Primary Magic: Heavenly Body Magic
Secondary Magic: n/a
Caster or Holder: Caster
Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects and other life-forms for battle, preferably in offense. The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors, or other astronomical objects.
Strengths:
- The use of such magic can enhance physical strength and speed
- Uses a mix of light magic and gravity magic
Weaknesses:
- most attacks consist of a ranged bases, so even with the enhanced strength, it is still terrible in hand to hand combat.
-User often feels tiered or dizzy after turning off their magic, or using it for too long.
- must be activated before in use.
Abilities/Powers:
Secondary Magic: n/a
Caster or Holder: Caster
Description: It is a powerful form of Magic that allows the caster to use the properties of many astronomical objects and other life-forms for battle, preferably in offense. The properties of Heavenly Body Magic rely primarily on astronomical objects like meteors, or other astronomical objects.
Strengths:
- The use of such magic can enhance physical strength and speed
- Uses a mix of light magic and gravity magic
Weaknesses:
- most attacks consist of a ranged bases, so even with the enhanced strength, it is still terrible in hand to hand combat.
-User often feels tiered or dizzy after turning off their magic, or using it for too long.
- must be activated before in use.
Abilities/Powers:
- D-rank Spells:
- Spoiler:
- Name: Heavens orb
Rank: D
Type: Light
Description: The user sticks out there hands towards the opponent. An orb of Heavenly Magic appears in their palm, which is then shot at the target to push it like an invisible wall. The User can fire up to 2 blasts (1 per palm)
Strengths:
- the user pushes back the enemy as long as they are under D-rank, however C-rank and above will still be hit with minor damage.
- can go up to 10 meters in distance
- can fire 2 before it reaches cool down
- 1 foot in diameter.
Weaknesses:
- It goes straight out, so it’s easy to dodge.
- C-rank and higher will not be pushed back
- 2 post cool down
- Spoiler:
- Name: Heavenly shoot
Rank: D
Type: Light
Description: The user shoots several blasts of energy towards the opponent, anywhere from one to three blasts before cool down. The user can only shoot one at a time. The speed is incredibly fast, going up to speeds as high as 35 to 45 mild per hour. However, each shot is 15% less strong then the shoot before it.
Strengths:
- can use it up to 3 times per activation
- 3 feet in diameter each
- can go up to 35-45 miles per hour (First shot)
- also has a push back effect
Weaknesses:
- each shot it 15% slower and is 15% less strength then the shoot before it, this doe reset after cool down.
- can shoot up to 10-15 meters away from the user
-the user cannot move when shooting the beams
-all 3 shoots must be fired within 2 posts, otherwise instant cool down after second
- 3 post cool down
- Spoiler:
- Name: Heavenly Comet
Rank: D
Type: Speed
Description: The yellow urea around the users body begins to glow a bit more intensely. The users speed is then increased so that they can fly at speeds up to 50 mph. This can be used to either dodge an attack, or to smash into the enemy.
Strengths:
- increases speed.
- can dodge attacks easier
- the smashing into the opponent causes strong-weapon-like damage to the opponent
Weaknesses:
- lasts 2 posts
- the user can dash up to 10-15 meters away.
- can only crash into the enemy once
- if the user smashes into the opponent, the opponent receives strong-weapon-like damage as well.
- 4 post cool down
- Spoiler:
- Name: Heavens Archer
Rank: D
Type: Light
Description: The user sticks out one of his/hers hands, and a magic circle will appear. 7 D-rank Arrows fly out of the magic circle, and towards the opponents. The arrows disappear after hitting an object, however, each arrow does not have to be aimed for the same thing.
Strengths:
- multiple targets
- 7 arrows
- D-rank weapons
- Each arrow moves at 30 miles per hour when leaving the magic circle.
Weaknesses:
- Each arrow disappears after hitting an object, not necessarily the opponent(s).
- can only stretch about 20 feet from the magic circle
- can’t be manipulated once out of the magic circle.
- 3 post cool down.