Magic
Primary Magic: Arm Shift
Secondary Magic:
Caster or Holder: Caster
Description: Arm Shift is a type of pseudo take over magic that grants the user the ability to change the makeup of their arms to six basic elements that can be changed per spell as well allowing them access to new abilities based on them. The elements are Light, Dark, Water, Fire, Earth and Air. Higher ranks of this spell will later unlock fused elements.
Rajah uses this with his signature ability to make his arms multiply so that each of the elements has a passive arm whenever using the magic. When using this magic he sprouts four extra arms so that he has a total of 6, each of them interchangeable so that they can be used to the fullest extent of magic. The arms do not have an inherent element tied to them and can sprout even when not casting a spell.
Strengths:
- Passive extra four arms at will.
- Extremely elementally versitile for almost any situation.
Weaknesses:
- A large span of elemental weaknesses for each type of spell.
- Unable to be used if the cast cannot use his arms.
- It can drain mana at an exceptional rate if using multiple spells at once.
- Can only use one element per arm.(Though it does not limit to how many spell outside of how many arms he has access to.)
- Each shift ability has a hard limit of duration to 4 posts.
Lineage:
Unique Abilities:
- The caster can at will create up to four extra arms at will (If disabled the arm cannot be used the rest of the topic or until healed)
- The caster has a passive 25% boost to speed and physical strength (Rounded up)
- The caster may once per three posts fire a blast from a hand that has an element on it to deal half a spell rank damage.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: Arm Shift
Secondary Magic:
Caster or Holder: Caster
Description: Arm Shift is a type of pseudo take over magic that grants the user the ability to change the makeup of their arms to six basic elements that can be changed per spell as well allowing them access to new abilities based on them. The elements are Light, Dark, Water, Fire, Earth and Air. Higher ranks of this spell will later unlock fused elements.
Rajah uses this with his signature ability to make his arms multiply so that each of the elements has a passive arm whenever using the magic. When using this magic he sprouts four extra arms so that he has a total of 6, each of them interchangeable so that they can be used to the fullest extent of magic. The arms do not have an inherent element tied to them and can sprout even when not casting a spell.
Strengths:
- Passive extra four arms at will.
- Extremely elementally versitile for almost any situation.
Weaknesses:
- A large span of elemental weaknesses for each type of spell.
- Unable to be used if the cast cannot use his arms.
- It can drain mana at an exceptional rate if using multiple spells at once.
- Can only use one element per arm.(Though it does not limit to how many spell outside of how many arms he has access to.)
- Each shift ability has a hard limit of duration to 4 posts.
Lineage:
- Arm of Destiny:
Arm of Destiny:
Description: Long ago, there was a famed demon hunter. It was said that he never brought any tools with him. No swords, no bow, he didn't even use magic. He used one hand, the hand that shot forth a brilliant beam of pure light energy. It was bestowed upon him by the gods when he swore to hunt to down all that was evil after his family’s tragic death. He destroyed many demons, and while his name remains a mystery, his legend and powerful lineage lives on to this day, scattered throughout the world.
Ability: The user can call forth a powerful laser of light energy to decimate whatever lies ahead of them. 20 meter range + 20 meters per rank over D(Max 100 meters at S-rank). TThe user pulls back their hand (right or left, whichever arm they we’re bestowed with) gathering up energy before thrusting it forward to unleash the devastating beam.
The beam deals double the user’s rank in spell damage, 2 meter wide +2m per rank above D(max 10 meters wide at S-rank) and 20 meters range + 20 meters per rank above D(max 100 meter range)
Usage: One use per thread. After use the user will not be able to use spells for 1 post.
Unique Abilities:
- The caster can at will create up to four extra arms at will (If disabled the arm cannot be used the rest of the topic or until healed)
- The caster has a passive 25% boost to speed and physical strength (Rounded up)
- The caster may once per three posts fire a blast from a hand that has an element on it to deal half a spell rank damage.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- Signature:
- Name: Shift: Release
Rank: User Rank
Type: Varying Offensive
Duration: Instant
Cooldown: None
Description: The caster can release all of its arm shifts at once in an explosion varying in size based on how much duration is left. At C rank each post worth of duration on each active shift spell adds two meters each.(Stacking up to 6 spells) Each rank after that adds .5 meters for every post worth of duration.
For maths sake at C rank the max range can be 48 meters.
B rank would be 60 meters and adds 12 meters maximum for every rank afterwords.
Strengths:
- If used at full capacity it can span a large area.
- Potentially able to contain large amounts of elements.
Weaknesses:
- Removes all active shift spells.
- Does 75% spell damage of the highest level shift involved.
- Has a large potential for elemental resistances.
- Takes 10% of the casters health. Adding 1% per spell after one spell for a total of 20% total self damage.(Ignoring endurance)
- D ranks:
Name: Shift: Fire
Rank: D
Type: Fire Utility/Offensive
Duration: 4
Cooldown: 6
Description: The caster transforms one of his six arms into pure fire. Hits from it cause D rank damage over time over the 4 posts.
Strengths:
- Deals 50% more damage towards ice based barriers and enemies.
Weaknesses:
- Cuts the duration in half if made contact with water. (Only applies once.)
- Does 50% reduced damage to water based entities.
Name: Shift: Water
Rank: D
Type: Water Utility/Offensive
Duration: 4
Cooldown: 6
Description: The caster transforms one of his arms into pure water giving him the passive ability to breath under water.
Strengths:
- Gives the caster the ability to breath under water.
- Deals 50% extra damage to fire based entities.
Weaknesses:
- Duration is cut in half if the spell makes contact with any form of electricity.
- Deals 50% less damage to electricity based enemies.
- Causes lightning damage to do half a D ranks worth of additional damage.
Name: Shift: Air
Rank: D
Type: Air Utility
Duration: 4
Cooldown: 6
Description: The caster transforms one of his arms into pure air giving him the ability to control his descent in speed as well as manipulate his fall direction.
Strengths:
- Gives the ability to control descent speed and direction.
Weaknesses:
- The user has the spells duration cut in half if made contact with the ground while the spell is active.
- Gravity magic can overwrite the control effect of the spell.
Name: Shift: Earth
Rank: D
Type: Earth Defense/Utility
Duration: 4
Cooldown: 6
Description: The caster can transform one of his arms into pure earth giving him a shield that absorbs 2 d ranks worth of damage. Once the shield is expunged the duration is cut in half.
Strengths:
- The shield takes 50% less damage from lightning based attacks.
Weaknesses:
- The shield takes 50% more damage from water.
- Once the shield is used up, the duration is cut in half (2 posts)
- C ranks:
Name: Shift: Light
Rank: C
Type: Light Utility
Duration: 4
Cooldown: 6
Description: The caster transforms one of its arms into pure light giving him the ability to illuminate.
Strengths:
- Creates light for dark areas.
Weaknesses:
- Has half duration whilst in direct sunlight (Because it wouldn't do much besides look cool.)
- The caster deals 50% less damage to light based enemies.
Name: Shift: Dark
Rank: C
Type: Dark Utility
Duration: 4
Cooldown: 6
Description: The caster turns one of his arms into pure shadow giving him the ability to turn invisible whilst in the dark.
Strengths:
- Able to turn invisible while not in direct light.
Weaknesses:
- Able to be detected by a rank and above without magic.
- Cannot turn invisible while in direct light.
Name: Flare Cannon
Rank: C
Type: Light Offensive
Duration: Instant
Cooldown: 4
Description: The caster blasts a bolt of light from an arm that has either fire or light shift on it causing a blinding light and dealing damage to whatever it hits. The range is 50 meters.
Strengths:
- If the spell does light or fire based damage depending on which spell it was shot from.
Weaknesses:
- Does not work in direct sunlight.
- Bright enough to warn enemies while in the dark.
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses: