Ex. C-rank Mage: this ability would do 20 hp damage per post).
- Aura Range: 12 meter Radius (D-rank) + 8 meters per rank up.
- Can affect allies.
- Deals 50% spell damage of Users Rank (Ex. C-rank Mage: this ability would do 20 hp damage per post).
- A Gluttons Resistance:
- A Glutton’s Resistance: The Gluttons Resistance comes isn’t as it seems. Rather than resisting blocking damage, the glutton eats an incoming spell, absorbing part of its magic. The spell still hits and does damage, but for less than intended. The likely way, those who use this, have theorized that this ability gets its name through the absorbed magical energy, it acts as a buffer or resistant force against the rest of the spell.
Effects: Reduces spell damage by 25%.
- The Gluttonous Pit:
- The Gluttonous Pit: Always hungry, never being satisfied with your bodies most desired source of fuel, in this case, magic. The people of this lineage have a constant hunger, a need to consume magic energy for himself. The hunger causes the body to automatically feed through the pores, taking magic from the planet. Being this, the user is always regenerating their magical supply, even at the cost of the plants.
Effects: + 2% MP every Post.
Unique Abilities- Unique Ability – One with the Tree:
- One with the Tree: The One with the Tree ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.
- S: Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).
- W: Can be detected by magical sensory spells.
- W: When the tree is damaged beyond recognition, the user will be forced out. (EX. When the tree burns burns down, exploded, etc).
Cost: (Follows Spell Cost vs Wizard rank guide for D-rank spells)
Cooldown: 2 Posts after fully emerging from the tree. - S: Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).
- Unique Ability - Earthland's Eye:
- Earthland's Eye: Earthland's Eye is an ability that enhances a wizards natural sensing ability. This comes through being connected to the planet, being in-tune with the magic that flows with in Earthland. The magic fills the user and reaches out to find sources of magic and locates them. The effect of this ability has strengthened the mages sensory ability. Using the earthland magic, the users sensory is 75% more effective in range and power. (Example: D-ranks Sensor ability has a range of 100 meter it is now 175 meters.)
- Unique Ability – Land Shark:
- Land Shark: Land Shark, or One with Earthland, is an ability much like One with the Tree. The user, Jaeger, merges into the ground and becomes one with Earthland or whatever planet they are on. The user is effectively a land shark, swimming through its natural habitat. While merged, it is very difficult to be sensed by any means. Their magic is effectively mixed in with the planets, leaving the mage there without a trace.
- S: Tough to detect: It is harder to detect a mage that is merged with the planet. Normal senses such as smell, sight, hearing, etc, are nullified as the user doesn’t make a smell or sound. Users magic is blended into the planet, essentially allowing them to just vanish.
- W: Is not used as any sort of bonuses for control or damage.
- W: The user cannot move miles upon miles in mere moments with the traveling aspect of the ability. It doesn’t allow for that sort of speed boost.
- W: To go from a merge with the planet to a tree, user must pay the MP costs for “One with the Tree”. No free merge switching. Also applies to go from tree to planet, mage must pay the cost of this ability.
Cost: (Follows Spell Cost vs Wizard rank guide for C-rank spells)
Cooldown: 3 Posts After Emerging from the ground. - S: Tough to detect: It is harder to detect a mage that is merged with the planet. Normal senses such as smell, sight, hearing, etc, are nullified as the user doesn’t make a smell or sound. Users magic is blended into the planet, essentially allowing them to just vanish.
Spells- D-Rank Spells:
- Sica:
- Sica
Rank: D-Rank
Type: Offensive
Duration: 2 Post Duration
Cooldown: 3 posts
Description: Sica is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions. Each leaf/blade does 10 HP damage.- S: Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
- W: While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
- W: Directional. The leafs only cut in the direction the user’s hand waves.
- S: Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
- Tree Summon:
- Tree Summon
Rank: D-Rank
Type: Supplementary
Duration: Instant
Cooldown: 1 post
Description: Tree Summon is a supplementary spell that summons a single, average tree in the location of the users choice. The type of tree summoned is dependent to the region the spell is used. If the area is full of pine trees, the tree summoned would be an ordinary Pine Tree.- S: The trees summoned can be used in conjunction with other Great Tree spells or Passives.
- S: Becomes a part of the environment. Only Special part of this is that the user is able to un-summon or wither the tree to nothingness.
[*]W: Can be chopped or cut down.
[*]W: Has no extra endurance to withstand blasts or fires.
[*]W: Only 1 tree can be summoned per spell use. If the user wants another tree, they'd have to pay the cost again to get another tree.
[/list] - S: The trees summoned can be used in conjunction with other Great Tree spells or Passives.
- Root Shield:
- Root Shield
Rank: D-rank
Type: Defensive
Duration: Instant
Cooldown: 2 Posts
Description: The Root Shield spell does what its name implies, creates a shielding made of roots. The roots emerge from the ground that is in front of the user and forms a large user sized X. The roots are thick and pointed at the tips. Takes Two D-ranks worth of Damage or 1 D-rank fire damaging spell.- S: Defends the user from forward attacks.
- W: Only Blocks from one direction.
- W: Cannot manipulate the roots afterwards.
- S: Defends the user from forward attacks.
- Shark Teeth:
- Shark teeth
Rank: D-Rank
Type: Offensive
Duration: Instant
Cooldown: 2 Post
Description: The Shark Teeth spell utilizes a tree that is there naturally or has been summoned. The user gets behind it and punches the tree. Once connected, the force of the punch propels 10 smallish chunks of tree out flying in the direction it punched. The chunks look like little shark teeth. The shards have an effective range of 30 feet before they begin to fall. Does 1.50x normal D-rank damage within the 30 feet. Does no damage afterwards.- S: Extremely damaging at close range.
- W: Once out of effective range, does no damage.
- W: Requires a tree or some form of wood.
- S: Extremely damaging at close range.