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    Great Tree Arc (Ezriel Lobos/ LogicalParadox)

    LogicalParadox
    LogicalParadox

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    Post by LogicalParadox 18th February 2013, 9:01 am

    Primary Magic: Great Tree Arc
    Secondary Magic: None
    Caster or Holder: Caster
    Description:
    The Great Tree Arc is a Lost Magic that revolves around the use of the natural world of trees, as well as the power of the ground and water. The Great Tree Arc slowly incorporates the Aspect of the Forest into the user, not only making them into a walking tree, but also granting them greater synergy and connection to their natural surroundings. In the higher echelons of this magic’s development, the user becomes a literal natural force, becoming an entity that can bend forests and earthen landscapes to his will through his control of the ground and trees. The user will also have access to the variety of natural phenomenon and concepts that would surround an actual forest of trees. Of course, this comes with the huge energy drain required to support the biodiversity of their aspect and that is why most of the time when a person gains the use of the Great Tree Arc, they die of a literal lack of energy. A user of this magic also gains the use of the energy in the air and the ground, creating explosions with a flick of their finger by using the natural energy stored in these areas. The extraction of this stored-up energy, however, is extraordinarily potent and difficult to achieve and thus only the best can do it, but even then they put themselves in grave danger trying to use it.

    Ezriel Lobos, as a hybrid werewolf, has excess affinity to this nature-based magic and hence when he gained the Great Tree Arc, it tended to manipulate his body more rather than the actual nature around him, resulting in his spells becoming more based around manipulating his body’s form and enhancing his own physical prowess, as well as providing Armaments that grant his martial abilities extreme augmentation.

    In fact, Ezriel, in an attempt to assimilate the now almost uncontrollable magic within himself and his up-and-close fighting style, has melded together both his werewolf martial arts and the magic, making him a deadly close-combat fighter that not only uses his natural weapons to their greatest but even expand them even further and augmenting himself via his magic. As of now at D-rank, his extreme synchronization with his magical nature is causing his magic to be influenced by his own emotions due to his lack of fine control.

    Strengths:
    -Great Tree Arc is one of the greatest close-combat magic.
    -As of now, fluctuating emotions make the magic react very unpredictably and thus make it even more dangerous.
    -The aspect of the Forest granted to the user makes the user highly durable and strong, marking an even greater boost to the werewolf’s already strong physical traits.
    -Its ability to create Armaments grants the user a vast number of versatile weapons that can make their close-combat proficiency even higher.
    -It has a very well-rounded proficiency, granting the user lots of offence, defense, support and utility, making them able to adapt to multiple situations as demanded.
    -Due to the aspect of the Forest, this magic allows the user to manipulate a variety of elements, mainly wood, the earth and the water within, and magical energy placed into these elements make them far stronger than their natural counterparts.
    -As this magic is constructing physical objects rather than directly using magical energy to manifest them, the Armaments and other physical elements made by this magic are totally impervious to the effects of Anti-Magic, thus they are still very capable of being used against Anti-Magic users. However, if anti-Magic was used mid-construction, the construction will stop, leaving the object incomplete and thus weakened.

    Weaknesses:
    -A very high energy drain comes with this magic. Furthermore, if used too much, Great Tree Arc can go chaotic, transforming them into an massive tree.
    -The magic, as it is surrounded around the user’s body, lacks much long-range capabilities.
    -Due to Ezriel’s current way of using of it and his over-affinity with it, Ezriel's version of this magic lacks the environment-bending powers that it should originally have.
    -Anti-Magic prevents any alteration of physical objects, hence things like extensions and reformation are impossible when affected by Anti-Magic.
    -As Ezriel mainly uses wood in his spells, his usual main elemental enemy is fire. However, there are actually some types of wood that make use of fire and thus attacks using these types are boosted instead.
    -The true enemy, though, is lava, as it can smother and destroy the wood, even if its bark is resistant to fire.

    Abilities/Powers:
    -Aspect of the Forest: As the forest aspect is applied and melding into his body, Ezriel is being slowly changing to become a very powerful and dense 'tree' and thus right now, his cells and atoms are gaining increased density, strength and power, improving both his strength, durability and speed. Core boosts are in strength and durability.
    At Rank D:
    Durability is increased, to the point such that normal physical attacks are reduced in effectiveness by half, while D-rank spells work at two-thirds of their original effect. Percentage: +30%.
    Strength is increased to the point that the user can easily lift fifteen people and Ezriel's naturally high strength means that in physical combat, he is actually physically stronger than the Slayers' already enhanced strength with this increase. Percentage: +30%.
    Speed- As his base speed was 60 miles per hour, Ezriel can now move at a slightly higher 65 miles per hour, meaning he is a decent match for magical vehicles and gains dodging capabilities against spells that are lower in speed. Percentage: +10%.

    -Natural Armament: By touching anything that Ezriel can conceive to be a usable weapon, his Forest Origin imposes itself onto the object, making it recognized as a part of his Forest body and thus essentially becoming an extension that Ezriel will feel as familiar as he is with his own limbs, granting him mastery in its use as a weapon. However, weapons made this way must remain in contact with Ezriel, lest it will lose its Armament status once removed. The weapons are considered weak and lack any ability beyond their intended function. The maximum amount that Ezriel can hold and use at once is two, in accordance with his hands. When this effect is on, Ezriel can use the weapons to throw them one final time at the enemy. The maximum range of his throw is 100 meters, thanks to his powerful arm strength. A novel effect of this ability due to Ezriel’s own werewolf body having natural weapons, they too are amplified by this ability and since they are already part of his body, they got reinforced again up to the level of weak(+) and can inflict the corresponding damage.

    -Photosynthesis: In direct sunlight, Ezriel gains a boost in his magic reserves through the utilization of the solar energy via the photosynthesizing abilities of trees, making him able to recover more quickly from drainage, as well as increase overall magic energy by 30%, meaning that Ezriel can last longer and can approximately fire off seven more normal energy-drainage spells than usual.

    Spells:
    Spoiler:


    Last edited by LogicalParadox on 19th February 2013, 8:59 am; edited 3 times in total
    NightDrivenEn7
    NightDrivenEn7

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    Post by NightDrivenEn7 18th February 2013, 11:24 am

    I am gonna have to ask....is this a canon magic from the anime I don't know.


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    LogicalParadox
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    Post by LogicalParadox 18th February 2013, 10:18 pm

    No, this is not a canon magic. The closest thing to it, as stated inside the description, is the canon Great Tree Arc. However, while Great Tree Arc was more focused on controlling the external environment such as trees and the ground, Great World Arc focuses on controlling and supporting the 'walking world' AKA the user through direct augmentations and self-adaption.
    NightDrivenEn7
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    Post by NightDrivenEn7 19th February 2013, 8:28 am

    ....This may take a bit as I have to discuss with others about how to handle this magic....


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    Post by LogicalParadox 19th February 2013, 9:16 am

    Changed to Great Tree Arc. Overall magic and spells stays basically the same but spells may make use of different mechanics.
    NightDrivenEn7
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    Post by NightDrivenEn7 21st February 2013, 7:18 am

    Durability – 30%
    Strength – 30%
    Speed- 10%

    Can you make these into a verbal description sense we do not have any numbers to really identify how much your speed strength and durability is increased. Also, adding a "increased" in front of them should help.

    I am also looking through the rest of your spells that give benefits, and would like to ask you to add a VERBAL description on all of the buffs possible. Especially Nature's Wrath.


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    Post by LogicalParadox 21st February 2013, 7:58 am

    Sorry for the last reply. Used the wrong account.
    Anyway, all the verbal descriptions needed are added but percentages are still retained so that it can referenced in case there is ever a need to crunch up some actual numbers for the more detail-oriented members of the community.
    NightDrivenEn7
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    Post by NightDrivenEn7 22nd February 2013, 7:25 pm

    The one problem I have with BELVE is that I want to see at least one turn of concentration building, meaning a channel. That is the only way I will let this slide being able to hit for a large a mount, for channel spells are able to hit a lot harder than non-focusing spells. But, if your character is hit or disrupted while channeling, that is the end of the spell but you do not waste the slot. Is that understandable?


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    "True Strength shall be shown, and the corruption of magic shall be broken."

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    LogicalParadox
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    Post by LogicalParadox 22nd February 2013, 7:53 pm

    Understood. I have done as you have asked. However, because in my opinion, Bleve's damage is still a bit low for a channeled spell, I've upped the overall damage by 1 D-rank, thus causing 5 D-rank damage in total.


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    Character
    Magic

    Great Tree Arc (Ezriel Lobos/ LogicalParadox) Werewo11
    Spoiler:
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    Post by NightDrivenEn7 23rd February 2013, 10:02 am

    -The spell requires Ezriel to channel for one post in order to gather enough control for this focus-based spell. Ezriel possesses enough skill to channel after attacks in the same post and can still dodge while channeling, but after he starts channeling, he cannot use any other attacks until the Bleve is activated. Furthermore, if he is hit during the channeling process, the channeling is cancelled and Bleve cannot be activated, thus going into an automatic cooldown.

    I like you went with the idea, but as a side note I do want you to keep this in mind; which means adding into a note somewhere for you to look at on a later date. If your character has to stop focusing while channeling to dodge or move, the channel is temporarily disrupted but can be continued. It is only when you are hit is it canceled. This means the spell can possibly be delayed from a 1 post to a probable 2 post channeling; just depending on how much you have to move. I say about 4 spells worth is enough to cause that delay.

    Other than that, you did a great job with this and I approve of it. I will leave this here so you can add that note later on, but it will be moved either as soon as that is done or in the next 24 hours. Good Luck.


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    "True Strength shall be shown, and the corruption of magic shall be broken."

    Current EXP: 150

    Informatio and Items:
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