Secondary Magic: N/A
Caster or Holder: Caster
Description:
This magic,like the name states,enables the user to link with the dead,or most referable,yokais.Yokais,by the way are ghosts or demons,as regarded by the Japanese Tradition.The linking,which works like a possession,would provide powers and abilities to the caster,depending on the linked yokai’s attribute or element.’Fear’ is used as the reference of the linking’s medium.The linking,for example a link with a fire-Feared yokai,changes the caster’s attack to flame-based.This turns the caster’s attacks,even melees,into the element the yokai is based on.Certain unique traits can also be attained by the linking,provided by the linked yokai.Besides said function,the magic also enables the caster to summon yokais/yokais that he/she had made contract with.The summoned yokai would then help by supporting means in battles,for a limited amount of time provided for each yokai.The time limit,however may vary from one yokai to another.
Strengths:
-this magic gives the caster unique traits such as immense strength,depending on the yokai.
-this magic will be stronger in night time,but still affective in day time.
-this magic can only work on the caster,making controlling or manipulating this magic impossible.
Weaknesses:
-this magic may still give disadvantages,such as decreasing the caster’s speed for immense strength.
-this magic can only work when the both parties agrees for the linking.It may fail if one of them disagrees the linking.
-sometimes,the yokai tend to take over the caster’s whole body to have fun in the battle,making it dangerous for a body to be used recklessly.
-The magic only work one function per one yokai.For example,if the caster is linking with a fire yokai,he cannot summon the fire yokai to support him/her and vice versa.However,if the caster had made contract with more than one yokai/yokai,he/she could use it for advantage.For example,if the caster had linked with a fire yokai,he/she can summon another yokai in his/her contract list for support.
Abilities/Powers:
-it gives the caster the ability to use the special traits or ability that the yokai may provide by the linking.
-this magic can add up the number of yokais that may link with the caster,depending on the rank.
-this magic can give advantages in having the upper hand by the use of trump cards that the caster may plan himself.
-the summoning ability granted by the magic makes teamed attack more efficient and easier.
- d-rank spells:
- Tsurara:
- spells requiring Tsurara in order to work:
- Spoiler:
Name: Blue Fear
Rank: D
Type: Ice
Description:
This spell enables the caster to link with an ice yokai,namely Tsurara.According to the Japanese yokai tradition,Tsurara belongs to a yokai species famous for their ice abilities;the snow women,or Yuki Onna.While linking with Tsurara’s Fear,the caster would be granted the access to her powers and abilities.Since she is an ice yokai,it is most notable that this spell is ice based.With this spell,all the caster’s attacks changes element to ice.- Spoiler:
Ability: Temporary Freeze
Rank: D
Type: Ice
Description:
As the spell’s ability,the caster can use Tsurara’s icy breath as his/her own.With this breath,the caster can freeze two of any parts of the target’s body.For example,the target’s left hand and right leg,they can be separate body parts.The freezing lasts for 3 posts,and has a cooldown duration of 3 posts.Whilst frozen,the target cannot move the frozen body parts,and cannot launch or perform any spells,provided that he/she needs to make use of the frozen body parts for the particular spell to work. However, as it is impossible for a D-rank to affect mages of higher ranks, the breath would only slow down a C-rank and will be useless to mages B-ranked and higher. And as this ability comes with a D-ranked spell, it stays as strong as it is even if the caster is high in rank. However, this freezing breath can only reach maximum 1 metre, and moves 2 km/h.
Duration/Cooldowns: lasts 3 posts, 3 posts cooldown.
Strengths:
-This spell gives the caster an ability to lessen enemy’s movements ,helping a lot in offensive strategies.
-with this spell,two of the caster’s attacks are enough to destroy a d-rank shield,and three is enough freeze an offensive spell of D-rank.
Weaknesses:
- This spell’s ability can be cancelled by the usage of fire-based spells.
-the ice from the Fear linking would work less effectively against fire users. For example, fire users may melt the ice this spell grants.
Strengths:
- Linking with Tsurara gives the caster an increased durability against Ice-based attacks, decreasing the effects on him by 30% to ice attacks of D and C-ranked.
Weaknesses:
- Even though linking with her gives the caster increased durability against ice-based attacks, ice attacks B till H ranked still deals the same amount of damage to the caster, meaning the durability will not work on ice attacks higher than C-rank.
Duration/Cooldowns last 5 posts.cooldown 4 posts.
- Spoiler:
Name: Ice Call
Rank: D
Type: Ice
Description:
This spell works as a summoner.By using this spell,Tsurara would be summoned to fight alongside the caster.Whilst having Tsurara summoned by this spell,the caster cannot link with her Fear. While being summoned,Tsurara can use all her own abilities,except that her freezing breath is reduced by effects.Tsurara would stay on the field for 4 posts,and less if she gets a hit by her weakness,or her hit points reaches maximum.She can endure 4 D-rank attacks maximum,and 2 fire-based attacks maximum.Upon reaching her limits,Tsurara would disappear for a while,and after the cooldown is done,she can be summoned again.- Spoiler:
Ability: Frost Maiden
Rank: D
Type: Ice
Description:
Tsurara, being a Yuki Onna (Snow Woman), is able to activate her special Ice-based traits when necessary. She can stay in this state for 2 posts, and needs a cooldown of one post before she can enter this state again. Tsurara, when using this ability will be able to perform an ice wave that travels through the ground. When a particular body part of the enemy is hit by the wave, it will be frozen solid, and no movements can be made for the next 2 posts. However, if the target is a fire mage, he/she may defrost the frozen body part without having to wait for it to melt. However, like the icy breath, Tsurara would only be able to slow down a C-ranked mage, and would be useless against mages B-ranked and above. Also, the wave can only reach maximum 4 metres and with a speed of 4 km/h.
Strengths:
- This ability of Tsurara’s enables her to fully use her ice-based powers and skills.
- Whilst having this ability activated, Tsurara would have total immunity towards D-ranked Ice-based attacks.
Weaknesses:
- Tsurara can be easily harmed by Fire-based attacks whilst in this state.
- The ice wave may easily be destroyed by a mage C-ranked and above.
Duration/Cooldowns: cooldown 2 posts for each wave.
Passive: Ice Staff
Rank: D
Type: Ice
Description:
Tsurara uses this staff to help her dealing physical damages to the enemy. While she apparently comes to the field with this staff along, it can also be broken in battles. It takes only 2 D-rank hit to break the staff. However, the staff would reappear again when Tsurara is summoned into the field once more, staying intact.
Strength:
- This staff helps Tsurara in dealing physical damage.
Weakness:
- This staff can easily be broken by 2 D-rank hits.
Strengths:
-this spell helps a lot in supporting the caster in tough battles.
- while summoning Tsurara,the caster can help him/herself with double approach and teamed attacks.
-Tsurara is totally immune to ice-based attacks,which is,of course restricted to only D-ranked ice attacks.
Weaknesses:
- Tsurara,eventhough able to stay on the field for 4 posts maximum per summon,can be sent off earlier if hit by her weakness; fire-based attacks or spells.
-Her strongest ability,the Ice Breath effects is reduced to only freezing one target’s body part in a time,and only for one post.
Duration/Cooldowns lasts 4 posts maximum, cooldown 4 posts.
- Yosuzume:
- spells requiring yosuzume in order to work:
- Spoiler:
Name: Sight Fear
Rank: D-rank
Type: Dark
Description:
The Sight Fear is provided by the yokai,namely Yosuzume.She is a yokai with darkness-related powers and abilities.Yosuzume’s Fear gives the caster the ability to manipulate darkness.The ability ranges to molding darkness to specific forms to using it to blind the opponent.Whilst having this Fear linked,the caster’s attacks change to dark element.It is also notable that the caster’s speed and reflexes also increase.- Spoiler:
Ability: Black Getaway
Rank: D
Type: Dark
Description :
The ability gives the caster the ability to become one with the shadows, thus enabling the caster to blend with the shadows of things around him/her. The caster can hide in the shadows and can also jump out of the enemies’ shadow for a sneak attack. However, the caste may only hide in shadows not far than 4 metres than him/her. Also, whilst hiding in a shadow, the caster may jump into another shadow nearby, with a maximum reach of 4 m, and can also jump out of a shadow for a sneak attack. Also, it is noted that only one light-based attack, ranks regardless, is needed to cancel the shadowy state of the caster’s.
Strengths:
- This ability enables the user to escape nasty situations at the nick of time.
- This ability works great for sneak attacks.
Weaknesses:
-This ability will fail if the enemy has a somekind of light magic that enlightens the whole battlefield, but will still work on broad daylight.
- This ability may not match the abilities of those of a light mage, such as his/her speed.
Duration/Cooldown: Can disappear/hide in the shadows for maximum 2 posts. Cooldown 2 posts after each usage.
Strengths:
-this spell increases the caster’s speed by 15%,which is greatly needed in order to overwhelm enemies with speed.
-with the increased speed,evading attacks and backing away from opponents are made easier for the caster.
-the special traits provided may be useful in launching rapid attacks.
-the linking grants the caster a 30% increase in durability against dark-based attacks and
spells.
Weaknesses:
-while tripling the caster’s speed in night time,it only doubles the speed in day time usage.
-this spell does not enable the caster to break through offensive spells and spells higher than d-rank.
-this linking spell cannot be used both at a time,and the same goes to the other linking spell,except with the presence of a somewhat fusion spell,which will come later in higher ranks.
Duration/Cooldowns lasts 5 posts.cooldown 4 posts.
- Spoiler:
Name: Feathery Call
Rank: D-rank
Type: Dark
Description:
This spell summons the Yosuzume,a lady with feathers underneath her covers.Whilst summoned,Yosuzume uses dark-based attacks and abilities.She also uses her feathers,seemingly unlimited in number,as weapons to attack.This works by either throwing them towards the enemy,or stabbing the feathers into the enemy.Whilst having Yosuzume on the field,she can only stay 4 posts maximum,and linking with her Fear is not a possibility.Yosuzume can be despatched earlier than her limits,however by the use of light-based attacks which cuts her maximum duration to 2 posts.Her strongest ability’s effect,that is to blind the enemy stays the same like when the caster uses the ability while having her Fear linked.- Spoiler:
Ability: Sight Blind
Rank: D
Type: Dark
Description :
This ability of Yosuzume’s literally blinds the opponent for a set duration of posts. While blinded, the opponent will be unable to see anything in the pit of darkness. This is, with condition that Yosuzume’s dagger must at least touch the opponent once per blinding. The opponent’s sight will however, be back to normal after the duration of the blinding ended.
Strengths:
- This ability can be used on two people maximum at the same time, thus bringing great advantage towards the caster.
- While the opponent gets blinded, the caster will be granted the chance and space for point-blank and strong,powerful attacks.
Weaknesses:
- This ability will not work to Light-based mages.
- This ability will not be able to blind mages C-rank and above.
Duration/Cooldown: lasts 3 posts per blind, and 2 posts cooldown.
Passive: Blinding Daggers
Rank: D
Type: Dark
Description :
The blinding daggers are well,daggers. Yosuzume wields them whilst appearing at the battlefield, and uses them as weapons and as medium to complete the conditions to activate the ability Sight Blind. Whilst it can cause minor cuts to the enemy, it is useless against enemies C-rank and above, so Yosuzume would have to depend on her combat skills to not injure, but to sidetrack an enemy for the caster to attack.
Strengths:
- Yosuzume’s dagger-wielding skills helps a lot in creating diversions for the caster to devise a good strategy.
- The daggers are good weapons for close combat, which Yosuzume specializes in.
Weaknesses:
- Without them the Sight Blind ability is utterly useless.
- The dagger can easily be broken by 2 D-rank attacks and one attacks C-ranked and above for each dagger.
Strengths:
-This spell,like the Ice Call,is useful for both support and teamed attack.
-Yosuzume’s incredible speed enables her to buy time for the caster for planning traps or relaxing.
-She can take maximum 4 D-rank attacks,and maximum 2 light-based attacks before being sent off forcefully.
Weaknesses:
-Yosuzume can be sent off by 2 spells of c-rank and higher, and 1 spell if it is light-based.
-this spell may not function if Yosuzume’s Fear is being linked with the caster at the moment.
Duration/Cooldowns lasts 4 posts maximum, 4 posts cooldown.
- c-rank spells:
- itaku:
- spells requiring Itaku in order to work:
- Spoiler:
Name: Severe Fear
Rank: C
Type: None/Melee
Description:
The Severe Fear is a linking provided that the yokai Itaku is present. Whilst the Fear being a hack and slash type of offensive link, Reikan is provided with 3 sickles. The sickles, while not equipped on Reikan’s hands, serves as 3 floating, spinning sickles orbiting Reikan. They also have function of a boomerang, which is a throw-and-catch type of weapon. However, the 3 sickles do not need throwing while in the floating state, spinning their way through the enemy by will. Reikan occupies both his hands and his mouth whilst using the sickles, in which state he cannot use his Nenekanamaru; the sword that slashes through only yokai. Reikan also gains a few new traits while having this fear linked, which is increase in reflexive ability, and increase in short ranged weapon-wielding ability.- Spoiler:
Ability: Orbital Hack
Rank: C
Type: Melee
Description :
Like told, the sickles would serve as 3 floating, spinning orbiting sickles around Reikan. They attack the enemy without needing any throwing, as they move by will. Whilst being a matter, they can be frozen, or kicked aside and can be avoided, dodged by any logical acceptable means.Having a function of that of a boomerang, they will return to orbit around Reikan again after an attack. They are not provided with homing function, but are unpredictable by movements which make them more deadly and dangerous. Whilst they can go as far as 20 metres, they also move at a speed of 20 km/h. They can be destroyed by 2 C-rank attacks each, or wait for the Fear link to time out, and can still be deflected. Whilst one of them can easily burst through a D-rank shield, the two of them can carve a hole on a C-rank shield but the three of them are not designed to pass through shields with ranks higher than C. If a target is hit by the sickles, they may have cuts and if cut deep enough, may render the attacked body part useless.
Strengths:
- This ability helps in gaining the upper hand in fighting long-ranged enemies.
- The ability may also help the caster in creating diversions for a sneak attack.
Weaknesses:
- the sickles can be destroyed by 2 c-rank attacks, and one B-rank and above attack while it is charging towards the target.
- the attack can be dodged, evaded by targets C-rank and above. Whilst B-rank ad above enemies can deflect it even.
Ability: Rapid Slit
Rank: C
Type: Melee
Description :
This attack is only available when Reikan is holding the three of the sickles altogether with his hands and mouth. Using this move, Reikan can launch a set of hack and slash attacks. While this streak of attacks are active, Reikan’s field of attack isn’t only limited to his front side eye view, but it is opened even to the back of his eye view. There are approximately 20 slashes and hacks while the combo is on function, and each of the slashes move such that naked eyes cannot catch through their movements. If hit by one, the target may only get cuts, but if more than 15 slashes land on the enemy, it might be a difficulty for the target to continue fighting afterwards. Like Orbital Hack, the slashes can also be deflected, blocked and dodged if the target has some kind of magic which enhances his/her sight, or if the target has magic that enables him/her to move as fast as light. The maximum reach of the slashes are only a hand reach of the user, making it a close ranged attack. 10 of them are enough to break through a D-rank shield, while 20 can break through a C. However, all of them can only weakened a B-rank shield, no more.
Strengths:
- The rapid slit serves as an efficient combo techniques for close combats.
- The injuries it would cause is enough to send troubles to the enemy’s way afterwards.
Weaknesses:
- Targets B-ranked and above may dodge the attacks by quick reflexes.
- The target may be able to jump away from the caster, gaining distance. Therefore the caster must be in close combat range to launch the streak of attacks.
Cooldown: 3 posts cooldown.
Strengths:
- this spell gives the user an ability that enhances both reflexive actions and weapon wielding skills.
- this spell helps a lot in giving support to the user while attacking.
- this spell’s attacks are aggressive, giving no chance to its target.
Weaknesses:
- whilst the sickles are matter, they can be deflected, dodged or flung away with enough strength.
- the sickles cannot help the user in blocking enemies’ attacks.
Duration/Cooldowns lasts 8 posts. Cooldown 4 posts.
- Spoiler:
Name: Severe Call
Rank: C
Type: None/Melee
Description:
This spell is a summon-type spell. It brings forth the sickle yokai, Itaku into the battlefield. Whilst on the field, Itaku helps the user in attacking. He stays in front of the user, acting as a first striker which looks for openings to let the user to attack when it is right. Holding three sickles with his hands and mouth, Itaku is able to hack and slash with such pace that C-ranked targets and below could not catch up with their naked eyes. However, a B-ranked or higher target may find Itaku slower than how the lower ranked targets could find Itaku as. The injury he causes are cuts and bruises, also difficulties in moving. As he stays in the front row, Itaku has more durability than most of the summoned yokai. He is able to withstand a total of 4 C-rank attacks, and 2 attacks of B-rank and above. Similar to the other summoned yokai, Itaku would be forced to leave the field earlier before his duration ended if his damage limits are reached upon. However, after 10 posts, he would be able to be called forth again for support.- Spoiler:
Ability: Trio Bodes de Gigan
Rank: C
Type: Melee
Description :
The fear’s strongest ability is that the user may use the three sickles in a particular way. The particular way meant is by merging the three of them together, into a large shuriken-like sickle, which is bigger than the user. Whilst it still floats and orbits the user, the user needs to throw it in order to send it attacking. The significance of this huge sickle is that whilst traveling towards the enemy, it can multiply to 5, which 4 of them are illusions. This makes sure the target has big trouble finding the real one. It moves 25 km/h in a width of 35 metres. With its massive size, it could break through both D and C –rank shield while still moving. Once hit, the target’s cut body part is rendered useless. Blocking is an option, so is dodging, but blocking it directly would lead to the disability of a C-rank and lower target’s blocking body part with the injuries it causes. It can carve a hole on a C-rank shield, whilst useless on shields B and higher in rank. However, the attack may not stop a B-ranked and higher mage’s limb, it just simply slow them down.
Strengths:
- this ability is useful for disabling opponents.
- This ability helps a lot in gaining the upper hand in battles.
Weaknesses:
- The large sickles can still be dodged and evaded, which makes it hard to really hit the opponent.
- An A-rank beam is enough to change the flying sickle’s course.
Cooldown: 4 posts cooldown.
Passive : Three Sickles
Rank: C
Type: Melee
Description :
The three sharp sickles, which Itaku wields as his weapon is present as his passive ability. The three sickles are mostly used for hack and slash, but very inefficient to use as an instant shield. However, the unique design of the sickles made them lighter and easier to slash about. Itaku believes in the sickles more than he does to himself, stating that he would be a useless summon without them.The sickles may cause cuts and minor injuries if hit whilst they are in their usual form.
Strengths:
- The sickles enables Itaku to do what he does best; hacking and slashing.
- The injuries caused by the sickles can help the caster in battles.
Weaknesses:
- The sickles may be broken by 2 C-rank attacks and 1 attack of B-rank and above.
- If the sickles are destroyed, Itaku won’t be able to launch his attacks, therefore rendering him useless.
Strengths:
- Itaku helps the user in creating openings and diversion for the caster to attack the enemy.
- Itaku helps the user in giving additional blows and injuries.
- He is able to lessen the enemy’s movements, which helps greatly in a battle.
Weaknesses:
- staying in the front row, Itaku always get hurt first, and this leads to faster leaving of the battlefield after unbearable hit limit.
-Itaku’s aggressive acts may sometimes endanger him and the caster him/herself.
Duration/Cooldowns lasts 8 posts maximum, cooldown 6 posts.
- Additional C-rank spell:
Name: Double Call
Rank: C
Type: Depends on the summoned yokai
Description:
As the name states, the spell is a summoning spell that lets the user summon any two of the yokai he/she can summon to the field at the same time. Different that the other summoning spell, this spell lets the user summon two yokai to the field at the same time, the same cooldown and the same duration, and not forgetting the same hit limit for each of the yokai. This spell is very useful in saving cooldown time and efficient spell using in battles. For example, if Yosuzume and Tsurara is called forth at the same time, they will both be able to use their own signature attacks, and have the same cooldown, duration and each of them will be provided with the same enhanced amount of hit limit. The hit limit provided for both of the summoned yokai is 4 C –rank attacks and 2 attacks of B-rank and higher for each of them. Also, the numbers of hit the yokai could endure would be cut to half if the attacks are based on elements that are the specified yokai’s weakness. Suppose one of them reached his/her hit limit, only the limit exceeding yokai would be forced to leave the battlefield, while the still intact one remains until the duration ended.
Strengths:
- this spell is considerably most useful in helping the user get away from desperate times.
- this spell helps greatly in turning the favour of the battle to the caster’s side.
Weaknesses:
- the spell holds long cooldown, which is a let down to the caster for future use.
- the spell is useless if one of the yokai is still on his/her cooldown after an individual summoning spell cooldown.
Duration/Cooldowns lasts 5 posts. Cooldown 9 posts.
- B-rank spells:
- Kuroutabo:
- spells requiring kuroutabo to work:
- Spoiler:
Name: Black Fear
Rank: B
Type: Dark
Description:
By borrowing the yokai Kuroutabo’s fear, the user may be able to use his ability as the ‘’Monk of Weapons”. Linking with Kuroutabo’s fear enables the user to spurt a lot of weapons, regardless the type, be it a lance, spear, sword, or a scythe. This is done, for example, by spurting weapons out of the user’s back or from the user’s sleeves. With the poltergeist ability of the weapons, the user may send all the spurted weapons to either surround or go berserk towards the target. The caster can also use the spurted weapons as his own to wield. The limit to how much weapon can spurt out at a time is approximately 50 weapons per spurt, but the number of how many times the weapons can spurt again is limitless, but only once per 3 posts. The weapon are weak, easily destructible types, but their overwhelming numbers are what makes them dangerous.- Spoiler:
Ability: Sprouting Thorns Of The Lotus
Rank: B
Type: Dark
Description :
This ability works by sprouting weapons out of the caster’s any body parts , which limit is only 30 weapons per sprout, and then throwing them towards the enemy. The ability may be used to either hurt the target, or imprison the target in sharp, temporary barrage of weapons which moves 40 km/h and in a radius of 55 m. Whilst able to deal great deal of damage, each of them can also be destroyed by 3 D-rank, 2 C-rank and 1 B-rank and higher attacks. It is also notable that they are easily deflected, and blocked. However, by blocking, the target has a big chance to not be able to use the blocking body parts again later in the battle, as the massive and deep cuts the barging weapons cause represents the same effect as 1 A-rank spell, if 20 and above of the weapons hit, of course.
Strengths:
-This ability is most efficiently used for barrage of sharp barging weapons which would lead to injuries that cause difficulties for the enemy later after being hit.
-This ability lets the caster possess a temporary access to numerous amount of weapons, which works like how a tyre go wear and tear.
Weaknesses:
- The sprouted weapons can be destroyed either by physical means by enemies A-ranked and above, and can be blocked against by B-ranked enemies.
- The sprouted weapons, being mindless weapons, can be used against the caster him/herself. For example, an enemy may snatch one of the weapons and use it to beat up the caster.
Cooldown: Can only be used twice for each link with Kurotabo, and with a cooldown of 3 posts for each usage.
Ability: Dance Of The Storming Edges
Rank: B
Type: Dark
Description :
Kuroutabo’s Fear’s another ability is called Dance Of The Storming Edges. To use this ability, the caster would need to sacrifice two sprouts , which equals to 60 weapons. This means that after this ability is used, the weapon sprouting ability is not enabled for the next 8 posts, as there can only be one sprout per 4 posts. The hundred sprouts would then surround the target in a dome like shape if the target is on land, or spherical in shape, if the target is airborne or underwater. After that, the weapons continues to attack the target inside, each of them attacks twice, which means 120 strikes. After all of them had attacked, the weapons will self-destruct, adding to the damage dealt. Whilst D-rank shields are no match for this ability, 30 of the strikes is enough to destroy a C-rank shield, 60 enough to destroy a B-rank shield and all 120 for A-rank, however the weapons cannot effect any shields higher than A-rank. And also, if the target has some kind of gravity controlling ability, this attack can easily be stopped. Its speed is 5 strikes per seconds, and it can only start imprisoning a target if the target is not more than 6 metres away from the caster.
Strengths:
- This ability helps a lot in thickening the caster’s chance of winning in a battle.
- The severe injuries the ability may cause could lead to painful defeat to the enemy.
Weaknesses:
- Enemies A-ranked and above can easily move away from the bulging weapons, escaping imprisonment by sharp weapons.
- B-ranked and above enemies may deflect almost all the weapons, provided that they possess some kind of gravity magic that repels matters away.
Cooldown: 5 posts cooldown per usage.
Strengths:
-this spell helps in weapon combat, especially when the user needs to rely on more than one available weapon.
-whilst being useful, it is also considerably the most offensive spell in this magic.
Weaknesses:
-The weapons are matters, so they can be deflected, dodged, blocked and destroyed.
-The strongest ability of this spell would serve as a disadvantage for the caster, as weapon sprouting ability is what this spell is about.
Duration/Cooldowns lasts 6 posts, cooldown 4 posts.
- Spoiler:
Name: Black Lotus Call
Rank: B
Type: Dark
Description:
This spell summons forth the Black Monk of Weapons, Kuroutabo. Like any other summoning spells provided by this magic, Kuroutabo supports the caster by helping him/her greatly in short ranged combat. Also like the other summoning spells, Kuroutabo has his own duration to stay on the field, but may be forced to leave if his set hit limit is reached upon. Whilst being able to withstand 12 D-rank attack and 6 C-rank, Kuroutabo can endure 3 B-rank attacks, with only 1 attack A-ranked and above before being sent out of the field forcefully. For his weapon sprouting ability, he is able to sprout 40 weapons per sprout, which would cost him 3 posts per sprout.- Spoiler:
Ability: MetaField
Rank: B
Type: Dark
Description :
By using this ability, Kurotabo calls forth a metafield around him, the caster and the enemy. The dome-shaped metafield will bring them to other setting of places, depending on where Kurotabo wishes to bring them to. This ability is usually used to avoid meddling by unwanted guests and intruders. The metafield takes the shape of a semispherical dome, or a full spherical dome if used airborne and spans around in a radius of 15 m. The metafield lasts as long as Kurotabo isn’t hit until he reached his limits, or as long as he doesn’t reach his time limit.
Strengths:
- This ability is usually used when the caster wants a fair fight with his/her enemy without any interruption from the enemy’s or the caster’s own allies.
- this ability lets the caster use full force on the enemy, without havin to worry about damaging the surroundings or hurting nearby individuals.
Weaknesses:
- The metafield can be destroyed by two B-rank attacks,also an attack from mages A-ranked and above.
- If Kurotabo is hit until his limit has reached, or if he is forced to be sent away after reaching his maximum duration limit, the metafield will disintegrates, returning the people inside it back into where they were before.
Duration/Cooldown: Lasts as long as the two conditions are still intact, and cooldown 4 posts per usage.
Strengths:
-like Itaku, Kuroutabo helps a lot in short ranged combat.
-with his weapon sprouting ability, Kuroutabo can be considered the most efficient short ranged fighter among all the yokai the caster can summon.
Weaknesses:
-Kuroutabo cannot stand too much attacks, due to his lack of physical durability.
-his weapons can be easily destroyed by magical means, and blocked by physical means.
Duration/Cooldowns lasts 6 posts maximum, 4 posts cooldown.
- Spoiler:
Name: Double Link
Rank: B
Type: Depends on the linked Fear
Description:
Aside from Kurotabou’s Fear, this spell is the most battle-efficient spell this magic could provide with. Whilst there is a spell that enable the user to summon two yokai at the same time onto the field, this spell lets the user link the Fears of 2 yokai at the same time. This also enables the merging of attributes. The user also can use all the abilities that the two fears provide with. It is also noted that whilst having this spell active, the user cannot use the double summoning spell, but can still summon one yokai to fight at his side whilst double linking. Also, the rank of the link depends on the ranks of the individual link spell. For example, if Tsurara and Yosuzume, both are Ds, Fears are double linked, it would make it a C-rank link, and so is the abilities both the fears provide. However, if one of the double linked fear is higher than the other in rank, the higher rank would be the rank of the link. For example, if Tsurara,D-ranked, and Itaku, C-ranked, Fears are double linked, it would be a C-ranked link, and so is the abilities provided. The effects are also increased, depending on what rank the link would be on.If a D-rank fear is linked with a B-rank fear, then the attack and the ability of that D-rank fear would be as strong as a B-rank fear, however the maximum rank the double linking could reach would be B-rank. Finally, provided that a Fear's weakness is the attribute that opposes its attribute, two linked Fears that have two different attributes would also have two different attribute weakness, depending on the attribute.
Strengths:
-This spell serves as one of the trump cards that his magic has to offer, for its use and effects.
-There are no restrains to what Fears can be linked together and what Fears cannot. Meaning, the abilities to link two fears at the same time is free at will.
Weaknesses:
-Whilst having this spell on, the user can only summon an individual yokai to the field, meaning the double summon spell is useless.
-This spell will not work if one of the Fears that is to be linked is still on its cooldown stage.
Duration/Cooldowns lasts 5 posts. Cooldowns 6 posts.
- A-rank spells:
- Spoiler:
Name: Open Fear
Rank: A
Type: Depend on the linked Fear
Description:
This is a spell that is ultimately different from the other linking spells. Unlike the others, this spell lets the caster link with other mages upon their agreement. Relationship, mostly loyalty, plays a very important role in strengthening the link. Whilst having this spell on, the caster may double summon two yokai, but may not link with yokai’s Fear, regardless double linking or individual linking. This spell gives no traits or ability, but it lets the caster to borrow the other mage’s magic, using it as the caster’s fully. While linking, the other mage can still use his/her own magic, and he/she stays on the field. They, however do not synchronize, meaning if one of the mages sustain injuries, the other will not feel the same pain. However, they share the same weakness, and the same strength along with the same magic and spells. As this is an A-ranked spell, the caster may only link with mages A-ranked and below.
Strengths:
-this spell is useful when all the other linking spells are on their cooldown.
-this is the strongest linking spell the magic provides, as it enables the caster to link with other mages instead of the caster’s own yokai, depending on their relationship.
Weaknesses:
-the spell will not work if the caster and the target mage have a bitter relationship, such as hate, abhorrence, etc.
-the spell sometimes does not benefit the user, for example, when linking with a D-rank mage, the caster would only gain access to D-rank spells, which is not always useful.
Duration/Cooldowns lasts 7 posts . cooldown 10 posts.
- Karasu Tengu:
- Spell that require karasu tengu to work:
Name: Crow Forthbring
Rank: A
Type: Dark
Description:
The spell summons forth the crow yokai, Karasu Tengu into the field alongside his two sons, Kuroumaru, Tosakamaru and daughter, Sasami. His three children serves as the caster’s supporter in field of attacking, while he acts as a supporter for the caster’s movement. Like how an exceed carries a Dragon Slayer, Karasu Tengu acts at the very same manner as the exceeds, with his strong feather and speed. He can carry the caster for 25 metres, at the speed of 20 km/h maximum. Karasu Tengu can also help the caster stay airborne for each 5 posts. After the 3 posts, Karasu Tengu would need to take a rest for 3 posts before being able to take the caster airborne again. Moving on to his children’s part, the three of them is a good airborne fighters, along with the abilities of a good observer. They help a lot in covering the air part of the battlefield, dealing with the airborne enemy. Each of them is as strong as a C-rank mage, and can take the same amount of hits each which is 3 C-rank attacks maximum, before forced to leave the field. However, if one of them reaches his/her hit limit, only the one that had passed the limit will leave. In addition, if Karasu Tengu, who can only take 4 hits A-ranked, reaches his limit, then all three of them, along with their father would be forced to leave.
Ability: Trinity Beam
Rank: A
Type: Dark
Description :
The three of them uses physical attacks with their spears, but they can form a beam attack, namely Trinity Beam, provided that they need to launch it together by merging their fear. The Trinity Beam is B-ranked, and It can break through a D-rank shield with one blast, while it can scatter C ranked shield, it would be useless to B-rank shield and above. It is impossible to stop it with only D-rank spells, but C-ranked spells may redirect or deflect the beam away. If hit, it will cause burn on the hit body part, and may disable the body part’s function.
Strengths:
- The immense power of this attack may cause disability to enemies B-ranked and below.
- This ability makes calling forth the crow siblings more advantageous.
Weaknesses:
- This ability requires all three of them to present in the field, meaning if one of them is sent away, then the ability cannot be performed.
- Whilst useful, it also is time consuming, with long cooldown after each usage.
Cooldown: 5 posts cooldown per each usage.- sasami:
- kuroumaru:
- tosakamaru:
Strengths:
-this spell helps a lot in covering the air part of a battlefield, looking out for airborne enemies.
-this spell enhances the caster’s mobility by giving the caster the ability to get airborne.
Weaknesses:
-Karasu Tengu has low durability, and if he reaches his limit, the other three children of his, along with him will be forced to leave the field.
-If one of the three fighting crows are taken down, they will unable to use the Trinity Beam, and they would only be able to use physical means of fighting with their spears.
Duration/Cooldowns lasts 7 posts, cooldown 10 posts.
- self-dependant A-rank spell:
Name: Fear Affect
Rank: A
Type: Dark
Description:
The Fear Affect spell can be used while having other spells on, except the double linking spell and the double summoning spell. This spell lets the caster use his/her own fear to overwhelm the five senses of the enemy. Using overwhelming force of Fear, the caster may mess up the enemy’s any three main senses, any sixth senses excluded. This is, for example, the caster may seem like he/she disappeared in front of the enemy’s eyes, but the caster is actually still there, not moving. The caster can also make delusions to the enemy’s hearing by particular means. This is done by using overwhelming force and amount of Fear of the caster’s own to cloak him/herself with, blending with the environment as the caster does so. The main key to the five senses’ disrupt in sending the correct message to the brain is the usage and manipulation of the overwhelming force and amount of Fear of the caster’s. In addition, the caster may only affect any three of the five senses of the target per spell activation.
Strengths:
-this spell can help the user in gaining the upper hand in battles, with the camouflage ability and all.
-defeating enemies with troubled senses would be easy for the user, if this spell worked.
Weaknesses:
-the spell will not work on those who knew about this spell, and those who have sixth sense.
-the spell acts only as a supportive spell, not an offensive spell, meaning it can only help in finding openings on enemies, but not giving help in for example, raising the damage the caster can deal on the enemy.
Duration/Cooldowns lasts 1 post. Cooldown 2 post.
- S-rank spells:
- Spoiler:
Name: Night Blast
Rank: S
Type: Dark
Description:
This powerful spell takes form as massive green wave blast, destroying anything within contact and inside it. The caster charges concentrated Fear with his/her fingertip, shooting it at impressive speed, leaving only bits of dust as the aftereffect. As this is a S-ranked spell, it may destroy an A-rank and below shield with ease, causing major injuries to the target. It moves as fast as 60 km/h, making dodging even with high speed impossible for A-rank and below. While a S-ranked targets and SS-ranked targets can defend themselves using a S-rank or above shield, a H-ranked target can easily deflect it, however. Both contact and impact leaves impressive injuries, making it easier to defeat an enemy in a powerful blast. The injuries include bleeding, deep, long cuts and bone displacements. It also covers a whole distance of 2 km maximum. And notably it explodes at the end of its 2 km journey, or upon contact with a blocking or a defenseless enemy, adding up to its deadly effect. Finally, the blast also causes destruction to its surrounding which it makes contact with upon firing.
Strengths:
- this S-ranked spell is almost impossible to evade for A-ranked mages and below.
- the massive aftereffects it cause makes it easier to defeat an enemy in one strike.
Weaknesses:
- while A-ranked and below targets are usually defenseless against this attack, a S-rank and SS-ranked target may block it with a shield matching the blast’s rank, and a H-rank may be able to deflect it with ease.
- the long cooldown it costs forces the user to only use it when necessary, or when victory is guaranteed for the caster, and also only to use as a trump card in battles.
- As the spell uses concentrated Fear energy to launch, all links and summons that are made while launching this spell will be canceled automatically after shooting the beam.
Duration/Cooldowns cooldown 10 posts.
- Spoiler:
Name: Gran Del Ray
Rank: S
Type: Depend on the linked Fear
Description:
This spell is only meant to be used when the caster is linking his/her fear with others. By using the caster’s blade, Nenekanamaru, the caster would be able to shoot a wide, powerful yellow energy beam slash. The color stays yellow, even when the element of the beam changes. Just like the Night Blast, the effects of the Gran Del Ray is the same, causing major injuries and destroying its surroundings. Its width covers 140 degrees of that of a circle, and moves 60 km/h, with a maximum reach of 1.5 km. It can also blast away an A-rank and below shield away, whilst S-ranked and SS-ranked enemy can still hold it off with a shield. H-ranked, however may stand against it or deflect it.
Strengths:
- this strong spell can be used to send enemies out of the way for cooldowns or healings.
- this spell may be use before a Night Blast is launched, enabling double deadly attack combo.
Weaknesses:
- this spell may be deflected by a H-rank easily, rendering it useless to use against such
ranked enemies.
- the spell may only be used when the caster possesses the Nenekanamaru, the ghostly blade.
- the spell may only be used when then caster is linking Fears, be it a single link or double linking.
Duration/Cooldowns: cooldown 10 posts.
Last edited by Nurarihyon on 13th August 2013, 5:51 am; edited 25 times in total