Magic
Primary Magic:
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Primary Magic:
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
- Description:
Once there was a mage who lived in the the dessert who lived alone away from society, the mage learned what Kondo knows as the Suna Maho. The magic focuses on the elements of the desert wasteland. The magic consists of heat that dries the the body towards dehydration, mirages that deceives its opponents of hope which later on leads the opponent to despair, and the sand and mountains that can be crumbled or swiftly incase its victim to become mummified and forgotten forever. The suna magic has been passed down through ages to the leading family member of the clan.
The mage uses the four types of magic, temperature, illusion, Tera and sand elements. The mage taps into the soul of the dessert to conjure his energy into using his magic. First he taps into his cells that constantly produces sand and creates a sensation of warmth, the more detail his thoughts are about a certain temperature the more accurate his body temperature will become. The more heat there are in the area, the more like of a chance the mage can create a mirage of hope and lead its prey into an act of despair. The Sand magic is a focus from his very own cells his family developed through the bargaining of the sand demon. The mage's body is full of sand, the mage has an organ that produces any mineral into sand and store them into his cells for later use. As for the mountains and rocks, sand is simply smaller version of rocks or mountain, the mage can control them the same exact way.
- Strengths:
* Sand is its ally, if there is sand in the chemical compound, he can manipulate it.
* Versatile to the element around the user. Such as converting its own body into sand and flow through cracks in the walls, pipe, or any opening and solidify on the other side
* Strong against temperature damage, able to manipulate its own temperature to survive the heat.
* Strong with illusion, tapping into the hopes of dreams of the user’s mind to bring it into reality, only to later on bring despair.
- Weaknesses:
* water element makes the magic harder to use
* less sand in the area, the weaker the magic will be (d-min)
* Ice magic solidify user
* Being able to control temperature in general has some weaknesses. If the user is frozen, it will take about 5 post to break free from his ice prison. During this time, the user has to stay and channel his temperature at maximum
*If Kondo encounters anyone who eats sand for breakfast/ lunch/ dinner most of the time Kondo will most likely be eaten, unless there is a lot of sand he can grow from.
- Lineage:
Sand Demon:
Description: A monster in ancient Egypt was locked away, but one fateful night it managed to trick it's captors and escape by taking on a human form and seducing them. The abominations that were born as a result of the event were given the ability to manipulate and control sand.
Ability: The ability to control and manipulate sand at will with their will. Doing so within a 25 meter area, they can direct sand to attack or take various shapes in order to deal the user's rank in melee damage and it increases based on spell power / magic damage buffs rather than strength buffs. The sand can form barriers to help block attacks in which case it is considered a barrier/shield spell of 1 rank of the user’s rank (D-min).
The user can also "Swim" through sand as though it were water and control the and to give them increased grace and speed when "swimming" (50% speed boost).
Usage: Sand must be within 50 ft of them to use with a 5 post duration with a 6 post cooldown(if the user’s magic focuses on sand this can be a passive ability instead). Shields of sand must be made by sand within 50 ft of the user and has a cooldown of 4 posts after use.
- Unique Abilities:
- ”Thermal control”:
- Kondo lived in the harsh desert where temperature changes frequently depending on the time of day. As Kondo’s body is made out of sand he can’t feel the temperature but normal to how he feels. As a defense mechanism Kondo can break down his molecules and cause friction to warm his body or cool his body heat. For an example if his body were to be frozen he can shift his sandy body and cause friction to melt the ice. As sand can be melted into glass, Kondo can partake into become a humanoid glass elemental. If he becomes a glass elemental he has about 2 post until his body completely cools down, or cooled down after one post by a continuous water attack. If the flames are continuous, Kondo can move through flames as a liquify glass elemental.
- ”Sand of the Wasteland”:
- Kondo inherits the Sand Demon’s blood and accepts it as part of who he is, his body and cell became one with wasteland. In other word his body and cell can produce 10 meter of sand and is able to transform his solid body as fluid as the sand to avoid most attacks (50% avoidance from d-rank attacks/ spells, 25% avoidance from C-rank attacks/ spells, and 10% avoidance from B-rank attacks/ spells) In addition he covers his body in sand to shape-shift into anyone he came in contact with, with the sand covering his body he has an additional body defense (15% defense against D-rank, 10% defense against C- rank, 5% B-rank.) He can also use his environment of sand to increase the defence percentage (20% defense against D-rank, 15% defense against C-rank and 10% defense against B-rank.).
- ”Vibration sense”:
- Kondo travels the desert wasteland, and he feels, like a sonar, to detect anonymous objects by a 100 meter radius range. As long as a part of his body and an anonymous object touches the ground, he can sense it.
- ”Sand Hop”:
- Kondo being in the desert and a traveler for orphans as a job, he can travel at great length across the desert. Kondo can hop from one point of desert to another location every 1 posts cool down(Kondo is out in the desert and he sees a location in the line of sight, he thinks he is there and the next minute he is already there).
- Spells:
Spell Template- ”Suna hebi”:
Name: Suna Hebi
Rank: D - rank
Type: Offensive
Duration: 4 posts
Cooldown: 5 Posts
Description: The spell is casted when the opponent is near a 10 meter radius, which tiny amount of sand starts to sneak its way into the opposing caster’s lungs. Slowly the sand will starts to damage the opposing caster’s body. Each post the causes 25% D-rank damage as long as the sand still inhabits the caster’s body. After the opposing caster leaves the AOE, the sand will continue to damage him or her on a constant 25% D-rank damage of damage even after the caster leaves the 10 meter radius. If opposing caster does not step away from AOE, the sand will be pulled out of opposing caster, dehydrating the mage with an additional D-rank damage.
Strengths:
Can build the amount of damage due to how long opposing caster is nearby
Hard to detect, only high ranked mages can detect the sand traveling into their body.
Dehydrates or mummify victims
Weaknesses:
opposing caster must have lungs or blood veins to be effective.
Limited to 10 meter radius.
Sand must be present to use ability
Doesn’t work against sand slayer users.
- ”Suna Juka”:
Name: Suna Juka
Rank: D
Type: Offensive
Duration: 3 posts
Cooldown: 4 post
Description: Kondo must use his momentum to slam the ground underneath him to create a 10 meter radius of spikes rises out of the ground at random. The spikes launches out, and unfortunately if any ally is in the 15 meter radius they are most likely get hit. Spikes of hardened earth rises from the ground damaging about D-rank damage. For three post the spikes will continuously spike out at random out of the ground for 3 post. The only safe place will be the 3 meter radius where the impact originated from and out of the 15 meter radius.
Strengths:
* 30 meter diameter range
* Can’t be attacked horizontal
* Random hits (dice rolls?)
Weaknesses:
* Small area to fight hand to hand combat
* Has to stay and focus for 3 posts
* Water will cancel the spell
* Ice will freeze the spikes and stops it from randomly spiking out of the ground
- ”Kaze manipulation”:
Name: Kaze manipulation
Rank: D-rank
Type: Wind
Duration: 1 post
Cooldown: 2 post
Description: Kondo focuses the wind around him and conjure the element of the wind, and bend them to his will. He can command the wind to carry the sand as projectile increase its speed (20% speed increase)to increase the sand attack to a rank higher. He also can shred his enemies into bits, or simply draw the wind out of his victim to leave the victim without air. Kondo only uses this ability only when it is necessary. Like his sand demon powers, the range he can control the wind is within the 50 ft of range around the Kondo. The wind can be swift yet deadly to whoever steps in the area of manipulation.
Strengths:
*The wind is a natural resources that flies around everyone, so Kondo doesn’t need to find air.
* Using the wind to help support his other sand attacks and deflects
* Using the wind to conjure lightning by creating friction in the area.
Weaknesses:
* Cannot be used underwater, unless he brings the wind with him.
* Totally useless against sky dragon slayers
* Only used to boost the speed of the user to travel or send projectile attacks with an increase in damage
* Only self uses, can’t be supported for other uses to benefits them, unless they are sand or projectile weapons.
- ”Sand minion”:
Name: Sand Clone
Rank: D rank
Type: Cloning
Duration: 4 posts
Cooldown: 5 posts.
Description:
Kondo releases a part of his body and mix it with excess amount of sand, which later grows into a minion of his own. Another walking version of Kondo is created so it can infiltrate without the real Kondo being in danger. Or he can create another living being out of sand to disguise himself when he infiltrates. When the caster is in a tight spot he can switch places with the clone instantly costing him Mp. If the clone dies, the clone will explode and do D-rank amount of damage with an AOE of 5 meters. Lastly the caster can absorb the clone to heal 20% of caster’s health.
Strengths:
trump card to escape from tight situations when about to be killed.
easily mistaken for the real body
Can confuse people from the real caster.
Weaknesses:
Magical substance, can be canceled
Can be eaten alive from a slayer user.
Clones cannot use spell if no amount of sand is present at the time.
Split personality from actual caster.
Last edited by OrangeKid on 28th February 2016, 6:29 pm; edited 1 time in total