Electromagnetic Magic
Magic
Primary Magic: Electromagnetic Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Electromagnetism is the word for the physical phenomena of photons, wave-like particles emitted by either negative or positive charge in the form of magnetic fields. A mild form of Heavenly Body Magic with the properties of light and electricity, it allows the user to control the flux of attractive forces and the entire length of the electromagnetic spectrum. In terms of weakness, some elements are either strong nor weak against this magic, except time-space based magic, which can either disrupt their abilities or cause damage to the user. This magic is very versatile in terms of strategy. The user can use the entire electromagnetic spectrum to detect others, communicate with allies, emit heat, create radioactive isotopes, strengthen the force of ultraviolet rays, solidify light, create laser beams, control electric currents, fly by repulsive forces, walk in surfaces by attractive forces, manipulate molecular bounds, become invisible, increase the speed of objects, and many other applications. Electromagnetic Magic, due to the many uses of its abilities, is considered the perfect magic for strategy.
Strengths:
Metal Magic is a jack of all trades, being both strength and weakness. It can attract electricity, and magnetism can attract metal. Even if the user takes full advantage of this factor, others can also do the same to weaken them.
Electricity/Light Magics can cancel out this one, and the other way around, because of the similarities of both.
Water Magic is highly conductive, meaning that electricity can flow through more faster than it should.
Weaknesses:
Metal Magic is a jack of all trades, being both strength and weakness. It can attract electricity, and magnetism can attract metal. Even if the user takes full advantage of this factor, others can also do the same to weaken them.
Time-Space Magic can speed up or either slow the speed of photons and electromagnetic waves with its spatial effects.
Mirror Magic can reflect, refract or reflect the flow of photons. For instance, rays of light will have their own damage fully reflected if they flow through a mirror.
Electricity/Light Magics can cancel out this one, and the other way around, because of the similarities of both.
Lineage: Obvillion's Might.
Unique Abilities:
Microwave (Active)
This ability increases the temperature of spells with burning effects by 10%, the same for the scale of damage done by them. In short, a burning spell dealing 20 HP of damage will deal 30 HP while this ability is active (duration of 5 posts), giving the user a short buff in their magical strenght. However, the use of MP increases by +10%.
Radio (Passive)
By giving 5 MP once per thread, a communication channel akin to telepathy that can be opened between all members of Savage Skull with the user as the "radio antenna". But with the range of this channel being 25 meters, anyone that leaves it will be unable to receive or send messages through; they will only be able if they return to the area. The overall range of this communication ability increases by 25 meters each time the user reaches a new rank.
IR/UV (Passive)
A detection ability that uses both infrared and ultraviolet rays to search for thermal detection, organic matter, bodily fluids, digitals, anything considered as evidence by investigative organizations. Such information is very useful during combat, allowing the user to adapt themselves and adopt new strategies depending on the situation. But because of ophthalmic restrictions, the range of this detection ability is limited by 25 meters overall.
C-RankB-RankA-RankS-Rank
Spells:
Name: Photosynthesis.
Rank: D.
Type: Healing.
Duration: Instantly.
Cooldown: 2 post.
Description: This works in two processes; UV rays and the production of Vitamin D, and the transformation of Vitamin D into HP with the use of MP. The spell can heal 5% of HP, but however, it can't be used during night time, with rainy seasons increasing the amount of MP used by 10%.
Strengths: Healing ability with quick effects.
Weaknesses: Can't be used if there is no solar activity.
Rain increases the amount of MP used.
Name: Einstein Blast.
Rank: D.
Type: Offensive.
Duration: Instantly.
Cooldown: 2 post.
Description: After creating an electric current by using both hands, a blast of lightning (measuring 20 by 20 cm) is launched towards the enemy at a speed of 5 m/s and with a range of 15 meters, dealing 20 HP of burning damage.
Strengths: It can deal burning damage.
Weaknesses: This can be reflected by Mirror Magic.
Metallic materials can attract the lightning blast.
Name: Firefly Crawling.
Rank: D.
Type: Supportive.
Duration: 5 posts.
Cooldown: 6 post.
Description: After the user decreases the photon emission of protons and electrons, this allows them to walk into surfaces (water, walls, ceilings, etc) by the use of attractive forces. However, they can't bound themselves to surfaces of insulators like rubber, plastics, glasses, and ceramics.
Strengths: Allows the users to walk into surfaces.
Weaknesses: The user can't really walk on insulators.
It has a short duration of five minutes (5 posts).
Name: Photocrysalis Shoot
Rank: D.
Type: Offensive.
Duration: Instantly.
Cooldown: 2 post.
Description: Using their arm as a recipient, the users can crystalize all photons next to said arm. After this process, the crystallized photons begin to take shape of an arrow, seconds before it is shot. It travels at a speed of 5 m/s, with a range of 15 meters, has the size of a human fist, and deals 20 HP of burning damage. However, this can easily be broken by time-space spells (gravity and time acceleration).
Strenghts: This spell deals burning-type damage.
Weaknesses: Time-space magic can bypass this spell.
The crystallization can take up to 10 seconds of delay.
List of Spell Fusions:
Primary Magic: Electromagnetic Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Electromagnetism is the word for the physical phenomena of photons, wave-like particles emitted by either negative or positive charge in the form of magnetic fields. A mild form of Heavenly Body Magic with the properties of light and electricity, it allows the user to control the flux of attractive forces and the entire length of the electromagnetic spectrum. In terms of weakness, some elements are either strong nor weak against this magic, except time-space based magic, which can either disrupt their abilities or cause damage to the user. This magic is very versatile in terms of strategy. The user can use the entire electromagnetic spectrum to detect others, communicate with allies, emit heat, create radioactive isotopes, strengthen the force of ultraviolet rays, solidify light, create laser beams, control electric currents, fly by repulsive forces, walk in surfaces by attractive forces, manipulate molecular bounds, become invisible, increase the speed of objects, and many other applications. Electromagnetic Magic, due to the many uses of its abilities, is considered the perfect magic for strategy.
Strengths:
Metal Magic is a jack of all trades, being both strength and weakness. It can attract electricity, and magnetism can attract metal. Even if the user takes full advantage of this factor, others can also do the same to weaken them.
Electricity/Light Magics can cancel out this one, and the other way around, because of the similarities of both.
Water Magic is highly conductive, meaning that electricity can flow through more faster than it should.
Weaknesses:
Metal Magic is a jack of all trades, being both strength and weakness. It can attract electricity, and magnetism can attract metal. Even if the user takes full advantage of this factor, others can also do the same to weaken them.
Time-Space Magic can speed up or either slow the speed of photons and electromagnetic waves with its spatial effects.
Mirror Magic can reflect, refract or reflect the flow of photons. For instance, rays of light will have their own damage fully reflected if they flow through a mirror.
Electricity/Light Magics can cancel out this one, and the other way around, because of the similarities of both.
Lineage: Obvillion's Might.
Unique Abilities:
D-Rank
Microwave (Active)
This ability increases the temperature of spells with burning effects by 10%, the same for the scale of damage done by them. In short, a burning spell dealing 20 HP of damage will deal 30 HP while this ability is active (duration of 5 posts), giving the user a short buff in their magical strenght. However, the use of MP increases by +10%.
Radio (Passive)
By giving 5 MP once per thread, a communication channel akin to telepathy that can be opened between all members of Savage Skull with the user as the "radio antenna". But with the range of this channel being 25 meters, anyone that leaves it will be unable to receive or send messages through; they will only be able if they return to the area. The overall range of this communication ability increases by 25 meters each time the user reaches a new rank.
IR/UV (Passive)
A detection ability that uses both infrared and ultraviolet rays to search for thermal detection, organic matter, bodily fluids, digitals, anything considered as evidence by investigative organizations. Such information is very useful during combat, allowing the user to adapt themselves and adopt new strategies depending on the situation. But because of ophthalmic restrictions, the range of this detection ability is limited by 25 meters overall.
Spells:
Name: Photosynthesis.
Rank: D.
Type: Healing.
Duration: Instantly.
Cooldown: 2 post.
Description: This works in two processes; UV rays and the production of Vitamin D, and the transformation of Vitamin D into HP with the use of MP. The spell can heal 5% of HP, but however, it can't be used during night time, with rainy seasons increasing the amount of MP used by 10%.
Strengths: Healing ability with quick effects.
Weaknesses: Can't be used if there is no solar activity.
Rain increases the amount of MP used.
Name: Einstein Blast.
Rank: D.
Type: Offensive.
Duration: Instantly.
Cooldown: 2 post.
Description: After creating an electric current by using both hands, a blast of lightning (measuring 20 by 20 cm) is launched towards the enemy at a speed of 5 m/s and with a range of 15 meters, dealing 20 HP of burning damage.
Strengths: It can deal burning damage.
Weaknesses: This can be reflected by Mirror Magic.
Metallic materials can attract the lightning blast.
Name: Firefly Crawling.
Rank: D.
Type: Supportive.
Duration: 5 posts.
Cooldown: 6 post.
Description: After the user decreases the photon emission of protons and electrons, this allows them to walk into surfaces (water, walls, ceilings, etc) by the use of attractive forces. However, they can't bound themselves to surfaces of insulators like rubber, plastics, glasses, and ceramics.
Strengths: Allows the users to walk into surfaces.
Weaknesses: The user can't really walk on insulators.
It has a short duration of five minutes (5 posts).
Name: Photocrysalis Shoot
Rank: D.
Type: Offensive.
Duration: Instantly.
Cooldown: 2 post.
Description: Using their arm as a recipient, the users can crystalize all photons next to said arm. After this process, the crystallized photons begin to take shape of an arrow, seconds before it is shot. It travels at a speed of 5 m/s, with a range of 15 meters, has the size of a human fist, and deals 20 HP of burning damage. However, this can easily be broken by time-space spells (gravity and time acceleration).
Strenghts: This spell deals burning-type damage.
Weaknesses: Time-space magic can bypass this spell.
The crystallization can take up to 10 seconds of delay.
List of Spell Fusions: