Magic
Primary Magic: Thunder Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Thunder magic is the manipulation and summoning of lightning based magic. It can be used to call forth bolts of lightning to cause high damage, while also capable of using electricity for various other minor self and ally support features. It summons bright golden blots of electricity that can be used in devastating attacks.
Zukuro utilizes the thunder magic to strike his opponents and enemies with powerful bolts of electricity that hold the voltage of extremely devastating thunder storms. Not only can he use it to deal significant damage, but he also can use it to enhance his own speed by jump starting his body in a sense. Another capability of the magic is granting him the ability to teleport short distances in bolts of lightning to move almost instantaneously to targets or locations. Finally he can also (on more powerful levels than D rank) use the magic to perform minor healing in tough situations, able to provide minor life support in the form of trying to jump off the body of an injured or dying ally.
Strengths:
Weaknesses:
Lineage: Knight of Destiny
Unique Abilities:
Spells:
Name: Lightning Bolt
Rank: D
Type: Offensive Lightning Spell
Duration: Instant Spell
Cooldown:Two posts
Description: Lightning bolt is as it sounds, a bolt of electricity that moves at great speed and strikes hard. A simply extension of his arm before almost immediately launching the spell from his hands, sending it up to 20 meters away. It moves at great speed and strikes the target hard with powerful impact, causing a small explosion of electric energy. It's simply a bolt of golden lightning that can be aimed and shot at a single target.
Strengths:
Weaknesses:
Name: Stun
Rank: D
Type: Support Lightning spell
Duration: 3 Turns
Cooldown: 4 Turns
Description: A less powerful, but more precise shot of electricity. It only takes a moment to cast, and is shot from the finger tips as a small series of needle like electric shocks. The golden electricity strikes all over the body of the opponent, shooting electricity into the nervous system and locking the body for a relatively long duration of 3 turns, leaving them open to several attacks unless protected by allies. It causes temporary paralysis that restricts movement, though a strong enough opponent could possibly strain enough to move regardless.
Strengths:
Weaknesses:
Name: Jump Start
Rank: D
Duration: 4 turns
Cooldown: 5 turns
Description: A utility spell that allows Zukuro to increase his movement speed and reaction times due to shocking his own nervous system. It takes a moment to activate but once it's been activated his body is covered in bouncing golden electricity that continually keeps his nerves in shock. The electricity causes the nerves to react and move the body with heightened speed and agility by giving a 20% increase to speed and reflex to his natural or current speed, making it easier to close distances and deliver flurries of physical attacks on his opponents, as well as dodge and block with more ease. (Boost while active)
Type: Description: Lightning Utility
Strengths:
Weaknesses:
Name: Chain Bolt
Rank: D
Type: Offensive Lightning
Duration: 1 Turn
Cooldown: 2 Turns
Description: A powerful bolt of lightning that is shot quickly at an enemy. Upon connecting with the enemy it will shoot electricity from them, and cause it to bounce over to the nearest target as long as that target doesn't exceed seven meters, meaning that for maximum effect enemies would need to be herded into a general area.. It can launch from the target three times. Meaning that the attack has the possibility to strike a total of four times.
Strengths:
Weaknesses:
Primary Magic: Thunder Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description:
Thunder magic is the manipulation and summoning of lightning based magic. It can be used to call forth bolts of lightning to cause high damage, while also capable of using electricity for various other minor self and ally support features. It summons bright golden blots of electricity that can be used in devastating attacks.
Zukuro utilizes the thunder magic to strike his opponents and enemies with powerful bolts of electricity that hold the voltage of extremely devastating thunder storms. Not only can he use it to deal significant damage, but he also can use it to enhance his own speed by jump starting his body in a sense. Another capability of the magic is granting him the ability to teleport short distances in bolts of lightning to move almost instantaneously to targets or locations. Finally he can also (on more powerful levels than D rank) use the magic to perform minor healing in tough situations, able to provide minor life support in the form of trying to jump off the body of an injured or dying ally.
Strengths:
- Paralysis: A large portion of the Thunder Magic spells can cause temporary paralysis, stopping movement of enemies or targets by paralyzing the nerves and locking up the body.
- Fast Striking: Thunder magic moves quickly and strikes with incredible speed. Due to being lightning it makes the movement as fast as... well lightning, making it difficult, though definitely not impossible to dodge.
- Chain Lightning: Several spells in this caster magic type are able to strike multiple targets via sending out shockwaves of electricity in the immediate area or bouncing from target to target.
Weaknesses:
- Earth Magics: It could probably be assumed, but lightning and earth don't mix well, being that earth doesn't conduct electricity. Earth magic can be used to nullify the effects of this magic type.
- Redirected: Lightning travels the path of least resistance, and is hard to control when it is being conducted. There is the potential for someone to cause harm to his allies by redirecting his lightning to hit them (ex: If they were standing on water that was struck by his magic)
- Loss of Control: As mentioned before, lightning moves extremely quickly. This means that once the spell has been shot, there is little to nothing that he can do to redirect it's course without it being redirected through some other source than his own magic. (Can't make it turn to go after a target)
- Short Duration: Lightning isn't known for it's ability to sustain itself like fire can. It doesn't take long of being stopped and kept from striking before the lightning altogether ceases to exist.
Lineage: Knight of Destiny
Unique Abilities:
- Teleportation: Zukuro uses his ability to teleport with lightning to quickly close the gap between him and his targets, able to move up to 15 meters. Due to the magical power not so much being shot from his body and more so used to carry him, the drain of the spell is minor only costing 5% of his MP.
- Jump Start: He uses his magic to jump start the nerves in his body, increasing reaction and movement speed by shocking the nerves into action. Much in the way that electricity can lock the body up by making the nerves tense suddenly, this ability makes the nerves tighten the body faster in order to make the user move with a 30% boost on reflexes and speed(Passive) .It can also be used to help provide life support, shocking the nerves or even heart into a stable condition to hold off on death of allies until a more permanent solution can be used.
- Taser: The voltage in his magic can reach levels high enough to temporarily over ride the nervous system and lock up the body, causing temporary paralyses for 1 turn. Limited to three spells in a topic and only able to stun opponents of equal or lower level to the spell being used.
Spells:
Name: Lightning Bolt
Rank: D
Type: Offensive Lightning Spell
Duration: Instant Spell
Cooldown:Two posts
Description: Lightning bolt is as it sounds, a bolt of electricity that moves at great speed and strikes hard. A simply extension of his arm before almost immediately launching the spell from his hands, sending it up to 20 meters away. It moves at great speed and strikes the target hard with powerful impact, causing a small explosion of electric energy. It's simply a bolt of golden lightning that can be aimed and shot at a single target.
Strengths:
- Speed: This spell moves with great speed making it difficult to dodge
Weaknesses:
- Speed: Because of it's high movement speed it can't be redirected by the caster and once fired moves in a straight line that he is unable to alter.
- Blockable: While it's difficult to dodge, the spell can easily be blocked if another obstruction is placed infront of it.
Name: Stun
Rank: D
Type: Support Lightning spell
Duration: 3 Turns
Cooldown: 4 Turns
Description: A less powerful, but more precise shot of electricity. It only takes a moment to cast, and is shot from the finger tips as a small series of needle like electric shocks. The golden electricity strikes all over the body of the opponent, shooting electricity into the nervous system and locking the body for a relatively long duration of 3 turns, leaving them open to several attacks unless protected by allies. It causes temporary paralysis that restricts movement, though a strong enough opponent could possibly strain enough to move regardless.
Strengths:
- Stun: It freezes opponents of weaker to slightly stronger than himself, becoming less effective on those slightly stronger(1 rank) and useless against those greatly more powerful(2+ ranks)
Weaknesses:
- Low Damage: Not a particularly powerful attack when it comes to damaging the target, it is purely for utility and doesn't cause hardly any physical harm.
- Breakable: A target with enough physical might has the capability to break out of the spells paralyzing effect, though they would have to be considerably stronger than him, it isn't an instant freeze that can stop just any target that he goes against.
Name: Jump Start
Rank: D
Duration: 4 turns
Cooldown: 5 turns
Description: A utility spell that allows Zukuro to increase his movement speed and reaction times due to shocking his own nervous system. It takes a moment to activate but once it's been activated his body is covered in bouncing golden electricity that continually keeps his nerves in shock. The electricity causes the nerves to react and move the body with heightened speed and agility by giving a 20% increase to speed and reflex to his natural or current speed, making it easier to close distances and deliver flurries of physical attacks on his opponents, as well as dodge and block with more ease. (Boost while active)
Type: Description: Lightning Utility
Strengths:
- Physical Stun: The lightning that covers his body works like an aura that can stun targets for a moment if they make physical contact with him, making it easier to string combos when its active. Enemies stunned would not be left immobile for long, a single post being missed if they are his level or weaker, and no stun if they are higher than himself in power.
Weaknesses:
- No Armor: Just because the aura like ability covers him and can effect is opponents doesn't mean it provides any means of deflecting damage. He can still be struck through the magic and doesn't take any less damage.
- Moment of Activation: This spell isn't an instant activation like many of his other skills. It does take a moment to activate, even if it is just a brief moment. (1 turn to activate the skill)
Name: Chain Bolt
Rank: D
Type: Offensive Lightning
Duration: 1 Turn
Cooldown: 2 Turns
Description: A powerful bolt of lightning that is shot quickly at an enemy. Upon connecting with the enemy it will shoot electricity from them, and cause it to bounce over to the nearest target as long as that target doesn't exceed seven meters, meaning that for maximum effect enemies would need to be herded into a general area.. It can launch from the target three times. Meaning that the attack has the possibility to strike a total of four times.
Strengths:
- Multi Strike: This spell has the ability to hit more than one target, to the next, and from that new target to the closest one next to them.
Weaknesses:
- No Restrike: This spell has the POSSIBILITY to hit several times, though it can not hit the same target more than once in a casting. If there is only one target then it will strike a single time, and if there are less than four it will not bounce back to a previously struck target.
- Diminishing Potency: The spell has the ability to bounce from target to target, however this removes a portion of it's power with each enemy struck by the lightning. By the time it hits the fourth target it will be significantly reduced in shocking power. It loses a quarter of it's maximum strength for each target it strikes. Dealing 100% Of it's damage on the first target and ending on only 25% if it hits all four .
- Spoiler:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by kingray13 on 23rd December 2015, 10:49 pm; edited 3 times in total