Solar Flare: Singing Sun
Secondary Magic: Nope
Caster or Holder: Holder
Description: Solar Flare is a type of fire magic, but it is unique in many ways. One of these is the fact that fire produced with this magic is, for all intents and purposes, fire, but it is special in two ways. First off, it has no elemental weaknesses, meaning the fire produced with Solar Flare cannot be burnt out by water, or go out because of lack of air. Also, Solar Flare fire contains just the smallest sliver of the user's soul, making it inedible to Fire Dragon Slayers, Fire God Slayers, and Fire Demon Slayers. Also, Solar Flare changes the very user of the magic, turning them into a being made of pure fire. The only way to seal off this being and turn the user into a human is something called a "Solar Loop". By default, users of Solar Flare have four Solar Loops, and when they are wearing all of them, they are, for all intents and purposes, a human with the ability to use fire magic. However, as they remove their loops, they become less and less human, and more and more fire being.
Singing Sun is a variant of Solar Flare magic that does not use the Solar Loops to the fullest extent of their power, however, it more than makes up for that with the pure power of the flames produced with Singing Sun. Because the Singing Sun flames are so absurdly powerful, the user can use them to propel themselves, essentially allowing them to fly. Singing Sun also specializes in taking people's spells, and turning them into the user's own power, very similarly to a slayer. Another thing Singing Sun is good at is blowing things up. Also, because the user is made partially out of fire, alcohol is purged from their system almost instantly.
Strengths:
No elemental weaknesses.
Cannot be eaten by God Slayers, Dragon Slayers, or Demon Slayers.
The user can become a being made out of fire, which can potentially be very powerful.
Weaknesses:
The more Solar Loops the user removes, the more susceptible they become to ice magic.
Because Singing Sun is so devastating, it can often be used to accidentally hurt the user's allies.
If the Solar Loops are broken, the user is basically screwed, because they are very weak to ice attacks, and their MP is slowly drained while they are in fire being mode.
Singing Sun does not use the Loops to their full potential.
Lineage:
- Pride of a Mercenary:
Pride of a Mercenary:
Description: Ra was a legendary dark mage and master assassin who lived during the reign of dragons. Legend says that he was once a lowly slave who became a sword for hire, his area of expertise are poison and decay magic. Ra's usually finishes his victims by poisoning them or infecting them with a disease that ultimately weakens a person until his body decays and rot. Because of his exploits, his name was feared throughout Fiore. It was said that he gained such powers through the Lazarus Pits, reservoirs of rejuvenating chemicals that restore the dying to life or in other cases to bring death to the living; these pits have granted him a lifespan of several hundred years. Some say that Ra still walks this world, but whether this is true or not, it is certain that he had left behind a deadly legacy.
Ability: Has the ability Immortal Blood. Its an ability that allows the user to rapidly heal wound, even serious or potentially deadly. This makes them less affected by healing however. All healing from any other source is reduced by 75%.
This blood is also an incredible source of poison and decaying powers.
Can make a poison / disease single user-ranked spell (S Max) or a user-ranked minus one signature spell (A Max)
Usage: Immortal blood is passive. Spells depend on spell design. The rapid healing is equal to 5% HP Regen per post(Is included in the max amount of HP regen possible).
Unique Abilities:
- Singing Sun:
- This is the namesake of this magic, and Singing Sun does two things, both of which are extremely powerful, allowing the user to absorb the spells of others, and making them into a walking sun, in essence.
- Absorb Stance: Absorb Stance is one of the user's most critical abilities, it allows them to absorb spells, similarly to a Slayer. There is only one drawback to this, the user must spend a one post prepping the Absorb Stance, which entails not casting a spell for every post they charge. This is called a 'Prepped Stance' and when this is performed, the user gains as much mana as was used to cast the spell. If the user does not charge, it is called a 'Crude Stance' and they only gain 1/2 the MP used to cast the spell, not to mention the fact that they cannot use spells for one post after Absorbing in Crude Stance.
- Power of a Sun: Absorb Stance is a critical part of Singing Sun, however, the Power of a Sun is just as important, or arguably more important. Power of a Sun makes all of the user's fire spells 50% more effective, and it makes flames released with the 'Flame Creation' ability deal damage equal to armed melee damage one rank above the user (caps at S-Rank). Also, the user can release flames from their hands in order to maneuver very quickly, giving them a 30% speed buff. They can also use these flames in the air, which makes the user essentially able to fly. Also, whenever the user experiences intense bouts of any emotion, they catch fire.
- Absorb Stance: Absorb Stance is one of the user's most critical abilities, it allows them to absorb spells, similarly to a Slayer. There is only one drawback to this, the user must spend a one post prepping the Absorb Stance, which entails not casting a spell for every post they charge. This is called a 'Prepped Stance' and when this is performed, the user gains as much mana as was used to cast the spell. If the user does not charge, it is called a 'Crude Stance' and they only gain 1/2 the MP used to cast the spell, not to mention the fact that they cannot use spells for one post after Absorbing in Crude Stance.
- Solar Loops:
- Removal of Solar Loops results in the user becoming less and less human and more and more fire being. While their spells are not weak to any element, the user's fire form is, even though it is ice, and not water. The user can remove as many Solar Loops as they choose per post, but can only put on one every post. Refer to the below table for more info.
Buffs Drawbacks No Loops removed. N/A N/A 1st Loop removed. 10% increase in spell power. 10% more vulnerable to ice spells. 2nd Loop removed. 25% increase in spell power. 25% weaker melee attacks. 3rd Loop removed. 25% increase in spell power and speed. 25% melee attacks. User loses 5 MP for every post this is active. 4th Loop removed. 50% increase in spell power and speed. 50% weaker melee attacks. User loses 10 MP for every post this is active.
- Flame Creation:
- The user can create and manipulate flames at will, just like many fire mages. This ability has a range of 15 meters, and flames created or manipulated with this ability deal user-ranked armed melee damage. Also, flames created with this ability retain the elemental resistance or slayer resistance present in the user's spells.
- Hyper Mode:
- Once per thread the user can enter Hyper Mode. In Hyper Mode, the user becomes ultra-focused, allowing them to see almost any flaw in an enemy of equal or lesser rank, even the intense heat of combat. Hyper Mode lasts 5 posts.
- Gloves of the Sun:
- This is the only way in which the Solar Loops are really used when it comes to Singing Sun. As long as all four loops are on the user, they take the form of a pair of metal clad gloves. As soon as the user decides they would like to remove a Loop, the gloves morph into the four loops, and the user loses any and all benefits provided by the gloves. The gloves make the user's fire more powerful, giving them a 50% speed boost instead of a 30% speed boost. Also, if the user would like, they can snap their fingers while wearing the gloves, and create flames where ever they would like within their field of vision, ignoring the range of the Flame Creation Unique Ability.
Spells:
- Signature Spells:
Name: Flick.
Rank: B [User-Ranked]
Type: Offensive/Fire
Duration: Instant
Cooldown: None
Description: In order to cast this spell, the user must concentrate all of their energy into one of their index fingers, and then they flick. That is the entire premise of this spell, the user flicks with a finger that is charged with fire. This spell deals 100% B-Rank damage and knocks whoever it hits back 10 meters.
Strengths:
Flick: This spell is a flick. And that is pretty cool.
Weaknesses:
Range: This spell has very short range.
Speed: Because the speed of this spell depends entirely on how fast the user is, depending on how fast the user is able to move, it could be easily dodged.
Name: Double Take
Rank: D
Type: Supportive/Fire
Duration: 1 post
Cooldown: None
Description: The user can only cast this spell right after a spell hits them, and it does nothing. However, 5 seconds after the user gets hit, they go berserk and enter Hyper Mode for only one post (not triggering the thread long cooldown).
Strengths:
Hyper Mode: This spell lets the user enter Hyper Mode.
Weaknesses:
Hit: This spell can only be cast after the user is hit with a spell.
Damage: This spell does not actually deal any damage
Name: Sanguine Sword
Rank: B [User-Ranked]
Type: Blood/Offensive
Duration: Instant
Cooldown: 0 posts
Description: Upon casting, a yard long blade of blood will erupt from somewhere on the caster's body, dealing 10% damage to them. However, because it deals damage to the user, the spell deals 175% user-ranked damage. This blade can only be used for one single slash before being dispelled.
Strengths:
Deals a very large amount of damage.
Weaknesses:
Can only be used for one slash.
Deals damage to the caster.
- D-Ranked Spells:
Name: Flame of Perseverance
Rank: D
Type: Supportive/Fire
Duration: Depends
Cooldown: Duration + 1
Description: The user must have one loop removed to cast this spell. Once this spell is cast, the user is enveloped in a flame, and this flame gives them a 50% speed buff for as long as it exists. However, the next time that the user casts a spell (any offensive spell) it's effects are all doubled. However, after they cast the spell that is doubled, the user's speed is decreased by 25% for one post.
Strengths:
The user can manipulate the rocky terrain at will, since it is technically earth.
The Flame has no specific duration, it just waits until an offensive spell is cast.
The user moves 50% faster.
Weaknesses:
After it is used to buff a spell, the user moves 25% slower than they normally do for one post, making it harder to dodge attacks.
In order to cast this spell, the user must have one loop removed.
This Terrain only works on Offensive spells, it cannot supercharge Defensive or Supportive spells.
If hit with two D-Rank spells the Flame will be dispelled.
Name: Enhancement Flare
Rank: D
Type: Supportive
Duration: Depends
Cooldown: Duration + 1
Description: In order to cast this spell, the user must put one of their arms in front of themselves and snap it. A red magic circle the size of the user will then appear in front of them. This magic circle simply follows the user around until they cast an offensive spell, doing nothing except impairing their vision. Once the user does cast an offensive spell, it must pass through the magic circle, and its effectiveness will be increased by 50%. However, due to strain, the user's speed will be decreased by 25% for one post after the magic circle is used, but during the post that the user has decreased speed, the gain a 50% physical strength increase.
Strengths:
After the circle is used, the user gains a 25% physical strength increase for one post.
The main function of this spell is to boost the effectiveness of one of the user's offensive spells.
This spell has no duration, it lasts until an offensive spell is cast.
Weaknesses:
After the spell is cast, the user's speed is temporarily impaired.
The user must use their hand to cast this spell, meaning it cannot be used if they are bound.
The magic circle follows the user around, slightly impairing their vision.
The offensive spell must pass through the circle in order for it to be buffed, so it is hard for the user to perform a surprise attack.
Name: Flicker
Rank: D
Type: Fire/Supportive
Duration: Instant
Cooldown: 2 posts
Description:Upon activation, the user’s body briefly turns into a flame making them immune to 2 D-Rank spells, or 1 C-Rank spell. While in this state, the user cannot attack. In PvE, Flicker can block any two spell, regardless of rank, as long as they are under A-Rank.
Strengths:
Can block against up to two spells.
Weaknesses:
User cannot attack while in this state.
The spell can only be used to it’s fullest extent in PvE.
Name: Flaming Frame
Rank: D
Type: Fire/Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Upon activation, the user's fists and arms turn entirely into fire, doubling the effectiveness of their melee attacks and increasing the effectiveness of their spells by 25%. However, if their arms are hit with two D-Ranked spells or one C-Ranked spell, their arms will be dispelled, dealing 10% damage to the user and making their arms utterly useless until the duration of the spell ends. The user's speed is also decreased by 25% throughout the duration of this spell.
Strengths:
While this spell is active, the user's melee attacks are increases by 100%.
While this spell is active, the user's spells are 25% more effective.
Weaknesses:
While this spell is active, the user's speed is decreased by 25%.
If the user is hit with two D-Ranked spells or one C-Ranked spell, they get dealt damage and their arms are utterly useless for the rest of the spell.
- C-Ranked Spells:
Name: Flaming Will
Rank: C
Type: Fire/Supportive
Duration: 5 Posts
Cooldown: 6 Posts
Description: In order to activate Flaming Will, the user must say 'I'll destroy you with my Flaming Will!' Upon activation, their hair will turn reddish yellow with a hint of orange, they will gain black tattoos, and they will gain a red aura surrounding them. This spell makes the user 50% faster, and increases the effectiveness of their spells by 50%. However, this spell has a drawback, the user's melee power is cut by 50%, and they lose 10% health upon activation of the spell.
Strengths:
The user is faster while they are in the Flaming Will state.
The user's spells are 50% more effective while they are in the Flaming Will state.
Weaknesses:
While Flaming Will is active, the user's melee prowess is cut in half.
The user loses 10% of their health upon the activation of Flaming Will.
The user gives off a red glow upon the activation of Flaming Will, making stealth not viable.
Name: Final Resort: Flame Charge
Rank: C
Type: Offensive/Stone
Duration: 4 Posts
Cooldown: 5 Posts
Description: In order to activate this spell, the user must say 'Final Resort: Flame Charge.' As they say this, a flame will appear in their hand. This spell becomes more powerful the more the user charges it, if they charge it for 0 posts, it deals 75% C-Ranked damage, has a radius of 0.25 meters, and travels at a speed of 15 meters per second. If they charge it for one post, it deals 100% C-Ranked damage, has a radius of 5 meters, and travels at a speed of 25 meters per second. If they charge for 2 posts it deals 125% C-Ranked damage, has a radius of 30 meters and travels at a speed of 30 meters per second. If they charge for 3 posts, it deals 150% C-Ranked damage, has a radius of 35 meters, and travels at a speed of 30 meters per second. Once the flame attacks someone, it will explode, dealing an additional 25% C-Ranked damage to anyone in a 5 meter radius.
Strengths:
This spell becomes more and more powerful the more the user charges it.
If the user charges the spell for the full three posts, it deals more damage than an average C-Ranked spell.
Weaknesses:
No matter how much the user charges the spell, it still has a cooldown of five posts.
If the spell isn't charged, it is much weaker than your average C-Ranked spell.
The user must talk to activate this spell, so if they are gagged, it cannot be used.
Name: Dual Burn
Rank: C
Type: Fire/Offensive
Duration: Instant
Cooldown: 3 posts
Description: Once this spell is cast, the user's hands will be coated in flames, and they can throw each of these flames at a different opponent to deal 75% C-Ranked damage, or they can combine both flames into one mega-flame that deals 150% C-Ranked damage. However, the first Loop must be removed for this spell to be cast.
Strengths:[/b]
Can attack two enemies or one.
Weaknesses:
First Loop must be removed in order to cast this spell.
In order to attack two enemies, the spell must deal less damage than an average spell.
- B-Ranked Spells:
Name: Burning Reflect Stance
Rank: B
Type: Fire/Reflect
Duration: 2 Posts
Cooldown: 4 Posts
Description: Upon activation, the user can do one of two things. They can either charge the spell for one post or immediately put their hand in front of them in order to absorb a coming spell of equal or lesser rank. If they charge for one post, when they absorb the spell, they can immediately reflect it, but if they do not charge for one post, they must charge after they absorb the spell before they can reflect. Either way, as they absorb the spell, they take 1/2 of the damage the spell normally deals before reflecting the spell. However, because of this, when they do actually reflect the spell, it deals 1.5x the damage that it normally deals. Also, when the spell is reflected, it gains the properties of the Solar Flare fire. The Gloves of the Sun must be worn while this spell is cast.
Strengths:
The user can reflect spells thrown at them from other mages.
The spells deals 1.5x the damage it normally deals.
Weaknesses:
The user must take damage in order to properly cast this spell.
The spell must charge for one spell before being cast.
The Gloves of the Sun must be worn when this spell is cast.
Name: Forever Burn
Rank: B
Type: Supplementary/Fire
Duration: Until a spell is cast
Cooldown: Duration + 1
Description: Upon casting, the user's whole body is enveloped in fire, and their speed is boosted by 25%. Once the user casts a spell, the flames dissipate and the effectiveness of their next spell is doubled if it is B-Ranked or below, is increased by 50% if it is A-Rank, or is not buffed at all if it is S-Rank or above.
Strengths:
Until a spell is a cast, the user's speed is increased.
Increases the effectiveness of the next cast spell.
Weaknesses:
S-Rank or above spells are not buffed at all.
A-Rank spells are only buffed by 50%.
Has no directly offensive effects, can only buff spells.
Name: Blossoming Flame
Rank: B
Type: Fire/Offensive
Duration: Instant
Cooldown: 4 Posts
Description: To cast this spell, the user must either thrust their hand in the air, on stamp their foot onto the ground. Immediately, four inch long petals made out of fire will appear and fly towards whatever the user wants at a speed of 40 miles per hour. Each petal deals 33% B-Ranked damage. This spell has a range of only 20 meters.
Strengths:
Can attack up to four different enemies.
Weaknesses:
Small range.
The petals are only an inch long, so they can be very easy to dodge.
- Spell Fusions:
List of Spell Fusions:
Name: Final Resort: Hell Stance
Rank: B-Rank + C-Rank
Type: Fire/Absorb
Fused Spells Final Resort: Flame Charge [C-Rank] + Absorb Stance [B-Rank]
Description: In order to activate this spell, the user must say 'Final Resort: Hell Stance.' As they say this, a flame will appear in their hand. This spell becomes more powerful the more the user charges it. They can either charge the spell for one post or immediately put their hand in front of them in order to absorb a coming spell. If they charge for one post, when they absorb the spell, they can immediately reflect it, but if they do not charge for one post, they must charge after they absorb the spell before they can reflect. Either way, as they absorb the spell, they take 1/2 of the damage the spell normally deals before reflecting the spell. If they charge for only one post, the reflected spell deals 1.5x the damage it normally deals, if they charge for 2 posts, it deals 1.75x the damage it normally deals, and if they charge for 3 posts, it deals 2x damage it normally deals.
Duration: 1-4 Posts
Cooldown: 5 Posts
Strengths:
This spell becomes more and more powerful the more the user charges it.
The user can reflect spells thrown at them from other mages.
Weaknesses:
The user must take damage in order to properly cast this spell.
The Gloves of the Sun must be worn when this spell is cast.
The spell must charge for at least one post before being cast.
- Spell Template:
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.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Last edited by Brennan on 31st January 2016, 5:49 pm; edited 43 times in total