Again, I'm happy to take criticism. If it's OP or too undescriptive.
Primary Magic: Quake
Secondary Magic: N/A
Caster or Holder: Caster
Description: Quake is named because of the form it appears in. Usually being used to create strong earthquakes, the vibrations caused by this magic can get so strong to even break the air. Mostly summoned in the hands, the vibrations can be transported through the air and into the ground. Some kind of movement is always needed to transport the vibrations somewhere they will then take on their full effect. The gesture can be a simple flick of the finger or a mighty stompt on the ground
Ganz uses it with his body to make the effect quick, though not as strong. His bones, his arms and legs become his weapons. He uses fast means to achieve a quick K.O. Of his opponent. If that doesn't work he usually displays the true strength of the magic and summoning the stronger spells.
Strengths:
-The physical effect is massive.
-The ability to switch between fast and weaker and slower and strong.
-Wide-terrain effect.
-Can be used for masses of opponents because of the width of the attacks but also channeled to fight one opponent.
-The true strength lies in the slow, channeling of the magic to blast the enemy away.
-Can also be used for defense, though a high level of control is needed for this.
Weaknesses:
-The extremes of the two possiblities to use the magic. Even though it can get fast, it is extremely weak in contrast to other magic just as fast.
-The summoning time to achieve true strength is a big minus point.
-Other than the physical aspect, this magic is unable to block any kind of illusion magic and is only able to utilize the physical strength of the Caster.
-Speed through turning down the strength of the summoning can be used but is never as fast as true speed with combat magic
Abilities:
-Enhances physical strength when used, through the stimulation of muscles and bones.
-The body can be used as a shield towards physical strikes.
D-Rank Spells:
Name: Vibrate: Bones
Rank: D
Type: Supportive
Description: The caster pounds his fists together to activate this spell. He casts vibrations in his bones to prevent any serious damage to his insides. As he walks, he usually leaves small cravings where his feet stepped. This spell is the most basic, able to give him an advantage mid-combat. Depending on the level of the user, he can keep this spell up to hours and block even swords or break a falling boulder on the casters head. At D-Rank a trained user can already keep this up for about 20 minutes and land on his feet from 15 metres without injuring himself at all.
Strengths: Giving him a serious advantage to both defense and offense, he is able to take great jumps, falls and hits without any serious injuries.
Weaknesses: Vibrations only last so long. This spell gets weaker the longer it is used and also fades away by itself completely, if not renewed. It should have to be done every couple of minutes to keep up the strong effect.
Cooldown: 2 posts. However, the spell can be used twice before its cooldown is reached. Also the time until this spell needs to renewed is 4 posts.
Name: Vibrate: Muscle
Rank: D
Type: Supportive
Description: Together with Vibrate: Bones this spell forms the basis of this magic. By clapping the hands together and forming a praying stance, the muscles start to vibrate inside the caster. These vibrations are so frequent, that a great gain in offensive physical strength is achieved, almost fivefold the strength of the user under normal circumstances. As Vibrate: Bones, this spell can be casted mid-combat.
Strengths: A great addition to muscular strength, makes the caster more agile and stronger in physical encounter with an enemy.
Weaknesses: Also here, the spell only lasts as long as the vibrations don't stop. So over time the spell gets weaker and even completely stops.
Cooldown: 2 posts. Like Vibrate:Bones the spell can be used more than once before its cooldown is reached. 4 posts until the spell needs to be renewed.
Name: Earth Hammer
Rank: D
Type: Offensive
Description: Behind his back, the caster cups one hand over the other and summons a vibration in the air, still in his control. He can then proceed to use this summoned vibration to crush anything in its path. As the vibration causes a glowing form around the users hands, it would expand and disappear completely. Although this is basic use of the magic, depending on the level of the caster, it can become on of his strongest spells, It can be strong enough to wreck whole cities if used correctly. A trainee of high quality may knock opponents out in shot if aimed and hit precisely. Its performance usually takes some time to get into the peak of it. Never depending on the level of the caster, this magic always takes the same time to gain strength, proportionally. A full summon takes up to 20 seconds if not trained. A master could summon this spell within a couple seconds, but let say a trained D-rank user could also only take to 10 seconds. Which still may be fatal in battle.
Strength: Immediate destructing power granted with this spell. As soon as the vibration hits the users target, destruction is inevitable. Big, wide-scale effect can be achieved ranging from 5 to 25 feet, but if used correctly, the effect can be channeled to single objects.
Weaknesses: Time is needed to summon this spell to greatest strength, no matter the level of the user. Depending on the opponents this spell an become the grave of the caster himself. Is usually only used for bigger amount of enemies.
Cooldown: 4 posts
Name: Earth Sword
Rank: D
Type: Offensive
Description: Similiar to Earth Hammer, this spell is executed by cupping the hands over one another behind the back and summoning the vibration between the hands. However, the difference is the perfomance from that point on. The round mass of vibration gets formed into a sort of disc-like form. The usage of this spell is not hitting something with the power of the acquired level of vibration, but instead by the unique execution of the spell. The caster fires the disc-like mass as a blade-like mass towards the target, cutting everything in its path, leaving a vaccuum where the sword hits. Like Earth Hammer, the longer the spell is summoned, the greater the level of destruction achieved, proportional to the level of the user. Even though the time needed to recover from this spell is great (depending on the level of summon) the ability to make this attack a ranged attack compensates for the weaknesses. A range of up to 50 feet, cutting steel can be achieved. A well trained magician may already fire this magic up to 15 feet cutting rocks and boulders in its path.
Strengths: Even though a sword is not used, this spell has the same effect, yet a greater cut can be gained. Additionally, depending on the level of the caster, this magic can be used as a ranged, most powerful attack.
Weaknesses: The time needed to summon the spell and the time needed to recover from the spell afterwards are great weaknesses if the enemy is close.
Cooldown: 2 posts
Primary Magic: Quake
Secondary Magic: N/A
Caster or Holder: Caster
Description: Quake is named because of the form it appears in. Usually being used to create strong earthquakes, the vibrations caused by this magic can get so strong to even break the air. Mostly summoned in the hands, the vibrations can be transported through the air and into the ground. Some kind of movement is always needed to transport the vibrations somewhere they will then take on their full effect. The gesture can be a simple flick of the finger or a mighty stompt on the ground
Ganz uses it with his body to make the effect quick, though not as strong. His bones, his arms and legs become his weapons. He uses fast means to achieve a quick K.O. Of his opponent. If that doesn't work he usually displays the true strength of the magic and summoning the stronger spells.
Strengths:
-The physical effect is massive.
-The ability to switch between fast and weaker and slower and strong.
-Wide-terrain effect.
-Can be used for masses of opponents because of the width of the attacks but also channeled to fight one opponent.
-The true strength lies in the slow, channeling of the magic to blast the enemy away.
-Can also be used for defense, though a high level of control is needed for this.
Weaknesses:
-The extremes of the two possiblities to use the magic. Even though it can get fast, it is extremely weak in contrast to other magic just as fast.
-The summoning time to achieve true strength is a big minus point.
-Other than the physical aspect, this magic is unable to block any kind of illusion magic and is only able to utilize the physical strength of the Caster.
-Speed through turning down the strength of the summoning can be used but is never as fast as true speed with combat magic
Abilities:
-Enhances physical strength when used, through the stimulation of muscles and bones.
-The body can be used as a shield towards physical strikes.
D-Rank Spells:
Name: Vibrate: Bones
Rank: D
Type: Supportive
Description: The caster pounds his fists together to activate this spell. He casts vibrations in his bones to prevent any serious damage to his insides. As he walks, he usually leaves small cravings where his feet stepped. This spell is the most basic, able to give him an advantage mid-combat. Depending on the level of the user, he can keep this spell up to hours and block even swords or break a falling boulder on the casters head. At D-Rank a trained user can already keep this up for about 20 minutes and land on his feet from 15 metres without injuring himself at all.
Strengths: Giving him a serious advantage to both defense and offense, he is able to take great jumps, falls and hits without any serious injuries.
Weaknesses: Vibrations only last so long. This spell gets weaker the longer it is used and also fades away by itself completely, if not renewed. It should have to be done every couple of minutes to keep up the strong effect.
Cooldown: 2 posts. However, the spell can be used twice before its cooldown is reached. Also the time until this spell needs to renewed is 4 posts.
Name: Vibrate: Muscle
Rank: D
Type: Supportive
Description: Together with Vibrate: Bones this spell forms the basis of this magic. By clapping the hands together and forming a praying stance, the muscles start to vibrate inside the caster. These vibrations are so frequent, that a great gain in offensive physical strength is achieved, almost fivefold the strength of the user under normal circumstances. As Vibrate: Bones, this spell can be casted mid-combat.
Strengths: A great addition to muscular strength, makes the caster more agile and stronger in physical encounter with an enemy.
Weaknesses: Also here, the spell only lasts as long as the vibrations don't stop. So over time the spell gets weaker and even completely stops.
Cooldown: 2 posts. Like Vibrate:Bones the spell can be used more than once before its cooldown is reached. 4 posts until the spell needs to be renewed.
Name: Earth Hammer
Rank: D
Type: Offensive
Description: Behind his back, the caster cups one hand over the other and summons a vibration in the air, still in his control. He can then proceed to use this summoned vibration to crush anything in its path. As the vibration causes a glowing form around the users hands, it would expand and disappear completely. Although this is basic use of the magic, depending on the level of the caster, it can become on of his strongest spells, It can be strong enough to wreck whole cities if used correctly. A trainee of high quality may knock opponents out in shot if aimed and hit precisely. Its performance usually takes some time to get into the peak of it. Never depending on the level of the caster, this magic always takes the same time to gain strength, proportionally. A full summon takes up to 20 seconds if not trained. A master could summon this spell within a couple seconds, but let say a trained D-rank user could also only take to 10 seconds. Which still may be fatal in battle.
Strength: Immediate destructing power granted with this spell. As soon as the vibration hits the users target, destruction is inevitable. Big, wide-scale effect can be achieved ranging from 5 to 25 feet, but if used correctly, the effect can be channeled to single objects.
Weaknesses: Time is needed to summon this spell to greatest strength, no matter the level of the user. Depending on the opponents this spell an become the grave of the caster himself. Is usually only used for bigger amount of enemies.
Cooldown: 4 posts
Name: Earth Sword
Rank: D
Type: Offensive
Description: Similiar to Earth Hammer, this spell is executed by cupping the hands over one another behind the back and summoning the vibration between the hands. However, the difference is the perfomance from that point on. The round mass of vibration gets formed into a sort of disc-like form. The usage of this spell is not hitting something with the power of the acquired level of vibration, but instead by the unique execution of the spell. The caster fires the disc-like mass as a blade-like mass towards the target, cutting everything in its path, leaving a vaccuum where the sword hits. Like Earth Hammer, the longer the spell is summoned, the greater the level of destruction achieved, proportional to the level of the user. Even though the time needed to recover from this spell is great (depending on the level of summon) the ability to make this attack a ranged attack compensates for the weaknesses. A range of up to 50 feet, cutting steel can be achieved. A well trained magician may already fire this magic up to 15 feet cutting rocks and boulders in its path.
Strengths: Even though a sword is not used, this spell has the same effect, yet a greater cut can be gained. Additionally, depending on the level of the caster, this magic can be used as a ranged, most powerful attack.
Weaknesses: The time needed to summon the spell and the time needed to recover from the spell afterwards are great weaknesses if the enemy is close.
Cooldown: 2 posts
Last edited by Josef Ganz on 20th January 2013, 1:28 pm; edited 9 times in total