Primary Magic: Dodge Ball
Caster or Holder: Caster
Description: Dodge ball allows Simon to make energy orbs out of magic and hit them at his enemies. The magic orbs can have a number of things withen them such as fire, ice, water, thunder, needles, and rubber piggies. Simon does best hitting them with a spike (The volleyball spike, not the sharp one.)
Strengths: A fast magic with low cool downs. Has long range and the orbs can have powerful extra effects.
Weaknesses: All of Simon's spells are cast in the same way making them very predictable. Magic weapons can reflect the magic orbs. Only one orb can exists at a time.
All spells are cast by: Clapping hands, a small spark forms in between them. The spark is then encased by two cupped hands, after a second the hands are slowly drawn away, as they draw away the spark grows until it is the size of a dodge ball. Simon grabs it throws it in the air yells it's name and spikes it at his target.
Name: Power Spike
Rank: D
Type: Force
Description: Simon creates a orb of energy charged with power and spikes it at his enemy. This orb is the strongest in pure power out of the D rank spikes. This spell has a range of 30 meters.
Strengths: Good pure power. Can smash through most D rank defense spells and can at least cancel out most offensive D rank is not completely over power. Also has good range.
Weaknesses: No special effects. Simon can get tired quickly hitting with this much power. Cooldown: 2 posts
Name: Phantom Spike
Rank: D
Type: Dark
Description: Simon creates a orb of energy charged with darkness and spikes it at his enemy. When the orb hits it detonates with a 1 meter blast radius all people caught in the attack are ravaged with extreme pain. The orb itself can fly as far as 15 meters
Strengths: Hurts the enemy a lot.
Weaknesses: The orb it self does little damage, and while the orb hurts it doesn't do any actual damage. The orb also hurts Simon's own hand a little when he hits it. If he accidentally hits to hard it may blow up in his face. Cooldown: 3 posts. Increased Duration prevents usage of other spikes. Duration: 2 posts Cooldown: 3 posts.
Name: Razor Spike
Rank: D
Type: Metal
Description: Simon creates a orb of energy charged with razor edges and spikes it at his enemy. When the orb hits it explodes releasing a number of small blades at high speed.
Strengths: If it hits directly it can really mess a dude up. The razors fly for a good distance and can hurt a number of enemies. This spike's maximum range is 20 meters
Weaknesses: The orb is one of the slowest of the orbs, is hard to aim, and the orb itself does nothing. Some of the blades could come back and hit Simon because of their unpredictability if it does not hit far away enough. Any defensive spell can stop both the orb and the razors. Cooldown: 5 posts.
Name: Heavy Spike
Rank: D
Type: Gravity
Description: Simon creates a orb of energy charged with gravity and spikes it at his enemy. Once the orb hits it increases the targets weight by 90 kilograms. This spell can only travel 10 meters
Strengths: It has a lot of raw power and the orb can weigh you down a lot.
Weaknesses: Is very slow and tends to fall short. Also because it lasts a while Simon cannot use any other spike. It break most D rank defense. Cooldown: 1 post Duration: 4 posts.
Name: Speed Spike
Rank: D
Type: Force
Description: Simon creates a orb of energy charged with Speed and spikes it at his enemy. It is very fast and hits with notable force. But will be stopped by pretty much all defensive magic. This spell can go as far as 40 meters.
Strengths: Very fast and pretty strong. Plus Simon can hit it number of times easily without hurting himself. It can also be good for hitting down other spells.
Weaknesses: If a defensive spell can be thrown up fast enough it will more likely then not stop the spell. No cooldown. Being his fastest attack, Simon can get easily downhearted if the enemy can stop it and won't even consider it could have just been a fluke and most times automatically assumes it is pointless to try to hit him with his spikes. Cool down: 1 post
Name: Spike
Rank: D
Type: Force
Description: Simon uses the technique he uses for spiking and smacks his enemy. More of a skill then a spell. While Simon is just 11 his spike is comparable to a professional player so it isn't something to laugh at.
Strengths: Uses no magic, because it isn't magic. Can be used while "Heavy Spike" is still in effect, because it isn't magic.
Weaknesses: Has no range, because it isn't magic. Doesn't have much power because while Simon's Spike is strong, it isn't magic. Spike can be used 5-6 times before he requires a a 2 post cool down.
Secondary Magic: High Speed
Caster or Holder: Caster
Description: This Magic dramatically increases the user's speed, possibly by Magically augmenting the power centered on the user's lower body, boosting both strength and agility to near-inhumane levels. With this enhanced speed the user can travel distances in very little time. Because this magic enhances the users lower body actions such as kicking, jumping, running and other acrobatics are all boosted to superhuman levels. However since upper body strength is untouched, any form of acrobatics or physical feat requiring hands will still be just as difficult as they where with out the magic. This disproportional power boost could be exploited as a weakness, or cause the user to injure themselves if they fail to distinguish their upper body strength from their lower body strength.
Strengths: Good for offense and evasion. Great for outmanuvering opponents in battle and closing or widening distance. Supports other magic very well. Dramatically improves the mages mobility and could be a great advantage in pursuit of an enemy or in escape.
Weaknesses: Offensive abilities limited to hand to hand combat. No ranged capabilities. User must be able to use his lower body so any paralysis with negate this magic entirely. If hit while going at top speed, the damage could be greater because of the velocity added to the impact of the attack. The magic could lead to the user misjudging their upper body strength because of what the magic allows their lower body to do, and such a mistake could prove fatal in battle or while navigating a dangerous area.
Abilities: This Magic dramatically increases the user's speed, possibly by Magically augmenting the power centered on the user's lower body, boosting both strength and agility to near-inhumane levels. It also makes it easier and safer to navigate dangerous terrain.
Name: Eagle Sweep
Rank: D
Type: Other
Description: User uses his high speed to rush then slide at his opponent and perform a sweep kick. This attack is meant to knock opponents off their feet.
Strengths: Good for gaining the upper hand. Hard to dodge at such a high speed. Closes distance incredibly fast.
Weaknesses: Doesn't do much damage. Easy to block with a higher ranking defense spell. No ranged capabilities whatsoever. If the attack fails to stagger the opponent and the user does not get to their feet in time, their enemy has a chance to strike them while they are down. Cooldown is 3 Posts.
Caster or Holder: Caster
Description: Dodge ball allows Simon to make energy orbs out of magic and hit them at his enemies. The magic orbs can have a number of things withen them such as fire, ice, water, thunder, needles, and rubber piggies. Simon does best hitting them with a spike (The volleyball spike, not the sharp one.)
Strengths: A fast magic with low cool downs. Has long range and the orbs can have powerful extra effects.
Weaknesses: All of Simon's spells are cast in the same way making them very predictable. Magic weapons can reflect the magic orbs. Only one orb can exists at a time.
All spells are cast by: Clapping hands, a small spark forms in between them. The spark is then encased by two cupped hands, after a second the hands are slowly drawn away, as they draw away the spark grows until it is the size of a dodge ball. Simon grabs it throws it in the air yells it's name and spikes it at his target.
Name: Power Spike
Rank: D
Type: Force
Description: Simon creates a orb of energy charged with power and spikes it at his enemy. This orb is the strongest in pure power out of the D rank spikes. This spell has a range of 30 meters.
Strengths: Good pure power. Can smash through most D rank defense spells and can at least cancel out most offensive D rank is not completely over power. Also has good range.
Weaknesses: No special effects. Simon can get tired quickly hitting with this much power. Cooldown: 2 posts
Name: Phantom Spike
Rank: D
Type: Dark
Description: Simon creates a orb of energy charged with darkness and spikes it at his enemy. When the orb hits it detonates with a 1 meter blast radius all people caught in the attack are ravaged with extreme pain. The orb itself can fly as far as 15 meters
Strengths: Hurts the enemy a lot.
Weaknesses: The orb it self does little damage, and while the orb hurts it doesn't do any actual damage. The orb also hurts Simon's own hand a little when he hits it. If he accidentally hits to hard it may blow up in his face. Cooldown: 3 posts. Increased Duration prevents usage of other spikes. Duration: 2 posts Cooldown: 3 posts.
Name: Razor Spike
Rank: D
Type: Metal
Description: Simon creates a orb of energy charged with razor edges and spikes it at his enemy. When the orb hits it explodes releasing a number of small blades at high speed.
Strengths: If it hits directly it can really mess a dude up. The razors fly for a good distance and can hurt a number of enemies. This spike's maximum range is 20 meters
Weaknesses: The orb is one of the slowest of the orbs, is hard to aim, and the orb itself does nothing. Some of the blades could come back and hit Simon because of their unpredictability if it does not hit far away enough. Any defensive spell can stop both the orb and the razors. Cooldown: 5 posts.
Name: Heavy Spike
Rank: D
Type: Gravity
Description: Simon creates a orb of energy charged with gravity and spikes it at his enemy. Once the orb hits it increases the targets weight by 90 kilograms. This spell can only travel 10 meters
Strengths: It has a lot of raw power and the orb can weigh you down a lot.
Weaknesses: Is very slow and tends to fall short. Also because it lasts a while Simon cannot use any other spike. It break most D rank defense. Cooldown: 1 post Duration: 4 posts.
Name: Speed Spike
Rank: D
Type: Force
Description: Simon creates a orb of energy charged with Speed and spikes it at his enemy. It is very fast and hits with notable force. But will be stopped by pretty much all defensive magic. This spell can go as far as 40 meters.
Strengths: Very fast and pretty strong. Plus Simon can hit it number of times easily without hurting himself. It can also be good for hitting down other spells.
Weaknesses: If a defensive spell can be thrown up fast enough it will more likely then not stop the spell. No cooldown. Being his fastest attack, Simon can get easily downhearted if the enemy can stop it and won't even consider it could have just been a fluke and most times automatically assumes it is pointless to try to hit him with his spikes. Cool down: 1 post
Name: Spike
Rank: D
Type: Force
Description: Simon uses the technique he uses for spiking and smacks his enemy. More of a skill then a spell. While Simon is just 11 his spike is comparable to a professional player so it isn't something to laugh at.
Strengths: Uses no magic, because it isn't magic. Can be used while "Heavy Spike" is still in effect, because it isn't magic.
Weaknesses: Has no range, because it isn't magic. Doesn't have much power because while Simon's Spike is strong, it isn't magic. Spike can be used 5-6 times before he requires a a 2 post cool down.
Secondary Magic: High Speed
Caster or Holder: Caster
Description: This Magic dramatically increases the user's speed, possibly by Magically augmenting the power centered on the user's lower body, boosting both strength and agility to near-inhumane levels. With this enhanced speed the user can travel distances in very little time. Because this magic enhances the users lower body actions such as kicking, jumping, running and other acrobatics are all boosted to superhuman levels. However since upper body strength is untouched, any form of acrobatics or physical feat requiring hands will still be just as difficult as they where with out the magic. This disproportional power boost could be exploited as a weakness, or cause the user to injure themselves if they fail to distinguish their upper body strength from their lower body strength.
Strengths: Good for offense and evasion. Great for outmanuvering opponents in battle and closing or widening distance. Supports other magic very well. Dramatically improves the mages mobility and could be a great advantage in pursuit of an enemy or in escape.
Weaknesses: Offensive abilities limited to hand to hand combat. No ranged capabilities. User must be able to use his lower body so any paralysis with negate this magic entirely. If hit while going at top speed, the damage could be greater because of the velocity added to the impact of the attack. The magic could lead to the user misjudging their upper body strength because of what the magic allows their lower body to do, and such a mistake could prove fatal in battle or while navigating a dangerous area.
Abilities: This Magic dramatically increases the user's speed, possibly by Magically augmenting the power centered on the user's lower body, boosting both strength and agility to near-inhumane levels. It also makes it easier and safer to navigate dangerous terrain.
Name: Eagle Sweep
Rank: D
Type: Other
Description: User uses his high speed to rush then slide at his opponent and perform a sweep kick. This attack is meant to knock opponents off their feet.
Strengths: Good for gaining the upper hand. Hard to dodge at such a high speed. Closes distance incredibly fast.
Weaknesses: Doesn't do much damage. Easy to block with a higher ranking defense spell. No ranged capabilities whatsoever. If the attack fails to stagger the opponent and the user does not get to their feet in time, their enemy has a chance to strike them while they are down. Cooldown is 3 Posts.
Last edited by Kirahunter on 10th July 2013, 8:53 am; edited 7 times in total