Primary Magic: Tremor Magic
Secondary Magic: ---
Caster or Holder: Caster
Description:
Tremor magic allows the user to produce vibrations. This is often done by increasing the magical pressure in the targeted location(s), causing the area to burst due to the force producing shockwaves and explosions. The power of the shockwaves and tremors depends on the amount of magic used to perform it. This can be done on almost any medium, whether it may be land, water, or air. Its effect can also vary depending on the medium the shockwaves are used on (such as causing earthquakes when used in the land, giant waves when used in the water, and incredible wind force when used in the air). It is also possible to use this magic on the user himself, allowing him to enchant his limbs with pressurized magic causing point-blank shockwaves once the user connects to the target. The user can also buff himself with the destructive power of this magic, allowing him to deal more damage due to the boosts. Experienced users of this magic can split the earth itself, literally breaking it apart by causing deep fissures produced by using shockwaves underground. However, this feat is incredibly hard to master and requires tons of practice in order to master since it requires proper timing and concentration.
Strengths:
Weaknesses:
Abilities/Powers:
Name: Break Fist
Rank: D
Type: Offensive
Description:
The user rushes to the opponent with his fist prepared to strike. If the user is already close to the opponent, he doesn't have to do this. Once the user is in melee range, he shoots his fist forward, punching the target with much force. Once the fist makes contact, the user enchants his fist with pressurized vibrations that instantly explode as a shockwave. The force of the shockwave can push the opponent back for about 5 meters (B-S rank mages will only be pushed back for about 2 meters), dealing one D-rank damage plus the damage of the user's ordinary punch. The blunt damage can leave the opponent with minor bruises. This spell is often used to end combos due to its push back effect.
Strengths:
This spell will push the opponent back for quite a distance, giving the user a lot of space to maneuver his next spells. It can also be used to stop keep the opponent away especially if the user needs to charge a spell, giving him more space to concentrate. It also deals a pretty good amount of damage for a D-rank spell since the power of the user's ordinary punch is also counted with the spell's normal damage. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
Weaknesses:
The user must be in close range with the opponent in order to use this spell so it might be hard to use against enemies who have sniper-based magic. Any type of defense can block this attack since it's just a D-rank. If the opponent is invulnerable to normal attacks, only the shockwave part of the spell will work since the punching part is simply a normal attack (The shockwave is only enough to attack one person).
Duration/Cooldowns Instant duration; 3 posts cooldown
Name: Shockwave
Rank: D
Type: Offensive
Description:
The user pressurizes magic power in a certain point within 10 meters from him. After that, the magic power explodes, producing a shockwave with a radius of 5 meters. At full potential, the shockwave can knock anyone caught within its radius back for about 3 meters (1 meter only for higher ranked mages [B-S ranks]), dealing one full D-rank damage. This spell might cause effects if used in certain medium such as causing waves when used on water or leaving cracks in the ground when used on the ground.
Strengths:
It can hit multiple opponents at once. It also has enough force to knock someone down, leaving the target vulnerable to the user's next attack. This spell is usually used for initiation and has proven to be effective in this. If the opponent is trying to focus on something (such as channeling a spell), the user can use this spell to distract them. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
Weaknesses:
This spell is indiscriminate - it will hit anyone regardless of what the user views them as. Because of this, the user might attack his allies caught within its range. Being a D-rank spell, it doesn't really deal much damage so the opponent can easily get back up unless he's already beaten to a pulp. Its range isn't really that large so the opponent can simply get away from it before the shockwave is produced. Any person with the ability of flight can simply fly up to avoid this spell, leaving them unscathed. If used in any ordinary armor (those that only defend from physical attacks), the damage done by this spell is still the same unless the armor is enchanted by magical properties.
Duration/Cooldowns Instant; 3 posts cooldown
Name: Quake Palm
Rank: D
Type: Offensive
Description:
The user must be in close range (melee) with the opponent in order to perform this spell. Once this is done, the user slams his palm on the target's chest, releasing a shockwave in point blank range. This spell deals one D rank damage and will send the opponent flying back for about 10 meters (4 meters for B-S ranked mages), dealing more damage depending on how they land on the ground.
Strengths:
Kael often uses this spell to push the opponent away from him, saving him from any attack the opponent might do against him. Once hit, the force knocks the air out of someone which might make him vulnerable to the user's attacks. If the opponent is pushed back against a solid object, it might deal damage due to the blunt impact. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
Weaknesses:
This spell doesn't really deal much damage since it's simply a strong push. If the user misses this spell, he is left vulnerable since he's close to the opponent. The force of the shockwave will also push the user back which might leave him vulnerable especially if fighting against many people. The quake is too small to hit more than one person so it's pretty much a single-target spell. Just like Break Fist, this spell's damage will be greatly lessened (or, in other words, halved) if attacking an opponent with physical invunlerability.
Duration/Cooldowns Instant; 2 posts cooldown
Name: Tremor Fists
Rank: D
Type: Supplementary (Buff)
Description:
The user punches both of his fists together, enchanting it with tremor magic. A yellow sphere of solidified vibration is formed afterwards, increasing the damage done by the user's fists by a slightly moderate amount. One punch from the user deals one D-rank damage due to the buff. Any punch the user releases while this spell is active has a 'shockwave' effect, producing much more force than any ordinary punch.
Strengths:
Since it is a buff spell, the user can use it until the duration ends. The user's fists deal more damage than they usually do which can definitely help the user especially if he's trying to destroy an obstacle or pummel someone. It also allows the user to deal much more damage due to the buff, giving him an edge in hand to hand combat. It can also be deactivated though the cooldown will still be the same.
Weaknesses:
If the opponent specializes in magic that allows him to keep his distance from the user or uses any type of sniper-based magic, this spell's effectiveness is greatly reduced since the user can't come close to his target. It can be blocked by any spell since every punch the user releases just deals one D-rank damage. Any punch-related spell the user has can't be used in conjunction with this so the user must deactivate it if he's planning to use a spell like that. If attacking an opponent with high physical endurance/invulnerability, the damage done by the user is halved since only the quake effect will strike the target.
Duration/Cooldowns 3 posts duration, 3 posts cooldown
Secondary Magic: ---
Caster or Holder: Caster
Description:
Tremor magic allows the user to produce vibrations. This is often done by increasing the magical pressure in the targeted location(s), causing the area to burst due to the force producing shockwaves and explosions. The power of the shockwaves and tremors depends on the amount of magic used to perform it. This can be done on almost any medium, whether it may be land, water, or air. Its effect can also vary depending on the medium the shockwaves are used on (such as causing earthquakes when used in the land, giant waves when used in the water, and incredible wind force when used in the air). It is also possible to use this magic on the user himself, allowing him to enchant his limbs with pressurized magic causing point-blank shockwaves once the user connects to the target. The user can also buff himself with the destructive power of this magic, allowing him to deal more damage due to the boosts. Experienced users of this magic can split the earth itself, literally breaking it apart by causing deep fissures produced by using shockwaves underground. However, this feat is incredibly hard to master and requires tons of practice in order to master since it requires proper timing and concentration.
Strengths:
- Wide Area of Effect - Almost every spell provided by this magic causes damage in a wide scale. This puts the user in an advantage even if against multiple opponents, capable of striking many of them in just a single spell. If used wisely, the user can take down multiple opponents easily especially if the user is highly experienced in using this magic.
- Great offensive capabilities and destructive power - Tremor magic focuses more on the offensive side so most of its spells are highly damaging and destructive compared to other spells from other magics. If paired with the large area of effect this magic has, the user can demolish practically anything in his path. Since Quakes cause vibrations in every particle its host contains, any spell from this magic can shatter objects pretty quickly compared to that of other magics by constantly producing vibrations in the medium. At higher ranks, the user's spells might have enough power to destroy any non-magic object and low-ranked weapons and armor, giving the user a lot of advantages when fighting mages who specialize in using those items.
- Can be used on any medium - Tremor magic can be used just about anywhere, whether it is land, water, or air. Some of the user's spells have effects that vary depending on the medium, giving the user a lot of options when in battle. For example, if the user uses this magic on the water, he can produce giant waves due to the force of the vibration.
- Great melee coverage - Despite being more of an area of effect magic, Tremor magic still works well in terms of melee combat. With this magic, the user can enchant his body parts with the pressurized magic power allowing him to crack the air itself and send shockwaves to the target. If used properly and repeatedly, the user can greatly damage the opponent.
Weaknesses:
- Indiscriminate - Tremor magic deals damage in a wide range to anyone, whether it might be an ally or enemy. The user can't choose who his spells will hit so he must always be careful when using them. If used carelessly, the user might attack his allies and cause some casualties. Due to this, the user's allies tend to stay away from him, giving the user's opponents enough room to attack.
- No control in the effects - The effects caused by the user's spells can't be controlled so the user must make precautions before use. If the user causes a tsunami or an earthquake with a spell of his, he can't control it since his magic doesn't grant him any manipulation for those elements which might mess a lot of things up.
- Too destructive - Tremor magic is known as one of the most destructive magic. One wrong move can lead to a lot of mistakes, destroying anything caught within it. Proper timing is required in order to perform this magic so if the user lacks that ability, he might cause a lot of casualties.
- Hard to master - due to the high amounts of capabilities this magic can do, it needs a lot of practice in order to master. It's incredibly difficult to master this spell since the user must have a good sense of timing and focus, something most rookies fail to understand.
- Lacks Defensive Spells - Tremor magic is a type of magic geared towards offense so defense is often neglected. This might be bad since the user only has a few choices when faced with situations that need him to shield himself, putting him in a disadvantage.
Abilities/Powers:
- Minor Shockwaves - Users of this magic can produce minor shockwaves capable of shaking someone up or knock them off balance. This is often done by the user stomping his foot on the ground or hitting the ground with the other end of a staff. However, this ability doesn't deal any damage and will simply give those caught within its radius a small push. As a D-rank mage, the radius of this ability is 8 meters.
Name: Break Fist
Rank: D
Type: Offensive
Description:
The user rushes to the opponent with his fist prepared to strike. If the user is already close to the opponent, he doesn't have to do this. Once the user is in melee range, he shoots his fist forward, punching the target with much force. Once the fist makes contact, the user enchants his fist with pressurized vibrations that instantly explode as a shockwave. The force of the shockwave can push the opponent back for about 5 meters (B-S rank mages will only be pushed back for about 2 meters), dealing one D-rank damage plus the damage of the user's ordinary punch. The blunt damage can leave the opponent with minor bruises. This spell is often used to end combos due to its push back effect.
Strengths:
This spell will push the opponent back for quite a distance, giving the user a lot of space to maneuver his next spells. It can also be used to stop keep the opponent away especially if the user needs to charge a spell, giving him more space to concentrate. It also deals a pretty good amount of damage for a D-rank spell since the power of the user's ordinary punch is also counted with the spell's normal damage. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
Weaknesses:
The user must be in close range with the opponent in order to use this spell so it might be hard to use against enemies who have sniper-based magic. Any type of defense can block this attack since it's just a D-rank. If the opponent is invulnerable to normal attacks, only the shockwave part of the spell will work since the punching part is simply a normal attack (The shockwave is only enough to attack one person).
Duration/Cooldowns Instant duration; 3 posts cooldown
Name: Shockwave
Rank: D
Type: Offensive
Description:
The user pressurizes magic power in a certain point within 10 meters from him. After that, the magic power explodes, producing a shockwave with a radius of 5 meters. At full potential, the shockwave can knock anyone caught within its radius back for about 3 meters (1 meter only for higher ranked mages [B-S ranks]), dealing one full D-rank damage. This spell might cause effects if used in certain medium such as causing waves when used on water or leaving cracks in the ground when used on the ground.
Strengths:
It can hit multiple opponents at once. It also has enough force to knock someone down, leaving the target vulnerable to the user's next attack. This spell is usually used for initiation and has proven to be effective in this. If the opponent is trying to focus on something (such as channeling a spell), the user can use this spell to distract them. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
Weaknesses:
This spell is indiscriminate - it will hit anyone regardless of what the user views them as. Because of this, the user might attack his allies caught within its range. Being a D-rank spell, it doesn't really deal much damage so the opponent can easily get back up unless he's already beaten to a pulp. Its range isn't really that large so the opponent can simply get away from it before the shockwave is produced. Any person with the ability of flight can simply fly up to avoid this spell, leaving them unscathed. If used in any ordinary armor (those that only defend from physical attacks), the damage done by this spell is still the same unless the armor is enchanted by magical properties.
Duration/Cooldowns Instant; 3 posts cooldown
Name: Quake Palm
Rank: D
Type: Offensive
Description:
The user must be in close range (melee) with the opponent in order to perform this spell. Once this is done, the user slams his palm on the target's chest, releasing a shockwave in point blank range. This spell deals one D rank damage and will send the opponent flying back for about 10 meters (4 meters for B-S ranked mages), dealing more damage depending on how they land on the ground.
Strengths:
Kael often uses this spell to push the opponent away from him, saving him from any attack the opponent might do against him. Once hit, the force knocks the air out of someone which might make him vulnerable to the user's attacks. If the opponent is pushed back against a solid object, it might deal damage due to the blunt impact. Being a D-rank spell, it can reduce the fortification of D-rank magical defenses by half since most D-rank defenses can take two spells of same rank.
Weaknesses:
This spell doesn't really deal much damage since it's simply a strong push. If the user misses this spell, he is left vulnerable since he's close to the opponent. The force of the shockwave will also push the user back which might leave him vulnerable especially if fighting against many people. The quake is too small to hit more than one person so it's pretty much a single-target spell. Just like Break Fist, this spell's damage will be greatly lessened (or, in other words, halved) if attacking an opponent with physical invunlerability.
Duration/Cooldowns Instant; 2 posts cooldown
Name: Tremor Fists
Rank: D
Type: Supplementary (Buff)
Description:
The user punches both of his fists together, enchanting it with tremor magic. A yellow sphere of solidified vibration is formed afterwards, increasing the damage done by the user's fists by a slightly moderate amount. One punch from the user deals one D-rank damage due to the buff. Any punch the user releases while this spell is active has a 'shockwave' effect, producing much more force than any ordinary punch.
Strengths:
Since it is a buff spell, the user can use it until the duration ends. The user's fists deal more damage than they usually do which can definitely help the user especially if he's trying to destroy an obstacle or pummel someone. It also allows the user to deal much more damage due to the buff, giving him an edge in hand to hand combat. It can also be deactivated though the cooldown will still be the same.
Weaknesses:
If the opponent specializes in magic that allows him to keep his distance from the user or uses any type of sniper-based magic, this spell's effectiveness is greatly reduced since the user can't come close to his target. It can be blocked by any spell since every punch the user releases just deals one D-rank damage. Any punch-related spell the user has can't be used in conjunction with this so the user must deactivate it if he's planning to use a spell like that. If attacking an opponent with high physical endurance/invulnerability, the damage done by the user is halved since only the quake effect will strike the target.
Duration/Cooldowns 3 posts duration, 3 posts cooldown
Last edited by Kael on 14th June 2013, 7:36 pm; edited 4 times in total