Telekinesis [テレキネシス] - Terekineshisu
Primary Magic:
Telekinesis [テレキネシス] - Terekineshisu
Secondary Magic:
N/A
Caster or Holder:
Caster
Description:
Terekineshisu [テレキネシス] is the traditional Japanese name for Telekinesis. Telekinesis is an ordinary type of magic that allows the user to move and manipulate objects using their mind. However, this magic is not limited to just objects, it also applies to any matter that can move. The user will not be able to move something that they cannot see. The user will not be able to move an object underground without having to move the layers of sand that covers it, and if the ground is layered with a substance such as concentrate, the user will not be able to do anything about that. This magic can be used very creatively depending on the user's technique and way of using this magic. Telekinesis allows the user to move matter, despite the mass and weight of it but the more the mass of the matter, the more energy it requires. Moving air will be require less energy than moving water. The distance at which the user can move or carry objects depends on the user's rank.
Vivian has been using telekinesis for as long as she can remember, hence she is rather well equipped and familiar with the various techniques that she can use in order to her attack someone/something or to defend. Using her magic, she also performs day-to-day tasks. Due to Vivian being C-rank, the overall range of her magic is 30 meters. When moving something, a dark purple aura appears around her hands and around the object she's moving.
Strengths:
✔ The user can move matter in a large range, that increases along with the power of the user.
✔ The user is capable of moving any matter than can move.
✔ The user can move several objects at a time.
Weaknesses:
✘ Although the user can move matter, they cannot determine the speed of the matter.
✘ Moving several objects at a time requires more energy and more concentration. If concentration is lost, the user can get hurt.
✘ The user can only move objects that they can see. If an object is not within their view, they cannot move it.
Unique Abilities:
Spells:
Primary Magic:
Telekinesis [テレキネシス] - Terekineshisu
Secondary Magic:
N/A
Caster or Holder:
Caster
Description:
Terekineshisu [テレキネシス] is the traditional Japanese name for Telekinesis. Telekinesis is an ordinary type of magic that allows the user to move and manipulate objects using their mind. However, this magic is not limited to just objects, it also applies to any matter that can move. The user will not be able to move something that they cannot see. The user will not be able to move an object underground without having to move the layers of sand that covers it, and if the ground is layered with a substance such as concentrate, the user will not be able to do anything about that. This magic can be used very creatively depending on the user's technique and way of using this magic. Telekinesis allows the user to move matter, despite the mass and weight of it but the more the mass of the matter, the more energy it requires. Moving air will be require less energy than moving water. The distance at which the user can move or carry objects depends on the user's rank.
Vivian has been using telekinesis for as long as she can remember, hence she is rather well equipped and familiar with the various techniques that she can use in order to her attack someone/something or to defend. Using her magic, she also performs day-to-day tasks. Due to Vivian being C-rank, the overall range of her magic is 30 meters. When moving something, a dark purple aura appears around her hands and around the object she's moving.
- Basic level:
- Every Telekinesis user can perform these basics which help them in daily lives. They do not act as spells and are in fact the basic level of the magic.
▶ Binding: To keep object/being from moving.
▶ Levitation: To lift an object.
▶ Congesting: To strangle others.
▶ Gripping: To grasp an object firmly in place.
▶ Maneuvering: To alter an object's directional course.
▶ Pull/Push: To pull objects towards the user or to push objects away from the user.
Strengths:
✔ The user can move matter in a large range, that increases along with the power of the user.
✔ The user is capable of moving any matter than can move.
✔ The user can move several objects at a time.
Weaknesses:
✘ Although the user can move matter, they cannot determine the speed of the matter.
✘ Moving several objects at a time requires more energy and more concentration. If concentration is lost, the user can get hurt.
✘ The user can only move objects that they can see. If an object is not within their view, they cannot move it.
- Lineage:
- Lineage: Shinigami Protection:
Description:
The Gods of death, the Shinigami control the afterlife; sending each spirit to its rightful destination, while making sure that everyone dies at the right time. Every person has their own unique Shinigami. Occasionally, a Shinigami will develop a bond with a living mortal, and will assist them to the best of their abilities when they are most needed; sometimes lending the mortal their powers at the cost of their life span.
Ability:
The user is able to summon the help from their Shinigami in battle or to assist them solving a dangerous solution. Shinigamis cannot kill or fatally wound enemies, but can take what would be a fatal blow, or give their bound user time to act. The Shinigami lasts until killed, having 50% of the HP the user has. It can deliver melee attacks equal to the user's rank in melee damage and is considered to wield a legendary weapon.
Usage
5 post duration with a 10 post cool down if the shinigami is slain or if the duration runs out.
Unique Abilities:
- Weapon Control:
- Weapon Control:
The user can summon multiple weak weapons that they keep in their magic space and can control all of them using telekinesis. The limit of summoning the number of weapons at a time increases with the user's rank and power. Vivian, being C-rank ,can summon and move up to 10 weapons at a time. The number of weapons that can be summoned increases by 5 when the user ranks up.
- Blood Halt:
- Blood Halt:
The user has the ability to stop the flow of blood within one's body for example, when wounded, the user can stop the blood loss using this magic. The use of this ability is only possible when the user is able to see the blood, only then can they stop it.
- Standstill:
- Standstill:
The user is able to stop time and the movement of things but this ability can only last for up to one minute IC, meaning maximum one post per thread. When the user activates this ability, everyone of equal and lower rank and everything except the user will freeze in time. This ability takes a toll on the user, usually resulting in dizziness and sometimes even unconsciousness.
- Body Control:
- Body Control:
The user is able to control the movement of others but only if they can see that person. The user needs to be within a 20 meters distance from the person they are controlling the movements of. This ability lasts for up to 2 posts per thread and mainly works on NPC characters. If the ability is used on another character, the user can only freeze their movement rather than controlling it and it will only last for up to 300 words or one post.
Spells:
- D - Rank Spells:
- Rising Terrain:
- Name: Rising Terrain
Rank: D
Type: Defense, Earth
Duration: 2 posts
Cooldown: 3 posts
Description:
Rising Terrain allows the user to gather multiple grains of loose sand within the range of 15 meters and haul them up tightly, forming a wall in the process. The user can build numerous walls, the maximum being 4 walls all together and up to 2 walls per post. Each wall takes about 1 D-rank hits to fall apart.
Strengths:
✔ The user can build up to 2 walls per post.
✔ The wall can be built using multiple grains of loose sand within the range of 15 meters.
Weaknesses:
✘ The wall can fall apart if the user looses concentration.
✘ Each walls can fall apart with a single D-rank hit.
✘ The walls cannot be placed further than 15 meters from the user's position.
- Vigorous Waves:
- Name: Vigorous Waves
Rank: D
Type: Attack, Water
Duration: 2 post
Cooldown: 3 posts
Description:
Vigorous waves is a spell that allows the user to use water that lies within 20 meters from the user's position and mold that water to launch an attack towards the opponent. The pressure and force of the water depends on the amount the user has molded. The user can launch the water as one large attack or as multiple smaller attacks, being able to send about 3 small attacks per post with each small attack dealing 5 HP damage whereas, the large attack deals 10 HP damage. The range of each attack is 15 meters.
Strengths:
✔ The user can either use the water to form a large attack or multiple smaller ones.
✔ Each small attack deals 1 D rank damage and the large attack deals 2 D-rank damage.
Weaknesses:
✘ The user needs to be near the presence of water to use this spell.
✘ The attacks can only travel 15 meters.
✘ The user cannot attack more than 3 times per post.
- Raging Rocks:
- Name: Raging Rocks
Rank: D
Type: Attack, Earth
Duration: 1 post
Cooldown: 2 posts
Description:
Raged Rocks is a spell that allows the user to haul small rocks/pebbles that lay within a range of 15 meters into the air and launch them at a particular target. The user can launch all the rocks in either one go or separately; that depends upon the user. Each pebble used to form the attack deals with 0.25 D-rank damage, meaning the user can lift up to 80 pebbles. This spell requires a lot of concentration on the user's part because this spell can hurt the user as well.
Strengths:
✔ The spell allows the user to lift up to 80 small rocks/pebbles within a range of 15 meters into the air and launch them at a particular target.
✔ The user can launch all the rocks in either one go or separately.
Weaknesses:
✘ Each pebble deals with only 0.25 D-rank damage.
✘ The user should be in a place with numerous rocks/pebbles.
✘ The user may get hurt if their concentration is altered.
- Sphere of Gale:
- Name: Sphere of Gale
Rank: D
Type: Defense, Wind
Duration: 2 posts
Cooldown: 3 posts
Description:
Sphere of Gale is a spell that allows the user to gather the wind nearby, despite the speed of it, and use it to form a sphere around themselves in order to create a shield. The sphere is up to 7 meters tall and 6 meters wide, protecting anything within. The sphere can block attacks, causing them to alter direction as the wind moves clockwise or anticlockwise. It can handle up to 3 D-rank attacks before it falls apart.
Strengths:
✔ The wind can handle up to 3 D-rank attacks.
✔ The sphere is 7 meters tall and 6 meters wide.
Weaknesses:
✘ The sphere will disintegrate if more than 3 D-rank attacks are launched it's way.
✘ The person inside the sphere should keep a distance from the wind for it can end up injuring him/her.
- C - Rank Spells:
- Water Clones:
- Name: Water clones
Rank: C
Type: Attack, Water
Duration: 3 posts
Cooldown: 4 posts
Description:
Water clones is a spell that allows the user to manipulate water into becoming multiple human-shaped clones. The user can control the movement of the clones made of water but if the user loses concentration, the clones will return to becoming a puddle of water. In order to use this spell, the user needs to be in the presence of a large water body which has sufficient water to form human clones. The user can form 8 clones altogether, each being able to handle 2 C-rank attack or 4 D-rank attacks before they return to being simple, plain water. The clones move and fight like normal humans. Their main attacks are punches and kicks, each dealing 0.5 D-rank damage. They cannot be physically destroyed but by magic only..
Strengths:
✔ The user can create up to 8 clones.
✔ The clones cannot be physically attacked.
Weaknesses:
✘ The user needs to be in presence of a large water body.
✘ The user needs to concentrate on all clones in order to keep the water together to form the body.
- Rupturing Ground:
- Name: Rupturing Ground
Rank: C
Type: Attack, Earth
Duration: Instant
Cooldown: 3 post
Description:
Rupturing Ground is a spell that allows the user to cause the ground in any area to rupture and burst. The user can cause a sudden burst in the ground that is before their eyes and move the separated pieces according to their will. The user can either rupture the ground beneath their opponent or target which will do them 1 C-rank damage due to the pressure caused by the attack and the broken pieces of the ground that fly due to the bursting. The attack happens instantly upon the user's will but the user needs to be able to see the area of the ground that they will be rupturing. While this spell is being used, the user needs to concentrate on the area. If their attention is diverted, the attack may not occur according to how they wanted it to.
Strengths:
✔ The user can cause the ground to rupture by just looking at it.
✔ The attack causes 2 C-rank damage.
Weaknesses:
✘ The rupturing of the ground affects only the person who's standing above it.
✘ The user needs to be able to see the land that they will use.
- Hurricane:
- Name: Hurricane
Rank: C
Type: Attack, Wind
Duration: 3 posts
Cooldown: 4 posts
Description:
Hurricane is a spell that allows the user to mold the nearby winds into a hurricane around oneself. The user remains within the hurricane from where they can use the wind swirling around them to shoot wind related attacks that look like blades so it seems as it there are powerful wind attacks launching from the hurricane towards all sides as the user cannot shoot a particular target because they cannot see what lays beyond the hurricane when they are inside. Each attack launched deals with 0.25 D-rank damage (meaning the hurricane can let out about 8 attacks) as it shoots with great intensity due to the fast movement of the wind. The range at which the attacks can travel is 20 meters. The hurricane can also serve as a weak shield for it can block up to 4 D-rank attacks or 2 C-rank attacks.
Strengths:
✔ The user can shoot multiple attacks when inside the hurricane using the wind surrounding them.
✔ The hurricane can serve as a shield.
Weaknesses:
✘ The user cannot see what is beyond the hurricane where they are.
✘ The user may end up causing more destruction than intended and hurting innocent people.
✘ The hurricane will disappear if 2 C-rank hits are launched it's way.
Last edited by Vivian on 16th August 2016, 11:51 am; edited 4 times in total