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:
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:
Name: Armament: Ogre Arm
Rank: D
Type: Wood/ Earth/ Close-Combat/ Anti-Unit
Description:- Spoiler:
However, due to the increased weight, the gauntlets decrease both Ezriel’s running speed and attack speed, meaning that he can only attack with them a limited number of times per post.
Strengths:
-All punches made with the gauntlets deal high physical D-rank blunt damage. This, along with Aspect of the World, grants the punch made by Ezriel to have a high amount of pressure, so each time an opponent is hit, they might be sent flying.
-The Ogre Arms are able to block a total of 6 D-rank direct hits and can also hold off and decrease the power of a hitting C-rank attack by 70%.
-Ezriel can simply use one gauntlet, one after the other, to extend the time that he has an Ogre Arm ready.
-A Wooden Arm would be effective against Water, while a Earth Arm would be effective against Lightning and Fire.
Weaknesses:
-Each gauntlet by their own gives a 15% cumulative decrease in Ezriel’s running speed. This means that the normal Ezriel will become slowed down to 45 mile/hour. While he is still faster than a normal human, D-rank mages should now be able to catch up to him.
-Ezriel can only attack twice per post with each gauntlet.
-As the gauntlets completely cover his arms, they prevent Ezriel from using his faster and sharper claws, hence trading cutting damage for blunt damage.
-Depending on the element chosen, Fire (for Wood) or Water (for Earth) may be effective against these gauntlets and can cause them to fall apart.
-Duration: 4 posts
-Cooldown: 6 posts for each gauntlet.
Name: Graveyard of the Twisted Swords
Rank: D
Type: Wood/ Anti-Unit/ Close-combat
Description:- Spoiler:
A total of 20 of these blades will be formed by this technique. However, with Ezriel’s strength, they are light enough to be swung easily with one of his large hands each. Each of these blades are equivalent to a weak(+) weapon and are thus each able to handle a D-rank attack each, while balancing out against D-rank barriers with their sheer physical might.
By utilizing the energy within the wood, the swords will glow upon their strike against an enemy, no matter it was a hit or blocked, are also able to explode into a meter-wide mini-explosive attack that will destroy the exploding sword but overwhelm any D-rank attack or defense that was initially used to block the original sword-strike. Against a C-rank, each explosion along with the blade strike is able to stand against a C-rank attack, but it cannot pierce a C-rank defensive spell, even with the explosion.
Beyond the simple explosion, the blades, once in Ezriel’s hands, can do much more. Instead of exploding, a twisted sword can also use its energy to grow and remold itself into a longer spear-like blade that increases Aldous’ initial attack range from 2.5 metres to 4 metres, as well as piercing D-rank damage instead of slicing. Taking on the spear form is also a natural effect on the blade when it is thrown a distance by Ezriel, meaning that thrown blades do not explode, but gain a narrower shaft and thus a higher penetrative value.
Finally, Ezriel can also sacrifice the blades’ explosions for a binding effect, where when a blade successfully hits, it can cause the twisted wood to unravel and then reconstruct itself again on the enemy’s struck body part. This will leave a very heavy weight bound to the the enemy, significantly affecting their balance and speed, as well as partially reflexes. At this point it is impossible to physically remove the blade by hand, but a Strong weapon can cut it off or a D-rank spell can blast it off.
Once the spell ends its duration, the blades that are left unused will disintegrate and disappear back into the ground, returning the energy they had taken from Ezriel back to him, meaning that the more blades are unused, the less energy is returned.
Strengths:
-This is perhaps Ezriel’s most versatile and deadly spell in his arsenal.
-The shape-shifting capabilities of the blades make them a very dangerous and unpredictable weapon to fight against.
-The binding abilities of the blade can apply to weapons as well as summons, along with the obvious target of the opponent.
-The heavy weight of the blades makes swings with them give a crushing blow, meaning that bones can be potentially broken by them.
-It ups the close-combat prowess of Ezriel significantly and also grants a great number of choices to utilize.
-It is a highly efficient spell, making sure that wasted blades will be deconstructed to return energy back to Ezriel. For each blade deconstructed, 1/20th of the energy is returned back to Ezriel.
Weaknesses:
-This spell cannot be used in conjunction with Ogre Arm.
-Each blade can only use its internal energy to do a single function, meaning that one blade, once activated, cannot be reused again.
-As with all wood spells, the blades will fall apart in contact with fire.
-For each post, only a maximum of six blades can be used against the opponent.
-The key to avoiding the mixture of blades are to get out of the area where the Graveyard has been spawned. In a narrow area like a passageway, the blades will also get in the way, even spawning incorrectly on a wall.
-Also, the blades can actually be used against Ezriel, for an opponent can pick up a blade to counter his. When done this way, their blades won’t explode as they are not in Ezriel’s control but can act as force buffers against Ezriel’s own explosive attacks, reducing explosive damage to the point it will automatically be half D-rank damage to the blocking mage without the use of block rolls.
-A D-rank with enhanced strength can use three of the blades back at Ezriel per post. C-ranks and above with enhanced strength can use the blades as efficiently as Ezriel.
-It can only be utilized once, thus this is an ace in a hole that has to be used carefully.
-As expected from spawning so many blades, this technique drains half of Ezriel’s energy reserves and a third if Photosynthesis is activated.
Duration: 4 posts
Cooldown: Once per battle
Name: Bleve
Rank: D
Type: Explosive/ Water/ Anti-Unit
Description:
By extending out his hand and focusing on the air in front of him, Ezriel, after channeling his magical power for one post in order to achieve a greater access to focus and control of magical energy, can cause in front of him what is known as the Boiling Liquid Expanding Vapour Explosion, or B.L.E.V.E. for short. By altering the air and super-heating the water drops that are inside the air, Ezriel can then proceed to super-compress it, thus increasing the pressure of the water droplet. At first nothing will happen because the water drop is now in a state of equilibrium. The water drop should have been evaporated but the super-compression and high pressure causes the droplet to remain a liquid. However, the moment Ezriel causes a little rupture in the pressure shell and releases instantly all the pressure placed within the water droplet, the water droplet is now at a very high temperature and at a very low pressure. This prompts it to instantaneously boil and rapidly expand at an insane speed, to the point that the expansion is already classified an explosion, causing a large invisible wave of force that is large enough to encompass three people side-by-side right in front of Ezriel.
Not only does the initial explosion engulf and deal 1 D-rank concussive damage and 1 D-rank burning heat damage to the enemy, but the force of explosion will leave un-boiled water droplets stuck on the enemy’s skin. In the next post, Ezriel can then focus on the magic power left within these smaller droplets and do the same thing to them, dealing additional 3 more D-rank damage to the opponent via a chain of 6 mini-explosions, with the opponent having no ability to block it unless he or she uses fire to boil off the droplets quickly.
As the spell simply relies on simple physics and normal phenomenon, the only magical parts are the heating of the liquid and the pressure. Hence, it is of a very high-quality in energy efficiency, causing explosions with a very minimal amount of magical energy applied, a rarity among the spells of the Great Tree Arc. It is thus considered a staple spell of the magic with its low cooldown, low magical drain and superb efficiency.
Strengths:
-A Bleve can be activated with each hand, thus two of these Spells can be used at once in one activation.
-It is considered the most efficient spell in Ezriel’s arsenal, using very little magical energy that Ezriel can confidently use it at least 8 times without much exhaustion.
-Once the first Bleve hits its target, it is almost guaranteed that the enemy will receive the full amount of damage.
-Even if the first Bleve fails to deal damage, if the enemy has blocked it, then the after-explosions can still be used against them without the need of an attack roll. However, if this happens, the enemy can still roll block rolls against the after-explosions.
-Fire attacks or shields won’t work against the first Bleve as it will only serve to increase the temperature of the pressurized droplet and make it even stronger.
-The only hint of Bleve incoming would a small glint of the prepared water-droplet. The attack itself is practically invisible, as it is simply water vapour, only causing a minor distortion in the air as it pass through.
Weaknesses:
-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. If Ezriel is forced to dodge more than four times during the first post, then the channeling posts required will be increased to two posts, meaning that Ezriel cannot attack during the next post as well. Furthermore, if he is hit during the channeling process, the channeling is cancelled and Bleve cannot be activated, thus going into an automatic cooldown.
-Water-based magic users actually get halved damage from this attack as it is their element that is used against them.
-It is still a relatively short-range spell, being only able to activate when the enemy is maximally 3 metres away. The after-effect uses smaller drops and thus are given extended range but even then it must be within 5 meters of the user.
-Any user that can become an intangible element like lightning and light can escape from the after-explosions, but not the first wave.
-The after-explosions do not work if the enemy has already evaporated the little droplets by coating themselves in fire.
Duration: 1 post
Cooldown: 3 posts
Name: Nature's Wrath
Rank: D
Type: World/ Psychological
Description:
Note: The final level of this spell is slated to be a S-rank, thus this psychological spell is constantly upgrading and remaking itself with each rank-up.
By fully allowing oneself to fall into his Origin of the Forest, Ezriel allows himself to achieve even more synchronicity with his magic, thus lulling him into a state of mind known simply as Nature's Wrath. The psychological state has very variable effects, as it is based directly on the psychology and personality of its user, strengthening and exaggerating their most dominant traits. As of now, due to excess synchronization that is violent and uncontrolled, as well as his own internal anger that shames him, Ezriel becomes almost feral-like and loses all care for self, his fur becoming longer and wilder as he grows consumed by the wrath of nature. It places within him a deep and merciless anger, reminiscent to that of natural disasters. In this state, Ezriel achieves a boost in physical stats, meaning that his Aspect of the Forest essentially doubles in effect, and the only other usable spell Ogre Arm uses this physical boost to offset its weight disadvantage, allowing Ezriel to pummel his opponent with each arm two more times each post.
However, other spells that require focus such as Graveyard of the Twisted Swords and Bleve cannot be used, as his anger makes him unable to adequately concentrate, resulting in attempts to use these spells as ultimately failure. Also, if Graveyard of the Twisted Swords is already in effect, it will fall apart due to Ezriel’s anger sabotaging it, resulting in no magical energy returned to him. Furthermore, Photosynthesis and Natural Armament both become sealed as well, as Ezriel is now purely focused on boosting his physical might, extolling his internal rage onto his opponents, without a shred of care for his allies. His lineage, Markman’s Aim, is also disabled
Strengths:
-It tremendously boosts Ezriel’s physical prowess and makes him not only as strong as a C-rank physical-combat specialist, but durable enough to reduce D-rank damage by half. Furthermore, in his feral state, Ezriel gains a pain-resistance factor, meaning that he can charge against D-rank and C-rank attacks, ignoring them even if they hurt his body.
-Ezriel's natural speed further increases his speed to 70 mph, meaning he becomes fast enough to pass over his opponent once and can return for a second pass within a single post.
-Ezriel also earns boosted reflexes in his focused rage, meaning he can dodge one specific attack again in every post. This means that Ezriel can choose one of the opponent's attack to roll the block dice twice per post.
-It is currently a literal rage-mode, meaning that this state allows Ezriel to shred and dominate similarly-ranked opponents with his superior physical skills, while he can give C-ranked mages a very viable run for their money if they cannot match his physical abilities.
-The disadvantages of Ogre Arm are balanced out with the physical boost, granting not only their power but also increasing it by allowing Ezriel to batter someone with the gauntlets 4 times per post for each gauntlet.
Weaknesses:
-The slowing effect of the Ogre Arm will still be in play, meaning that they can negate the speed boost. Thus at this stage, Ezriel's speed is reduced down to 50 mph, losing his ability to pass over his opponent twice per post. However, he still retains it if he only uses one gauntlet.
-Attacks with a notable amount of concussive force, such as blunt attacks, can still push Ezriel back despite his pain resistance, though at reduced the expected distance.
-All abilities and spells that require focus and concentration are locked out and cannot be accessed in this state.
-This state can be a very bad ability, especially during spells like Graveyard of the Twisted Swords, as it wastes the energy that Ezriel has invested in the spell that is decayed by Nature's Wrath.
-As of now, it is purely a close-combat boost, meaning people with higher speed and long-ranged spells can still stay as a match against Ezriel.
-Since he had become feral, he loses almost all care for self, exposing him to numerous amounts of injuries. He also has no ability to comprehend rules, so rule-using abilities still affect him, or logically figure out the weaknesses of his enemy. He just pretty much runs up and endlessly smacks them with his claws or Ogre Arm.
-Duration: 4
-Cooldown: Two times per battle, 7 posts gap.
Last edited by LogicalParadox on 19th February 2013, 8:59 am; edited 3 times in total