Magic
Primary Magic: Earth Demon Slayer
Secondary Magic: {Blank}
Caster or Holder: Caster, Lost
Description:Demon Slayer InfoNot much is known about this form of Magic except that it allows its users to use a specific element to slay Demons. It also lets the user eat their respective element to replenish strength and become immune to its effects like other types of Slayers. It has also been suggested that Demon Slayer Magic is a very fickle Magic, and that learning it too quickly and making use of its properties in rapid succession have adverse effects on the user, causing them to become afflicted with black markings that spread across their entire body. The users who master this Magic are able to summon these markings at will, allowing them to become immune (to a limited degree) to the effects of Curses. This Magic also allows its users to obtain information about a Demon by just observing it for a second.Main ElementBeing that of the Earth Demon, the caster makes use of the earth around them for combat, giving the user a great deal of flexibility when using their Magic. Skilled users can manipulate the physical properties of earth, such as making sand as hard as metal, creating iron-hard rock pillars from the ground, or even bending the ground at will and turning it into a liquid form. Also enables the user to literally dive into the ground (be it rock, concrete, or metal), using their hands or feet, and tunnel through it. Like other elemental Magics, some users can also transform their bodies into earth and travel through solid obstacles and the ground itself.Specialized SubtypeThis Earth Demon is very unique cause its true power comes from using the raw power of Sand. This subtype of earth takes its form of Magic revolving around the use of sand, which is placed under the user's command for them to employ for various purposes. The user manipulates sand and shapes it into a variety of forms for different purposes, with the most prominent so far being for combat, with sand-made bullets being the most common attacks. Due to the sheer amount used in its casting, the sand itself is very powerful. Even those there are a lot of mages that use sand magic, they is something very untie about this one. Because of it being mixed with a demonic based energy it cases to the sand to take different colors and every color has its own set of properties.
Strengths:
♋ Stealthy movement
♋ Status effects (mostly in the form of blindness, stunning, trapping, and stop movement)
Weaknesses:
♋ Wind Magic (can blow the sand away)
♋ Friendly Fire (spells don't discriminate for its targets. Friends and foes alike will be affected. Sometimes even herself can be affected by her spells.)
♋ Ice Magic (can freeze the sand back into one piece and make it to heavey to use)
Lineage: Aspect of Terra
Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights: Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
Ability: The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth 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 a earth spell to nullify it(max S-rank).
Gains a user-ranked Earth-based signature spell. (S-rank Max) It must be made in the magic app as normal in addition to spells made.
Usage: Passive, 3 post cooldown on nullification. Can only be used three times per thread.
Unique Abilities:
Sand Embodiment
User is made up of or can transform their body completely into sand. Users transformed form can be either anatomically identical to their normal form, aside of being made of sand, in which case it contains all to organs and is somewhat vulnerable to attacks. But when physical attacks, made by a weapon or body hit, they will go straight through the user. This does not mean the attacks are negated, they just do less damage to him, 25% of rank and the body part or weapon that goes through the user, will take half of user's rank in physical damage. Alternately user can transform into homogeneous matter, without any part of their form being more important than the other. While sand lacks the raw power and durability of stone and metal, it more than makes up with flexibility. User can manipulate their form with ease, being able to shift from solid to sand-cloud, form weapons or scatter themselves over wast areas.
Endless Sand
Within inside the scales of the user are sand generation cells that shores up sand in and around the scales. So that the user can generate sand particles to either as away to make sand in areas where they is normally none or have it around the scales to strengthen the defense of the users body by 25%.
Seismic Sense
The user is able to pick up even the slightest vibrations through physical contact with the ground, enabling them to perceive their surroundings as precisely as normal sight. Users are able to sense the structure and materials of solid substances, including the presence of caves, material changes, and structural weaknesses. The user gains the ability to sense/perceive vibrations in the sand as well.
Psammokinetic Combat
The user combines their manipulation of sand with their physical combat skills to create a deadly elemental force with the mobility of water and the impact of earth. Also gains 50% melee damage in the form of sand element damage.
Spells:
- Template:
Note: BE SPECIFIC AND ADD DETAILS
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. 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)
- Signature:
♋Name: Stone Edge of the Earth Demon
{Unlocked by Aspect of Terra for Scaling Sig}
Rank: C (S-rank Max)
Type: Earth, Offensive
Duration: Instant
Cooldown: Once per post
Description: Sandile's back starts to glow white and multiple orbs of white energy come off its back and float into the air. The orbs then take the shape of a circle and spin around in midair. The white orbs then form into gray stones and the stones then fire at the opponent, or Sandile's body becomes surrounded in white and a ring of white orbs of energy comes out of Sandile's back. The ring then becomes larger and the light fades, the orbs forming into gray pointed stones. Sandile then fires the stones at the opponent with a max range of 30 meters at a rate of 20 m/s. There are a total of six stones made. The stones cause C-rank normally, 1.5 C-rank damage at max range, and only does half C-rank damage at close range.
PvP: Each of the 6 rocks would deal 10 damage (in total it deals 1.5x C Rank).
Strengths:
Fires multiple rocks
Weaknesses:
The stones break one contact with the first person or animal they hit let it be opponent, friend, or teammate
Ice based spell of same rank or higher would cause the stones to freeze in place and fall straight to the ground♋Name: Stone Fang
{Unlocked by C-rank for Scaling Sig}
Rank: C {Max S}
Type: Earth, Offensive/Supportive
Duration: Instant
Cooldown: Once per post
Description: Sandiles teeth are infused with the power of stone that makes them look dull. But his teeth and jaw's strength are enhanced by 30%. When triggered Sandile whole mouth glows white and green rapidly, switch shows them being infused with stone and giving his bite extra force be hide it.
Strengths:
Increases Jaw & Teeth Strength
Weaknesses:
Can't bite if mouth is trapped shut
Has to be in melee range♋Name: The Mighty Dig
{Unlocked by C-rank for Perm D-rank Sig}
Rank: D
Type: Earth, Defensive/Supportive
Duration: 2 posts
Cooldown: 2 posts
Description: Sandile digs into the ground using all four of its legs, It can travel either underground or with its eyes and nose above the ground. Then digs a pitfall under the opponent that causes them to fall into it for 1.5 D-rank damage. The pitfall measures diameter 10 meters, and height 5 meters down.
Strengths:
Able to dodge attacks by going underground
Weaknesses:
Can be removed from underground stoping the pitfall from being made
Can trap allies if not careful
- D-rank:
♋Name: Sand Splash of the Earth Demon
Rank: D
Type: Earth, Defensive
Duration: Instant - 1 post
Cooldown: 2 posts
Description: Sandile sticks his tail into the sand fling the sand into the face of who ever is within a 5 or less meters range around him. Th sand gets into the opponent's eyes an blinds them for 1 post. Sand causes D-rank damage to all who are hit by the spell.
PvP: The blind effect wouldn't happen to players above the rank of this spell.
Strengths:
Can blind
Weaknesses:
Cant use if tail is stuck some where or being held onto
Can be dodged easily♋Name: Sand Tomb of the Earth Demon
Rank: D
Type: Earth, Offensive/Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: Sandile crawls into the sand and creates a sink hole in the sand that sucks the opponent in. The sink hole act just like quicksand and the hole measures diameter 10 meters, and height 5 meters down. The sink hole keeps the opponent trapped in it for 2 posts and causes D-rank damage for every post while in side the sink hole.
PvP: Since higher ranking mages are generally stronger, and faster they would be able to escape the quick sad after 1 post.
Strengths:
Can trap multiple people
Weaknesses:
Needs to be below the sand to use this spell
Can trap allies if not careful♋Name: Earth Demon's Sandstorm
Rank: D
Type: Earth, Offensive/Supportive
Duration: 3 posts
Cooldown: 4 posts
Description: Sandile's whole tail starts to glow sparkling white. It then fires a shining golden beam from its tail at the ground, causing a giant twister of sand to spread out all over the battlefield. Sandstorm measures diameter 16 meters wide, and 10 meters high. It keeps both the opponent and him self trapped in it for 3 posts, 50% D-Rank damage each post; total 1.5x D Rank damage over the course of 3 posts to everything inside over the duration of the sandstorm.
Strengths:
Stop the opponent from running away
Weaknesses:
Can trap and hurt allies an self
Wind based spell of same rank or higher can disrupt the sandstorm♋Name: Raging Sand of the Earth Demon
Rank: D
Type: Earth, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Sandile's back starts to glow white and multiple orbs of white energy come off its back and float into the air. The orbs then take the shape of socks and comes back down an in cases all four legs. The white socks then form into mini sandstorms that surrounded all four of Sandile's legs. The mini sandstorms apply D-rank damage on hit with close combat strikes.
Strengths:
Increases close range damage
Weaknesses:
Gives no extra range on melee attacks
Wind based spell of same rank or higher can disrupt each of the mini sandstorms around the users legs
- C-rank:
♋Name: Sand Slide
Rank: C
Type: Earth, Offensive
Duration: 2 posts
Cooldown: 3 posts
Description: Sandile raises his head into the air. Then, multiple white rings of energy then appear above Sandile's body high in the sky and large sand like boulders come out of the ripples of energy. The boulders then fall down and rain over the opponent. There are a total of four boulders made and they cause C-rank damage. If hit by all four boulders the target causes them to feel heavier then normal because of the sand seeping into their clothes and body weighting them down for two posts. The amount of weight that is felt is twice their own weight.
PvP: Each of the 4 boulders would deal 15 damage (in total it deals 1.5x C Rank).
Strengths:
Cause the opponent to feel twice as heavy
Weaknesses:
Has to land all four boulders to cause weight effect
The boulders are fairly slow due to their size♋Name: Ripping Sands
Rank: C
Type: Earth, Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Sandile stomps down on the ground with all for legs at full force and creates a shock wave on the ground. The shock wave measures diameter 30 meters around Sandile at a rate of 10 meters per post. The shock wave then crashes towards the opponent causing C-rank damage and knocking them back 10 meters or stops when hit into something (like a wall).
PvP: Opponents 1 rank above would be knocked back 5 meters, and opponents 2 ranks above would be staggered but not knocked back. Opponents 3 ranks above would have an absolute resistance to the spell.
Strengths:
Only opponent(s) are damaged by this spell
Weaknesses:
Unaffected to those not on the ground
Can knock back allies♋Name: Black Sand Arts: Blunt Tail
Rank: C
Type: Earth, Black Sand, Offensive
Duration: Instant - 5 posts
Cooldown: 6 posts
Description: Sandile's entire tail turns solid and becomes the shape of a war hammer that made of sand. But the sand turned from his brownish-orange color to that of a grayish-black. This kind of sand is a very condensed and heavy almost like that of a metal bar. Then swings it around and hits the opponent with it with full force causing C-rank damage. The hammer can withstand only 1.5 C-rank damage before breaking and will dull any bladed weapon that clashes with it for 3 spots cause that weapon to only do half its normal amount of damage.
PvP: Strong Rank weapons would deal half damage for 3 posts, Strong(+) would deal 25% damage for 3 posts, Legendary would deal 25% damage for 1 post, and Legendary(+) and higher grade weapons would be unaffected.
Strengths:
Can dull bladed weapons
Weaknesses:
Has to be in close range to use
Black sand is heavier then normal sand
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!
- Template:
Note: BE SPECIFIC AND ADD DETAILS
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?)
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. 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 Sandile ♂ on Sat 20 Feb 2016 - 13:49; edited 3 times in total