"To birth miracle or catastrophe with only ones own power is surely to blur the line between man and god"
Primary Magic: Fantasia Calamity
Secondary Magic: N/A
Caster or Holder: Caster
Description: The power to manifest magical power as a medley of physical and metaphysical forces for offense, defense, surveillance, and even creation. All the spells subdivided under this skill set are used by manipulating or expending his mass wellspring of magical energy with varying degrees of focus and differing applications. The possibilities of his massive mental power well being applied to other spectrums are nearly endless, though there are specific categories that most of those said spell applications fall under, listed below.
Stregnths
- Dray's magic allows him to cast various spells that include dabbling in the laws of Mysticism in some
Weaknesses
-According to Dray the one downside to his magic is that it may leave him with headaches or midgrains.
-It also requires a great deal of focus stamina and comprehension of Metaphysical laws.
Unique Abilities
'Multi Thought '; An application that allows Dray to run several trains of thought in seamless coexistence without any break in focus to perform multiple advanced actions simultaneously without error, achieved by actually splitting the mind into multiple independent and fully functional segments witch their own assigned tasks and a hive mentality.
' Will ' ;An application that uses kinetic force by use of a mixture of magical & mental power, resulting in creating motion in the physical world with nothing more than thought commonly known as telekinesis. The practical applications of such an ability are truly limitless, including but not limited to: controlling weaponry from afar, manipulating physical energy on a minute level to add or remove heat or electricity, and creating artificial air currents or vacuums.
Strengths:
Primary Magic: Fantasia Calamity
Secondary Magic: N/A
Caster or Holder: Caster
Description: The power to manifest magical power as a medley of physical and metaphysical forces for offense, defense, surveillance, and even creation. All the spells subdivided under this skill set are used by manipulating or expending his mass wellspring of magical energy with varying degrees of focus and differing applications. The possibilities of his massive mental power well being applied to other spectrums are nearly endless, though there are specific categories that most of those said spell applications fall under, listed below.
Stregnths
- Dray's magic allows him to cast various spells that include dabbling in the laws of Mysticism in some
Weaknesses
-According to Dray the one downside to his magic is that it may leave him with headaches or midgrains.
-It also requires a great deal of focus stamina and comprehension of Metaphysical laws.
Unique Abilities
'Multi Thought '; An application that allows Dray to run several trains of thought in seamless coexistence without any break in focus to perform multiple advanced actions simultaneously without error, achieved by actually splitting the mind into multiple independent and fully functional segments witch their own assigned tasks and a hive mentality.
' Will ' ;An application that uses kinetic force by use of a mixture of magical & mental power, resulting in creating motion in the physical world with nothing more than thought commonly known as telekinesis. The practical applications of such an ability are truly limitless, including but not limited to: controlling weaponry from afar, manipulating physical energy on a minute level to add or remove heat or electricity, and creating artificial air currents or vacuums.
Strengths:
D Rank Spells
Name: Helios One
Rank: D
Type: Offensive
Duration: 2 post
Cooldown: 3 post
Description: The ability to manifest magical power as of raw energy. Used mainly for the purpose of spawning highly powerful masses of energy in a somewhat similar form to a stable plasma, though with several key differences. The energy created is dazzlingly bright with a pale electric blue coloration, is insanely hot to the point it can cause damage to the atomic level of objects that it contacts, however its heat doesn't spread beyond the substance itself, and it does not require any of the various conditions of maintenance that plasma does such as electrical fields. As one can predict the spell create molten blue substances that can be used to melt through anything it touches.
Stregnths
-Extremely hot embodiment capable of melting through nearly all solid constructs.
Weaknesses:
-Because the spell construct extremely hot constructs the Caster himself can not make contact with its own plasma like substance or risk getting hurt.
- The spell may be used to spawn extremely hot material but it also requires a understandable amount of stamina and focus to make sure the manifested material successfully forms without exploding otherwise it could prove disastrous for the caster.
Name: Luminescence Luminous
Rank: D
Type: Supportive
Duration: 1 post
Cooldown: 2 post
Description:A spell that allows Dray to generate and manipulate his own artifical light, be it through lightwaves, or through the conjecturing of Photons, there is no source of light that he may not requisition given the chance, be it artificial or natural. While solar rays are his favored medium, electrically-produced lights can be used as well, if not shut out. Dark zones, light zones, laser beams, all fall under Phi's divine jurisdiction. Because of its level its only can shine or extend 15 meters long.
Strengths:
- Bend and manipulate a form of light at will
Weaknesses:
--Often gives off a radiance that makes him easy to detect or spot making it almost impossible to be unseen or undetectable.
- If used for a long period of time could resolve in strong headaches as well as a temporary mental collapse.
Name: Mind over Matter
Rank: D
Type: Offensive/Supportive
Duration: Varies depending on what is manifested and how big it is so anywhere inbetween Instant or 2 post
Cooldown: +1 post
Description: A spell that construct, manipulate, and gestate artificial crystal prisms from seemingly nothing. Able to form in any shape he would like, and grow to any proportions he should see fit, Phi's prismatic constructions share no common traits with their brethren, save the fact that beams of white light that strike them are separated in to their seven different tints.
Strengths:
-Create own Crystalline substance for desirable purposes.
-Seems to nullify low rank light spells by reflecting it away or back to the caster in a hostile aggressive fashion.
Weaknesses:
- Can only work on inorganic matter
- If used for a extensive period of time will cause mindgrains .
- that 1 C Rank spell towards the crystal will shatter the crystal
Name: False Creation
Rank: D
Type: Supportive
Duration: Instant for mundane objects anything bigger requires 1 post
Cooldown: 2 Post
Description: A spell that expends massive amounts of magical power to create objects from naught. The scope and power of this skill is very limited, and it is by far one of the most straining and limited of his spell inventory. The objects created are as though they are natural and meant to be in the realm they manifest within, and they adhere to all laws of that reality, in other words completely mundane objects. Ease, cost, and speed of creation is all based upon the complexity and mass of the object itself. The applications of this spell are quite diverse as any number of inanimate objects can be created over time and with the right amount of energy, though it should be noted that living things cannot be created with this power due to the inability to replicate bionic compounds in a functional state as the objects created don't just pop into existence are are instead built particle by particle.
Strengths:
- Can transmute artifical matter into any imaginable
Weaknesses:
-Requires a lot of stamina
-Requires focus in order to successfully transmute the desired object the more time and focus put into the construct the better it will look and last longer.
Last edited by Dray on 19th May 2016, 9:35 am; edited 3 times in total