Magic
Primary Magic: Coquendam magus
Secondary Magic: Cerberus Slayer Lacrima
Caster or Holder: Holder
Description: Rather than a name for the magic coquendam magus is the name people have called its wielders the Victus family. It translates directly to Cooking Magician. The wielders of this magic use spells all named after cooking terms whether it be a cooking utensil or a cooking technique. As such this magic does not follow a particular element like fire or water. No, it brings together a multitude of spells like ingredients in a recipe.
These techniques are perhaps why the Victus family are so good at cooking because despite the fact that they are able to use this offensively they are able to also use all of the spells for actual cooking. Perhaps they will use a fire spell to perfectly sear some meat or a ranged slicing technique to perfectly dissect some meat. As a side effect of this magic all users gain a perfect eidetic memory. This means the user has a flawless memory allowing them to perfectly memorize everything they have ever read, seen, smelt, tasted or heard. This is particularly effective for cooking.
This is however a holder magic that is focused through his trademark bandana that he normally wear around his brow or on his arm.
User's of this magic can apply various stacks via their spells. One example of this is a heat stack which are applied via his cooking-fire techniques. These do nothing unless another spell is applied. All stacks last three posts when mage is D rank. This duration increments by 1 each time the user ranks up. As a B rank mage it is currently five posts.
Strengths:
Weaknesses:
Primary Magic: Coquendam magus
Secondary Magic: Cerberus Slayer Lacrima
Caster or Holder: Holder
Description: Rather than a name for the magic coquendam magus is the name people have called its wielders the Victus family. It translates directly to Cooking Magician. The wielders of this magic use spells all named after cooking terms whether it be a cooking utensil or a cooking technique. As such this magic does not follow a particular element like fire or water. No, it brings together a multitude of spells like ingredients in a recipe.
These techniques are perhaps why the Victus family are so good at cooking because despite the fact that they are able to use this offensively they are able to also use all of the spells for actual cooking. Perhaps they will use a fire spell to perfectly sear some meat or a ranged slicing technique to perfectly dissect some meat. As a side effect of this magic all users gain a perfect eidetic memory. This means the user has a flawless memory allowing them to perfectly memorize everything they have ever read, seen, smelt, tasted or heard. This is particularly effective for cooking.
This is however a holder magic that is focused through his trademark bandana that he normally wear around his brow or on his arm.
User's of this magic can apply various stacks via their spells. One example of this is a heat stack which are applied via his cooking-fire techniques. These do nothing unless another spell is applied. All stacks last three posts when mage is D rank. This duration increments by 1 each time the user ranks up. As a B rank mage it is currently five posts.
Strengths:
- Variable: It has a variety of spells of various elements meaning it is hard to defend against. It focuses mostly on heat and cold spells.
- Secondary: Can be used for cooking as well as fighting
- Stacks: Stacks are the strongest part of this magic and can dish out a lot of damage very quickly especially when combined with fusions.
Weaknesses:
- Slayers: The strongest spells of this magic are elemental and thus slayers can be a big problem.
- Earth magic: Due to the fact that earth magic can easily counter the cold and heat it can often be used to disrupt the strongest of spells
- Stack conflicts: Stacks can conflict cancelling eachother out and preventing them being used effectively.
- Holder: As a holder magic the user cannot cast any of their spells without the bandanna he normally wears around his brow being somewhere on his body.
- Lineage:
Yin-Yang Monkey Spirit
Description: Magna was once just an ordinary human with magical abilities. The only thing that really made him stand out was his habit of fusing spells together and the fact that it all related to cooking. However, little did he know, but deep within him resided two animal spirits in a constant state of harmony and conflict. A true yin-yang relationship. After joining Black Rose and becoming an ace he was told to bathe in a pool of special liquid. This spiritual water caused those dormant animal spirits to awaken and his body to change. He gained the monkey tail and pads that are now a trademark of the Asura, as Magna has come to be known. The awakening of these spirits revealed that the reason why he had been so focused on fusion. The twin spider monkeys Frosty and Toasty, as he calls them, work together uniting their seperate powers to perform greater feats, much like Magna himself unites his spells to create stronger feats.
After gaining the power of the cerberus slayer and becoming even more in tune with spirits, especially the two within him, the true power of the twin monkeys was unlocked allowing him a much greater knowledge of spell fusion. This boost allowed him to unite spells more easily and to greater effect as well as providing a greater knowledge of magic in itself. What's more the spirits themselves now absorb magic from the atmosphere much as Magna does and thus he regenerates magic power a lot faster than other mages.
Over time as his skill with fusions and magic grew the spirits began to teach him secret techniques of fire and ice. So great in fact that he began to develop new spells from it. In the future more knowledge would be provided and his skill and magic was sure to flourish further.
However, there was a flaw in this seemingly perfect almost symbiotic relationship. His skill with fusions became so great that he lost sight of basic spells and thus his efficiency with them decreased making them cost more.
Abilities:- The user gains an extra spell slot of each rank up to S, but these must relate to 'heat' 'cold' or a combination of the two. These can be applied to either primary or secondary magic. These user cannot combine these slots to get a high rank and if they are not high enough rank to use them then they cannot use them.
- The user is a master of fusion spells and this is reflected in this. The cost of each item within a spell fusion is reduced by 2%. This stacks with any 'cost reductions' provided via other sources. This ability however will not drop the cost of either spell used in the fusion below 1% (unless it was already 0% such as a D rank being used by an S rank mage) Unfortunately, this makes non-fused spells cost 2% more, even ones that were free(excluding signatures).
- The user has a modified MP regen allowing them to restore 25% mp over the course of five posts with 5% being restored each post. This replaces the users normal 10% regen. The user cannot have any other form of MP regen modifications.
- The cooldown of spells when fused is reduced by 1. This stacks with other cooldown reductions. However, no spell can drop below one post in cooldown no matter how many cooldown reductions are used. This excludes signature spells, which would normally have a cooldown of 0 if they were not used in a fusion and instead signature spells can only be used once per post if used in a spell fusion.
- The user is able to perform spell fusion with weapon spells and unison raid with the user's pet. These will follow the costs of a spell of that rank if Magna himself was to use them rather than being a 'free' component
Usage:- Extra spell slots
- All other effects are passives
- The user gains an extra spell slot of each rank up to S, but these must relate to 'heat' 'cold' or a combination of the two. These can be applied to either primary or secondary magic. These user cannot combine these slots to get a high rank and if they are not high enough rank to use them then they cannot use them.
- Unique Abilities:
- Stacks: By utilising certain spells the user can place 'stacks' on a target. When certain criteria is made these stacks are applied doing damage, debuffs etc. For more information see the notes on stacks section.
- God's sense: This is a non-combat ability. The user is able to perfectly identify ingredients in dishes by taste, aroma and hearing. This allows them to perfectly identify when an ingredient is ready and also allows them to maximise the taste of their dishes because they can bring out the most of everything. Due to the fact this enhances his sense of smell and hearing it also makes him a more effective tracker and can be considered to be a 40% boost to those stats.
- Fusion Cuisine: As someone who understands the subtleties of mixing ingredients together to create something greater than their parts Magna has found a way to take spell fusions and make them not only stronger, but more efficient. As such fused spells for him rather than being the damage of the stronger spell and half the damage of the weaker spell are instead calculated as such: (1st spell + 75% of 2nd spell). So for example a D rank spell would be 20+15 instead of 20+10. This fusion boost only applies to one fusion per post.
In terms of the cost of the spells. For a normal Spell Fusion the cost is MP of the full amount of the stronger spell and half that of the smaller spell rounded down. In magna's case this is then dropped by 1%. So for two D ranks fused together it would normally be 7% for the spell fusion. In Magna's case it is 6%. - Fusion Expertise: With this the user has gained enough expertise in fusing spells to allow him to fuse three spells rather than two. However, this cannot stack with the boost of fusion cuisine. The damage done calculates at 75% of spell 1, 50% of spell 2 and 25% of spell 3. So for D rank this would be 15+10+5.
- Cold and Heat Resistance: Due to being a chef and one who has travelled to exotic and dangerous territories Magna has developed an innate resistance to cold and heat making him have a 25% resistance to spells that use heat or cold as a component(e.g. fire and ice) if they are of equal rank. If they are of a rank above this is reduced to 10% and two ranks above to 5%. Anything higher is 0%. One rank below is 33%, two ranks below is 50% and three ranks below is 75%.
- Stacks: By utilising certain spells the user can place 'stacks' on a target. When certain criteria is made these stacks are applied doing damage, debuffs etc. For more information see the notes on stacks section.
- Note on stacks:
Stacks are a key concept of this magic. By applying certain spells to a target the target will receive a stack which is defined in the spell. These stacks have a three post duration. However, if the same type of stack is applied again that stack duration is refreshed and increased by one.- Heat stacks by themselves are useless. However, if a cold spell is used by Magna to hit a target with heat stacks then extra damage will be applied and the heat stacks removed. The stronger the heat spell used the more the cold stacks will damage the target. Heat stacks cannot be applied to a target that has cold stacks applied. The amount of damage applied depends on the spell used to trigger the stacks and this is shown in the spell.
- Cold stacks are different to heat stacks in that you want the duration to run out. If the duration runs out then the effect of the cold stacks is applied. This will cause a debuff of defense per stack as their body becomes frail. A target cannot have cold stacks applied if they already have heat stacks. Any heat based spell that hits a target with cold stacks will remove the cold stacks and do no extra effect.
When the stacks activate the target(s) will receive 5% physical defense debuff x number of stacks. This is equivalent to the user's rank in debuff.
This can be absolutely devastating, but it can also be easily removed by the person being hit with a heat spell or somehow heating themselves up sufficiently. Generally, the spell to heat them up must be equal to the user of this magic. The exception are spells that apply heat stacks which will immediately cancel out cold stacks without applying any effect. - Lightning stacks, much like cold stacks, require the duration to run out. When it does the effect is applied. In this case, again much like cold stacks a debuff is caused. In this case the debuff is to speed as the muscles are sapped by the electricity preventing the target moving as fast.
When the stacks activate the target(s) will receive 5% physical speeed debuff x number of stacks. This is equivalent to the user's rank in debuff.
This can be removed in several ways. If the target is holding a metal object such as a pole that is stuck into the earth when the stacks activate then this will neutralise the effect. Being hit with an earth spell that is the equivalent rank of the user of the magic. This or another perfect insulator such as truly pure water without any impurities, rubber or the like.
- Heat stacks by themselves are useless. However, if a cold spell is used by Magna to hit a target with heat stacks then extra damage will be applied and the heat stacks removed. The stronger the heat spell used the more the cold stacks will damage the target. Heat stacks cannot be applied to a target that has cold stacks applied. The amount of damage applied depends on the spell used to trigger the stacks and this is shown in the spell.
- D:
- Grease is the word:
Type: Coating
Duration: Until washed off or otherwise removed
Cooldown: 3 posts
Description: With this the user magically conjors up a large spray bottle of oil above the target area and lets loose a might barrage of oil enough to cover a 30m radius thickly. This has no direct offensive purposes by itself. No, instead it is designed to make the floor slippery and to make people slippery. This could be used against a weapon using mage, for example, to make their hands so slippery they can't wield their weapon.
What's particularly interesting about this spell is that the oil doesn't wear off per say. No, instead it stays until removed. This could be done with a water spell, going for a swim, burning it off(not advisable as any fire spell used on the oil will ignite it and boost the damage of the flames by 20hp), blown off or many other ways. Generally a D rank spell will remove it providing it makes sense. E.g. a D rank earth spell...doesn't make sense to remove oil.
Magna has even been known to use this on himself to get himself out of a grip though unlike most he is not effected by this spell's negative qualities unless someone was to set it on fire.
Strengths:- Lasts until removed
- Makes things slippery, making it harder to keep grip
- Can be ignited to boost the fire spell's damage by 1 D rank, or if using natural fire to cause 1 D rank of damage.
Weaknesses:- Makes opponent hard to grip
- Could soak allies
- Could soak himself and make himself a tad flammable
- Can be washed away easily by any water spell or with natural water or any sense making D rank spell.
- Lasts until removed
- Wine and Dine:
Type: Coating
Duration: 2 posts
Cooldown: 3 posts
Description: Similar to the Grease is the word technique technique in that it conjures up a large bottle of liquid. However, this time the liquid is alcohol. Normally a red wine, but this is up to the user's preference. It can be white, red, rose, mulled, blessed or even a non-wine related alcohol such as vodka.
Those doused in this alcohol will receive a 20% balance, accuracy and speed reduction if C rank and slur their words more with a tendancy to fall over, 40% if D rank where they become barely intelligible and often fall over. A B rank will slur their words slightly, but no real other negative effect.
Strangely though the targets get a boost of strength equal to the lost speed. 20% for C and 40% for D.
This has a 30m radius.
Strengths:- Reduces speed, balance and accuracy of targets
- Makes it harder for them to communicate
- Is flammable and will boost fire damage by 1 D rank, or if natural fire cause it to 1 D rank of damage.
Weaknesses:- No effect on A ranks or above
- Can effect allies easily
- Boosts targets strength
- Can easily douse himself by accident if he is too close to a target
- Reduces speed, balance and accuracy of targets
- 100 Degree Flame:
Type: Fire
Duration: 1 post
Cooldown: 3 posts
Description: With this the user points their hand at a target and launches a small fireball (3m in size) from their hand which travels 45 meters and covers this distance in a second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds a stack of 'heat' to those hit directly by the flame and half a stack to those hit by the area of effect.
If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.
Strengths:- Good range
- Good speed
- Area of effect
Weaknesses:- Can be easily extinquished by any water, earth or wind spell
- Can be easily blocked by a D rank barrier
- Area of effect could hurt allies or self
- Could be knocked into the area of effect and receive damage(as it lasts a post)
- Good range
- 0 Degree Freeze:
Type: Cooking Cooling
Duration: Instant
Cooldown: 3 posts
Description: With this the user points their hand at a target and launches a small ball of cold(3m in size) from their hand which travels 45m and does so in one second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second. This applies one stack of cold to those hit by the initial strike and 1/2 a stack of cold to those hit by the AOE.
If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is removed 10hp damage will be done.
Strengths:- Can do extra damage if they have stacks of 'heat'
- Good speed
- Area of effect
Weaknesses:- Short range
- Can be easily blocked by a D rank barrier
- Area of effect could hurt allies or self
- Only does extra damage if they have stacks of heat
- Can do extra damage if they have stacks of 'heat'
- Smoking:
Type: Preparation
Duration: 2 posts
Cooldown: 3 posts
Description: The user forms a small sphere of black smoke on their hand which they throw at the ground. It explodes outwards into a 35m radius of thick smoke made from the sawdust of the manuka tree is sent out. This smoke is thick and dense causing those caught in it to have their vision obscured, to cough and splutter and have their eyes water. This is especially useful on aquatic creatures who are more heavily effected by it.
Strengths:- Obscures the vision of targets
- Can cause targets to cough and splutter
- Large area
Weaknesses:- Can be easily blown away by a D rank wind spell
- Can obscure allies vision
- Obscures own vision(though doesn't cause the other effects)
- A rank mages and above can see through the smoke as if its nothing.
- Obscures the vision of targets
- Cooking Pit:
Type: Trap
Duration: 3 posts
Cooldown: 5 posts
Description: This can be used in two ways either offensive or defensive. The user slams their hands on the ground and it drops away in a 30m radius beneath a target within 50m range. This pit is 20m deep and the top will seal until broken, opened by the user or the spell wears off. In the offensive manner this pit will start to heat up. The first post the target is trapped they will receive 5hp ranks of damage, then the post after they will receive 10hp damage and finally they will receive 20hp damage totally 35hp damage. In the defensive manner the user will drop the ground away from beneath themselves or an ally to hide them temporarily from an attack or even a natural occurrence e.g. an avalance would roll right over the top (though this might trap the user if they aren’t careful)
If used offensively then when the duration is over the targets are forcibly flung upward and outwards, which could be used for a secondary trap.
Strengths:- Traps opponents
- Does damage over time
- Is quite deep so targets might not be able to break free
Weaknesses:- Can be broken free of by two D ranks
- Earth techniques are twice as effective against this
- Those who have digging based techniques can easily escape
- If target is quick could avoid being dropped into the pit
- Traps opponents
- Pepper Spray:
Type: Blinding
Duration: 2 posts
Cooldown: 3 posts
Description: With this the user focuses and forms a large pepper grinder in their hands which they quickly grind to send a large wave of black pepper out. This launches a spray of pepper in a cone in front of the user with the cone at its widest point being 45m and the total length of the cone being 45m which it covers in a second. D ranks – blinded for three posts, C ranks – blinded for two, blurry vision for 1, B ranks – every so lightly blurred vision, but not enough to really effect anything.
This also causes 10hp damage to all those who receive blindness.
Strengths:- Blinds targets
- Good aoe
- Does mild damage
Weaknesses:- Can easily blind allies
- Can be blown away by D rank wind spells
- Doesn't effect mages above B rank and barely B rank either
- Only damages those that it blinds
- Blinds targets
- Lightning Butter Knife:
Type: Melee Enhancement
Duration: 2 posts
Cooldown: 3 posts
Description: By using the raw calorific energy stored within food the user is able to generate a small static charge of electricity around their hand adding a numbing effect to their strikes. This charge can swap freely between hands. The effect of this is to increase melee damage by 5hp as well as add 0.25 lightning stacks per strike.
Strengths:- Increases melee damage
- Adds lightning stacks
Weaknesses:- Close range only
- Lightning slayers could eat it
- Very small boost
- Increases melee damage
- Thermal Vision:
Type: Buff
Duration: 3 posts
Cooldown: 4 posts
Description: A skill learned from his former ally Okura Jin, but never fully mastered. This can temporarily allow Magna to alter his version to allow him to see thermal energy. What’s more he can identify the exact temperature of something by looking at it. This allows for him to see hidden enemies, but he mostly uses this in cooking to give him an edge. The flaw with this technique is that sudden large changes in heat can be blinding and can leave the user dazed.
Strengths:- Allows for tracking
- Allows for seeing hidden enemies
Weaknesses:- Sudden heat changes can be blinding
- Intense amounts of heat can be blinding
- Clever opponents could hide their heat making this useless.
- Allows for tracking
- Scent of Confusion:
Type: Distraction
Duration: 2 posts
Cooldown: 3 posts
Description: With this the user focuses and generates patches of scent in ten areas within 60 meters. These patches of scent smell exactly like the user and anyone they are accompanied by. Those who have a scent 'clone' made of them will then become a lot harder to scent increasing the difficulty to find them by scent by 30%.
Essentially this was designed to prevent him being tracked as easily by scent because not only is he harder to smell their are other areas to distract anyone. This has even been known to fool a slayer's nose.
If he is trying to hide more people than himself then the number of scent patches is divided by the number of people. So if its just him its ten. If there are two people then its five and so on.
Strengths:- Hides scent
- Creates scent duplicates to distract
Weaknesses:- No offensive use
- Far less effective on higher ranks
- Doesn't erase scent entirely just makes them harder to track.
- More people means fewer scent patches
- Hides scent
- C:
- Velvet Revolution:
Type: Strength and Endurance buff
Duration: 2 posts
Cooldown: 6 posts
Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical strength by 30% and endurance by 20%. This has a tendency to make the target more susceptible to anger and berserk states. This is a single target spell and can only be used on people within 120m.
How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of ingredients can create a powerful strength boosting additive that he named after his group's favourite cake. He puts this additive of his dishes to help revive people's strength.
However, in this case he uses it in a more condensed manner to boost their strength to higher levels.
Strengths:- Boosts strength by 30%
- Boosts endurance by 20%
- If target is D rank then it boosts the stats more.
Weaknesses:- If an opponent is quick they could inhale it themselves before the target does
- For each rank above B rank the amount of buff is halved
- Short duration
- Only boosts physical strength and stamina meaning if they are hit with a magical spell they will still receive full damage.
- Boosts strength by 30%
- Thunder Peppermint:
Type: Speed and Stamina buff
Duration: 2 posts
Cooldown: 6 posts
Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical speed and stamina by 30%. It also tends to provide mental clarity. This is a single target spell and can only be used on people within 120m.
How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of peppermint can create a powerful speed boosting additive that he named thunder peppermint as it was said that inhaling it was like being struck by lightning. He puts this additive of his dishes to help wake people up.
However, in this case he uses it in a more condensed manner to boost their speed to higher levels.
Strengths:- Boosts speed by 30%
- Boosts stamina by 30% allowing them to keep fighting despite injuries or exhaustion
- If target is D rank then it boosts them by 60%
Weaknesses:- If an opponent is quick they could inhale it themselves before the target does
- For each rank above B rank the amount of buff is halved
- Short duration
- Only boosts physical speed so spells move same speed.
- Boosts speed by 30%
- Eau De Victoria:
Type: Healing
Duration: Instant
Cooldown: 4 posts
Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 90 meters. Each target is surrounded by the mist individually rather than one large AOE.
The targets receive 60hp damage healing shared between them(so 30 each if two targets) and also get a single debuff of the rank healed and below removed (so a single target would get C rank and below debuffs removed, two would get 50% C and a full D removed and so on.)
The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded. This will damage the user and any under the effect of the mist.
Strengths:- Heals damage
- Multi-target
- Remove debuffs
Weaknesses:- Mist is flammable which can be used to negate it
- If more than one target is healed then the healing is divided between them
- If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
- Cannot effect A rank and above debuffs
- Heals damage
- Plate:
Type: Offensive
Duration: Until all plates are used (3 posts maximum)
Cooldown: 4 posts
Description: With this the user forms up a number of plates. Up to eight in total which the user can hold in his hands through extreme skill or make float around him via telekinetic control. These are then thrown like discuses at a target. Unlike normal plates the edges of these are razor sharp and so slice through flesh quite well. They have a range of 90m, a speed of 67.5m/s and do 40hp divided by the number of plates each. As such a D rank barrier is enough to block them unless the user only summons up one in which case a C rank barrier is required.
They can also be used for close range combat, though they aren't exactly suited for this and will disappear on impact with something
Strengths:- Good range
- High speed
- Can be used at close range as a last resort weapon
Weaknesses:- The more plates there are the weaker they are
- Can be blocked by D rank barriers unless only a single plate is summoned
- Can be shattered by D rank spells
- Not really suited for close combat even if they can be used for them
- Good range
- 200 Degree Flame:
Type: Fire
Duration: 1 post
Cooldown: 4 posts
Description: With this the user points their hand at a target and launches a small fireball (4m in size) from their hand which travel 100m and do so in one second. This when it hits a target does 40hp damage and then spreads out doing 20hp damage to everything with its 50m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies two stacks of heat to those hit by the initial strike and 1/2 stack of heat to those hit by the AOE.
If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed and the effect not applied.
Strengths:- Good range
- Good speed
- Area of effect
Weaknesses:- Can be easily extinquished by any water, earth or wind spell
- Can be easily blocked by a C rank barrier
- Area of effect could hurt allies
- Could be knocked into the area of effect and receive damage(as it lasts a post)
- Good range
- Negative 25 Degree Freeze:
Type: Ice
Duration: Instant
Cooldown: 3 posts
Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(4m in size) from their hand which travels 100m and does so in one second. This when it hits a target does 40hp and then spreads out doing 20hp to everything with its 50m radius which it covers in a second. This applies two stack of cold to those hit by the initial strike and 1 stack of cold to those hit by the AOE.
If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is removed 20hp damage will be done.
Strengths:- Can do extra damage if they have stacks of 'heat'
- Good speed
- Area of effect
Weaknesses:- Short range
- Can be easily blocked by a C rank barrier
- Area of effect could hurt allies
- Only does extra damage if they have stacks of heat
- Can do extra damage if they have stacks of 'heat'
- Eau de Rocio:
Type: Debuff
Duration: 4 posts
Cooldown: 5 posts
Description: Using knowledge gleaned from much experimentation and to some extent luck Magna has developed a particular spice using his molecular gastronomy that mimics the effect of a legendary ingredient. This legendary ingredient was said to give one entire new perspectives when it came to food and in this case it does so by inverting the person’s gender both externally and internally. A rather niche spell for the most part and strong bodies (A rank and above) are resistant to it unless they let themselves be effected. The transformation is very rapid and will turn them into what they would have been had they followed the same or similar paths through life, but as the opposite gender. Magna mostly uses this for fun at parties, but it can have some uses in combat such as adding an extra weak spot, for infiltration or for temporarily throwing an opponent off. This spell can effect up to five individuals at once by enswirling them in the pink mist which is manipulated by the user though said targets must be within 90m
The name comes from the word dewdrop because dew symbolises a new day and this symbolises a new experience.
Strengths:- Can be used for infiltration
- Can disorientate opponents and add extra weaknesses
Weaknesses:- No real debuff effect
- No real combat effect
- Mostly for fun
- Can be used for infiltration
- Tako No Yoroi:
Type: Buff
Duration: 3 posts
Cooldown: 4 posts
Description: Another spell created in tribute to his lost ally Okura Jin. This technique mimics the technique ‘Emperor’s Armor’ but does it in a rather strange and unique way more befitting Magna’s style. With this the user forms from cold or heat energy(user’s decision) a pair of pauldrons upon their shoulders which link together at the back. They cannot swap between the temperature form. From these extend four tendrils of the same energy that take the form of octopus tentacles. The user can regulate the heat of these to some extent allowing them to do damage with burning/freezing or physical blows. When doing burning/freezing this is classified as temperature damage. These tendrils essentially function as ‘requip’ weapons and merely give him extra limbs to use. These do user rank melee damage + strong rank weapon boost if the user is using temperature damage otherwise it is just user rank. These last three posts.
These will (if ‘temperature’ damage) is on dish out stacks of heat/cold. . From this spell alone the maximum amount of stacks that can be applied is one, no matter how many times the target hits. Each blow will add 1/8th. If the target has heat stacks on them and this is in cold mode then each blow will remove a stack of heat and do 10hp damage. If the target has cold stacks on and this is in heat mode then one cold stack will be removed for each blow. Normal stack rules apply meaning if the target has cold stacks heat stacks cannot be applied and vice versa.
These tentacles have a range of 30m and are especially good at grabbing. Magna has even been known to use these to save people from falling, pull them out of harm’s away or grapple.
Strengths:- Extra limbs allowing for multiple holds
- Can apply/trigger stacks
Weaknesses:- Limbs can be destroyed and don't regenerate. This takes two B ranks
- Fire/ice slayer could eat it depending on form
- Might just remove stacks
- Extra limbs allowing for multiple holds
- Tenderizer :
Type: Charge up
Duration: 3 posts maximum
Cooldown: 7 posts
Description: With this the user focuses and channels the calorific energy within their body to one of their arms. This renders the arm unusable for the duration and due to the concentration required the user is unable to use anything except signature spells whilst this is occuring. They are able to move, but their movement speed is reduced by 50%.
Over time this will charge up that calorific energy allowing for one super powered punch. This does user rank melee damage plus extra force depending on how long its been charged. The blow causes a large shockwave that throws the target back and does 25% of the extra damage (so without the melee) to those caught in the shockwave. Note the spell is an enhancement to his physical strength so some of the damage isn't determined by the spell or its rank.
So in effect the 'extra' damage is the damage of the spell itself.
One post charge - 20 hp extra damage, 15 meters shockwave and knockback, 5hp to those caught in shockwave
Two post charge - 35hp extra damage, 25 meters shockwave and knockback, 10hp to those caught in shockwave
Three post charge - 50hp extra damage, 50 meters shockwave and knockback, 20hp to those cauhgt in shockwave.
Those hit by the blow itself do not get hurt by the shockwave.
Strengths:- Very powerful close range punch
- Gets stronger
Weaknesses:- Close range only
- Could catch allies in shockwave
- Makes arm useless whilst charging
- Reduces spells he can cast whilst charging
- Very powerful close range punch
- B:
- 300 Degree Flame:
Type: Fire
Duration: 1 post
Cooldown: 6 posts
Description: With this the user points their hand at a target and launches a small fireball (5m in size) from their hand with a range of 100m which it covers in one second. This when it hits a target does 60hp and then spreads out doing 30hp ranks to everything with its 75m radius, which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies four stacks of heat to those hit by the initial strike and 2 stacks of heat to those hit by the AOE.
If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed and not activated.
Strengths:- Good range
- Good speed
- Area of effect
Weaknesses:- Can be easily extinquished by any water, earth or wind spell
- Can be easily blocked by a B rank barrier
- Area of effect could hurt allies
- Allies could be knocked into the area of effect and receive damage(as it lasts a post)
- Good range
- Negative 50 Degree Freeze:
Type: Ice
Duration: Instant
Cooldown: 5 posts
Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(5m in size) from their hand that travels at 100m per second and has a range of 100m. This when it hits a target does 60hp damage and then spreads out doing 30hp to everything with its 75m radius which it covers at 75 meters per second. This applies four stacks of cold to those hit by the initial strike and 2 stacks of cold to those hit by the AOE.
If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is removed 30hp damage will be done.
Strengths:- Can do extra damage if they have stacks of 'heat'
- Good speed
- Area of effect
Weaknesses:- Short range
- Can be easily blocked by a B rank barrier
- Area of effect could hurt allies or self
- Only does extra damage if they have stacks of heat
- Can do extra damage if they have stacks of 'heat'
- King Sleep Fragrance:
Type: Sleep/Speed Debuff
Duration: 3 posts
Cooldown: 7 posts
Description: This is his most powerful and advanced Molecular Gastronomy based technique. By careful experimentation he has found key components in many sedative ingredients to form a powerful mist that is said to be enough to put anyone to sleep.
The user focused and spreads their hand launching a cloud of mist in front of them that has a 100m radius with them at the center or the edge which it covers at 75m/s. Those caught within this will normally only receive a 25% physical speed debuff as they feel sluggish and tired. Magna himself is immune to this.
However, targets that have 2 B ranks worth of health left will be put to sleep for the remaining duration. Should they get down to this amount of health whilst King sleep is effect then they will be put to sleep.
Strengths:- Great AOE
- Speed debuff
- Can put targets to sleep
Weaknesses:- Half the debuff effect for each rank above the spells.
- Can easily put allies to sleep
- Can be blown away by a C rank wind spell
- Linear direction
- Great AOE
- Pressure:
Type: Defensive
Duration: 3 posts
Cooldown: 7 posts
Description: A pressure cooker uses pressure to cook something more quickly. By inverting this principle Magna can create a powerful barrier to defend those inside from harm. This barrier can be utilised in two fashions. Either to protect a single individual in which case it acts almost like a second skin or in the form of a dome which can expand up to 75m in radius.
The dome barrier can take two spells of equal rank and the skin can take four. However, should the opponent use an air spell that is not A rank or above then the barrier will actually absorb the air and strengthen making it harder to break. However, no matter how strong it gets if A rank or above air spells are used it would still damage the barrier rather than boosting it.
This does not defend against physical attacks. Only magical ones.
Strengths:- Can be strengthened via air spells
- Can protect a single individual greatly or multiple individuals
Weaknesses:- Can be eaten by air slayers
- Dome is stationary
- Physical attacks go straight through it
- Can be strengthened via air spells
- Blow Torch:
Type: Fire Offensive
Duration: Instant
Cooldown: 5 posts
Description: The principle of fire taken into another fashion. In cooking a blowtorch can be used to sear the edge of meat. Magna has used this to form an offensive technique that has six variants. This flame is fired from the tip of the finger so is very thin. However, he can choose to fire this from any number of fingers on one hand or from his fist. This widens the beam, but shortens the range. The width of the beam is equal to the width of the fingers/fist used.
Ranges and damage:
One finger - 200m, 60hp, two stacks of heat, 150m/s
Two finger - 225m, 55hp, three stacks of heat, 140m/s
Three finger -250m, 50hp, four stacks of heat, 130m/s
Four finger - 275m, 45hp, five stacks of heat, 120m/s
Five finger - 300m, 40hp, six stacks of heat, 110m/s
Fist - 300m, 35hp, seven stacks of heat, 100m/s
If the target has cold stacks applied then the heat stacks will not be applied and the cold stacks will be removed.
Strengths:- Can decide on range, speed and width of beam
- Powerful heat damage
- Adds stacks of heat
- Beam continues after hitting a target so could hit multiple targets if in a line
Weaknesses:- Linear direction
- Can be eaten by fire slayers
- Cauterizes the wound caused so opponent won't bleed out
- Wider beams do less damage
- Could remove cold stacks
- Can decide on range, speed and width of beam
- Eau De Grande Victoria:
Type: Healing
Duration: Instant
Cooldown: 5 posts
Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 150 meters. Each target is surrounded by the mist individually rather than one large AOE. This is the enhanced version using more raw magic power.
The targets receive 80hp damage healing shared between them(so 40 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get A rank and below debuffs removed, two would get B and below removed etc).
The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded.
Strengths:- Heals damage
- Multi-target
- Remove debuffs
Weaknesses:- Mist is flammable which can be used to negate it
- If more than one target is healed then the healing is divided between them
- If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
- Cannot effect A rank and above debuffs
- Heals damage
- Lightning Steak Knife:
Type: Buff
Duration: 3 posts
Cooldown: 5 posts
Description: An enhanced version of the butter knife technique now allowing for electricity to be channelled along the whole arm and now also the feet and leg. Like with butter knife it can be swapped freely between areas. It can also be focused to just a single point (such as a finger) or to a full limb. This adds piercing to the user’s physical blows as well as electric damage resulting in a 15hp damage increase to melee blows. This electricity can also be applied to weapons. This still applies 1/4 lightning stack per blow.
Strengths:- Adds lightning stacks
- Increases damage
Weaknesses:- Could be eaten by lightning slayers
- Could cause him to shock himself if he hit water
- Close range
- Adds lightning stacks
- Chef's Passion:
Type: Buff
Duration: 5 posts
Cooldown: 7 posts
Description: A tribute to his lost ally Okura Jin Magna fashioned this technique to honour him and continue his legacy. The two worked together and taught eachother much. Magna enlightened Okura on the way of cooking whilst Okura further trained Magna in the ways of heat manipulation.
This technique surrounds a number of people in an aura of heat that burns those who touch it from the outside for 8hp damage/number of aura wearers though it offers no other protection other than ‘damn that’s hot don’t want to touch that’. This will apply a heat stack/number of aura wearers on each hit. Fire/heat spells launched whilst in the aura will have all effects increased by 24%/number of aura wearers. Ice/cold spells launched whilst in the aura will have all effects reduced by 24%/number of aura wearers.
Once three posts have passed the aura will suddenly invert to one of intense cold. This sudden change of heat will result in an explosion that will effect everyone not wearing the aura. The explosion in total from the various auras alone will do 30hp damage. However, should those caught in the blast have heat stacks applied they will get an extra 20 hp damage per stack.
As a purely cosmetic effect the visible aura will take the shape of a chef’s uniform making it appear as if the wearer’s are ready to cook.
Strengths:- Boosts fire/heat spells
- Adds extra melee damage as well as burning damage if an opponent attacks
Weaknesses:- Could accidentally burn allies by brushing against them
- Weakens ice/cold spells
- Weaker if more people are wearing it
- Boosts fire/heat spells
- Signatures:
- I am the Eggman:
Rank: D rank
Type: Offensive
Duration: -
Cooldown: -
Description: Allows the user to fire off ‘eggs’ which can either be normal or rotten. These have a max range of 40m and will hit for 10hp damage. The range is covered in a second. If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
Strengths:- High speed
- Rotten eggs could be used to distract opponent
Weaknesses:- Linear direction
- Does less damage than a normal spell of its rank
- Can be blocked by barriers of equal rank or above (D rank)
- High speed
- Knife and Fork:
Rank: User(Maxes at S)
Type: Offensive
Duration: -
Cooldown: -
Description: With this the user can swing their arm and summon up razor sharp fork's and knives that are thrown at the target. These can either be made of metal or energy (this counts as radiant/light energy) Like normal weapons the user can strike multiple times in the same post with this. This is equal to user rank melee damage + 7 hp. D rank 12hp, 17hp C, 22hp B, 27hp at A, 32hp at B
The range of this also increases depending on rank. At D rank it is 50 meters, at C rank it is 110 meters, at B rank it is 180 meters, at A rank it is 260 meters, at S rank it is 350 meters
If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
Strangely, this can be combined with lower ranked spells and if so it will be reduced to that rank rather than its true rank. Meaning if it was normally B rank and was used to fuse with a C rank spell then it would count as a C rank spell. Its cooldown is determined by the rank of the spell it fuses with. Otherwise, being a signature spell, its a 0 post cooldown.
Strengths:- High speed
- High offensive power
- Costs no mp
Weaknesses:- Linear direction
- Does less damage than a normal spell of its rank
- Can be eaten by metal slayers/light slayers depending on the version used
- Can be blocked by barriers of 1 rank less than the spell rank(so if the spell is currently B it can be blocked by C)
- High speed
Last edited by Shard on 25th September 2017, 4:13 pm; edited 15 times in total