Magic
Primary Magic: Earth Style: Swordsman
Secondary Magic: - - -
Caster or Holder: Holder
Description: It is as simple as it sounds. Ezra wields a long, two handed blade with the ability to slice opponents and deal good damage. However, with his own power, Ezra can cast a series of dangerous, earth oriented spells that deal good damage. This magic was originally born from Ezra's previous magic, ReQuip: Weapons Master, as he had taken a liking to swordsmanship and the experience in battle you get from it. A singular weapon and a slow but powerful series of earth spells, the two go hand and hand to form Earth Style: Swordsman Magic. It primarily uses stone, but extends to other elements such as mud, dust, sand, and other elements you can find in the earth.
Strengths:
Weaknesses:
Lineage:
Unique Abilities:
Primary Magic: Earth Style: Swordsman
Secondary Magic: - - -
Caster or Holder: Holder
Description: It is as simple as it sounds. Ezra wields a long, two handed blade with the ability to slice opponents and deal good damage. However, with his own power, Ezra can cast a series of dangerous, earth oriented spells that deal good damage. This magic was originally born from Ezra's previous magic, ReQuip: Weapons Master, as he had taken a liking to swordsmanship and the experience in battle you get from it. A singular weapon and a slow but powerful series of earth spells, the two go hand and hand to form Earth Style: Swordsman Magic. It primarily uses stone, but extends to other elements such as mud, dust, sand, and other elements you can find in the earth.
Strengths:
- Because of obvious elemental advantages, this magic has the advantage to melee and lightning/electric wizards, dealing more damage and taking less damage from each of their possible attacks.
- Unlike your typical swordsman, the magic focuses on controlling the environment, maintaining HP and MP, and taking as little damage while dealing as much damage as possible with the sacrifice of speed.
Weaknesses:
- Naturally, Ezra's spells are less effective to water wizards.
- This magic sacrifices speed for heavy hits and defense.
- Water Wizards have a tendency to deal more damage to him.
Lineage:
Unique Abilities:
- Earth Style: God's Defense - At the beginning of any thread or duel, God's Defense is applied. Like most defenses in this magic, it has a basic defense (Can take up to 3 A-ranks, and 1.5 S-ranks, or the equivalent before shattering and suffering an 8 post cooldown.), however, has no duration, it shatters when it shatters. Because this is labeled as 'God's' defense, any darkness/shadow, poison, soul/death-oriented magics do 50% less damage or their original effects are reduced by 50%. When God's Defense is applied, only God Slayers and God Characters (That are stated to be Gods) can deal additional damage to this defensive ability, all other damage buffs used against this defense are ineffective unless they come from a spell that is of equal or higher rank. However, God Slayers and Water wizards deal 50% more damage.
- Earth Style: God's Blessing - At the beginning of any thread or duel, God's Blessing is automatically applied when another self defense UA or spell has been shattered. This UA is a basic self defense ability. It can take up to 3 A-ranks and 1.5 S-ranks before shattering, or the equivalent. This has no duration, just an 8 post cooldown after the damage has been taken. Because it is labeled 'God's Blessing', Ezra has been given a buff very unusual for earth mages. Ezra can increase his speed by 40%. However, God Slayers and Water Wizards can reduce that buff by 15% just by focusing their intent to brawl on Ezra.
- Earth Style: Second Chance - At the beginning of any thread or duel, Second Chance is automatically applied after Earth Style: God's Blessing has shattered or other defensive spells that have shattered. There is no duration, but an 8 post cooldown. It can take up to 3 A-ranks and 1.5 S-ranks before shattering, or the equivalent. Because the UA is labeled 'Second Chance', enemies cannot use the same type of spell (Defensive, Offensive, Fire, etc) spell twice while this UA is activated. This UA can be prevented from activating by covering Ezra is water from a wizard who specializes in it, preventing the chain of UAs.
- Ezra takes 50% less damage from Lightning and Electricity wizards. Earth cancels that element out! However, Ezra does not deal additional damage to those wizards.
- Ezra is not effected by the following status aliments if they are of equal or lower rank; burn, frozen, poison, stunned, knock back, and physical debuffs. If of higher rank, only suffers 35% of damage intended, or only suffers half of a duration for stuns.
- D-Rank Spells:
- Name: Dust Cloud
Rank: D
Type: Supportive, Earth
Duration: 2 Posts
Cooldown: 3 Posts
Description: Ezra takes a deep breath and exhales a cloud of dust that cover the area within 20 meters. Ezra can see clearly, but those of equal or lower rank my find themselves blind to it's effects. Ezra may also turn himself into the dust and transport himself silently and undetectably within the 20 meter AoE.
Strengths:- This provides a Ezra a mobile spell that aids him in the absence of his speed.
Weaknesses:- No offensive capability.
- Those who are only one rank above has less of a problem with vision, but cannot see beyond 10 meters into the cloud, as that is too far to see clearly. But this greatly decreases potential for stealth.
Name: Ground Lauch
Rank: D
Type: Supportive, Earth
Duration: Instant
Cooldown: 2 Posts
Description: Ezra slams the blade of his sword or any limb of his body into the ground below him, as a pillar of instantly thrusts upwards from right below his target, propelling his target to or away from him at a max of 20 meters. This can be used on himself.
Strengths:- This is a spell that helps Ezra create or reduce distance between he and others.
Weaknesses:- No offensive capability.
- This spell can put himself and other in danger.
Name: Mud Pool
Rank: D
Type: Supportive, Earth
Duration: 2 Posts
Cooldown: 3 Posts
Description: Anywhere where there's earth can Ezra soften it and turn it into a 20 meter pool of mud that keeps targets grounded and in place. Because this is caused by a D-rank spell, it only sucks the targets in up to their shins. Only wizards of equal or higher rank can successfully break out of it, but luckily the spell does not last long.
Strengths:- This spell restricts mobility, including dashes and any footwork.
- Decreases speed by 25% of all targets.
Weaknesses:- No offensive capability.
- The spell is nearly ineffective of those of equal or higher rank.
- No healing capability.
Name: Earthed
Rank: D
Type: Supportive, Earth
Duration: Instant
Cooldown: 2 Posts
Description: Ezra sinks into the hard or soft ground below, and travels within 20 meter AoE to get to or away from a target. A signature strategy is to reappear directly below his foe, grabbing their ankles and keeping them in place or pulling them down into the ground, up until it reaches their neck. Those of equal or higher rank can break out instantly if sunk, those of lower rank remain grounded for the remainder of the spell. When grabbed by Ezra, Ezra must suffer three user ranked spells for him to ultimately let go, or the equivalent. At any point, Ezra can burst out of the ground at a maximum 20 meters in the air from the spell alone, and deal D-rank damage with an additional 25% due to the weight of his attacks.
Strengths:- Good to maintain stealth.
Weaknesses:- Some tactics prove ineffective to those of higher caliber.
- This can be especially difficult with water mages.
- This provides a Ezra a mobile spell that aids him in the absence of his speed.
- C-Rank Spells:
- Name: Earth Style: Mud Defense
Rank: C
Type: Defensive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Ezra's skin becomes soft and thick, much like mud. The Mud Defense can take up to 3 C-rank spells and 1.5 B-rank spells before shattering, or the equivalent. However, because of the mud effect, if the defense is hit physically, and foe has speed reduced by 25% each time he is hit.
Strengths:- Good to avoid bursts of damage while effecting your opponent in turn.
Weaknesses:- Although water does not have an advantage here (since mud is already soft), if their body is enveloped in water, they do not suffer the speed reduction.
- Ezra uses this purely for defense, and cannot protect allies with this spell.
Name: Earth Style: Ravine
Rank: C
Type: Defensive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Ezra stabs his sword into the ground below, and a 25 meter long, 35 meter wide ravine forms under a desired target. The ravine can slam shut at any given moment, and reopen as well. Each time it does, the battlefield shakes and vibrates, and accuracy for projectiles decreases. Ravines remain for the thread, but lose their effect after the duration has ended.
Strengths:- Good to avoid bursts of damage while effecting your opponent in turn.
Weaknesses:- Although water does not have an advantage here (since mud is already soft), if their body is enveloped in water, they do not suffer the speed reduction.
- Ezra uses this purely for defense, and cannot protect allies with this spell.
Name: Earth Style:
Rank: C
Type: Defensive
Duration: 5 Posts
Cooldown: 6 Posts
Description:
Strengths:
Weaknesses: - Good to avoid bursts of damage while effecting your opponent in turn.
- B-Rank Spells:
Name: Earth Style: Shatter
Rank: B
Type: Defensive, Disruptive
Duration: 6 Posts
Cooldown: 7 Posts
Description: Ezra punches or stabs the ground, making it shatter an crack in an instant. Any enemies within 35 meters of the sword or Ezra (depending if it was caused by the sword or punch) shake uncontrollably and are stunned for the duration of the spell. The does not stop shaking unless you are outside of the AoE or the duration runs out. Deals B-rank damage initially, and 30% B-rank damage for the remainder of the duration.
Strengths:- Keeps enemies in place, as Ezra can move.
Weaknesses:- Enemies B-rank and higher can evade the attack (though B-ranks suffer a 35% speed reduction, as they are only able to move barely) with ease.
- Does not effect those whom are airborne.
Name: Earth Style: Sandstorm
Rank: B
Type: Defensive, Disruptive
Duration: 6 Posts
Cooldown: 7 Posts
Description: Ezra takes a deep breath (or waves his sword around rapidly in a circular motion) and exhales a twister of sand and stone. The twister moves around unpredictably at the default speed of Ezra. Anything within 35 meters of the twister are sucked in by it's violent winds at basic B-rank speed, but with each post it remains, the speed of the suckage increases by 25%, and the range increasing by 5 meters every post after when it's cast. Initially, those B-rank and higher can resist it. All projectiles that are B-rank and lower are redirected due to the circular motion of the winds. Twister deals standard B-rank damage when a target are within 25 meters of the twister.
Strengths:- Sucks enemies in close.
Weaknesses:- Friendly fire is applied.
- Does not effect those whom are underground.
Name: Earth Style: Stone Defense
Rank: B
Type: Defensive
Duration: 6 Posts
Cooldown: 7 Posts
Description: Ezra's skin becomes hard and tough, much like stone. The Stone Defense can take up to 3 B-rank spells and 1.5 A-rank spells before shattering, or the equivalent. However, because of the mud effect, if the defense is hit physically, and foe suffers B-rank damage each time they physically attack Ezra and take 35% less damage from physical attacks, bladed weaponry, and fire/lightning spells. (Hitting stone hurts, you know!)
Strengths:- Has a defensive advantage against those who excel in physical combat and bladed weaponry.
Weaknesses:- Is not an ultimate defense, and often shatters quite quickly.
- Water Mages are not effected by the 35% defense advantage and deal normal damage.
Name: Earth Style: Mud Shot
Rank: B
Type: Nullification
Duration: 6 Posts
Cooldown: 7 Posts
Description: Much like bullets, Ezra fires five mud shots from his fingertips, sword, or mouth. Deals no damage when hit, but over time, it grows to nearly a foot wide and nullifies magic when it hits the target. The mud solidifies on impact, and only spells B-rank and higher can be cast for the duration, with a 25% speed debuff.
Strengths:- Decreases speed and restricts the use of C-rank and D-rank spells.
Weaknesses:- Water from Water Mages can soften the hard mud on their bodies and if it is B-rank and higher, rub it off and are no exempt from their effects.
- The bullets travel at a basic speed and can be easily dodged, which is the reason why it is normally used when targets are grounded.
Name: Earth Style: Stone Walls
Rank: B
Type: Defensive, Offensive
Duration: 6 Posts
Cooldown: 7 Posts
Description: Two 10 meter tall walls burst out of the ground as Ezra claps his hands together. They can take up to 3 B-ranks and 1.5 A-ranks, or the equivalent, before shattering. However, the walls can move at basic B-rank speed in any direction as long as they are grounded. They can increase their height up to 20 meter tall and change shape. Any attack done by the walls deal B-rank damage.
Strengths:- Are not stationary and can move with the user.
Weaknesses:- Must always be grounded.
- Are not that fast.
- Keeps enemies in place, as Ezra can move.
- A-Rank Spells:
Name: Earth Style: Gedo Statue
Rank: A
Type: Defensive, Offensive
Duration: 7 Posts
Cooldown: 8 Posts
Description: A large, 75 meter tall summon bursts out of the ground with nothing but it's upper body and arms upon summon by stabbing Ezra's blade into the ground. The area within 45 meters of the Gedo Statue becomes a nullification field and healing field.
Strengths:- Are not stationary and can move with the user.
Weaknesses:- Must always be grounded.
- Are not that fast.
Name: Earth Style: Iron Defense
Rank: A
Type: Defensive
Duration: 7 Posts
Cooldown: 8 Posts
Description: Ezra's skin becomes hard and smooth, much like iron. The Iron Defense can take up to 3 A-rank spells and 1.5 S-rank spells before shattering, or the equivalent. However, because of the iron effect, if the defense is hit physically, and foe suffers A-rank damage each time they physically attack Ezra, he takes 45% less damage from physical attacks, bladed weaponry, and fire/lightning spells. (Hitting iron hurts, you know!)
Strengths:
Weaknesses:- Are not stationary and can move with the user.