Secondary Magic:
Caster or Holder: Caster
Description: Users of such Magic can create these elements from their bodies and manipulate them. However, unlike other types of Elemental Magic, users of Lightning Magic seem capable of also generating their elements from locations away from them, be it from the ground or the sky.
Lightning attacks work by electrocuting the opponents to various degrees, and there are spells said to be capable of completely pulverizing enemies, due to the extremely high voltage of the electricity employed in their use.
Because of the high amounts of light produced when it’s used, lightning can also serve the purpose of momentarily blinding opponents.
Much like other types of Elemental Magic, Lightning Magic allows the user to turn their body into the element they control: by transforming into a lightning bolt, the users are able to avoid physical attacks, and have the added advantage of traveling around at very high speed and attacking everyone or everything they come in contact with, much like real lightning.
Nightken's normal lightning color is silver, but when he gets angry it turns black with a bit of demonic energy behind it.
Damage reference-
Dangerous: On the verge of one rank higher+ possible third degree burns
Severe: One and a half rank+ possible second degree burns
Heavy: Same rank+ on the verge of burns
Minor: One rank lower depending on spell rank
Strengths:
- Strong against water magic
- Can be devastating to flying enemies
- By generating electricity on different parts of the body, he/she will be capable of making the attacks in melee deadlier, and of propelling themselves around to gain extra momentum.
Weaknesses:
- Weak against Earth Magic.
- The lightning can be easily redirected.
- This magic is more into the offensive side and has only a few spells for defense. The user mostly counter-attacks or tries to evade the enemy's spell rather that defending.
- Can be highly unstable.
- Wind magic can redirect the lightning
- If the lightning touches earth the charge will be negated.
Abilities/Powers: -Enhanced speed
-Slight enhanced strength
-Lightning reflexes
-Redirect electric flow(5 ft range)
-Electrical transportation: User can transport themselves by electricity, by lightning or electronics. This is achieved by either riding the flow of electrons or becoming electricity itself for travel. If user is strong enough and or skilled in this art of transportation, then they can also transport by the electrons in the air, static discharges and electrical components.
User can make lightning strike themselves to transport their own molecules from one point to another.
-Electrical regeneration: The user can heal themself by using electricity by absorbing the electrons and using them to stimulate molecules, renewing damaged cells. Electricity can also provide energy to reduce fatigue, allowing optimal health, as well as restarting the heart and repair any brain damage. Grants health regen of 5% per post.
Lineage:
- Spoiler:
- Beast Tamer
Description: In the old days, when magical beasts were used for battles. Your great great great grandfather Ash Ketchup was the foremost monster tamer. He could tame almost any beast, great or small. They say he even managed to tame a fire dragon named Charagon. Now every generation or so, his skills manifests in one of his descendants. Are you one of them? Why not try it out. Forge your way and make your own adventure!
Ability: Master tamers have the ability to befriend and tame beast that they have encountered. They are required to save the link of the encounter they had during missions on their bank, once they have they can be freely summoned any time the tamer needs them. There is no limit to the beast they can store in bank but there are limits on how many they can summon per thread. Note, you can’t have a demon, human or other species tamed, just beasts. And you can only have one for each kind, meaning one snake or giant scorpion in your bank only.
Usage:
Can summon beasts to fight or defend for them. Can either summon 4 weak beasts, 3 normal beasts, 2 strong beasts or one boss beast twice per thread. Beasts last only for two post or until they are knocked out and summoning can done again after 4 posts.
Signature Spells
- Spoiler:
- Name: Transcend
Rank: S
Type: Lightning, Buff, Utility
Cooldown: 14 posts
Duration: 8 posts
Description: Nightken Manipulates the electric flow inside his body to super charge his muscles for a limited time allowing him to hit hard with melee attacks and move faster than usual, due to the manipulation of the electricity in his body it causes sparks to constantly fly off of his body(doing minor shock damage which following the damage chart of Nightken's magic means A-rank damage). The speed boost allows him to run up to 300 mph, but due to this muscle stimulation it has a major drawback of making his muscles sore when the spell wears off(melee attacks are one rank weaker and can't run) for four posts. This spell is unique for a lightning spell since it has a chant that is used to keep Nightken focused while casting.
This spell can only be used a max of two times per thread otherwise there is a risk of death.
The Chant:
"Break free of the chains that bind thee,
Shatter the limits that reside with in thine self,
Unlock thine true power and Transcend."
Strengths: -Increases strength and speed
-Increases speed to 300 mph
-Sparks constantly fly off of his body doing minor shock damage
Weaknesses: -Makes muscles sore afterwards(melee attacks are one rank weaker and can't run) for 4 posts
-Has to do chant to keep focus during casting
-Can only be used a max of two time per thread otherwise there is a risk of death
-Can't be used if he is unable to speak
Name: Electric Aura
Rank: A
Type: Lightning, Defense, Utility
Cooldown: 8 posts
Duration: 7 posts
Description: Nightken's body becomes enveloped in a faint amount of lightning giving him protection from melee attacks. The split second before impact the lightning around his body reacts to the attack and zaps it with enough force to knock the enemy back regardless of their weight making this spell handy for either fighting crowds of enemies or a large enemy. While this spell is in effect Nightken is unable to wield weapons and can't interact with objects without the lightning on his body zapping it, sending it flying, and possibly destroying it. Allies that touch him while this spell is active suffer the same effect making it so he can't get physically treated by an ally. Unlike most lightning spells that can be eaten by lightning slayers this one has a range in which that is even possible allowing him to use this spell against lightning slayers in secret.
Knock-back Chart: H-rank: Immune
S-rank: 10 feet
A-rank: 20 feet
B-rank: 40 feet
C-rank: 60 feet
D-rank: 80 feet
Strengths:-Difficult to notice
-Nullifies physical attacks(melee attacks, earth and metal spells)
-Does heavy shock damage each time someone/thing is zapped
Weaknesses:-Allies can be hurt by the aura if they touch Nightken
-Can't wield any weapons while spell is in effect
-Can be eaten by lightning slayers, but only if with in five feet of Nightken
-Makes interacting with objects difficult due to the electric shock
- Spoiler:
- Name: Lightning spear
Rank: D
Type: Lightning
Description: The caster throws a bolt of lightning like a spear it tears through the air and anything it strikes, it looks similar to Zeus' lightning bolt, it is meant to break through defensive magic and armor/shields, the lightning spear is only supposed to be used to bust through an opponent's defenses but it can be used as an offensive attack. Can only pierce defense magic of same rank or lower.
Strengths: Pierces D-rank defenses
Heavy piercing damage/shock damage.
Makes next attack easier to hit due to breaking enemy defenses
Weaknesses: Redirected to nearest metal object,
Area of effect increases a bit when the targeted area is covered in water or anything that spreads electricity if that happens it weakens the power of the attack.
Wind magic can redirect the lightning
Cooldown: 3 posts
Name: Lightning bolt
Rank: D
Type: Lightning
Description: Summons a bolt of lightning from the heavens to strike a target enemy, people see as a bolt of lightning is fired from the palms of my hands, it can tear through fire(depending on rank) with other types of magic it causes an explosion from the spell collision.
Strengths: Can knock people over from the force of the explosion of the lightning hitting nearby area,
Can have people black out, light to heavy shock damage,
Super heats spot it strikes.
Weaknesses: Redirected to nearest metal object,
Goes in a straight line,
Can be avoided by moving to the side/above/below,
Wind magic can redirect the lightning
Cooldown: 1 post
Name: Lightning Body
Rank: D
Type: Lightning
Description: A magic spell in which the user is able to wrap their body in lightning to greatly increase their speed, and morph into a lightning bolt to greatly increase maneuverability at will.
Strengths: Can dodge almost any attack thrown at them, -
Causes minor shock damage to anyone standing too close,
Can be used as a means to "fast travel".
Weaknesses: Overuse will drain casters energy,
Leaves caster exposed when coming out of lightning body.
Can’t use it if grounded
Can hurt allies that are too close
Cooldown: 3 posts in battle
Name: Discharge
Rank: D
Type: Lightning
Description: The caster sends bolts of electricity in every direction around them, it looks like a bubble of electricity surrounds the caster and the spell leaves the spot it was cast scorched. This can be used both offensively and defensively. When used defensively it destroys most objects that come into contact with it, objects that are not destroyed will either slowly go through the discharge and still take heavy damage or it will tear straight through with ease(usually dependent on size of object). Anyone caught in the discharge suffer a large amount of electric damage. It has a 5 ft radius around the caster.
Strengths: -protects user from incoming spells and objects,
-not fully redirected to metal objects
-causes heavy shock damage
Weaknesses: -almost half of the discharge goes towards incoming metal objects,
-spell collision causes an explosion that caster can't escape from by normal means,
-has a charge of 2 posts or can be used without charging when caster is furious or terrified,
-drains caster quickly,
-if caster passes out from spell overuse there is a small amount of residual electricity on the caster's body.
Can hit allies within 5ft of caster
Cooldown: 3 posts
Name: Ramei Okami Offensive Style: Crescent Moon
Rank: D
Type: Lightning
Description: This style is used in combination with lightning body to dash at the enemy at high speed, while in the dash the blade of the sword is down towards the ground and once getting to the enemy Nightken pulls the blade forward in an upward slash doing a full 180 over his head leaving a residual trail of lightning from the sword. Due to the angle and velocity of the strike itself it is capable of uprooting targets from their current location, regardless of if they are guarding normally or not.
Strengths: Hit enemies go skyward if they block normally or not
Good against aerial enemies
Moderate shock/slashing damage.
Weaknesses: Completely melee based spell,
Limited to the range of blade. 70.6cm
Stronger level shield can halt the attack in its tracks
Can only be done with a sword
Cooldown: 3 posts.
Name: Elettro Whip
Rank: D
Type: Lightning
Description: This spell looks similar to lightning bolt when used, except for the fact that the lightning acts like a whip of fifteen feet in length. Anything or anyone hit by it has a residual charge left behind if the same person or object is hit again by the whip an electrical explosion of five feet happens causing the person to be stunned for one post unable to physically move. The caster can have two whips out at once they can be used with any lightning based weapons instead of having it in hand and they function like normal whips.
Strengths: Heavy shock damage on explosion otherwise it causes moderate shock damage
Functions like a normal whip
Stunned if hit by both whips for 1 post and physically can’t move
Weaknesses:
Can hit an ally on accident
A bit tricky to use
Allies can get caught in the explosion
needs room to use properly
Cooldown: 5 posts Duration: 2 posts
Name: Stunning Lash
Rank: D
Type: Lightning
Description: This spell can’t be used on its own. It can be used on any lightning based attack the caster uses. This spell increases stun duration by 1 post, if the attack doesn’t stun it gets a stun duration of 1 post. The person stunned is physically unable to move during the stun duration
Strengths: Strengthens stun duration
Gives stun duration to spells that don't stun
Stuns prevent physical movement from anything hit by them
Weaknesses: Limited to only lightning based spells the caster does
Can't be used on lightning weapons or armors
Can't be used by itself
Can only be used on offensive lightning spells
Cooldown: 5 posts
Name: Electric Surprise
Rank: D
Type: Lightning
Description: The caster points his index finger to the ground and then brings it up on to a single spot. Three bolts of black lightning shoot up at a single target. Breaks through D-rank defenses. Only Cracks C-rank defenses.
Strengths: Can knock enemy off balance
Heavy shock damage
Not redirected by metal
Breaks through D-rank defenses
Weaknesses: Only goes to the one spot it is called onto
Can hit an ally that is moved in the way
Can only be used if there is ground under foot
Can only crack C-rank defenses
Cooldown: 3 post Cooldown
Name: Lightning's Flurry
Rank: D
Type: Lightning
Description: Lightning wraps around the caster's arms up to the elbow and the legs up to the knee. This increases the caster's movement along with doing electric damage to the enemy while they punch and kick them multiple times. Grabbing the caster's arms and/or legs in the spots that have the lightning wrapped around will result in a moderate electric shock.
Strengths: Does a barrage of four attacks
Minor shock/bludgeoning damage
Grabbing the caster's arms and/or legs in the spots that have the lightning wrapped around will result in a moderate electric shock
Weaknesses: Drains a moderate amount of stamina from the caster
Doesn't effect earth based defenses
Can leave the caster open for counterattack(s)
using too many times in one thread can burn the skin off the caster's arms and legs(6 times max)
Cooldown: 4 posts
Name: Stunning Viper
Rank: D
Type: Lightning
Description: The caster launches two vipers made of lightning from their hands or weapons. The vipers will chase the enemy after being cast, but only that enemy. They can break D-rank defenses if both hit. They crack C-rank defenses if both hit. The stun lasts for 1 post and whatever or whoever is stunned by it physically can’t move.
Strengths: Stuns whatever they hit
Moderate shock damage
Stunned target physically can’t move
Weaknesses: Will only chase one enemy
Does nothing to B rank and higher defenses
Can only break D rank defenses if both hit if one hits the defense is cracked
Can only crack C rank defenses if both hit
Cooldown: 5 posts
Duration: 3 posts
Name: System Shock
Rank: D
Type: Lightning, Offense
Duration: 1 post
Cooldowns: 4 posts
Description: The caster does an open palmed attack on the enemy temporarily stunning them if they’re D-rank or lower by sending an electric shock through their system. The attack is easy to anticipate if you’ve seen or been hit by it along with the attack having to make physical contact with the enemy otherwise it fails and the attack is stopped completely
Strengths:-Stuns D-rank or lower enemies for 1 post
-Does heavy shock damage
-Can catch enemies off guard
Weaknesses: –Doesn’t effect electric or earth mages
-Doesn’t get to be used more than once if the enemy has seen or been hit by the attack as they know what to expect
-Has to make physical contact with the target
-Must be an open handed strike to work
C-Rank
- Spoiler:
- Name: Bao Zekaruga
Rank: C
Type: Lightning
Description: A large magic circle appears in front of the caster as a fifteen foot long dragon made of pure lightning comes forth and attacks anyone in front of the caster. The dragon has eight foot long fangs that resemble that of a sabertooth cat. While this spell is active the caster is unable to use any other spell. Due to the sheer destructive power of this spell the caster is unable to control it and with the power that this spell holds the caster is drained of almost all their magic, they have enough to cast either 1 C-Rank or 2 D-Rank spells before they pass out from magic overuse.
Strengths: Dangerous shock damage(on the verge of third degree burns)
Can breakthrough up to C-rank spells with ease
Strongest spell Nightken can use
Weaknesses: Uncontrollable
Leaves caster drained of energy
B-Rank and above defenses shatter the spell
Last resort spell
Cooldown: 10 posts Duration 2 posts
Name: Fulguratio Albicans (White Lightning)
Rank: C
Type: Lightning
Description: A powerful blast of white electricity from the caster’s palm, is similar to lightning bolt in appearance, but unlike most lightning attacks that go to nearest metal object this spell goes towards the nearest living creature(except the caster but can hit allies).
Strengths: Very powerful against living things
Heavy shock damage
Doesn't redirect to metal
Weaknesses: Does nothing against nonliving things
Redirects to nearest living creature this includes allies
Doesn't break through non-organic defenses
Range: 10 meters redirects after 5 meters
Cooldown: 4 posts
Name: Ramei Okami Defensive Style: Full Moon
Rank: C
Type: Lightning
Description: Nightken begins to spin his sword in a circle multiple times. A ring of lightning forms in front of him as he spins his sword, this spell can stop any attack of C-Rank or lower. Anyone who touches the ring will be sent back a few feet due to the electric feedback, spells that collide with it will explode, but Nightken won’t be affected by it thanks to the ring blocking the attack and explosion at once. Able to block 1 C-Rank or 2 D-Rank spells before breaking.
Strengths: Not effected by metal objects
If the rings are touched they are sent back flying a maximum of 3 feet
Able to block 1 C-Rank or 2 D-Rank spells before breaking.
Weaknesses: Doesn't stop earth based spells of any rank.
15 feet diameter in front of Nightken
Can only be done with a sword
Doesn't work vs. offensive wind magic of same rank or higher
Cooldown: 3 posts
Name: Maazu Jikerudon
Rank: C
Type: Lightning
Description: The caster sends out a harmless negative pulse at the enemy with one hand and with the other a huge orb of lightning that is positively charged which has the ability to deflect enemy attacks is launched at them. When it comes in contact with the enemy it draws them in and electrocutes them. The orb is 10ft in diameter.
Strengths: Heavy shock damage
Fast
Follows enemy
Deflects magic of same rank or lower
Weaknesses: Does nothing against B-rank and higher defenses
Can't use any other spells while this spell is going
Doesn't work vs. defensive wind magic of same rank or higher
Cooldown: 6 posts Duration: 2 posts
Name: Rikiri Unleashed
Rank: C
Type: Lightning
Description: There are two different ways of using this spell one is with a weapon and the other is without a weapon.
Barehanded: A ring made of lightning appears around Nightken and gathers around the palm of his hand. Using his lightning body spell he almost instantly appears behind the enemy and thrusts his hand into his enemy’s back electrocuting them to a crisp. The ring can be increased by any nearby source of electricity. This spell has the strength to turn large boulders into dust if properly boosted. Can break C-rank defenses if boosted properly it can crack B-rank defenses.
Weapon: With the weapon there is two ways of executing this spell.
When done with a weapon the lightning ring gathers on the weapon and with actually using it to attack there is thrusting the weapon through the enemy which this is meant to extinguish their life while the slash is meant to cause a severe amount of damage to them. Can break C-rank defenses if boosted properly it can crack B-rank defenses.
Strengths: Severe shock/slashing damage on weapon slash
Difficult to dodge due to the speed of the attack
Can leave third degree burns on whatever body part is hit
Weaknesses: Is still an assassination move
Used too much the skin on Nightken’s hand will be burned away
Can be used three times in one thread before burning away the skin on his hand
Only able to crack B-rank defenses at best
Cooldown: 6 posts
Name: Recharge
Rank: C
Type: Lightning
Description: The caster draws in any and all electricity within fifteen feet of the caster. Making their body act like a sponge using the electricity to restore stamina and increase the caster’s body’s healing rate to do rapid recovering. If there is enough electricity it can restore the caster’s magic energy. Healing boost amounts starts off at twenty percent at D-rank electricity absorbed and increases by twenty percent each rank after that to a max of a hundred percent at an S-rank amount absorbed.
Strengths: Absorbs all forms of electricity whether it be natural or magical with none of the effects of the electricity absorbed
Restores magical power by 40%
Great when low on magical power
Weaknesses: Can’t move while in use
Becomes an easy target after use if not used wisely
Can only absorb up to one rank higher than the caster's
Can only be used when the Users magical energy is lower than 60%
Cooldown: 15 posts
Duration: 1 post
Range: 15 feet
Name: Overload
Rank: C
Type: Lightning
Description: Lightning gathers around the caster making a 5 foot bubble around them and is then released as a wave of lightning in every direction. Anyone caught in the radius of the attack is stunned for 2 posts and are physically unable to move. If any physical attacks are done to the caster all the gathered lightning goes to the single point of contact. Breaks C-rank and lower defenses. The blast radius is 7 meters in every direction. This spell will leave a crater in the ground when fully charged.
Strengths: Heavy-Severe shock damage
Stuns anyone hit for 2 posts and physically can’t move
Can break C-rank and lower defenses
Weaknesses: Takes 2 posts to gather all the lightning needed
Can be interrupted by earth based attacks
Can hit allies in the blast radius
After use can't cast for 2 posts
Cooldown: 8 posts
Range: 7 meters
Name: Leading Charge
Rank: C
Type: Lightning
Description: The caster throws an a small orb of lightning at the enemy causing minor damage. Upon hit an invisible trail is left behind guiding the next lightning attack at the spot that was hit by the orb, if the enemy that was hit by the orb can’t block the next attack it’s going to hit the same spot as the orb. This spell doesn't have that much power behind it so it only can pierce D-rank defenses anything C-rank and up shatters the orb on impact
Strengths: Guides next lightning attack to target
Minor shock damage
can make 2 Orbs
Weaknesses: Regardless of what it hits the next lightning attack goes to it
Not very powerful
Shatters on C-rank and up defenses
Wind magic can redirect the lightning
Orbs only does D-rank damage
Cooldown: 6 posts
Name: Mark of the Storm
Rank: C
Type: Lightning, Utility, AOE
Duration: 3 posts
Cooldown: 5 posts
Description: The caster releases a giant bubble of electricity that leaves a drawing of a lightning bolt on the chest of their enemies that are in the area it was cast in. While the mark is on an enemy any nearby electric based attack will be attracted to them over any other attraction weakness or effect. This spell is handy due to the fact it doesn’t mark allies, but it also doesn’t guarantee that the electric attack will hit it just draws it towards those with the mark. This is one of the few lightning spells that do no damage alone.
Strengths:-Attracts electricity towards those marked
-Can’t mark allies
-Ignores other attraction weaknesses and effects while active
Weaknesses: –Does no damage
-Max range: 15.24 meters(50 feet)
-The mark is always on the chest
-Enemy can prepare for the attacks drawn to them
- Spoiler:
- Name: Lightning Duplicate
Rank: B
Type: Lightning
Description: Nightken’s body becomes coated in lightning for a few seconds before it splits off of him in the form of him both made of black lightning.The duplicates are strictly melee for combat. They can do a speed dash at the same speed of lightning, but afterwards they can't do that for the remainder of time before they explode and move at the same speed as Nightken normally. Nightken doesn’t have to verbally command the clones they do as he wills. Once they’re either defeated or timeout they explode in a thirty foot radius leaving a scorch mark on the ground for the full blast radius. Anyone caught in the blast is stunned for two posts and their movements of any physical kind are slowed. The clones can also be used as mediums to cast spells for Nightken to catch his enemy off guard.
Strengths: Heavy shock damage
Stun lasts for 2 posts and their movements of any physical kind are slowed
Clones can be used as casting points
Can’t be eaten
Extremely fast
Weaknesses:Allies can be caught in the blast radius
Clones can take up to two B-rank spells
Earth magic does double damage against them
Strictly melee for combat
Duration/Cooldowns: Duration: 5 posts Cooldown: 7 posts
Name: Siphon
Rank: B
Type: Lightning, Drain/Buff
Description: Holding one hand over head Nightken gathers a lightning/electricity of any and all kinds in a one hundred foot radius into an orb that floats above his palm. Weapons and armors that generate or store electricity are drained of it and can’t generate or store electricity for three posts. The amount of energy provided is dependent on the strength of the item. Other lightning/electric mages and creatures have ten percent of their magic energy drained. Once the total amount of energy siphoned hits one hundred percent the next lightning spell that Nightken uses is able to pierce defenses of any element and of the same rank as the spell cast. At two hundred percent the next lightning spell can pierce defenses of any element one rank higher than the spell cast.
Siphon Power Boost:
D-Spell/weak: 10%
C-Spell/Strong: 20%
B-Spell: 30%
A-Spell/Legendary: 40%
S-Spell/Artifact: 50%
Strengths: Super charges next lightning spell
Next spell can pierce any element defense
Energy gathering is extremely fast
Weaknesses: Max plus 200% power boost
Electricity rank max equal to caster
Drains ally lightning/electric pets
Drains ally and own lightning/electric equipment
Duration/Cooldowns: Duration: 1 post/ Cooldown: 6 posts
Name: Electric Downpour
Rank: B
Type: Lightning
Description: The sky in a one hundred foot area around the caster darkens as pitch black storm clouds appear and it begins to rain small bolts of lightning instead of water. This spell blocks out the sun and moon from the area covered. So it is always raining lightning in a seventy-five foot area around the caster. The lightning isn’t really that damaging, but the sheer fact that it is raining lightning it is extremely difficult to avoid. The lightning hits everyone and everything in the spell radius for fifteen times over the course of the spell. This spell isn’t able to be eaten or absorbed, but it can be blown away by wind/sky/weather magic of same rank or higher. Earth and any electric mages aren't affected by the lightning at all. Due to the nature of the spell it can only be eaten by a storm slayer.
Strengths:-Large AOE damage
-Minor shock damage
-Can only be eaten by storm slayers
Weaknesses:-Range: 75 feet
-Allies can be caught in the rain
-Scorches the land
-Earth and any electric mages are NOT affected at all
-Can be blown away by wind/sky/weather magic of same rank or higher
Duration/Cooldowns: Duration: 3 posts/Cooldown: 10 posts
Name: Livewire Field
Rank: B
Type: Lightning
Description: By tapping the toe of their foot on the ground the caster covers the surface of the ground in lightning in a forty foot area around the caster. This electric field is used to either prevent an enemy from getting close or get away from you. The electricity that is used does minor shock damage, but it is constant while anyone stands in it.
Any earth based attacks do minor shock damage in addition to any other damage they normally do if they use the ground in the field, the only reason this happens is that that section of the field is still covering the ground used for the attack. An earth slayer can eat the ground underneath the electric field and not be effected by it that much, while a lightning slayer can just eat the electricity itself.
Strengths:
-Does minor shock damage
-Constantly shocks anyone in the area(takes damage once per post they stand in it)
Weaknesses: -Range: 80 feet
-Can be absorbed by anyone with the ability to absorb electricity
-Allies can be shocked if in the area
-Doesn't effect flying enemies or allies
-Earth attacks used in the area do minor shock damage in addition to there normal damage
-Can be eaten by both earth and lightning slayers
Duration/Cooldowns: Duration: 5 post/Cooldown: 8 posts
Name: Thunder Snap
Rank: B
Type: Lightning
Description: The caster snaps their fingers as multiple electrical explosions go off around their target covering a total of ten feet around the target.Each explosion does minor shock damage with each one being a one foot explosion that merges with the surrounding ones to make one big explosion. Anyone caught in the blast suffers heavy electrical damage and is temporarily stunned for three posts. This spell is difficult to counter/block due to the fact it surrounds the target. Bubble defenses are useless against this attack due to the fact it is in close proximity to the enemy instead of being fire at them. The down sides to this spell is that it does no damage to earth mages and only does minor damage to electric mages.
Strengths: -Does heavy shock damage and stunned for 3 posts(physically unable to move)
-Have to be really fast to avoid the blast
-Bubble defenses are useless
Weaknesses: -Doesn't work on earth mages
-Does minor shock to any electric users
-Can be eaten
-Can hit allies if they're too close to the target
Duration/Cooldowns: Duration: 1 posts/Cooldown: 8 posts
Name: Frozen Charge
Rank: B
Type: Lightning
Description: Using a variant of normal lightning Nightken is able to launch two bolts of lightning at either a single target or two targets that freezes anything that is hit instead of super heating. This spell functions like the normal Lightning Bolt spell just with the freezing/slow effect and that it is unable to stun anyone or thing hit by it. Those struck by the lightning have a layer of one inch thick ice in a six inch area around the point of contact. If an enemy is C-rank the ice spreads to one foot, D-rank it encases their body in enough ice that they can't move their legs preventing them from running around or away. A-ranked and higher enemies don't have ice appear on them like lower ranked enemies do.
Strengths:-Can immobilize enemies
-Does heavy shock damage
-Slows B-rank enemies by 10%, C-rank by 20% and have ice start to form around their legs, D-rank are frozen in place for 1 posts, A-rank by 5%, S-rank and higher immune to the slow effect
Weaknesses:-Can be eat/absorbed
-Can be redirected
-Can hit allies
-Goes in a straight line after use
-Can't stun, but it can freeze and slow enemies
Duration/Cooldowns: Duration: Instant/Cooldown: 8 posts posts
Name: Silver Gatling
Rank: B
Type: Lightning, Offense, AOE
Duration: 1 post
Cooldown: 5 posts
Description: Nightken shoots from his fingertips a wide spread barrage of lightning bullets that make anyone/thing hit by it become highly positively charged making it so they attract negative charged attacks more than any normal attraction weakness. This is a unique lightning spell for Nightken as it can’t be altered by his Dark Awakening spell which might be a sign of his control over his demonic bloodline. This spell covers a 50 foot wide x 20 foot tall area in front of Nightken that is shot out in an instant, but isn’t able to pinpoint target with it and can hit allies if they’re in the area when fired. This spell is like a large majority of lightning effects, spells, and attacks having no effect on earth mages. For those not in the center of the attack they recieve only seventy-five percent of the damage instead of full damage.
Strengths:-Makes anyone/thing hit highly positively charged
-Does Heavy shock damage over an area
-Makes anyone or anything hit attract negative charged electric attacks over regular attraction weaknesses
Weaknesses:-No effect on earth mages
-Can be eaten/absorbed
-Can’t aim at a single target
-Can hit allies if not careful
-Can’t be altered by Dark Awakening
Name: Shock Grenades
Rank: B
Type: Lightning, Offense, AOE
Duration: 1 post
Cooldown: 6 posts
Description: The caster creates two balls of electricity in their hands and toss them at a target area while in mid-air the balls of electricity duplicate into a total of six (three each) covering a wide area in electric explosions stunning anyone hit by the blast, but if they’re in the center of the blast the damage and stun are doubled. Each explosion is twenty feet in a dome shape, but they don’t grow if multiple touch it instead makes that blast area wider.
Strengths:-Stuns for 2 posts and does heavy shock damage
-Covers a wide area
-Catches most enemies off guard
Weaknesses: –Can hit allies
-Can be eaten/absorbed
-Doesn’t always hit
-Blasts don’t stack making a bigger explosion they instead make a wider explosion
- Spoiler:
- Name: Jaws of Thunder
Rank: A
Type: Lightning
Description: Four great white styled sharks appear to the sides of the caster. All made of physical lightning they do as the caster commands without error and the are about twenty-five feet in length. The interesting thing about these sharks is that they can be in water with no issue and do surprise attacks or keep an enemy in one place. Their bite can tear through weak and strong equipment, but legendary equipment takes a few hits before breaking and isn't able to break artifact equipment. The caster can ride on the sharks without being zapped, but if allies or enemies try to touch them they suffer minor shock damage even if the sharks brush against someone or something(objects). Their bite does heavy shock damage leaving on the verge of burns in the shape of the bite. The sharks aren't attracted to metal, but can be blown off course by wind magic of same rank or higher and can’t do anything against earth magic of same rank or higher. Each shark can take up to three A-rank hits before dissipating.
Strengths: -Destroys weak/strong equipment
-Does heavy shock damage with bite, minor shock damage on touch
-Caster can touch and ride on the sharks
-Isn't attracted to metal
-Can travel through water
Weaknesses: -Can be eaten
-When traveling through water they don't electrocute the water at all
-Doesn't work against earth magic of same rank or higher
-Wind magic of same rank or higher can blow them away
-Takes a few bites to break legendary equipment
-Can't destroy artifact equipment
-Can take up to 3 A-rank hits before dissipating
Duration/Cooldowns: Duration: 4 posts, Cooldown: 6 posts
Name: Disperse
Rank: A
Type: Lightning
Description: Nightken’s body turns into electricity allowing him to move at the speed of lightning and avoid physical attacks. While in this state Nightken’s sheer force of will prevents him from being eaten/absorbed regardless of any other ability. While he is like this it is difficult to hit him for two reasons: one being the speed he moves at and two being that he can scatter himself to avoid attacks. He is still able to cast spells in this form which allows him to catch enemies off guard. In order to use this spell Nightken has to spend an extra five percent of his MP since this spell causes some strain on the body afterwards. He is unable to use his equipment for attacks and can't us any of their abilities while in this form.
Strengths:-Can’t be eaten/absorbed
-Avoids physical attacks
-Can still cast while in this form
Weaknesses: -Can be blown around by Wind of same rank or higher
-This spell cost an extra 5% mp to use due to the strain it causes
-Can't use any equipment abilities or attacks while in this form
Duration/Cooldowns: Duration: 5 post/Cooldown: 7 posts
Name: Thunder Planet
Rank: A
Type: Lightning
Description: Nightken created this spell to be his trump card. By releases a blast of lightning in front of himself causing a dimensional destabilization making a portal open that pulls everyone in a two hundred foot radius in to a demiplane where lightning rains down on the ground like rain, but do to the make up of the clouds and the energy in the lightning it is toxic to be eaten/absorbed. If someone eats or absorbs it they suffer the inability to eat/absorb electricity and clouds for the rest of the thread. The lightning in this dimension bypasses electric resistances making it so anyone in there will suffer equally. This lightning reverses the effects of all benefits from being eaten/absorbed. The lightning does severe damage striking at everyone pulled into the dimension a total of eighteen times before the dimensional portal starts to close sending everyone sucked in back to their world. The main concern for the use is it can only be used once per thread, which makes it tricky on knowing who to use it against.
Strengths:-Toxic lightning and clouds
- Prevents the ability to eat/absorb electricity and clouds for the rest of the thread
- Does opposite effects when eaten/absorbed
Weaknesses:–Nightken is effected by the lightning if he absorbs it
-Can only be used once per thread
-Sucks in allies, best used solo
-Knowing which opponents to use it against is tricky
Duration/Cooldowns: Duration: 6 post/Cooldown: N/A
Name: Bio-EMP
Rank: A
Type: Lightning, AOE
Duration: 1 post
Cooldown: 8 posts
Description: Nightken releases an electrical pulse wave from his body that only targets living creatures in its range of effect. B-rank and lower living creatures fall unconscious, while A-rank living creatures only suffer from mild vomiting, and S-rank and higher living creatures are immune to the effects. This is due to the electric pulse messing with the living creature’s body causing it to stop moving for a short bit of time.
Strengths:-Knocks out all B-ranked and lower living creatures. B-rank: 1 post, C-rank and lower: 2 posts.
-Can take care of large groups of enemies in an instant
-Can bypass defenses that aren't personal in size
Weaknesses:-Max Range: 70 meters
-Only effects living creatures
-Effects allies
-Doesn't work on lightning mages
-Does zero damage
- Spoiler:
- Name: Railgun
Rank: S
Type: Lightning
Description: By holding his hand in front of himself Nightken creates a marble sized orb that floats there by punching the orb it instantly turns into a fifty foot magic seal that shoots a beam of lightning the same size of the seal for one kilometer. This spell has enough power to punch a hole in a mountain which shows the devastating power it possess.
Nightken has learned how to use a bit of celestial lightning which makes it so this attack can't be eaten or absorbed by anyone including Nightken. Due to the sheer raw power of this spell it can't be redirected or moved off course and it does a dangerous amount of shock damage along with knocking the enemy to the ground with enough force to send them flying fifty feet. This spell is so powerful it is able to pierce S-rank or lower defenses of any element making so he can deal with just about any defense he comes across. The main down side to the spell is that it only goes in a straight line so if someone is far enough away they can move out of the way. The spell destroys everything in its path till it hits its max range(this includes allies, equipment, bystanders, and buildings). The railgun is extremely fast with it moving at one thousand and thirty mile per second, but has a delay before it can be fired. The delay is if in a solo thread takes two posts before it can be fired, if with other people it can only be fired on Nightken's next post.
Strengths:-Can’t be eaten, absorbed, or redirected
-Pierces S-rank and lower defenses of any element
-Does dangerous amount of shock damage along with knocking the enemy to the ground with enough force to send them flying fifty feet.
-Extremely fast(1030 m/s)
Weaknesses:-Not even Nightken can redirect it
-Allies can be caught in the blast range
-Max range: 1 Kilometer
-Only goes straight
-Destroys everything in its path(this includes allies, equipment, bystanders, and buildings)
-Has a firing delay (if in a solo thread takes 2 posts before it can be fired, if with other people it can only be fired on Nightken's next post)
Duration/Cooldowns: Duration: 1 post/Cooldown: 10 posts
Name: Howl of Thunder
Rank: S
Type: Lightning, Summon
Description: Nightken shoots a bolt of lightning into the air causing storm clouds to instantly appear in the sky as five blue and white lightning bolts strike the ground around him. Once the lightning is shot the sound of wolves howling can be heard. The lightning shapes into large wolf like creatures that when they howl it sounds like the crash of thunder. These creatures are known as Raiju a creature of legend similar to the phoenix the also use a celestial version of their element. Due to this the lightning they use isn’t able to be eaten by any slayer at all, along with it being unable to be absorbed by anyone. They have three forms of attacks biting, clawing, and shooting lightning at the target. Each attack does A-rank worth of damage, but if they land a bite they’ll try to throw whatever they bit to the others to maximize the damage. Even though they do A-ranked damage they rival that of an S-rank opponent in strength, meaning they can fling up to about one ton with ease making them tougher than people would expect. The lightning they use is single target based attacks until it suffers a total of a A-rank worth of damage then they turn to AOE attacks of large electric discharges causing severe damage. They can catch an opponent off guard with their amazing speed since they’re a physical embodiment of lightning, which means they move at the same speed as lightning once every three posts before they continue to move at around up to a max of one hundred miles per hour for top speed. Each Raiju can take a total of up to an S-ranked hits worth of damage. Due to the fact they’re embodiment of lightning they’re immune to any and all electric based attacks.- Appearance:
-Move fast
-Immune to any and all electric attacks and effects from being hit
Weaknesses: –Can only move at lightning speed once every three posts
-Each Raiju can take up to an S-ranked hits worth of damage
-Lightning turns to AOE when they suffer A-ranked worth of damage which can hit allies
-Their big size makes it so they can't fit in some places
Duration/Cooldowns: Duration: 8 posts/Cooldown: 12 posts
Name: Diffusion Wave Motion
Rank: S
Type: Lightning
Duration: 3 posts
Cooldown: Once per thread
Description: Nightken releases an electric wave that disrupts all electric flows in the casted area which means the electric charges holding everything together stop causing everything and everyone to literally turn to dust. The electric wave lasts for a while causing it to make that entire area into what resembles a desert with Nightken moving through it unscathed. This spell is to only be used as a last resort due to its destructive properties. These destructive properties are also toxic to any lightning slayer that tries to consume it or anyone tries to absorb it, instead of having a positive effect on them it is instead turned negative making it so they’re hurt health and mana wise, but it also prevents slayers that consumed it from going into force mode for three posts regardless of how much they consume during that time. While this spell doesn’t cause lightning mages to turn to dust it prevents the use of any lightning spells while inside the spell’s range of effect.
Strengths:-Can get rid of large number of enemies
-Doesn’t effect the caster
-Is toxic if eaten or absorbed
Weaknesses: –Effects allies
-Completely destroys the area
-Can’t be used on PCs(except in pk thread)
-Max range: 100 meters
-Doesn’t effect lightning mages, but does work on their spells
-Nightken and every lightning mage can’t use any lightning spells while inside the area
- Special:
- S-rank:
- Name: Electric Wildfire
Rank: S
Type: Offensive
Duration: 6 posts
Cooldown: 8 posts
Description: Nightken creates a three inch flame made of lightning above the palm of his hands and fires it at the enemy(s), ground, or object(s). Once it hits an enemy or object it quickly spreads to engulf them in lightning with the properties of fire. Unlike Nightken’s other lightning spells being either silver or black in coloring this spell’s coloring is a dark purple. As the name of the spell suggests this lightning acts like fire spreading to flammable substances and igniting them. The heat generated by this lightning is enough to dry a person’s throat within one post of being around it unless you’re a fire or lightning mage.
Strengths:-Can only be eaten by a slayer with both lightning and fire
-Isn’t attracted to metal
-Does severe shock damage with third degree burns after 4 posts of being in contact with it
Weaknesses:-Can hit/effect allies
-Doesn’t electrocute water it touches
-Destroys a the area to barren wasteland status (can spread from 30-500 feet)
-Can be eaten, absorbed, and/or redirected
Name: Dark Awakening
Rank: S
Type: Lightning, Buff, Utility
Description: Nightken begins giving off a black demonic aura as his body generates black demon lightning that continuously shoots off of his body. While this spell is in effect all of his lightning spells turn to demon lightning due to his demon bloodline being awakened. His physical strength and speed are increased making it so he isn’t just relying on the use of lightning. The aura that he emanates intimidates all B-rank and lower enemies/allies just by being in his presence (10 foot range), during which they suffer in combat for being afraid, but this only lasts for three posts of exposure to the aura. While this is a powerful buff it comes with some major drawbacks such as his MP is drained to 20% if he has more than that left, is exhausted, loses his Electrical Regeneration passive ability for 6 posts, and it takes him twice as long to naturally regenerate MP for the remainder of the thread.
Strengths:-Increases physical strength and speed by 75%
- Turns all lightning used into demon lightning
- B-rank and lower enemies become intimidated by his very presence (regardless of their magic)
Weaknesses: –Can easily be mistaken for a demonically possessed human
-Gives off a SS-rank demonic aura that covers same range as his magical presence, and gives off black lightning that does B-rank damage (can zap allies without realizing it)
-While spell is in use Nightken might take a fight too far
-After spell ends Nightken is left with only 20% MP, is exhausted, loses his Electrical Regeneration passive ability for 6 posts, and takes twice as long to naturally recover MP for the rest of the thread
Duration/Cooldowns: Duration: 6 post/Cooldown: Once per thread
Last edited by Nightken on 28th June 2016, 8:55 pm; edited 45 times in total