Magic
Primary Magic: Crash Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Crash magic is a type of caster magic that is very powerful in comparison to many other magics in terms of just pure raw power. The idea of the magic is to transfer the users magic energy directly into outside objects to either create powerful explosions or destroy physical objects and even spells in smaller, more controlled destruction techniques. Many people consider the magic to be barbaric and simple minded, when in reality it takes a large amount of skill and nuance to use this magic to its fullest potential.
Kyoden primarily uses this magic in the way that most others do, and that is to create the largest and most powerful explosions that he can in order to overwhelm his opponents with his magic power. But on the defensive side, he has quite a few techniques that allow him to use crash to protect himself from enemy attacks, such as the ability to dissipate spells by splitting them apart before they reach him.
Strengths: Strong against magics that use solid objects such as earth or metal.
Very powerful both offensively and defensively.
Weaknesses: Most spells require the user to be touching whatever it is that they want to target.
Very difficult for the user to fight properly without expending a very large amount of magic power in a fairly short amount of time.
Lacks many supplementary spell options
Primary Magic: Crash Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Crash magic is a type of caster magic that is very powerful in comparison to many other magics in terms of just pure raw power. The idea of the magic is to transfer the users magic energy directly into outside objects to either create powerful explosions or destroy physical objects and even spells in smaller, more controlled destruction techniques. Many people consider the magic to be barbaric and simple minded, when in reality it takes a large amount of skill and nuance to use this magic to its fullest potential.
Kyoden primarily uses this magic in the way that most others do, and that is to create the largest and most powerful explosions that he can in order to overwhelm his opponents with his magic power. But on the defensive side, he has quite a few techniques that allow him to use crash to protect himself from enemy attacks, such as the ability to dissipate spells by splitting them apart before they reach him.
Strengths: Strong against magics that use solid objects such as earth or metal.
Very powerful both offensively and defensively.
Weaknesses: Most spells require the user to be touching whatever it is that they want to target.
Very difficult for the user to fight properly without expending a very large amount of magic power in a fairly short amount of time.
Lacks many supplementary spell options
- Lineage:
- Lineage: Aspect of Jupiter
Description: The aspect of Jupiter, once a king among gods he has now become as fallen as any other. Having freed his siblings from the belly of his father, Jupiter is tenacious and clings to his immortal essence. Jupiter was hailed as the ruler of the sky, and these certain traits bring themselves to bear in his host.
Ability: The Aspect of Jupiter lends to it's host a certain favour with the winds. Their magic can only be eaten by god slayers. Wind 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 of a wind spell to nullify it(max S-rank).
Gains a user-ranked Wind-based signature spell. (S- rank Max) It must be made in the magic app as normal in addition to the spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
- Unique Abilities:
- Unbreakable:
- The physical nature of the magic gives the user a passive 30% increase to their damage resistance and a 50% resistance to knock back effects.
- Crash Reflexes:
- The users body is always in much strain when training with the magic, which slowed his movement after many hours of intense training. This means that he is so used to being weighed down, that his body now feels light than before when not being put through continuous magic use for hours on end, resulting in 40% faster reflexes than a normal mage.
- Enhanced Senses:
- The user has magic sensing skills of the rank above his own. Since he is so used to working with raw magic power, he has a much higher affinity for detecting it than most other mages.
- Crash Weapons:
- The user has the ability to channel crash magic through any weapon that he is holding. Meaning that all of his spells can be cast through a sword or other weapon, with the weapon acting as a median for the magic.
- Signature Spells:
- Crash:
- Name: Crash
Rank: Scales to S
Type: Offensive
Duration: Instant
Cooldown: -
Description: The user simply makes physical contact with any person/object and they can transfer their magic energy to it in a matter of seconds and cause them to explode outwards away from the user. Deals user-ranked spell damage and knocks the target back up to 20 meters (scales with rank). At higher ranks, the spell can even break bones and tear muscle tissue.
Strengths: Very simple, yet powerful spell
Weaknesses: Requires user to be touching the target
can potentially hit allies.
- Spell Dissipation:
- Name: Spell Dissipation
Rank: Scales to A
Type: Defensive
Duration: Instant
Cooldown: 3 posts
Description: If an enemy casts a spell at the user, the user can simply make physical contact with the spell and dissipate it by breaking it into many smaller pieces and breaking down the magic energy of the spell itself into its base form where it is not effective anymore.
Strengths: An extremely powerful defensive spell.
Weaknesses: User must make physical contact with the spell before it can be dissipated.
If the spell is fast enough, it can hit the user before he has a chance to react to it to use this spell.
- Object Destruction:
- Name: Object Destruction
Rank: D
Type: Supplementary
Duration: Instant
Cooldown: -
Description: The user makes physical contact with any object and splits it up into many small cubes that then dissipate into nothingness. Probably the most basic spell that a crash mage possesses.
Strengths: Makes it very difficult for other mages to use objects in the environment against the user
Weaknesses: Cannot affect objects created by other mages
Has almost no direct offensive capabilities
- Airborne Crash (Lineage Spell):
- Name: Airborne Crash
Rank: Scales to S
Type: Offensive, Wind
Duration: 3 posts
Cooldown: 3 posts
Description: The user infuses the air around himself with magic energy and causes anyone to enter a 5 meter radius around the user to trigger a crash explosion on themselves that deals user ranked spell damage and knocks them back up to 20 meters.
Strengths: Very powerful defensive spell
Weaknesses: Only has a range of 5 meters
The crash infused air can be blown away by other wind magic
- D-rank Spells:
- Crash Push:
- Name: Crash Push
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 posts
Description: The user channels a small amount of crash energy in his palm and strikes out to hit his target. There is no visible explosion. Instead, an invisible crash force pushes the target back up to 10 meters and deals D-rank damage. The crash force also imbues itself inside of the targets body and weighs them down for 2 posts, slowing them by 15%.
Strengths: Deals damage and slows the target
Weaknesses: Not much more than a weaker version of the standard "Crash" spell
Can potentially hit allied
- Crash Aura:
- Name: Crash Aura
Rank: D
Type: Supportive
Duration: 3 posts
Cooldown: 4 posts
Description: The user imbues their body with crash magic and increases the spell damage of all of their spells by half of a rank. (Ex: all offensive D-rank spells will deal an additional half instance of D-rank damage. All offensive C-rank spells will deal an additional half instance of C-rank damage.)
Strengths: Increases the damage of all spells slightly
Weaknesses: Cannot be extended by limit transcendence
Consumes an extra 10% magic power from the user when the spell expires.
- Crash Leap:
- Name: Crash Leap
Rank: D
Type: Supplementary
Duration: Instant
Cooldown: 2 posts
Description: The user channels crash magic energy at his feet into the ground. He then causes the ground below him to explode and propel himself up to 20 meters in the air at 12 m/s.
Strengths: Good for dodging most slow to medium speed spells
Weaknesses: Does not work in mid air
explosion can never deal damage
- Crash Flash:
- Name: Crash Flash
Rank: D
Type: Supportive, Supplementary
Duration: Instant
Cooldown: 2 posts
Description: The user holds his hand in the air and releases a small amount of crash energy into the air in front of him. The energy explodes less than a moment later, but instead of dealing damage, it creates a bright light that blinds everyone in a 20 meter radius besides the caster for about 10 seconds.
Strengths: Low mana cost due to how little magic energy the spell requires. (5%)
Weaknesses: Can blind allies as well as enemies
Cannot blind anyone outside of the fairly small radius of 20 meters
- C-rank Spells:
- Crash Rupture:
- Name: Crash Rupture
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: The user makes physical contact with any large flat surface, such as a floor, and transfers a large amount of crash energy into the surface that spreads across a 20 meter radius. A second or two later, and the surface in this 20 meter area will explode, dealing C-rank damage to, and knocking up, anybody in the area. Will also destroy the surface it was cast on, leaving a large crater. Knock up is about 10 meters.
Strengths: Large AOE
Weaknesses: Can hit allies
takes a few seconds to detonate
- Linear Crash:
- Name: Linear Crash
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: The user transfers crash energy into the ground or any large flat surface, and the energy travels up to 30 meters in a linear line along the surface, exploding once it reaches its target or the travel limit in an AOE of 15 meters.
Strengths: Very long travel distance
Weaknesses: Must travel along a flat surface
Cannot hit enemies in the air
- Crash Heel:
- Name: Crash Heel
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: The user channels crash energy into his foot/leg and kicks his opponent with extraordinary force, not triggering an explosion, but instead knocking them back up to 30 meters at 20 m/s. Deals C-rank damage.
Strengths: Incredibly powerful knock back tool
Weaknesses: Does not cause any explosion or AOE
Will not work with a punch or headbutt. Therefore the user must have use of their legs.
- Pocket Crash:
- Name: Pocket Crash
Rank: C
Type: Offensive
Duration: Instant
Cooldown: 3 posts
Description: The user channels a ball of crash energy in their hand, before throwing it anywhere up to 30 meters away at 15 m/s. Once it reaches its target, its range limit, or a solid object, it will explode in a giant AOE of 30 meters in diameter. Dealing C-rank damage to all caught inside.
Strengths: One of the only air based spells that the magic has
Weaknesses: Can be dodged with relative ease
Can hit allies in the large AOE
Last edited by Kyoden Numata on 28th January 2016, 10:31 pm; edited 7 times in total