TacticalFallacy wrote:Primary Magic: Amaterasu Mudra Formula
Secondary Magic: NIL
Caster or Holder: Caster
Current Rank: D
Description: The Amaterasu Formula set is a set of 100 different formulas that are considered to be not only rare, but also powerful in their own right. The formulas take the form of runes, mudras and sigils, lined with magical energy and upon activation, induce phenomena in the target environment, most of which are highly destructive. The usage of numbering of these formulas is based on corresponding a general function of said formula, allowing one to list it all down with ease. However, there is a sheer difference between listing and using. It is near impossible for anyone to make use of all of 100 formulas, thus all users of this brand of magic have been shown from time immemorial to have specialized in a select few of the formulas, making use of them, in order to ensure that they maintain maximum battle efficiency.
Amaterasu Formulas themselves are magic that make use of mudra configurations in order to induce magical phenomenon in the physical environment. They are largely comprised of long-distance magic that are offensive-based, as well having a knack for destruction, and are considered to be exceedingly versatile, due to the large number of different magic that can be used in the set, as well as their own internal range of uses.
Aldous himself has decided to take a different path for the Amaterasu Formulas. In order to ensure that he is able to remain effective in the increasing pace of magic battles on Earth Land, Aldous has devised a system known as Fragments where the Amaterasu Formula seals are already pre-drawn and are left floating around his body, allowing them to be used immediately without needing drawing. However, once they are used, Aldous has to redraw them again, but his experience means that his combat abilities are not compromised during battle.(Basically the equivalent of a cool-down.)
Strengths: -Making focus on distance, Amaterasu Formulas are considered as excellent in long-range firing, with their main power being able to keep away and barraging opponents with its spells.
-The large number of available spells make the exact nature of Amaterasu Formula very unpredictable and thus trying to guess a central theme of the magic from all of its multiple functions is nigh impossible.
-As arcane magic, the Formulas have no known elemental weakness beyond anti-Magic and they have very versatile utility, often having more uses than their initial description implies.
-Techniques in using the Formulas are also available to dedicated users of the set, usable to boost their efficiency and power.
-As arcane magic, the Formulas can be used in various ways to get different results, adding even more unpredictability to them.
Weaknesses: -Amaterasu Formulas are fixed in their power, meaning that a user is unable to feed extra magic energy into the formulas. Mages who have experienced the Formulas and have tested their limits before would thus know the exact power level of the Formulas, making it easy to counter.
-The user requires that his fingers are in working order, meaning that simply breaking his hands can render him unable to draw his seals. Some of the spells that require both hands are even disabled if just one hand cannot be used.
-Amaterasu Formula also has no superiority over other elements due to it being arcane magic.
-There are close-combat techniques in the Amaterasu Formulas, but they are few, which in turn hurts their potential synergy with other Formulas.
Abilities/Powers: -
Seal Floater: As long as there are available seals around Aldous' body, Aldous is capable of levitating his body and hence can float in the air. Both flying and running on the ground are also faster, so through both methods of movement he can keep up with close-combat mages of equal rank or long-range mages one rank higher that would otherwise outrun him. The flight can only be used for three posts cumulatively and will require a cool-down of four posts.
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Focused Drawing: As a magic that relies on the drawing of seals, it is possible for Aldous to focus all his drawing efforts into one spell, reducing the cool-down to a third of the original post (rounded down), at the cost that the cooldown of the other used spells are stopped.
- D-rank Spells:
- Breach Lines:
Name: Amaterasu Formula #1, Nickname ‘Breach Lines’
Rank: D
Type: Offensive/Anti-Unit/Arcane
Description:
The first and the weakest of the formulas of the set, Formula #1 is equivalent of a dot by the finger. When this seal is activated, a pencil-thin laser of black destructive energy is expelled straight out in the direction and angle of the dot. The laser is able to cut through layers of stone and can pierce through a D-rank mage's body with ease. Their maximum range is 50 meters.
A maximum of 6 Breach Lines can be set up around Aldous' body and can be fired at once, but all of these attacks, even if the dice rolls all of them as hits, cannot break through opposing magic barriers.
Strengths:
-Formula #1 is suitable for close combat as a shotgun-like attack, as well as retaining a decent amount of long-range offensive power.
-The simple activation and light-simulating property of the attack makes this attack extremely fast in both speed and usage.
-Its large number of fired lasers means that a successful chain of hits can be devastating for a D-rank opponent.
-The Magic Power cost is divided among the six lasers, meaning the full cost is only incurred when all six are used. At D-rank, each laser hence costs 1.7% of Magic Power, totalling at 10% when six are used.
-The cool-down is applied to each individual laser, so Aldous is able to maintain a reserve so that he can continue firing.
Weaknesses:
-The formula deals very localized damage in a small area, giving it great penetrative power to a body but relies on hitting very critical zones of the body to deal substantial damage.
-The formula has no ability to break any barriers and only poses a minor threat to D-rank armor, where four hits are needed to break the armor's defense.
-Three lasers are needed in order to match a D-rank offensive spell, else they would not even slow it down.
-Despite being lasers, this formula is trapped in its fired angle and direction, meaning that they cannot be re-positioned to 'slice' their opponent. They are thus solely considered piercing.
-C-rank mages and above have bodies tough enough to prevent the lasers from going through them, protecting their internal organs.
-Duration: Immediate
-Cooldown: 3 posts
- Breach Disk:
Name: Amaterasu Formula #8, Nicknamed ‘Breach Disk’
Rank: D
Type: Targeting/Anti-Unit/Arcane/Offensive Spell
Description: After drawing the appropriate seal of a circle around a central diamond, this plate-sized seal attaches then to Aldous’ forearm, where he can swipe it forward towards his opponent. It then bursts into a disk of purple-black arcane energy that simulates fire which then tracks its opponent as it charges towards them at 40 mps, relying on their opponent's magic power as a way to track them. The disk is a projectile that lasts for at most 3 posts. The disk, upon contact with its intended target, will explode in a narrow combustion wave that burns and bruises the flesh of the target.
A maximum of two of these disks can be fired at the opponent at once and if they miss, these disks can return to attack in the next post of their duration, meaning that a disk can attempt to attack three times during its duration.
The unactivated Formula on Aldous' arm possesses the innate attraction towards an opponent's magic power, especially if they are extremely strong. This means that Aldous can use the tugging the Formula gives to detect mages who are one rank and higher than him, with the power of the tug increasing with the mages' strength.
Strengths:
-Its tracking ability also means that the disk can attack the opponent multiple times if it misses and is not blocked.
-It can be used as a detection device to see the general direction and strength of mages in the general vicinity.
Weaknesses:
-Due to Aldous’ inability to control a seal once it is thrown, the Amaterasu Formula 8 cannot go past obstacles.
-The Formula dissolves if it does not hit its target once its duration is over.
-The Formula can be countered and cancelled out by a single-projectile or defensive D-rank spell.
-Duration: 3 posts
-Cooldown: 4 posts
- Four-Spiked Shield:
Name: Amaterasu Formula #13, Nicknamed ‘Four-Spiked Shield’
Rank: D
Type: Anti-Magic/Counter/Arcane
Description:
One of the few defensive spells within the Amaterasu Formula magic. Aldous uses his hands and swipes them in a circular motion, creating a circle in the center of the seal. Four triangles are then drawn at the circle’s circumference, before a final circle is drawn around all of these symbols to complete the seal. This forms a dark black-purple circular shield barrier that has four triangular prongs protruding straight out.
Formula #13, as an anti-Magic formula, is created such that whenever a single active D-rank magic spell smashes into the shield, the formula consumes the spell in its entirety by using the linkages between the individual parts of the spells to pull the whole spell into the maw of the Four-Spiked Shield. In other words, multi-projectile D-rank spells get all of their projectiles swallowed up. Immediately after, the four prongs of the Sheild align themselves towards the centre. They subsequently merge with one another into a single tetrahedron that then propels itself in an attempt to attack the offending opponent. The tetrahedron itself is a D-rank impact spell, that upon hit, will explode with a concussive force, along with releasing the spell that the shield had consumed within it against its former master.
Strengths:
-The formula can counter any form of offensive D-rank magic as long as there is contact with the shield’s central circle.
-Its counter ability means that a successful usage can deal a good amount of damage, as well as adding on the effects and damage of the opponent's consumed spell.
-Multi-projectile spells are especially susceptible to the counter, as the Shield can attempt multiple blocks, with only one block needed to take in the whole spell.
-The Shield can take in Aldous' own spell if applied correctly to create some unique logical effects.
Weaknesses:
-Due to being a single attack, the spell is susceptible to frequent missing by the dice.
-Passive abilities of magic will not activate the barrier. This same rule also applies to lineage magic.
-D-rank magical weapons can pass through the shield as long as their activation-based effects are not active. If all effects are passive, the weapon can be countered, but only the prongs will be activated. Activated C-rank magical weapons destroy the shield outright, without any prongs being activated.
-C-rank and above spells that are noted to be faster or shot first may come first ahead of the D-rank spells and thus smash the shield apart, allowing the whole batch to strike against Aldous.
-Duration: 2 posts
-Cooldown: 3 posts
- Vorpal Stalagmite:
Name: Amaterasu Formula #21, nicknamed ‘Vorpal Stalagmite’
Rank: D
Type: Anti-Building/Offensive/Arcane
Description:
Making use of two large thick-edged circles with a bar of runes, this detonation formula does not immediately activate upon the completion of its seal. Instead, it takes a single post to aim its seal configuration at its target once it is completed, the large circles compressing to allow the bar of runes to cover the entire seal, activating in a field of black-lined purple. The range at which it can aim is 50 meters.
Then the seals fragment like glass. At this instant, the targeted area, mostly with the opponent at the center, would be engulfed in a 7 meters-wide conical pillar of black destructive energy, coupled with high-pitched deathly screams that result from the air being vaporized. The stalagmite is capable of crushing existing D-rank magical barriers as well as D-rank spells that attempt to come out of the spell.
Strengths:
-Effective against a variety of different entities if full power is applied. Its main effectiveness is the destruction of medium-sized buildings and similarly sized beings, being able to tear them apart with ease.
-Against small beings, the stalagmite deals 2 D-rank damage for each post they remain in there.
-Large area effect of 7-meters.
-Prevents counter-attacks from within the stalagmite as the spells immediately get destroyed upon activated by the energy.
-The stalagmite is unique in that the direction it sprouts towards depends on the angle of its targeted surface. In other words, pointing at a solid vertical wall can create a horizontal Vorpal Stalagmite. In this case, the Stalagmite covers a greater area equal to its height of 30 meters. However, the wall has to be strong enough to withstand it.
Weaknesses:
-Aldous himself and his allies are not safe from the stalagmite's power and take full damage from it as well.
-A simple C-rank barrier will cancel out this spell.
-The 1-post aim time means that the spell is not suited against opponents who possess a superior amount of speed and have the smarts to immediately rush at Aldous so that he is forced to hit himself with the spell or disengage, wasting the spell.
-Its sheer power makes it especially tiring, taking 20% Magic Power from Aldous.
-Duration: 3 posts
-Cooldown: 6 posts
- Heavy Rain:
Name: Amaterasu Formula #37, nicknamed 'Heavy Rain'
Rank: D
Type:Field-Changing/Arcane/Anti-Army
Description:
Arguably Aldous' most powerful spell to date.
Raising both of his hands up towards the air and giving out the command, Aldous summons up one of his largest seals in his arsenal, a large square-shaped seal, filled to the brim with intricate complex sigils. This 30-metre-wide seal rises high up to the sky, glowing on and off ominously as it resonates the area with an orchestra of sombre voices. When the seal is activated, the sigils on it glow at their utter brightness, shining down on the battlefield as if like the last rain of sunlight, before suddenly turning dark and black. That is when the rain begins to fall upon the entire battlefield.
Like the tears of a weeping child, each individual sigil in the seal begins to drip black drops of arcane energy, which upon contact with any living thing, not only burns the target with Half-D-rank first-degree burns due to the evaporation of the energy, but also hits with another Half D-rank spread-out concussive force, creating a heavy sensation on the enemy, as well as injuring them.
The drops have their full effect on D-rank mages and half-effect on C-ranks. Above ranks can stand in the rain without a scratch, only a sense of heaviness weighing down on them and affecting their speed. While they are individually weak, the drops strive to take down the enemy via their sheer numbers.
The number of drops that attack the enemy and where depends on the enemy's stance(using physics and common sense).
If the enemy stands still, two drops will strike at him per post and their direction would be right on top of his head or shoulders. If the enemy moves, be it walking or running, the same 2 drops per post will still strike from the top but they also incur 3 more drops that will smack at them from the front, usually at the upper torso. Essentially, if an enemy stands still, he will be hit by 2 drops per post and if he moves, he will be hit 5 drops per post.
However, to protect Aldous from hurting himself with this spell, a safe-zone that is circular with a radius of three-meters is created around him. Not only does he benefit from this, but anyone within three-meters of him horizontally also benefit from this safety zone, being completely protected from the rain.
Strengths:
-In the Arena, this covers up the entire area. In the open areas of the world, this spell has a dispersal range of thirty meters, as according to the seal size.
-Staying in the rain is fatal, for, unless you have an adequate defense, the number of raindrops can overwhelm most normal mages.
-As a field-changer, this spell brings the tactical advantage to Aldous, for it allows him to assault the enemy with his long-range spells from his safety-zone, causing them to move about, which would increase the number of drops, falling on them.
-It is the perfect counter against a large group, for unless the group has people willing to protect others with their bodies, all of the members of a group would be attacked indiscriminately, thus essentially making it Anti-Army.
-Most defensive spells do not have the duration to keep up with this spell, hence requiring multiple defensive spells used.
-This spell can be fatal to flying characters.
Weaknesses:
-When this spell is being activated, Aldous cannot use any other spell in the same post and he has to be stationary. He has no ability to dodge or to block in this situation and therefore enemy counter-attacks are only based on the Attack dice, if dice is applied.
-This is absolutely the worst spell to have if you are in a group as it limits the mobility of his allies.
-As of now, with a D-rank Aldous, this spell can bring him down to half of his Magic Power reserves, thus making it a very large burden on him.
-The individual drops themselves are weak in their injuring effect.
-The energy rain drops also cannot penetrate any sort of magical barrier, due to the low density of the arcane power used, but Weak magical armor is still susceptible to the drops.
-Around Aldous himself, there is a circle with a three-meter radius that acts as the safe-zone, where the rain never falls. So long as you are horizontally within 3 metres of him, you can even fly in that area without the worry of getting hit. Ultimately, this is where enemies should try to go.
-It can only be used once per thread, or at least once per in-thread battle, so long as there is a few hours' recovering time in between battles.
-The rain does not interfere with spells going through it, which is beneficial to both allies and enemies.
Duration: 4 posts
Cooldown: Irrelevant (In Real Time: 4 hours)
- Sword and Cross:
Name: Amaterasu Formula #15 and #16, nicknamed respectively 'Sword' and 'Cross'
Rank: D
Type: CQC/Anti-Unit/Arcane
Description:
Note: This spell is slated to be upgraded to C-rank upon Rank-Up.
Two formulas that Aldous had discovered by accident, these are two interlinked formulas that had apparently been developed to be used as a pair, thus they are considered together as one spell, as they interact with one another.
When Formula #15 is called upon, a simple black line, with intricate flowering along its length appears just below the palm of Aldous' right hand. As he goes to grab it, the seal activates, shining in a glow and filling up to fully accommodate Aldous' grip. The full form of this spell takes the shape of a vague-looking one-handed blade comprised of black arcane energy, that is 1.5 meters long and can cut through any of its sides. Think the gauntlet blade of the Protoss Zealots, but instead held in one's hand.
The blade is equivalent to a weak weapon but due to Aldous' lack of control over it, the blade spurts with energy and is overall lacking in true density, hence its edge can only cause light cuts that will draw blood and possibly cut the muscle fibers or tendons to affect an opponent's movement, but never able to cause significant injury in a single blow. However, using it does increase Aldous' attack speed by a high degree, due to the almost weightless nature of the blade, while giving him extended physical range. Against opposing magical attacks, the sword will always fail. For physical attacks, it will depend on the opponents' strength and whether enhanced strength is part of their magic. At Aldous' rank, C-rank and above mages or D-rank mages with enhanced strength can outdo him.
When Formula #16 is invoked, a cross-shaped seal will manifest on top of Aldous' left arm, activating to form a black boxy cross that is strapped to Aldous' left forearm, the main part of the cross being twice as wide as his forearm and three times at the longest part. When worn, it acts like a buckler, being able to block at most two D-rank attacks before it is forced to move away to avoid being broken. Against any C-rank attacks, the cross will give out and break. In physical combat, it will be forced back if the enemy has a form of heavily enhanced strength from his magic, such as Dragonslayers, or is C-rank and above.
The ultimate form that innately links the two spells together would be when the two forms are combined. By placing the sword on the center of the cross, like a bolt placed into a crossbow, the two formulas can combine to form a single-shot crossbow, that when released, fires out its entire form, frame, arrow and all, straight at the opponent, forming a two-meter-long twenty-centimeters-thick black shaft that has a maximum range of 20 meters. Once this projectile hits the enemy, it causes piercing damage equivalent to a strong weapon, specifically piercing deep into unguarded flesh and even through the enemy.
As a single combined attack, this spell has the attack power of 1.5 D-rank. However, if Aldous chooses to fire it right off activation in the same post, the attack has its damage increased from the initial build-up, gaining a combined power of 2 D-rank, thus making it essentially C-rank in strength. However even then, against a true C-rank spell, be it barrier or offensive, this spell, thanks to Aldous' lack of experience and proper control, is no match. The effective range of the crossbow is 35 meters.
Strengths:
-A very situational and thus versatile spell, fitting the nature of the Amaterasu Formulas.
-It supplements Aldous with much-needed close-combat skills, helping to moderately cover up one of his weaknesses.
-It provides a healthy balance of offense and defense using the sword-and-shield style.
-At full power, the crossbow attack gives Aldous a large edge over D-rank mages, for it takes at least two D-rank spells from the enemy to stop it. When the enemy decides to use spells to block it, a block roll has to be rolled for each spell. If there are less than two successful spells, the crossbow will not slowdown.
-Due to the nature and size of the projectile, the crossbow attack is considered to be deadly and hence it can possibly take out a D-rank mage with one hit in the right place, such as the head or the heart. It can also deal enough damage to disable a limb.
Weaknesses:
-Armor that is strong(+) or above can block the crossbow attack, thus preventing any piercing damage. When this happens, piercing is converted into concussive force, pushing back the enemy, while preventing any possibility of critical damage. In this case, mages get forced back until the arrow reaches its maximum range.
-Against enhanced strength users, these two standard spells can be easily pushed back as Aldous is still unable to compensate for his ineptness in close combat.
-Using the crossbow takes up the entire post; no additional spells can be used at the same time.
-Once the crossbow is utilized, the entire spell is used up, thus the duration is nullified.
-This spell, as a duration-spell, has a long cooldown which only begins after it ends.
-While D-rank spells usually do not deter it, the projectile is vulnerable to dodging, thus if an opponent chooses to dodge, only one block roll is needed.
-Speed users can easily dodge the single-tracked projectile. If a mage is noted to have some form of enhanced speed, he is allowed to have two block rolls against the crossbow attack.
Duration: 3 posts.
Cooldown: 5 posts.
- Bringer Dark:
Name: Amaterasu Formula #20, nicknamed “Bringer Dark”
Rank: D
Type: Movement/ Arcane
Description:
With the seal forming as three black circular bars that surround the pushing foot, this Formula has the three bars shrink into a single ball at the very tip of Aldous’ foot in an instant, expelling out the concentrated energy to propel him into the direction he has chosen to go. This spell overrides Seal Floater as the ability cannot keep up with the extent of speed enhancement. Using this Aldous can move a maximum of 7 meters in a supersonic speed of Mach 3, easily dodging any straight-line spell that was heading towards him in the opponent’s post. Whenever the spell ends, Aldous at D-rank has to slow down, always moving another 3 meters more than he intended to. Upon activation, Aldous can keep a Bringer Dark seal on each foot, hence allowing him to use the Formula twice in a row.
Strengths:
-When used, only a single dodge roll is needed to dodge most spells that were heading towards Aldous. Exceptions are in the weakness.
-An extremely fast speed boost, providing Aldous with essential utility and allows him to position himself in battle with great flexibility and timing.
-Keeps a minimal energy usage with its two uses per full spell.
-Aldous can move in all three dimensions, allowing a full range of potential movement, especially with his Seal Floater allowing flight.
Weaknesses:
-Limited movement range, with a lack of full control due to the need to decelerate.
-As he is smashing straight through the natural sonic wall, his body is injured bit by bit with each use, not to mention the strain from his legs to withstand the expulsion of energy. A maximum of 3 full Bringer Darks can be used in one battle.
-Spells that exceed his speed, or have homing ability, or are an area-of-effect credit their own dodge roll even with this spell.
-If Aldous smashes straight into a wall at the speed he goes, he would suffer extreme amounts of damage, enough to knock him out. This is a matter of control and hence is expected to be lessened with higher ranks.
-This spell cannot be used to smash straight into an enemy. Doing so would break both of their bones and possibly kill each other due to the intense speed. This means there are no speed-enhanced punches or kicks that can be used in tandem with the spell, as they threaten more bone-breaking and self-damage. However, when Aldous is slowing down, he is able to attack his opponent and if he is pushed by the momentum, he can deal a D-rank in physical damage.
-Aldous can only go in one direction per sprint.
-Duration: Instant Use
-Cooldown: 3 posts
- View of Purgatory:
Name: Amaterasu Formula #91, nicknamed “View of Purgatory”
Rank: D
Type: Component/ Eyes/ Arcane
Description:
The first of the Formula 90s that Aldous has been searching for his entire life, it spawns symbols in Aldous’ shrunken irises shaped just like the Greek letter Psi. With these in effect, Aldous’ eyes work perfectly in all conditions, be it darkness or blinding light, with the ability to see through the field of Magic, with especially dense bodies of Magic Power indicating mages. His ability to notice enemy movement and attacks are also greatly enhanced, granting him the ability to react to attacks that are specifically noted to be too fast for normal people to fight against. Finally, he gains the ability to discern the details of attacks equal in rank to him, including their general strengths, weaknesses and their duration. Specific information involving numbers however are not as easy to tell. He also gains a better sense of the status of his enemies and allies, to the point he can guess their energy levels to a fair degree but not enough to be acutely accurate.
Strengths:
-Perfect eyesight and visibility in any environmental condition. This does not take into account his Magic Power condition.
-Grants Aldous tactical information via its ability to analyse both equal-ranked spells and other beings such as enemy monsters or allies.
-Greater reflexes against extremely fast spells of all ranks that are otherwise far too quick to react against.
-Illusions are now easier to break thanks to the eye’s obsession with details. Visual illusions are especially vulnerable.
Weaknesses:
-Invisible attacks are noted by the eyes to be a minor distortion in the air, but this is not enough to allow Aldous at D-rank to discern it as a real attack.
-Using this spell takes up a heavy amount of stamina while straining the eyes, such that Aldous at D-rank can only use it twice in a thread.
-The second usage of this spell has dramatically reduced duration and it loses the ability to discern enemy and ally status.
-Any attack that is above Aldous’ rank cannot be analyzed and Aldous has a limited accuracy in his discernment of other people’s status.
-Does not provide eagle-like vision, though ocular equipment can help it in this respect.
-The weaker Aldous is in terms of Magic Power when his Magic Power falls below 50%, the more deteriorated the vision that this Formula grants, to the point that reaching 10% completely nullifies this benefit.
-Duration: 3 posts for the first use. 2 posts for the second.
-Cooldown: 6 posts. Can only be used twice in a thread.