Jozuma's Magic
Primary Magic: Electron Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: Though he was taught magic by the Great Lightning Dragon Rau, Jozuma does not wield Lightning Dragon Slayer Magic, kinda odd really. It always perplexed Jozuma why he couldn't awaken the full extent of the power he was taught to use since he was a child and Dragon Slayer Magic became a focus topic in his research of Lost Magics to unlock its secrets but until then he still wields massive control over lightning and other forms of electricity with his own breed of Electron Magic. Electron Magic manipulates electrons in the air and body to create powerful electricity and lightning based attacks as well as increase the users physical abilities. Jozuma courses electricity through his body to increase his speed and strength to insane levels and the more he fights, the faster he gets. He uses this speed to hit his opponents weak points in an seemingly never-ending barrage switching from close to long range on the fly. He also builds up electrons in his body to paralyze his opponents, giving him the upper hand.
Strengths:
*Incredible blinding speed that's difficult to keep up with.
*Very effective against magic weak to lightning such as water and metal.
*Can keep up a strong offensive role in both long range and close combat.
*Able to absorb lightning.
*Ability to Paralyze opponents then quickly follow up.
Weaknesses:
*Weak to Earth Magic.
*Weak to Rubber Magic.
*Lack of defensive spells.
*Can get pretty out of hand and allies can be harmed if they are not careful
*Range attacks can have their course altered by conductive objects.
*Has a tendency to cause a lot of unnecessary collateral damage around where the fight takes place, especially when more powerful spells are used.
- Lineage:
Caine's Descent:
Description: Long ago there were two brothers who were loved by the gods their name was Abel and Caine. Everything was alright since both were content with what they had, a demon jealous of the affection these two mortals receive from deities decided to meddle with their lives. It decided to create a rift between the brothers love. The rift cause rivalry between both brothers and with the aide of the demon, Caine won and accidentally killed his brother in the process. The gods learned what Caine and the demon had done so they cursed them both. The demon Shamashu and Caine were to share the same body, giving Caine longevity in exchange for the thirst for blood, and the demon only allowed to roam free only once Caine is feeds upon blood.
Ability: Gives the user the ability Bloodrage an ability that transforms the user into a demon with tremendous strength (+100% strength boost +25% damage resistance) and the ability to heal serious wounds rapidly upon consumption of blood (Heal user-ranked damage when consuming blood/flesh). Bite attacks for example would heal you per bite attack (if you hit/draw blood)). Their own blood can trigger bloodrage but will not heal them, instead triggering a 2% HP heal.
During this state, the user becomes insane, and will attack anything they see.
Passively when not or when in bloodrage, the user can smell blood from 50 meters +25/per rank beyond D. If the blood is exposed, doubles the range. Huge quantities of blood can increase the range dramatically for IC-RP benefit (Such as smelling a slaughtered village from miles away).
Usage: Once per thread the caster can use Bloodrage. Bloodrage starts upon consumption of blood and lasts for 5 posts. Can’t cast spells while in demon mode. Passive bloodscent.
- Unique Abilities:
*Lightning Step: Jozuma's affinity with lightning grants him heightened speed and reflexes. He gains +25% movement speed, this increasing to +50% movement speed at A Rank and above.
*Lightning Rod: The user is capable of absorbing all lightning spells aimed at them for reduced damage. Spells of equal rank or lower do 50% reduced damage, spells of higher rank do 25% reduced damage. Absorbed spells add 10% charge to Paralysis Battery.
*Paralysis Battery: Every time Jozuma lands a melee blow his electrons build in his body and he builds up a charge that increases his strength by 5% per blow (to a max of 25%). He can also release the charge by 15%, reducing buff by same percentage, to make his next 2 melee hits (1 for each hand) paralyze or release an entire 25% charge to give his next spell increased damage by 30% and paralysis. Paralysis lasts for 2 posts and only affects those who are the same rank or below. If a spell already states that is causes paralysis, except for a buff, the effect is overwritten to this one for that use only. Paralysis Battery also may have a special affect with certain spells.
*Electron Repair: Jozuma uses the electrons in the air to repair his body healing him 2.5% HP per post.
- D-Rank Spells:
- Particle Dispersal:
Name: Particle Dispersal
Rank: D
Type: Lightning/Utility
Duration: 3
Cooldown: 4
Description: Jozuma disperses the particles in his body becoming completely invisible. He can phase through physical attacks, walls, and objects in this state. His feet leave no footprints and never make any sounds. Since his body is spread out he can't be picked up by sensory skills either making him completely undetectable but, however, he cannot attack at all in this state and the form will disappear immediately if he does, going into cooldown early.- Fun Visual:
*Creates stealth options for the character.
*Can be an effective escape method when in danger.
Weaknesses:
*Does no damage.
*Can still be hit by magics and AoEs are a strong detterent to this spell.
*Can end up trapped in a locked room if the state ends while in one.
- Blitz Stance:
Name: Blitz Stance
Rank: D
Type: Lightning/Offensive
Duration: 3
Cooldown: 4
Description: Jozuma's body becomes pure lightning increasing his speed and reflexes by 25% and allowing him to phase through physical attacks. If anyone makes contact with him he will deal 10% D-ranked damage.
Strengths:
*Increased speed.
*Phasing and contact damage make him a terror in close combat.
Weaknesses:
*Can still be hit by magic based attacks.
*Not as useful in long range combat.
*Allies are also affected by contact damage and paralysis so caution is advised.
- Electro-Crash:
Name: Electro-Crash
Rank: D
Type: Lightning/Offensive/AoE
Duration: Instant
Cooldown: 2
Description: Jozuma smashes the ground firing a cone blast of lightning wiping out everything in its path. The blasts goes about 10m far and grows to be 3m wide dealing D-ranked damage in the 1m wide center of the cone but 75% D-ranked damage on the 1m wide sides. Anyone hit by it will be knocked back 2-4m.
Strengths:
*Powerful mid range spell that can knock down enemies.
*Can clear out everything in front of him over a large area.
Weaknesses:
*Narrow at the start so easier to dodge up close.
*Can be stopped or redirected by obstacles strong enough to withstand it.
*It destroys nearly everything in its path meaning a lot of unintended collateral damage follows almost every time it's used.
- Spark Caliburn and the Warp Knife:
Name: Spark Caliburn and The Warp Knife
Rank: D
Type: Lightning/Offense/AoE
Duration: Instant
Cooldown: 3
Description: A prototype spell created through several modifications of his Railgun spell and utilizing his assassin weapon training. Jozuma directs his electrical energy to his hands and creates 2 weapons made of pure lightning he named "Spark Caliburn" and "The Warp Knife" and from that you can get an idea what this spell does. He starts by throwing The Warp Knife toward his opponent. The Warp Knife can travel 7.5m/s to a max distance of 15m. During any moment of its flight from the moment it leaves his hand till the moment it reaches its maximum distance he can warp to its position in a flash of lightning grabbing the knife as it starts to dissipate from the use of the warp. It is at this moment where Spark Caliburn comes in, when The Warp Knife reaches his opponents, whether from from the front, side, or behind, he will warp to its position and quickly swing Spark Caliburn at them. Spark Caliburn upon contact with the opponent, ground, or really anything will explode in a electric pulse with a radius of 5m dealing full D-Ranked damage to those it made contact with and 75% D-Ranked damage to those within the blast radius. The pulse will also cause paralysis to D-Ranked opponents for 1 post allowing him to quickly jump into close combat.
Strengths:
*An effective way to close the gap between him and his opponents.
*A surprise fakeout tactic as the sudden warp can catch others off guard, especially if they were too focused on the knife itself.
*If The Warp Knife "misses" I just opens an opportunity to warp behind his opponent.
*Paralysis gives him time to jump into close combat, his forte, right after.
Weaknesses:
*"Fool me once, shame on you. Fool me twice, not gonna happen but if you do then shame on me 100% my fault at that point. FOOL ME THREE TIMES..." after seeing it once and becoming aware that The Warp Knife means bad business it becomes a little more difficult to land the spell more times on the same opponent because they will be more wary of The Warp Knife and will actively steer clear of it; it's still possible but the use of the spell becomes more a game of predicting where they will run rather than just throwing it at where they are.
*Earth Mages can just wipe away The Warp Knife like it was dust, rendering the spell useless.
*Conductive objects can curve the knifes trajectory.
*The Warp Knife cannot go through walls, barriers, and other such obstacles if it hits one it will stay lodged in giving a 5 sec window for the warp (if he still chooses to use it) before it dissipates. Spark Caliburn must be used within 20 sec of The Warp Knife dissipating or it's own instability will cause it to dissipate as well.
*There is always the risk of warping at the wrong place at the wrong time.
- C-Rank Spells:
- Railgun 2.0:
Name: Railgun 2.0
Rank: C
Type: Lightning/Offensive
Duration: Instant
Cooldown: 2
Description: Jozuma's Railgun spell is now new and improved firing at an increased distance and power. Jozuma points his hand at his opponenet in the shape of a gun with his thumb held down. He charges an object near him, usually a one of the small metal balls he carries in his pocket, and has it fly to his fingertips giving it an even stronger charge and then he lifts up his thumb to fire a high speed, high precision railgun shot at his opponent dealing C-ranked damage. The spell now goes 15 m/s and travels 30m before it dissipates. The metal balls are about 2cm in diameter and he also can fire other small objects around him instead (rocks, knives, etc.) as long as they are within 3m distance from him and he is able to give them a charge; he can fire larger objects for increased shot and impact size but it will come at the cost of reducing the range by 1-5m depending on the size. The shot comes at an even higher velocity now and can pierce straight through walls and C-ranked barriers. It can pierce through the body causing minor bleeding which helps Jozuma track them easier with his nose; if the body, however, is very sturdy or doesn't bleed, such as a robot, the minor bleeding won't occur.- Fun Visual:
*Incredibly difficult to dodge especially for Metal Mages.
*Shot is silent when fired and it is very difficult to find the source if user is hidden.
*Can rip straight through Water barriers and C-ranked barriers, except for lightning and Earth, delivering full C-rank damage.
*Can cause bleeding making the opponent easier to track thanks to Jozuma's increased ability to smell blood from Caine's Descent.
Weaknesses:
*Can deviate from it's course if there are conductive objects or Metal Mages that aren't the intended target.
*Shot is small and only goes in a straight line if unaltered by outside forces so there is a lot of room for error and precision is key.
*Can't pierce through Earth armor, walls, and barriers or Lightning barriers and walls thus dealing no damage.
*Larger shots come at the price of reduced range.
*A body with a sturdy or large build is immune to the bleeding effect.
- Feral Combination:
Name: Feral Combination
Rank: C
Type: Lightning/Offensive/Multi-Hit/Combo
Duration: Instant
Cooldown: 2
Description: This spell can only be used in melee range but if an opponent is atleast 10m away from Jozuma he can warp to their position and begin the combination. Jozuma barrages his opponent with 15 eletically charged punches each punch dealing 10% C-ranked damage for a total of 1.5 C-ranked damage. He can split this damage between multiple enemies as long as they are atleast 10m away from eachother, warping between each one, but if he focuses all the hits on one opponent he can paralyze them for 1 post if they are C-rank or lower.- Fun Visual:
Paralysis Battery: If Paralysis Battery is used to buff this spell then those hit with the spell become locked in place until the spell ends making it impossible to dodge once initially hit but the actual paralysis effect of Paralysis Battery will only apply to the last enemy hit.
Strengths:
*Strong close range combo.
*Effective travel between enemies.
Weaknesses:
*Can't be used in long range combat.
*Can put him in easily in the way of an AoE attack.
*Paralysis only applies if all hits are on one enemy unless Feral Blitz is used
- Electron Machination:
Name: Electron Machination: Striker
Rank: C
Type: Offensive/Normal/Summon
Duration: 5
Cooldown: 6
Description: Jozuma has learned to program his electrons to perform specific functions. He combines these electrons to create a Lightning Knight armor wielding a rapier he dubbed "Striker". Jozuma then transfers his demon Calcifer to possess the armor allowing him to fight along side Jozuma, this also allows people besides Jozuma to hear Calcifer. Striker has 100HP, is fast, and fights with a precise fencing style dealing C-rank normal summon damage (12 dmg) with various stabs and swings.- Visual Appearance:
Active: Lightning Mines-Duration:Instant-Cooldown: 2- Striker creates 5 mines that will slowly move around the field. Each mine explodes in a 5m radius dealing 30% C-rank damage. These mines will be ever present, even after Striker disappears, and enemies can be knocked into them causing damage. The mines will not trigger on an ally but they will be hurt if they are within the blast radius when it explodes.
Strengths:
*A helpful ally that brings a buff.
*Mines add a layer of strategy and limit enemy movement.
Weaknesses:
*Other lightning mages can take advantage of Striker's buff.
*Mines can hurt allies if they are within the blast radius when they go off.
*Calcifer can be kinda annoying sometimes.
- Signature Spells:
- Electro-Strike (Scaling):
Name: Electro-Strike
Rank: Scales with Player Rank
Type: Lightning/Offensive
Duration: Instant
Cooldown: Once per post
Description: Jozuma supercharges his arm and approaches his opponent at double his current speed to deliver a punch that sends and electric pulse through their body dealing damage of Jozuma's rank. If he is in the air above his opponent he will kick off the air and dive on his opponent delivering the blow
Paralysis Battery: If Paralysis Battery is used to buff this spell then the hit will be followed by a shockwave that causes 75% of the total damage, including buff, (so 75% of 130% rank damage yay math!) to those up to 10m around the enemy who was hit and those caught within it will be paralyzed by Paralysis Battery along with the person hit by the spell, the shockwave will still go off if he misses and hits a wall or the ground but in such case the enemies within the radius would only receive 75% total damage.
Strengths:
*The sudden burst in speed catches enemies off guard making it a good initiator in close combat.
*Quick no MP cost damage that scales with rank.
Weakness:
*Limited to close combat
*Can run into obstacles by accident if during the burst of speed
*Can drop him in front of a group of enemies
- Blink:
Name: Blink
Rank: D
Type: Lightning/Utility
Duration: Instant
Cooldown: Once per post
Description: Jozuma can instantly warp up to 20m away in any direction. He can use this to either close or expand the gap between him and his opponent, dodge a spell as long as the warp takes him out of it's range, or dodge a melee blow.- Fun Visual:
*Effective travel.
*Effective evasion.
Weaknesses:
*Can not deal damage.
*Can less effective against AoEs if he can't escape their range.
*Always the risk of warping at the wrong place at the wrong time throwing him straight into danger.
Last edited by Jozuma on 17th April 2017, 11:08 pm; edited 50 times in total