Primary Magic:
intuitive Electromagnetism Manipulation
Secondary Magic:
N/a
Caster or Holder:
Caster Magic
Description:
Intuitive Electromagnetism manipulation allows Demetri to manipulate all forms of magnetism and some forms of electromagnetism without knowing the science behind it. Magnetism exist within all matter at a molecular level, magnetism is what holds an atom together, granted theses are rather weak and non-existent without a strong device or field to detect it; because of this he is not limited to just metal. However, seeing that generating such a power magnetic field may take time and concentration, Demetri will commonly rely on the manipulation of items with significantly strong magnetic fields. Through simple magnetism Demetri can manipulate metal, generate strong magnetic force fields, construct complex machinery, manipulate the iron within the blood stream, and generate attacks constructed from pure magnetic energy. His control of magnetism comes to him with ease and almost second nature. Seeing that the world is not constructed from metal Demetri keeps scraps of metals compiled into ‘metallic globs’; each about the size of basketballs. The metal globs are constructed out of metal that can harden and melt with relatively ease; the globs can stretch and harden at will. However, Demetri’s abilities with electromagnetism is perhaps the most impressive and versatile. Through electromagnetism Demetri can generate almost impenetrable force fields, rearrange matter into metallic constructs, manipulate electricity, and perform a version of electrical telepathy.
Strengths:
• Because metal has a significantly strong and noticeable magnetic field, Demetri can manipulate, negate, or redirect easily metal based magic of the same rank or lower.
• The Power of magnetism is limited only to the casters imagination. True users of magnetism can use this ability in both offensive or defensive ways, even for precise or AOE based attacks etc.
Weaknesses;
• The Power of magnetism is channeled through the user’s nervous system. Because of this placing to much strain on the body can leave problems with the casters nervous system, leave an electrochemical imbalance, and cause the caster to lose control of himself.
• Sometimes certain spells and abilities can destroy his environment. Which can lead cause his allies to be hampered, or for the victors having a big mess to clean up. Either way it is a loose, loose situation
• Certain materials are harder to manipulate with magnetism. Materials such as Wood, or plastic are much harder to manipulate and because of that without intense concentration and channeling manipulating these items may be impossible.
Unique Abilities
• Metal Control; Demetri can manipulate 5 pieces of metals or summon 5 pieces of metal that he keeps in his magic space. He can control all of them through a ferromagnetic field, these items are usually the size of weapons, furniture, fences, and nothing overly large or heavy; ex cars. Each of these items has d-rank durability, c-rank flame magic can break the magnetic field, any flame magic above that can demagnetize the object for 4 post. The objects can be propelled or ‘thrown’ at a specific area this last 1 post at the most; the projectile is rather easy to predict and can be dodged with ease. The projectiles deal d-rank ranged unarmed damage; currently at D-rank Demetri can manipulate 5 of these metals and it increases by 3 for each level. The Durability Levels up as well but stops at B-rank. (Each metal can only be moved once during a post).
• Magnetic Authority; In order to not run out of metal or material needed to perform certain spells. Demetri at the start of combat creates a strong ambient ferromagnetic field within a 20-meter diameter around him; this can cause surrounding metals to attract to him and orbit around him harmlessly. Demetri can lengthen the diameter of the magnetic field at ease but the maximum is 20-meters. With rank the size increases another 10 meters.
• Remote Controlling; Demetri can use his powers of magnetism to guide metal or manipulate objects without touching them. With this he can open doors, stop cars, and non-combat oriented things like that. Also, using this Demetri can levitate himself and ‘fly’. Demetri can fly at a d-rank sprinting speed that increases with rank.
intuitive Electromagnetism Manipulation
Secondary Magic:
N/a
Caster or Holder:
Caster Magic
Description:
Intuitive Electromagnetism manipulation allows Demetri to manipulate all forms of magnetism and some forms of electromagnetism without knowing the science behind it. Magnetism exist within all matter at a molecular level, magnetism is what holds an atom together, granted theses are rather weak and non-existent without a strong device or field to detect it; because of this he is not limited to just metal. However, seeing that generating such a power magnetic field may take time and concentration, Demetri will commonly rely on the manipulation of items with significantly strong magnetic fields. Through simple magnetism Demetri can manipulate metal, generate strong magnetic force fields, construct complex machinery, manipulate the iron within the blood stream, and generate attacks constructed from pure magnetic energy. His control of magnetism comes to him with ease and almost second nature. Seeing that the world is not constructed from metal Demetri keeps scraps of metals compiled into ‘metallic globs’; each about the size of basketballs. The metal globs are constructed out of metal that can harden and melt with relatively ease; the globs can stretch and harden at will. However, Demetri’s abilities with electromagnetism is perhaps the most impressive and versatile. Through electromagnetism Demetri can generate almost impenetrable force fields, rearrange matter into metallic constructs, manipulate electricity, and perform a version of electrical telepathy.
Strengths:
• Because metal has a significantly strong and noticeable magnetic field, Demetri can manipulate, negate, or redirect easily metal based magic of the same rank or lower.
• The Power of magnetism is limited only to the casters imagination. True users of magnetism can use this ability in both offensive or defensive ways, even for precise or AOE based attacks etc.
Weaknesses;
• The Power of magnetism is channeled through the user’s nervous system. Because of this placing to much strain on the body can leave problems with the casters nervous system, leave an electrochemical imbalance, and cause the caster to lose control of himself.
• Sometimes certain spells and abilities can destroy his environment. Which can lead cause his allies to be hampered, or for the victors having a big mess to clean up. Either way it is a loose, loose situation
• Certain materials are harder to manipulate with magnetism. Materials such as Wood, or plastic are much harder to manipulate and because of that without intense concentration and channeling manipulating these items may be impossible.
Unique Abilities
• Metal Control; Demetri can manipulate 5 pieces of metals or summon 5 pieces of metal that he keeps in his magic space. He can control all of them through a ferromagnetic field, these items are usually the size of weapons, furniture, fences, and nothing overly large or heavy; ex cars. Each of these items has d-rank durability, c-rank flame magic can break the magnetic field, any flame magic above that can demagnetize the object for 4 post. The objects can be propelled or ‘thrown’ at a specific area this last 1 post at the most; the projectile is rather easy to predict and can be dodged with ease. The projectiles deal d-rank ranged unarmed damage; currently at D-rank Demetri can manipulate 5 of these metals and it increases by 3 for each level. The Durability Levels up as well but stops at B-rank. (Each metal can only be moved once during a post).
• Magnetic Authority; In order to not run out of metal or material needed to perform certain spells. Demetri at the start of combat creates a strong ambient ferromagnetic field within a 20-meter diameter around him; this can cause surrounding metals to attract to him and orbit around him harmlessly. Demetri can lengthen the diameter of the magnetic field at ease but the maximum is 20-meters. With rank the size increases another 10 meters.
• Remote Controlling; Demetri can use his powers of magnetism to guide metal or manipulate objects without touching them. With this he can open doors, stop cars, and non-combat oriented things like that. Also, using this Demetri can levitate himself and ‘fly’. Demetri can fly at a d-rank sprinting speed that increases with rank.
- D-rank Spells:
- Name; Magnetic Wave
Rank: D
Type: Magnetic/Metal- Visual Reference :
Duration/Cooldown: 1/2 or 3/4
Description: Magnetic waves allow the user to create a wave of magnetic energy, the ground will crack underneath the sheer force of the wave. Anything that comes into contact with the wave, that is not a living being, would be ripped apart. The wave can be used to blast a 10 meter in diameter hole that is usually jagged and uneven. The projectile itself is invisible, the width of the attack is large enough to consume a 16ft, and the reach of the blast is 26 ft. The attack itself looks like a transparent almost grey spiral of magnetic energy. Living things that come into contact with the blast would suffer burn damage alongside potentially cutting damage and knocked back 3 meters. Demetri can charge this spell in order to increase damage and knock back by 5 points. The knock back works only on same rank members or lower
Strengths
• The Projectile is rather difficult to dodge due to its vast width.
• The Caster can direct scrap pieces of metal to follow the attack dealing a extra 6& of damage for 3 post
Weaknesses
• The knock back works only on same rank members or lower
• In order to direct scrap pieces of metal to follow the attack he must sacrifice 5%mp
• The attack can harm allies if the caster is not careful
Name: Magnetic Propulsion
Rank: D
Type: Attack/AOE
Duration/Cooldown: 2/3
Damage: 10 first post, another 10-second post
Description; During the first post Demetri creates an attractive magnetic field within a ten-meter radius, metal is attracted towards him along-side anyone within the radius; although they can resist it. Once the metal reaches 1 meter away from Demetri he will release all the metal alongside a electromagnetic pulse. A shock wave of electromagnetic energy and metal will be sent down ten-meter radius with speeds of around 20 m/s. Targets will receive burns and cuts alongside bruises from the burst. The people are knocked back 10 meters as well.
Strength:
• A powerful AOE Attack
• The Spell itself is rather difficult to dodge
Weaknesses
• The attractive pull only affects same rank and lower, and can be half way avoided by one rank above and completely avoided by higher ranks.
• The knock back only affects same rank and lower, and can be half way avoided by one rank above and completely avoided by higher ranks.
• The Metal can be demagnetized for one 1 post by One rank higher flame magic, higher level flame magic can demagnetize the metal for 5 post.
Name: Metallic Entanglement
Rank: D
Type:Debuff/attack
Duration/Cooldown: 3/4
Damage: 3 damage per post (Optional)
Description: Using his powers over ferromagnetic fields Demetri forces a piece of metal for instance a pole, pipe, or he can stretch some of the liquid metal instead; to wrap around a target binding them. The metal will then wrap around the target binding them, enclosing the magnetic field can crush the target. Demetri can then toss the target back. The furthest a target can be is 5 meters.
Strengths;
• Demetri can do this to multiple targets; a maximum of 5 targets.
• Demetri can force the target from point A to point B
Weaknesses
• D-ranks can break through this with great effort
• A single C-rank targets can break through this with effort, other ranks can break through this like tearing paper
• The Metal can be demagnetized for one 1 post by One rank higher flame magic, higher level flame magic can demagnetize the metal for 5 post.
Name: Magnetic Field
Rank: D
Type: Defensive- Visual Reference :
Description; Intensifying a magnetic field Demetri creates a spherical field of magnetic energy that surrounds him. It looks like a personal bubble shield create from seemingly static energy. The Shield protects Demetri from both physical and non-physical attacks; any metal base attacks will stop midair before being redirected back to its caster for 50% less of natural damage. If a physical attack comes into contact with the shield it would feel like hitting a wall, and they will be shocked slightly, this doesn’t do any real damage just a uncomfort.
Strengths
• Protects the caster from 2 D-rank attack and 1-c rank
• Quick shield to put on and off, also can use basic abilities while the shield is up.
Weaknesses
• The spell is in effective against anything above c-rank
• The spell does no real damage unless it is metal
• The Spell prevents him from using other spells
Last edited by OtakuMagnet on 2nd March 2017, 6:26 pm; edited 1 time in total