Magic
Primary Magic: Sky Demon Slayer
Secondary Magic: Not Yet Created
Caster or Holder: Caster
Description: The magic is that of a lost type of caster, made for specificly for slaying demons with the control of a single element. Yond would be using the element of air which can always be labeled sky and wind. Those the way that his magic was obtained has to be one of the oddest way ever. By calling out a demon manticore that he may do battle against each other and at first, he didn't think the would work but then he has gifted the power. Even those the power was given to him by the manticore it made things clear that Yond would only be shown one and would have to learn all the others on his own. On top of that, he is forced to go through trails of fighting mini demon manticore in order to grow stronger, learn how to use new spells, and to be able to fully master how to wield this magic. Above all else, it was so that if or when he had made it back to the demon manticore that they may have a fierce and savage battle against one another.
Using the air its self in a very destructive way to for two reasons; To help Yond dominate the sky very easily. While at the same time it's in his nature. Those the magic will have some sporadic defense and supplementary spells, it focuses mainly on the offensive spells it will be doing. Winds will come in at from every detraction to forceful bash them around, rip/slash them up, and hurl stuff around at high speeds. On the other side of this magic is that not only does it slay demons but can transform parts or maybe even all of his body into that of a demon. By doing so he temporary gains bonuses in different ways depending on what is changed.
Strengths:
☴ Can eat natural/magical/dragon and demon slayer magic of the same element to regain.
☴ Increased damage against unholy and demonic creatures or magic. (Extra Half)
☴ Extremely destructive magical force and sheer power.
Weaknesses:
☴ Able to only control and use the element of air.
☴ Reduced damage against holy and divine creatures or magic. (Half)
☴ Few defense and healing based spells.
☴ Coexistence, Yond can manipulate his element outside combat without using magic.
☴ Demon Skin, Yond is able to alter his skin into that of a demon's to cause it to become one of three textures; rough, tough, and harden. Each one of them gives a different bonus but no more than one of them can happen at a single time. Those the more his body gets used to one of the textures the likely chance that the skin may become stuck like that. By the third time the same texture in a row of topics, it will cause that texture to become permanent whenever chosen for the rest of that thread.
♦ Rough texture skin will turn his skin solid black coating both arms up to the elbows, that would boost his strength by 20%.
♦ Tough texture skin will turn his skin solid black around both feet up to the ankle, that would boost his speed by 20%.
♦ Harden texture skin will turn his skin solid black over the whole body, that would boost his physical resistances by 20%.
☴ Compressed, Yond's body shifts into that of compressed air molecules so that he can travel at higher speed. Due to the lack of reducing friction to move without that much air resistance. Which boosts his speed by 50% for as long as he is in that state.
Spells
Advanced Spells
Primary Magic: Sky Demon Slayer
Secondary Magic: Not Yet Created
Caster or Holder: Caster
Description: The magic is that of a lost type of caster, made for specificly for slaying demons with the control of a single element. Yond would be using the element of air which can always be labeled sky and wind. Those the way that his magic was obtained has to be one of the oddest way ever. By calling out a demon manticore that he may do battle against each other and at first, he didn't think the would work but then he has gifted the power. Even those the power was given to him by the manticore it made things clear that Yond would only be shown one and would have to learn all the others on his own. On top of that, he is forced to go through trails of fighting mini demon manticore in order to grow stronger, learn how to use new spells, and to be able to fully master how to wield this magic. Above all else, it was so that if or when he had made it back to the demon manticore that they may have a fierce and savage battle against one another.
Using the air its self in a very destructive way to for two reasons; To help Yond dominate the sky very easily. While at the same time it's in his nature. Those the magic will have some sporadic defense and supplementary spells, it focuses mainly on the offensive spells it will be doing. Winds will come in at from every detraction to forceful bash them around, rip/slash them up, and hurl stuff around at high speeds. On the other side of this magic is that not only does it slay demons but can transform parts or maybe even all of his body into that of a demon. By doing so he temporary gains bonuses in different ways depending on what is changed.
Strengths:
☴ Can eat natural/magical/dragon and demon slayer magic of the same element to regain.
☴ Increased damage against unholy and demonic creatures or magic. (Extra Half)
☴ Extremely destructive magical force and sheer power.
Weaknesses:
☴ Able to only control and use the element of air.
☴ Reduced damage against holy and divine creatures or magic. (Half)
☴ Few defense and healing based spells.
- Slayer Rules:
- General Rules on Slayers
All slayers receive the following:
10% Buff to physical stats (strength, speed etc.)
10% Buff to senses (hearing, smell etc.)
The ability to enter force after consuming enough of the element
The ability to consume their element to regain MP
A resistance to their element shown by the following chart:
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Magic Consumption
Slayers can consume their own element(s) and this allows them to recover magic power. However, how much magic power they can regain varies and depends on the amount of magical energy within the item is consumed.
There is an exception to consumption and that is known as plot elements. Now as we all know this is a site that focuses on plot and likes to encourage personal plots. Therefore, in non-pvp (player vs players) situations it is possible for a mage to consume 'special' plot related versions of their element that can trigger force. This is also generally not allowed in jobs unless the job has a specific natural occurring source of the element or you get permission from staff. An example of a 'plot element' might be a water slayer consuming water from the fountain of youth or a metal slayer eating Excalibur.
Naturally Occurring Elements
There are plenty of times when a mage is going to find their element naturally be it a campfire, eating a boulder, or drinking a glass of water. However, these items are not imbued inherently with magic power and as such they provide a limited amount of magic power. Naturally occurring sources of the element can only restore 5% MP per post no matter how much of it you eat.
Magic of Your Element
The amount of magic returned is equivalent to the amount of magic power used to fuel the spell. Of course, mages can consume spells of greater rank their own. How much? Well, that is shown in the below table.
Furthermore, mages are limited to consuming the full amount of magic from those of equal rank to them. If the magic is any higher than they consume the full amount of the spell, but their body cannot handle it and thus rejects it causing internal damage equal to a percentage of the spell's power. Resistances do not affect this.
NOTE: Slayers cannot consume their own spells whether this be from their magic, a weapon, a summons/Take Over's spell. Slayers can’t eat their pet’s spells, or their pets if they are made of an elemental magic.
One rank above: 25% of the damage
Two ranks above: 50% of the damage
Three ranks above: 75% of the damage
Four or more above: 100% damage- Table:
Ranks D C B A S H D-Rank 10 15 20 20 20 20 C-Rank 10 15 20 25 25 25 B-Rank 5 10 15 25 30 30 A-Rank 5 10 15 20 30 35 S-Rank 3 5 10 15 20 30 SS-Rank 1 3 8 13 18 25 H-Rank 1 1 5 10 15 20
Dragon Slayers
Dragon Slayers can eat all pure forms of their own element, but they cannot eat elements that are mixed with other elements. (Ex.: Ice DS cannot eat Dark Ice) If they do, they get incredibly sick and damage will be done to them.
The form of elemental magic they use is neutral (pure), in between the light and dark side of the magical spectrum. Deals double damage to Lizard, Wyvern, and (Lesser and Greater) Dragon non-human type opponents.
Though Dragon Slayers get these perks, they do have one set back. Motion sickness. Dragon Slayers cannot ride on anything without getting motion sick. However, they can use their exceeds or friends to fly around because they are not vehicles, they are friends. The only slayer that is immune to motion sickness is the Sky Dragon Slayer. Motion sickness can be cured per thread using a status effect healing spell.
God Slayers
God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The color of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings.
Demon Slayers
Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart. The color of Demon Slayer Magic is a white version of the element's natural color.
The form of elemental magic they use is light, on the other end of the magical spectrum. The element of light is being mixed with the other elements to alter their properties slightly. The Hell Demon Slayer uses a blessed form of darkness that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Darkness, Demon, and Undead type non-human beings.
First Generation
These Slayers have learned the magic directly from the Great Dragon/God/Demon of their respective element.- Force:
- A Slayer must consume at least 70% magical energy from his respective element to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
Force highly increases the power of the Slayer's magic, physical endurance, speed, and strength by 30% rather than just 10%.
The spell power of each rank is increased to 150%.
In Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. (Frostbite, Burn, Poison, etc.)
During Force the Slayer does not lose any MP from casting spells, but after it wears off is left with 5% MP.
Force lasts for 7 posts.
- Rage of the Soul Torn:
- Description: There was once a man, well not really a man, but a half-human, half hedgehog hybrid by the name of Pulse. Unlike his brother Crest, who possessed the ability to manipulate water and was a doctor who strived to help people, he was a destructive being who only wanted to rule. He became known as Master Pulse, whilst his brother became known as Doctor Crest. Pulse was a master of air manipulation for highly destructive purposes and his descendants, most of them full humans, gained this ability. The ability to make the very air into a destructive weapon.
Ability: User gains access to a passive and is able to add 3 wind spells in addition to their magic to the spells.The spells gains are one of the user’s rank, one of a rank lower and one of a rank lower than that(max S-rank, Min D-rank). The passive ability is flight where they the wind wraps around them and allows them to fly around at their max speed or less.
Usage: Passive flight. The 3 spells must be made in addition to the user’s spells in their magic. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
Lineage Spells- User's Rank:
- Name: Στροβιλίζω βιασύνη (I swirl rush. Vortex Rush.)
Rank: D
Type: Wind. Offensive.
Duration: 2
Cooldown: 3
Description: Creates a vortex right in front of Yond, it begins to swirl and suck in the air around to stabilize its mass. Then after it has done so he will simply punch the vortex. Which will cause it to go flying in whatever detraction that it was hit towards but upon the first thing it hits it will apply damage to it. By cutting and bashing into it with the swirling razor shark winds coming for its sides and from the impact of wind forcefully slammed into it. The whirling vortex starts its travel rate of speed at 30 mps but picks up speed as it gains velocity over the time it is traveling to a maximum speed of 60mps. Those the vortex can only be sent flying up to 60 meters at max before it dissipates back into a gentle breeze of wind.
Strengths:
☴ At max speed and range, it was to strike a target that was unbalanced at that time the forceful impact of the bashing winds would knock them over.
Weaknesses:
☴ Requires time to stabilize its self before it can be launched into a single detraction.
☴ Starts off at a lower rate of speed than most spells of the same rank.
- User's Rank -1:
- Spell Template
Name: ( Name of the Spell )
Rank: ( User's Rank -1 )
Type: ( Wind. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- User's Rank -2:
- Spell Template
Name: ( Name of the Spell )
Rank: ( User's Rank -2 )
Type: ( Wind. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
☴ Coexistence, Yond can manipulate his element outside combat without using magic.
☴ Demon Skin, Yond is able to alter his skin into that of a demon's to cause it to become one of three textures; rough, tough, and harden. Each one of them gives a different bonus but no more than one of them can happen at a single time. Those the more his body gets used to one of the textures the likely chance that the skin may become stuck like that. By the third time the same texture in a row of topics, it will cause that texture to become permanent whenever chosen for the rest of that thread.
♦ Rough texture skin will turn his skin solid black coating both arms up to the elbows, that would boost his strength by 20%.
♦ Tough texture skin will turn his skin solid black around both feet up to the ankle, that would boost his speed by 20%.
♦ Harden texture skin will turn his skin solid black over the whole body, that would boost his physical resistances by 20%.
☴ Compressed, Yond's body shifts into that of compressed air molecules so that he can travel at higher speed. Due to the lack of reducing friction to move without that much air resistance. Which boosts his speed by 50% for as long as he is in that state.
Spells
- D-rank:
- Name: Vwih (Gust)
Rank: D
Type: Wind. Offensive.
Duration: 3
Cooldown: 4
Description: Yond causes the air around both his arms to become very violent by having the winds rush around and begin to make whistling sounds. When the air around his arms changes into a wild state, he slings both arms forwards which causes a huge gust of violent winds to go rushing outwards. The winds will cause bashing damage to anything caught within it. Those the damage that is taken by whoever is trapped within or gets hit by it will only take half the normal amount of damage. The gust of bashing winds travels at a rate of 10 mps while only having a maximum range of 20 meters forward from Yond and spreads 10 meters wide.
Strengths:
☴ Being bashed around by the gust of wild winds can cause whoever within to become disoriented.
Weaknesses:
☴ Covering a large amount of area for so long came at a cost of doing less damage.
Name: Ibmir (Slash)
Rank: D
Type: Wind. Offensive.
Duration: 1
Cooldown: 2
Description: Yond causes the air around one of his arms or legs to pressurize. By gathering more air from around the arm or leg to form a thick dense wind that is by calm and raging. It looks to be calm but it is vibrating at high speeds on the outer sides. When ready and aimed at whosever he just flings his arm or leg towards them as the pressurized wind goes flying off in an arc shape. The arc travels at a rate of 60 mps while it can only reach up to 60 meters maximum. On contact with the first thing it hits it will apply mostly cutting and some bashing damage.
Strengths:
☴ The dense air arc travels at a high speed due to the vibrates on the outer side of it.
Weaknesses:
☴ Arm or leg isn't able to do anything but stay perfectly straight till the pressurized air has left his body.
Name: Sphhlg (Cutter)
Rank: D
Type: Wind. Offensive.
Duration: 1
Cooldown: 2
Description: Creates four small dart made from the air around both of Yond's wrists, meaning that there are two darts near each wrist. They can only be shot off in sets of two, where one must come from each wrist. When shot off the darts travel at a rate of 30 mps for a maximum of 45 meters. The wind darts apply piercing and cutting damage to the first thing each one of them hit. Which will cause whoever stroke by one to take three fourths the normal damage but can shot at more than one target.
Strengths:
☴ Darts made up of wind are as small as an arrowhead giving them a better chance to not be seen by others when traveling through the air.
Weaknesses:
☴ Two darts at max are able to hit the same target but this can only be caused by there being less targets than there are darts.
Name: Hmnbnjd (Tailwind)
Rank: D
Type: Wind. Supportive.
Duration: 3
Cooldown: 4
Description: Yond commands the wind around him to cover just his feet, while the wind is moving around his feet he formed into a 'V' shape. The reason for this shape is so that it will be much easier to glide through the air without stopping. Not only that but once the shape is formed and all the wind is in place and he changes the air pressure within it so that there is less friction to move faster without any problems. The wind cloaks around his feet boosts his speed by 50%.
Strengths:
☴ Temporary wind incased feet that allows him to be more agile.
Weaknesses:
☴ 'V' shape over his feet does make it much harder to stop once he starts going.
- C-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: C
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- B-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: B
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- A-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: A
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- S-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: S
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- H-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: H
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Advanced Spells
- D-rank:
- Name: Ico Dlaej'i Gmvl (Sky Demon's Rage)
Rank: D+
Type: Wind. Offensive.
Duration: 1
Cooldown: 3
Description: Yond takes in a deep breath that sucks in the pure element of air that is stored up within the inside of his lungs. As he goes to blow it back out a magic circle formed right in front of his mouth. A massive tunnel of wind came rushing out that howled and makes heavy wind sounds such as whistling and gusting. The tunnel travels at a rate of 25 mps that goes to a maximum range of 22.5 meters. Whoever is hit by this breath spell head on will takes both cutting and bashing damage, which would cause normal amount of damage. While those who are only get hit by the sides or barely brush up against it will only take cutting damage, which would cause half the amount of normal damage. This spell can be fueled by the raw emotional feeling of anger which will boost the magical damage output by 50%.
Strengths:
☴ The tunnel is formed in an instant causing the speed to be high making it a little harder to dodge then most spells.
Weaknesses:
☴ Upon the magic circle forming in front of Yond's mouth cuts off some of his sight so aiming must be done beforehand.
☴ Leaves Yond in a state of breathing heavily for a few moments. (Debuff to his speed by 20% for a single post)
- C-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: C+
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- B-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: B+
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- A-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: A+
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- S-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: S+
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- H-rank:
- Spell Template
Name: ( Name of the Spell )
Rank: H+
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration: (How long does the spell last?)
Cooldown: ( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Last edited by Yond on 29th May 2018, 6:53 am; edited 1 time in total