Magic
Primary Magic: Great Eruption
Secondary Magic: God Leg
Caster or Holder: Caster
Description: Simon’s homeland of Ca- Elum is a great island of blacksmiths built around a great volcano. Great Eruption pulls from the power of that volcano, augments it with magic and unleashes it on the world in the form of lava attacks and fiery spells.
Lore:
During Raios's attack on Magnolia Simon gets his ass thoroughly kicked. He even gets killed as his opponents magic turns out to be a natural counter to his own. His opponent having an ability to turn anything he held into his weapon, and Simon's magic being a stolen power, thus only loosely own by him, allowed his enemy to take his attacks and throw them back at him. Icing on the cake after cheating death and reviving, his opponent would literally tear his magic out of him to prevent further resurrection. Left powerless Simon would use a desperate time travel technique to throw himself five years in the past to escape the battle with his life.
During the ten years, he hid from the world doing everything he could to avoid changing the future, reclaimed and re mastered his God Leg magic but his Phoenix Fire was not something so easily replaced. In preparation for the coming battle he would have to finish he developed a new magic never before seen by the world. He was defeated last time because his magic was stolen and not his own, so he figured the natural reaction would to be learn a new magic entirely of his own design. He did this by returning to his homeland in secrecy and training within its great volcano. It was here he obtained his powerful Great Eruption magic. Now the ten years are up and he's returned to his old strength and old time to even the score.
Lore End
Great Eruption Spells can be categorized into a couple groups. Explosions, Big Explosions and Ridiculously Big Explosions. Really this magic has one clear purposes in mind and it does it, a lot. This magic makes numerous mentions of Simon gathering magic power to an observer this looks like a number of tiny red lights appearing in the air before gathering into a bigger red light at the location mentioned in the spell.
Strengths:
-World on Fire: Battlefield destruction is one of Simon’s greatest assets. Once he creates the lava with his magic it sticks around, rapidly filling the battle field with lava craters and pits.
-Boom!: Explosions, splash damage and AOE are common features of this magic.
-Eruption: One of Simon’s greatest assets is the ability to erupt lava from the ground, without the ability to see underground or magically detect lava these attacks can become difficult to dodge.
Weaknesses:
-Chargin' my attack: Drawing power from a volcano on a different continent is a bit of a slow process. All of Simon’s great eruption spells take just a little bit longer than you’d expect to cast. https://www.youtube.com/watch?v=whc_T1qVxl4
-Man In The Box: The source of Simon’s magic is ever far away. Cutting him off in any way reduces his attack power by 75%. This could be achieved by barriers that “prevent magic from passing through,” completely surrounding Simon, transporting him to a pocket dimension or really taking him anywhere off planet.
-Friend or Foe: Simon spent the two years of his life where he was most active as a mage with a magic that only harmed that which he wanted it to. In other words he didn't have to worry about collateral damage or friendly fire. This magic does not have such a property and his lingering bad habits can lead to reckless destruction. Despite all his time training he has little battle experience with his new restriction, so as a battle intensifies he will be more inclined to rely on old experience and old habits.
-Immortality Lost: Once upon a time Simon could revive from death like it was no big deal. Not anymore though, and his past rashness allowed by his psuedo-immortality can come back to bite him.
Lineage: Keeper of War
Unique Abilities:
-Lava Form: What kind of lava mage would he be if he couldn’t become lava itself. For 5% of his mana per post, Simon can becoming a little blob of lava that can only be harmed by: water, ice, and other lava magic or spells or magic items that specifically counter body liquefying effects. He cannot cast other spells in this form.
-Lava Veins: At any time Simon can open a person sized hole in the ground beneath him filled with lava. This hole connects directly to lava paths beneath the earth, and by jumping in he can travel long distances with incredible speed through these veins. While swimming in lava like this he flies like a bullet. Intercontinental travel is no big deal for him with this power. However as there isn’t lava under every square inch of ground in the world he can only use this to get approximately where he needs to be. Which by his luck is always inconveniently far away.
*Lava veins are always conveniently placed making this impractical to use mid-combat. Unless a spell expressly states that it grants sufficient lava for Simon to swim through this ability cannot be used mid-combat.
-One With the Volcano: Simon’s power grows as the battle field fills with lava. Some spells create lasting pools of lava, spells like this add magma counters(the exact numbers and which spells do this is cited on each individual spell). For each lava counter Simon’s attack power increases 5%. Notably Simon can also passively manipulate lava for basic attacks these attacks deal a percentage of an A-Rank spells damage each post. That percentage being equal to the attack power boost Simon gains from this ability. (I.E. With 10 magma counters Simon’s passive spells deal 50% of A-Rank damage). Every five posts Simon loses a magma counter to the lava cooling.
On normal terrain without restrictions Simon cannot gain more than 10 counters.
*Certain arenas limit magma counter stacking.
-Magma Counters do not start counting indoors until the building has been thoroughly destroyed.
-Magma Counters gain at half their normal speed in swamp or otherwise soggy terrain.
-Rain also halves the development of magma counters and every 2 posts Simon loses a magma counter.
-Magma Counts cannot develop on sea terrain or on boats.
-Volcanic Areas double the effect of magma counters.
-In deserts magma counters dissipate every 3 posts instead of five as the magma sinks into the sand.
-On slanted terrain magma cannot pool as well and counters are lost 1 post faster then normal.
-These terrain effects stack. So on rainy slanted terrain a magma counter is lost every post.
-In arenas Simon cannot gain more than 5 magma counters because of limited space.
-Should Simon gain 5 or more magma counters in a forest a forest fire starts, during a forest fire no more counters can be gained but they cannot be lost either. Also forest fires are bad for other reasons.
-On Archipelago terrain Simon cannot gain more than 3 magma counters.
-On rocky terrain Simon’s counter limit goes up to 15, but they cool off 1 post faster then normal.
-When magma counters number 8 or more Simon loses one every 3 posts instead of 5 posts.
-Terrain Clear Effects reset the magma counters.
-The Hottest Mage: Simon radiates absurd amounts of body heat in combat, standing with just a few feet will rapidly cause dehydration and eventually heat stroke. Without protecting your hands, attacking him directly is gonna hurt, direct skin contact can cause as much as D-Rank damage in burns.
*After 3 posts on constant combat against Simon movement speed of any person without heat resistance decreases by 10% due to dehydration. Effect can be nullified by constantly drinking water or having some kind of cooling effect in place.
*After 5 posts of constant combat against Simon movement speed of any person without heat resistance decreases by 20% due to heat stroke. Effect can be nullified by constantly drinking water or having some kind of cooling effect in place.
Stat reductions are halved for every rank a person is above Simon.
-A Body Forged In The Hottest Fires: If his ability to swim through lava at fantastic speeds wasn’t already a dead give away, Simon has incredibly heat resistance. No naturally occurring heat can harm him, however magic can still do the trick. Additionally having trained for 10 years in a volcano has made him one rough dude he has considerable brawn and very very high durability. However sitting in the same place for 10 years doesn’t do much for your speed.
Spells:
Spell Template
Primary Magic: Great Eruption
Secondary Magic: God Leg
Caster or Holder: Caster
Description: Simon’s homeland of Ca- Elum is a great island of blacksmiths built around a great volcano. Great Eruption pulls from the power of that volcano, augments it with magic and unleashes it on the world in the form of lava attacks and fiery spells.
Lore:
During Raios's attack on Magnolia Simon gets his ass thoroughly kicked. He even gets killed as his opponents magic turns out to be a natural counter to his own. His opponent having an ability to turn anything he held into his weapon, and Simon's magic being a stolen power, thus only loosely own by him, allowed his enemy to take his attacks and throw them back at him. Icing on the cake after cheating death and reviving, his opponent would literally tear his magic out of him to prevent further resurrection. Left powerless Simon would use a desperate time travel technique to throw himself five years in the past to escape the battle with his life.
During the ten years, he hid from the world doing everything he could to avoid changing the future, reclaimed and re mastered his God Leg magic but his Phoenix Fire was not something so easily replaced. In preparation for the coming battle he would have to finish he developed a new magic never before seen by the world. He was defeated last time because his magic was stolen and not his own, so he figured the natural reaction would to be learn a new magic entirely of his own design. He did this by returning to his homeland in secrecy and training within its great volcano. It was here he obtained his powerful Great Eruption magic. Now the ten years are up and he's returned to his old strength and old time to even the score.
Lore End
Great Eruption Spells can be categorized into a couple groups. Explosions, Big Explosions and Ridiculously Big Explosions. Really this magic has one clear purposes in mind and it does it, a lot. This magic makes numerous mentions of Simon gathering magic power to an observer this looks like a number of tiny red lights appearing in the air before gathering into a bigger red light at the location mentioned in the spell.
Strengths:
-World on Fire: Battlefield destruction is one of Simon’s greatest assets. Once he creates the lava with his magic it sticks around, rapidly filling the battle field with lava craters and pits.
-Boom!: Explosions, splash damage and AOE are common features of this magic.
-Eruption: One of Simon’s greatest assets is the ability to erupt lava from the ground, without the ability to see underground or magically detect lava these attacks can become difficult to dodge.
Weaknesses:
-Chargin' my attack: Drawing power from a volcano on a different continent is a bit of a slow process. All of Simon’s great eruption spells take just a little bit longer than you’d expect to cast. https://www.youtube.com/watch?v=whc_T1qVxl4
-Man In The Box: The source of Simon’s magic is ever far away. Cutting him off in any way reduces his attack power by 75%. This could be achieved by barriers that “prevent magic from passing through,” completely surrounding Simon, transporting him to a pocket dimension or really taking him anywhere off planet.
-Friend or Foe: Simon spent the two years of his life where he was most active as a mage with a magic that only harmed that which he wanted it to. In other words he didn't have to worry about collateral damage or friendly fire. This magic does not have such a property and his lingering bad habits can lead to reckless destruction. Despite all his time training he has little battle experience with his new restriction, so as a battle intensifies he will be more inclined to rely on old experience and old habits.
-Immortality Lost: Once upon a time Simon could revive from death like it was no big deal. Not anymore though, and his past rashness allowed by his psuedo-immortality can come back to bite him.
Lineage: Keeper of War
Unique Abilities:
-Lava Form: What kind of lava mage would he be if he couldn’t become lava itself. For 5% of his mana per post, Simon can becoming a little blob of lava that can only be harmed by: water, ice, and other lava magic or spells or magic items that specifically counter body liquefying effects. He cannot cast other spells in this form.
-Lava Veins: At any time Simon can open a person sized hole in the ground beneath him filled with lava. This hole connects directly to lava paths beneath the earth, and by jumping in he can travel long distances with incredible speed through these veins. While swimming in lava like this he flies like a bullet. Intercontinental travel is no big deal for him with this power. However as there isn’t lava under every square inch of ground in the world he can only use this to get approximately where he needs to be. Which by his luck is always inconveniently far away.
*Lava veins are always conveniently placed making this impractical to use mid-combat. Unless a spell expressly states that it grants sufficient lava for Simon to swim through this ability cannot be used mid-combat.
-One With the Volcano: Simon’s power grows as the battle field fills with lava. Some spells create lasting pools of lava, spells like this add magma counters(the exact numbers and which spells do this is cited on each individual spell). For each lava counter Simon’s attack power increases 5%. Notably Simon can also passively manipulate lava for basic attacks these attacks deal a percentage of an A-Rank spells damage each post. That percentage being equal to the attack power boost Simon gains from this ability. (I.E. With 10 magma counters Simon’s passive spells deal 50% of A-Rank damage). Every five posts Simon loses a magma counter to the lava cooling.
On normal terrain without restrictions Simon cannot gain more than 10 counters.
*Certain arenas limit magma counter stacking.
-Magma Counters do not start counting indoors until the building has been thoroughly destroyed.
-Magma Counters gain at half their normal speed in swamp or otherwise soggy terrain.
-Rain also halves the development of magma counters and every 2 posts Simon loses a magma counter.
-Magma Counts cannot develop on sea terrain or on boats.
-Volcanic Areas double the effect of magma counters.
-In deserts magma counters dissipate every 3 posts instead of five as the magma sinks into the sand.
-On slanted terrain magma cannot pool as well and counters are lost 1 post faster then normal.
-These terrain effects stack. So on rainy slanted terrain a magma counter is lost every post.
-In arenas Simon cannot gain more than 5 magma counters because of limited space.
-Should Simon gain 5 or more magma counters in a forest a forest fire starts, during a forest fire no more counters can be gained but they cannot be lost either. Also forest fires are bad for other reasons.
-On Archipelago terrain Simon cannot gain more than 3 magma counters.
-On rocky terrain Simon’s counter limit goes up to 15, but they cool off 1 post faster then normal.
-When magma counters number 8 or more Simon loses one every 3 posts instead of 5 posts.
-Terrain Clear Effects reset the magma counters.
-The Hottest Mage: Simon radiates absurd amounts of body heat in combat, standing with just a few feet will rapidly cause dehydration and eventually heat stroke. Without protecting your hands, attacking him directly is gonna hurt, direct skin contact can cause as much as D-Rank damage in burns.
*After 3 posts on constant combat against Simon movement speed of any person without heat resistance decreases by 10% due to dehydration. Effect can be nullified by constantly drinking water or having some kind of cooling effect in place.
*After 5 posts of constant combat against Simon movement speed of any person without heat resistance decreases by 20% due to heat stroke. Effect can be nullified by constantly drinking water or having some kind of cooling effect in place.
Stat reductions are halved for every rank a person is above Simon.
-A Body Forged In The Hottest Fires: If his ability to swim through lava at fantastic speeds wasn’t already a dead give away, Simon has incredibly heat resistance. No naturally occurring heat can harm him, however magic can still do the trick. Additionally having trained for 10 years in a volcano has made him one rough dude he has considerable brawn and very very high durability. However sitting in the same place for 10 years doesn’t do much for your speed.
Spells:
Spell Template
- D-Rank Spells:
Name: Explosion Wall
Rank: D-Rank
Type: Defensive
Duration: Instant
Cooldown: 3 posts
Description: Simon stomps his foot and after half a second delay 3 pillars of magma erupt in front of him connecting to make a wall about 2 meters tall and wide enough to hide at least 3 people. Adds 1 magma counter.
Strengths:
-It looks like your attack....: Blew up in your face.
-Best of Both Worlds: Simon can attack and defend at the same time, it’s really nice.
-Lingering Effect: Explosion Wall leaves a kiddy pool of lava right at the point it was casted from making it harder to approach Simon for a follow up attack.
Weaknesses:
-Liquid Wall: Beam, light and energy attacks can shoot straight through this barrier almot completely undeterred.
-Worst of Both Worlds: Without specializing in attack or defense this attack is generally below average at both.
-Short Range: The explosion wall cannot be placed more than 2 meters from Simon.
-Too close for comfort: If placed within 1 meter(i.e. to block a really close ranged attack) Simon may face some recoil damage from proximity to his own attack.
Name: Magma Pool
Rank: D-Rank
Type: Support
Duration: 4 posts active
Cooldown: 8 posts
Description: Simon places both hands on the ground on the ground and rallies his magic power. With a small shout he unleashes a large quantity of lava into the ground, that burns away terrain until it leaves behind a pool of magma 10 meters in diameter centered around Simon. Adds 1 magma counter.
Strengths:
-Get Back!: Nothing says personal space bubble like a personalized pool of magma.
-Swimming Pool: Thanks to his Lava Veins ability Simon can submerge himself in the pool and freely move about within it at absurd speeds.
-It’s still here: While after 4 posts it cools to less than half of its original temperature the magma pool remains there until it cools into solid rock. That takes longer than your average fight.
Weaknesses:
-Indoors: There are certain negative effects that come apparent when using this ability inside.
-Team Player: This spell risks backfiring if Simon’s allies aren’t clear and out of the way.
-Terrain Destruction: Creating random pools of lava all over the place can’t go over well with the EPA. Simon will have to watch his usage of this spell to avoid accidentally submerging anything important.
-Where’s Simon?: Any sniper looking to deal some pain from a distance will find it very easy to locate Simon because of this spell. Just look in the middle of the lava lake that appeared just now.
Name: Shock Wave
Rank: D-Rank
Type: Offensive, Anti-Army
Duration: Instant
Cooldown: 3 posts
Description: Simon claps his hands together and calls upon the force contained within a rumbling volcano producing a non-damaging shockwave outwards for 10 meters in every direction with the caster at its center.
Strengths:
-Get Back: Shockwave has considerable recoil
-Personal Space Attack: As Simon is ever weary of friendly fire this could be a way to clear the air before releasing a more destructive attack.
-Omni-directional: Unless you are out of range this spell will hit you because of its omni-directional nature. If you are out of range? Well its purpose has already been achieved then.
Weaknesses:
-Paper Thin: With the power of a D-Rank spell spread out across all directions Shockwave doesn't deal damage worth mentioning.
-Ranged Fighters: A spell that puts distance between Simon and his enemy is counter productive against enemies specializing in ranged projectiles.
-Mirror Mirror On the Wall, Who's the Broken-est One of All?: When used around glass or really any weak material Shockwave can generate undesirable debris.
-Interior Nightmare: Use indoors at own risk.
Name: Magma Impact
Rank: D-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 4 Posts
Description: Simon thrusts out his fist towards his enemy to create a magic circle at the end of his arm that shoots out a moderately sized ball of magma that flies for an upwards of 20 meters, or until it hits something, before exploding in a small blast of volcanic pain.
Strengths:
-Damage: Straight and simple, no complications it just does.
-Can't screw this up: Simon doesn’t stand to lose really anything if this misses, its just so low cost.
-Oh you thought you dodged?: While the explosion radius is generally negligible, dodging the magic orb by "the skin of your teeth," no longer cuts is.
Weaknesses:
-Painfully Simple: As for usage beyond pointing and shooting, this spell has zero utulity.
-Negligible: An explosion with a radius so small it doesn't even really need to be specified. Kinda sad really.
-Readable: A projectile this simple is easy to predict and counter. An experienced combatant can easily bypass this attack.
-Not enough splash: Being more force then lava involved in this spell no magma counters are gained.
- C-Rank Spells:
Name: Lava Rift
Rank: C-Rank
Type: Offensive, Counter, Anti-Personnel
Duration: 2 posts
Cooldown: 4 posts
Description: Simon stomps the ground with his foot pointed forward. In response a crack forms in a mostly straight line forward from the tip of Simon's toe before erupting into a wall of lava. The wall is about an decimeter thick, shoots 2 meters high and is 15 meter in length.
Strengths:
-May I step in?: This spell lets Simon put a wall of pain between any two things within a considerable range. Might be good cover for an ally or a way to block an approaching enemy.
-Death from Below: Attacks from the ground are ever hard to block just because people rarely armor the underside of their shoes.
-Choke Point: As the lava wall persists for a bit Simon can narrow the field of battle making it easier to fight large groups by funneling them into a tight space.
Weaknesses:
-Top Floor: Go ahead summon a lava wall from the ground while on the third floor of a building. See how that works out. Spoiler alert: It doesn't work period.
-Short Stuff: This spell's range is comparable to that of a D-Rank spell because it needs to travel through the ground.
-Flight: Flying enemies have little to worry about in terms of this spell.
-Visibility Concerns: Raising a wall of lava in the middle of the battle field is neat until it obscures Simon's ability to see what is on the other side, like the enemy.
Name: Lava Rebellion
Rank: C-Rank
Type: Offensive, Anti-Army
Duration: Instant
Cooldown: 4 posts
Description: Simon presses his fists together, touching the thumbs, and invokes the name of his spell. In response a magic circle appears under every person or monster within 20 meters. From beneath the circles lava plumes erupt upwards of 10 meters. The force of the pillar can easily sends an average person flying a decent ways(weight can impact it but it can throw a person 5-10 meters), on top of you know burning them severely. Adds 1 counter and resets the magma cooling timer.
Strengths:
-How many targets?: All of them(that are within the range of course).
-It's not like I like you or anything baka!: The pillars of Rebellion can send most people flying to give Simon some appreciated space.
-No one looks down anymore: Unless you're duking it out with an earth mage, you just don't watch the ground in a fight, it isn't your enemy so why would you? Lava Rebellion counts on this to catch its foes unawares.
Weaknesses:
-Wait everyone?!?!: Yeah sorry pal, that means allies too.
-Even that cute puppy over there?!!?!?!?!: With concern for cute puppies everywhere Simon has to be careful when casting Lava Rebellion on bystanders.
-What if I just step to the side?: Well then you are safe. Once does not have to move much to dodge Lava Rebellion(but it must be done quickly).
-Mid-Air Delay: Rebellion can still be used in the air sure, but the origin of the pillars is still the ground, which makes it easier to see coming and evade.
Name: Scatter Grenade
Rank: C-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 4 posts
Description: Simon stomps his foot, spreads his arms wide and shouts the name of his attack; gathering his magic power all the while. In response a larger than average magic circle appears in front of Simon and launches a large ball of volcanic rock. But this is no ordinary rock for almost as soon as it is fired it splits into hundreds of tiny lava bullets that scatter everywhere as they fly before converging all on a single target and combine into a barrage of tiny explosions. It is pretty neat to watch, even if a bit novel. The bullets can hit as far away as 25 meters and fly with speed comparable to an average C-Rank spell.
Strengths:
-Swarm Bullets: Unless you have a shield that surrounds you completely the small size and large number of bullets makes it rather hard to block effectively.
-Seek and Destroy: While they are of limited range and flight time the individual bullets track their targets until they hit or fizzle out. So get out of range or get pummeled.
-Every nook and cranny: While Simon rarely takes the trouble to individually guide more then a few bullets, he can steer them around obstacles and into chinks in an enemies armor.
Weaknesses:
-Bumble Bees: While collectively they can rack up some damage, each individual bullet is about as harmful as a bee sting. A clever person can exploit that.
-Defense: Scatter Grenade can’t do much for breaking down defenses. Just the small individual bullets are negligible to a good shield.
-Buzz Kill: If in the brief moment before the volcanic rock scatters a well placed water attack of any rank can cool it off and cancel the spell.
-RC Distraction: If Simon gets too caught up in the aiming of the individual lava bullets he may be too distracted to notice a surprise attack.
- B-Rank Spells:
Name: Lava Sea
Rank: B-Rank
Type: Support
Duration: 4 posts active
Cooldown: 9 posts
Description: Welcome to Magma Pool Part 2. With an identical casting method Simon creates an even large pool of magma, 20 meters in diameter. The key benefit of this spell is that these are not calm waters(or waters at all but that’s not the point). For the first 4 posts of being active the lava of the Lava Sea produces waves and whirlpools and violently churns about. Watch out or you’ll get splashed. Adds 2 magma counters and resets the magma counter cooling timer.
Strengths:
-Get Back! 2.0: Nothing says personal space bubble like a personalized pool of magma, except maybe a personalized ocean of lava.
-Swimming Pool: Thanks to his Lava Veins ability Simon can submerge himself in the pool and freely move about within it at absurd speeds, and now he has more room to swim.
-It’s still here: While after 4 posts it cools to less than half of its original temperature and it calms to a sitting pool the magma pool remains there until it cools into solid rock. That takes longer than your average fight.
Weaknesses:
-Indoors: There are certain negative effects that come apparent when using this ability inside, made even more apparent in this upgraded version.
-Team Player: This spell will certainly hurt Simon’s allies aren’t clear and out of the way.
-Terrain Destruction: Creating random pools of lava all over the place can’t go over well with the EPA. Simon will have to watch his usage of this spell to avoid accidentally submerging anything important.
-A Disturbance: The turbulent lava of Lava Sea impedes Simon’s ability to detect things on the surface. He’s basically blind down there.
Name: Cross Fire
Rank: B-Rank
Type: Offensive, Anti-Fortress
Duration: Instant
Cooldown: 5 posts
Description: A great deal of shouting is followed by Simon crossing his arms over his chest in a cross( in contrast to the more common X shape crossing your arms is associated with). In response four magic circles appear in each of the four cardinal directions like a compass with the spell’s target as its center. The circles in opposite directions can be placed anywhere from 5 to 20 meters away from each other. The instant the circles form they each shoot a large pillar of lava at the center forming a large cross. It will persist for a few seconds blasting enemies caught in it for intense damage. If Simon places the magic circles as far as they can possibly be placed from himself and an enemy is standing at the very edge of the attack, the maximum range of this spell can hit an enemy 40 meters away(but that's just hitting them with the edge of the attack at absolute maximum range). Adds 1 magma counter.
Strengths:
-Arena Clearer: Cross fire produces a large X of damaging magic that can effectively scatter enemies and break formations.
-Center Focus: A hit from either leg of the cross is going to dish out some pain, but getting caught in the dead center of Cross Fire can wreak serious havoc on even the toughest bruisers as all four pillars ravage you from all directions.
-Where are you looking?: Cross Fire's center can be set anywhere that Simon can see, and the distance between the magic circles can be varied easily(their position however is determined during the mudra sequence and cannot be changed afterwards). The ability to set the center so freely gives this spell great utility.
-Burn it All Down!: This spell spreads lava all over the place, watch your step even after its over.
Weaknesses:
-Can you turn it?: Nope. Cross Fire has two variables: center placement, and the size of the cross. The four circles will always point true north, east, south and west. While not a huge flaw(as the idea is to hit the enemy with the center and no the legs), it makes evading it easier.
-What about turning it on its side?: Nope. Cross Fire cannot be realigned vertically, it will always lay flat along the ground and can only be on ground level. Airborne foes are safe.
-Watch it!: Simon has to be careful with his own position when casting this. The large range and the freedom with which he can place the cross does make it easy for him to blast himself. But that shouldn't be a problem as long as he isn't disoriented or distracted(*cough* disorient or distract him *cough*)
-It’s all coming down. Classified as an anti-fortress spell for a reason Cross Fire brings down the house. Regardless of if Simon wants it too or not.
-Random Spray: When liquids are fired at these high velocities they tend to spray little drops everywhere. This increases the chances of friendly fire or accidentally creating a forest fire.
Name: Meteor Eruption
Rank: B-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: 6 posts
Description: Simon roars into the sky gathering his magical energy before thrusting his arms into the air. 3 magic circles will appear above him before they each launch a large ball of molten rock. The rocks can fly as far as 30 meters before hitting and exploding in an eruption of lava. The force of the meteors create small pools of lava upon imapct.
Strengths:
-Three missiles are better then one: Meteors are potent explosive projectiles that can cause pain for up to three targets(or more if used creatively).
-Pincer Attack: With three projectiles all of which are highly fast and individually aimed, Simon can pull all kinds of tricks to make them harder to dodge then they already are. I.E. Aiming one so that dodging it will throw you in the path of the next.
-Contingency: While the idea is to blow up after hitting their target circles and damaging everything around them, even if they miss they’ll still fill the field with more lava and that plays to Simon’s favor.
Weaknesses:
-So where are you aiming?: The targeting magic circles are fully visible to Simon's foes which makes this attack rather readable.
-Stop! Wait a minute!: This technique requires a good second of energy gathering to fire off leaving Simon vulnerable for a moment before it fires.
-Interceptor: Water spells that hit the meteors, assuming they aren’t potent enough to overpower the attack, will at least nullify the lava splash damage that follows. Now they’re just rocks.
-Consolation Prize: Sure its nice that there is a way this spell can still be helpful if its primary function falls through, but the created lava pits aren’t all that helpful.
Name: Great Eruption Fist
Rank: B-Rank
Type: Offensive, Anti-Army
Duration: 3 posts
Cooldown: 7 posts
Description: Simon reels back his arm concentrating his magic power into it. Right before the spell is cast Simon’s arm turns to magma, that’s your cue to dodge. Then he’ll throw an overhand punch, and at the same time his magma arm will stretch and expand to absurd size giving him a 20 meter reach and a lava fist 5 meters long pinkie to forefinger. After initial contact the magma arm will fall apart splattering on the ground below creating a nasty sized trail of lava. Simon’s arm of course returns to the normal. This spell creates a trail of magma leading straight to his target from the collapsing magma arm, Simon can jump in and use his lava swimming to get up and close real fast. Adds 1 magma counter.
Strengths:
-Phoenix Pawnch!: Find me a cooler punch spell, I dare you.
-Follow Up: The previously mentioned lava trail sets up Simon for combo moves and a way to move around the field at decent speed.
-Controlled Power: Despite its great destructive power, its shape and the fact that it is directly guided by Simon’s true arm makes this one of Simon’s most controlled spells.
Weaknesses:
-Unbalanced: One giant magma arm and one normal arm don’t really weigh our even. If attacked before his arm reverts Simon will almost certainly fall down because of how lopsided he is.
-The Shallow Grave: The lava stream created is a bit shallow so any decent spell should still be able to hit Simon while he is swimming through it without losing too much power.
-Predictable: The aforementioned lava path is also a perfectly straight line, it isn’t hard to guess where Simon is.
-Hostage Situation: This is one of Simon’s most precise spells, and it is still rubbish in a hostage situation.
Name: Carpet Bomb
Rank: B-Rank
Type: Offensive, Anti-Fortress
Duration: Instant
Cooldown: 6 posts
Description: Simon gathers magic power in his hand, quickly forms a large ball of magma and throws it heavenword. High above when it travels out of sight the massive magma ball will scatter into bullet sized projectiles and stream down from above. The bullets will fire in a straight carpet-like path directly in front of Simon, they are slightly staggered the ones closest to Simon hitting just a bit before those that hit farther away. To the untrained eye however it appears they simply all fire at once. The bullets burrow exactly 3 inches into the ground before exploding upwards into large pillars of magma that stretch as far as 50 meters into the sky. If the surface Carpet Bomb is fired at is too hard for the bullets to penetrate the ground, they simply explode on contact. The advantages of this complicated method of blowing things up is unclear, but it was almost certainly invented with the sole purpose of looking cool. Adds 2 magma counters.
Strengths:
-You underestimate me: The Carpert Bomb bullets are highly condensed magma causing them to gain far far more than they appear. This makes the attack seem much less dangerous than it is.
-Hah you missed!: The attack initially seems to be an air strike, but all the shots deliberately miss so that they can burrow into the ground. This can give targets a false sense of security, fooling them into thinking the danger has passed when it has yet to even begin.
-Lava Lava Everywhere!: The plumes will fill the surrounding area with large amounts of lava, ever increasing Simon’s field control.
Weaknesses:
-Ceilings: Putting a roof over Simon prevents Simon from casting this spell. Assuming the roof is like solid rock or metal or something. Putting a burlap canopy over top won't achieve anything, the lava will burn right through.
-You think the ground is your ally?: An earth mage who can manipulate the ground could move the magma bullets in the ground to redirect the attack.
-Groundamanitum: Any armored flooring too strong to be pierced by a C-Rank or weaker spell will resist the burrowing of the magma bullets so that they can't sink and explode. Causing the spell to just fail completely.
-Chill Out: If used on icy terrain the spell damage is halved.
- A-Rank Spells:
Name: All Mighty Eruption
Rank: A-Rank
Type: Offensive
Duration: Instant
Cooldown: 8 posts
Description: The caster pulls their arms in, bends their knees and leans over as they gather massive amounts of magic to their core, performing some DBZ class yelling all the while. After a few seconds they will look like a pile of roman candles and Simon will shout the name of the spell as the magic is released and a massive eruption of lava explodes from the ground around the area. The eruption hits as high as 50 meters in the air and hits everything with a 10 meter radius on the way up, additionally on the way up the lava damages anything 10 meters below the ground. The falling lava extends outward falling on everything within a 25 meter radius from the center of the original blast. The initial upward blast deals 75% A-Rank damage and the following descending lava deals 25% of A-Rank damage. Immediately after the massive blast all the lava retracts and Simon, still glowing a lot, seemingly absorbs it into himself. If this process is interrupted the spell’s mp cost is effectively doubled, but Simon gains 3 magma counters. Pick your poison.
Strengths:
-ALL THE LAVA!!!!!: All Mighty Eruption has a massive range drenching an incredibly large area in magma.
-Double Dare: All Mighty Eruption strikes twice on anyone caught in its initial range(as in the area consumed in the upward eruption as opposed to those only hit by the magma as it comes back down).
-The Underminer: All Mighty Eruption also hits 10 meters underground below its primary range, by the magma being drawn upwards.
Weaknesses:
-All The Lava?!: The spell uses so much magma it has double the mana cost of a normal spell, but Simon gets half of that back by absorbing all the lava back into himself, but if that absorption is interrupted by attacking him within 1 post he does not get the refund and pays the full two spells of mana.
-Wait Legit All of It?: Simon cannot use his Lava Veins ability within 2 miles of the spell’s center for the rest of the thread. Because the lava in the area is all gone.
-It doesn’t count!?!: When Simon absorbs the lava back into himself for the MP refund it leaves none left so this spell doesn’t add any magma counters. Unless of course the absorption is cancelled.
-KA....ME...HA...: The casting is both slow and flashy, making it fairly easy to interrupt. If you know you want to risk getting that close right before he activates this spell.
Name: Ragnarok
Rank: A-Rank
Type: Offensive, Anti-Army
Duration: Instant
Cooldown: 5 posts
Description: Simon points both of his fists into the air in front of him gathering magic energy into his forearm-hand area until they’re glowing like the sun. Then after shouting the name of the spell at a substantially ridiculous volume lava forms along his arms over the glowing area, the light still shining through and the lava starting firing off his arms like the alternating cannons of an anti-aircraft gun. Each shot rivals the fastest of A-Rank projectiles. It’s hard to gauge how many shots are fired but what is clear is that there are lots and each shot is bigger than a person. The spell can take two real forms, Simon can point it straight at a single target and fire directly at them, this has about a 30 meter range per shot or aim them upward and fire the projectiles in an arcing path to rain down on a certain area fired in this way the projectiles can hit as far as 50 meters away, maybe more given elevation. Naturally on impact the lava blasts explode everywhere. Either way it covers a large area in flaming death, the exact maximum AoE is hard to accurately gauge because that can vary depending on how Simon aims the individual shots. But for reference the explosions hit everything within one meter so the effectual maximum range is 51 meters(50 meters from the maximum distance the projectile can travel, plus 1 meter for the explosive range). This spell generates 2 magma counters.
Strengths:
-Machine Gun Rocket Launcher: With a rate of fire like a machine gun and the explosive power of a rocket launcher behind each shot Ragnarok has the best of the end of both worlds.
-Rubbing gunpowder in the wound: While the primary damage of Ragnarok is from the explosions, the projectiles carry enough force to deal some blunt damage and can deal extra damage to their target shallowing before exploding if it’s a direct hit.
-Anti-Army: For every target of this spell its power is increased by 10%
Weaknesses:
-I Can’t Hear You Over How Cool I Am: This spell is loud and limits Simon’s hearing when he is firing it.
-I don’t have time for this: While sure Simon could take the time to aim each individual projectile, he just kind of blind fires in the general direction of his targets. It works well enough.
-Inverse Ninja Law: Just as how 1 ninja is an unstoppable force and 1 million ninjas will always get slaughtered, the individual power of each blast is kind of lost in the collective attack.
-Dammit Newton!: The force required to fire all those shots slowly pushes Simon backwards, and if used from a high elevation as it is best used it could cause him to fall.
Name: Planet Killer
Rank: A-Rank
Type: Offensive Anti-Fortress
Duration: 2 posts
Cooldown: 9 posts
Description: Simon holds one hand up into the air concentrating all of his magic power into that point. The magic energy begins to form into a large ball of light above his head. Once it is about three times the size of Simon he throws into the sky. Two posts later(as everyone gets two posts after that and at the end of Simon’s second post) it becomes apparent what the spell did. From above a large molten meteor becomes visible descending from above. However it is possible to hear/sense/detect it coming after one post. The meteor is close too but still a considerable notch down from the size of the Fairy Tail Guild Hall(it's flaming meteor the exact numbers aren't important just know it is real big but not outrageously huge), but despite its size it is moving very very fast. Once visible it will collide with its target within just a few seconds. On collision it deals 75% of A-Rank damage to anything it directly hits and releases a heat wave that deals 35% of A-Rank heat everything within 30 meters, excluding anything directly hit by the meteor(heat damage already included in the initial A-Rank damage). The spell can be set to hit as far as 50 meters away from Simon at maximum, but its range can be reduced by restricting the range of Simon's sight i.e. fog or jungle terrain. The meteor has had a lot of time to build up speed on the flight over from who knows where giving it a speed that pushes the absolute limit for how fast an A-Rank spell can travel.
Strengths:
-Now look at your men, now back to me, now look at your men, now back to me, now to your men oh they’re all dead: While it is hard to not see Planet Killer coming, there is only a small time window to do so and react to it. It is the fastest traveling spell Simon has.
-Anti-Fortress: Unless you’ve got a building that is it meteor proof, it is going down.
-Last Minute Checks: While fired several posts ago Simon doesn’t actually set the spells target until it is visible in the sky. Thus he is able to adjust its flight path to adjust to the changing situation.
Weaknesses:
-It’s a bird! It’s a plane! No it’s clearly a meteor: Yeah its fast but is also a long way coming. Anyone with heightened senses should be able to easily tell what is coming a post in advance and get the heck out of there.
-Don’t Question It Just Let Me Pose Okay?: The casting time is a bit long and leaves Simon wide open.
-How are you aiming?: Until Simon adjusts his aim during his second post the meteor just kind of flies in his general location towards a random point nearby. If he is distracted or otherwise unable to alter its course it’ll just hit wherever.
-Any day now...: The cast time to hit time gap requires considerable planning on Simon’s part.
- Signature Spells:
I have forsaken my legendary weapon “Amo no Murakumo,” a while back for a bonus A-Rank signature spell.
Name: Magma Maulers
Rank: A-Rank
Type: Offensive, Anti-Personnel
Duration: 3 posts
Cooldown: 5 posts
Description: Simon bumps his fists together causing them to be engulfed momentarily in a bright red light. When the lightly clears Simon's arms are coated in lava, causing his punches to deal much more damage. Simon's lava punches can deal out about 30% of an A-Rank spell of damage each post, assuming the enemy just sits there and lets Simon punch the day lights out of them. So in reality its lessened by dodging and blocking and general realistic fighting scenarios.
To clarify: Simon's actual punching force is not increased, but by virtue of the fact that his hands are essentially on fire his punches do much more damage.
Strengths:
-Haji No Imppo: The Magma Maulers greatly increase Simon's attack power without slowing him down much.
-Test the Waters: The versatility and duration of the Magma Maulers make them a good lead attack into a fight while you wait for your foe to, "Show me your moves!"
-Mad grip strength: With his hands literally on fire, Simon's grab and throw attacks become incredibly potent forces of death.
Weaknesses:
-Lasers!: Beam attacks, light magic, and similar can pass through the lava generally unimpeded.
-Concentrated protection: In order to protect his hands Simon has to concentrate all of his heat resistance into his arms and shoulders to make this spell work, leaving the heat resistance on the rest of his body much lower.
-Can't touch this: Simon cannot hold anything while he is using this spell that he does not want to destroy.
-Hands are full: With his arms coated in lava, Simon cannot cast other Great Eruption spells for the duration of this spell.
Name: Single Eruption
Rank: A-Rank
Type: Offensive, Anti-Personnel
Duration: Instant
Cooldown: Once per round
Description: Simon holds his right hand behind him, his palm open and facing upward, gathering a ball of magic power much like in Planet Killer. Except the ball reaches only half that size and instead of flying into space it transform into a ball of raging magma that Simon can throw as far as 35 meters, upon contact with the ground it’ll explode hitting everything within 3-5 meters.
Strengths:
-It’s Quick And It Blows Stuff Up: This is how a signature spell should be.
-Splash Damage: As per this magic’s trademark, Simon doesn’t have to hit you, he just has to come close.
-Your enemy is a giant crab...: So hit its weakpoint for massive damage with a lava eruption you can throw anywhere.
Weaknesses:
-Readable: Throwing a ball of lava the size of you is a pretty big full body motion that makes this move an easy read.
-Scattered: Single Eruption scatters its own lava too much to pool so it cannot generate a magma counter.
-Only 3-5 meters?: Compared to the massive hit zones of Ragnarok and All Mighty Eruption this is a pretty tame A-Rank spell.
-Off Balance: Simon becomes particularly easy to knock over for a second after throwing this spell.
Last edited by Kirahunter on 29th June 2016, 5:42 pm; edited 2 times in total