Primary Magic: Hechizos De Fuerza (Eng. Spells Of Might)
Secondary Magic: N/A yet
Caster or Holder: Caster
Description:
The spells of might is a set of spells created by John himself, and that the deck of magic doesn’t have any name of it’s own, but John rather call them the Hechizos De Fuerza, illiterately meaning Spells Of Might. It is considerably strong as John requires higher ranks, as by stepping up in rank, John will be able to create stronger offensive and more efficient defensive spells. The spells require incantations, which each of them have a particular different incantations. Whilst it takes time, John can actually choose whether to or not to recite the incantations, as both methods still activates the spells, but the latter choice would cut the spells’ powers by half. Anyways, the magic may include spells that either help John in launching direct attacks and there also others that help him in escaping, evading attacks, healing and such. The spells mostly are light-based, for they are usually beam or wave attacks. Whilst there are still other element-oriented spells, it can be said that the magic lets John use spells of varying attributes.
Strengths:
- The spells mostly helps John in gaining control over his enemies’ movements.
- They can also reduce mobility, making it hard for his enemies to make an escape or evading destructive attacks.
Weaknesses:
- The spells require incantations in order to use them to their full potential, which takes time and would fail if the reciting process is either interrupted or stopped halfway.
- John can still activate his spells without any incantations, but that method would cut the spells’ power to half.
- The spells are powerful against enemies of the same and lower ranked, but would prove uselessness if used against enemies of higher rank than the spells.
Abilities/Powers:
- Regeneration/Healing:
John is able to heal or regenerate, but the effects are very slow and unnoticeable, as it usually takes some time before the injuries on his body could not be seen again. For example, if cut, John may heal automatically, but it would take him 8 posts for the cut to completely be gone.
D-rank: It takes 8 posts for John’s to heal cuts, bruises and other minor injuries. However, his body can only heal one kind of injury, meaning if John had cuts and bruises, his body may randomly pick any one of the injuries to heal. After the 8 posts, the chosen injury might have been healed, but the other one would stay. His body is unable to treat injuries more severe than a minor injury, for example, broken bones and such.
C-rank : It takes 7 posts for John’s body to heal. It still can only heal one type of injury at a time, and can still only heal minor injuries. The only difference is that John’s body can now automatically heal itself faster.
B-rank : It takes 7 posts for John’s body to heal, but it can now treat two types of minor injuries at a time. Here, the difference is that he can now heal two types of minor injuries, but it still is restrained into only healing minor injuries.
A-rank : It takes 6 posts to heal John’s body. Contrary to the lower rank of healing, he can now heal two types of minor injuries and one type of major injuries, such as broken bones. However, the healing is restricted to only one type of injuries only. For example, if John had two minor injuries and one major injury, the body may randomly pick either the minor or the major injury to heal.
S-rank : It takes 6 posts to heal. In addition, his body can now be healed from two minor and two major injuries. The limit, the time taken is still the same, with the only difference is that his body can now treat more major injuries from previously.
SS-rank : It takes 5 posts to heal. Also, it can now treat 3 minor injuries and 3 major injuries. Furthermore, it can now treat both minor and major injuries at the same time, with the limit for both are 3. For example, if John had 3 minor and 3 major injuries, his body may randomly choose to heal 2 minor and 1 major injuries or vice versa.
H-rank : It takes 3 posts to heal. And he can also treat 5 minor injuries and 4 major injuries. Being the highest in ranking, the H-rank self-healing ability may heal 5 injuries at a time, minor and major.
- High Speed movement / Shunpo:
This ability is called the Shunpo, which involves John moving around his enemy in speed outmatching a normal person’s maximum speed. However, the speed does not enable John to escape spells that involves capturing of the enemy, for example, he cannot escape after being trapped into a gravity spell that holds him in place. But he can still escape before the spell is activated, and once caught, the ability is rendered useless.
The ability starts at John only able to move as 4 km/h at D-rank. And as he ranks up, the maximum speed will add up to 1 km/h and so after he reaches the highest rank.
Rank: D
Type: Light
Description:
The spell works after an incantation is recited. After reciting, John generates a crackling yellow light on either one of his hands, which takes the form of a fist-sized ball of light. John then shoots the light towards the enemy, which it travels at a particular distance and speed. It would then tangle itself on the enemy, taking the form of a lightning rod as it travels towards the enemy and as it entangles him/her. This spell can move a radius of 4 metres maximum and at the speed of 4 km/h. Whilst it would be able to hold a D-rank for 2 posts maximum, it would be utterly useless to mages of C and higher ranks. If activated without incantations, however the radiant distance, the speed and the duration of hold will be cut to half.
Strengths:
- Incantations makes the spell stronger, therefore enables full usage of the spell.
- The spell holds an enemy in place, disabling movement for a while, as struggling is futile. However, the enemy may escape by hitting the rope with 2 D-ranked spells, which does not require body movements to activate.
- It creates an opening for both counterattacking and gaining distance from the enemy for John.
Weaknesses:
- Even if it works well towards D-ranked mages, they can still try to evade by any logical means, and that is useless against a mage that is able to move at a speed of light, be it a D-ranked mage.
- Whilst it works well with D-ranked mages, it is useless against enemies of C-rank and higher.
- The incantations takes time, and if interrupted or stopped halfway, would lead to imperfection of the spell, which cuts its power to half.
Duration/Cooldowns 2 posts maximum and 2 posts cooldown with incantation , and 1 posts maximum and 2 posts cooldown without incantation.
Rank: D
Type: Fire
Description:
After reciting the incantation, pale blue flame appears in front of John. It crackles as it burns, and it then travels towards the enemy without John having to point the direction in which he wants it to head towards. Whilst traveling it also takes the form of a lightning, blue in colour. Upon impact with any surface, it would explode, causing massive destruction in a set parameter of blast and leaving only puffs of smoke after. It would cause severe injuries regarding bleeding, bruises and burn towards the target. It can travel in a radius of 6 metres maximum with a speed of 5 km/h, its explosion affecting 3 m radius around where it landed.
Strengths:
- Whilst it travels, the target may still choose to block, but the later explosion would still cause several difficulties, e.g in moving and such.
- The incantation enables John to use it by its full power.
- The explosion may break through a D-ranked shield, hurting the enemy in the process.
Weaknesses:
- The long incantation takes time and therefore the enemy may choose to interrupt in the process.
- Like the other spells, it may work well with a D-ranked mage, but would be utterly useless against higher ranked mages.
- The puffs of smoke after the explosion may be used by the enemy to create an opening for a counterattack, making it dangerous to let John’s guard down after the attack.
- Launching it without any incantations leads to imperfection, and therefore cuts the set parameters of the spell to half.
Duration/Cooldowns : Cooldown 3 posts .
Name: Repel Thrust
Rank: D
Type: N/A
Description:
There are no incantations for this spell, as the effects are considered puny for even D-ranked mages. The spell works such that a considerable amount of energy is concentrated on John’s either hand’s index finger. And while he releases it, it pushes the targets backwards, seemingly repelling the enemy away from him. The spell works in a maximum radius of 1 metres. It pushes the enemy in a distance of 1 metres also, and as it works only in a short distance, no clear speed measurements could be given. However, it can be said that the moment John releases the energy towards the enemy, he/she will get repelled away at the same moment.
Strengths:
- It needs no incantations, therefore using it would be a piece of cake.
- The spell is useful for last-minute trick to gain distance or to stop an attack from reaching John. John can either repel enemies of D-ranked, or D-ranked physical and magical attacks. However, he is restricted to be able to repel only one enemy, or one physical attack or one spell per usage, all D-rank maximum.
Weaknesses:
- Whilst it needs no incantation, the spell is very puny by effects, and can sometimes be considered useless.
- The repel effect only works on physical matters, therefore energy blasts, light and all non-matter things are unaffected by this spell.
- The spell, again does not work at all to mages C-ranked and above.
Duration/Cooldowns 2 posts cooldown.
Name: Round Fan Screen
Rank: D
Type: Light
Description:
The spell, after incantation appears in front of John, taking the shape of a spinning fan of condensed energy. It is able to block three physical attacks by D-ranked mages and 1 spell from D-ranked mages also. Whilst it blocks the attacks, it fully takes the damage on behalf of its caster, and then shatter to pieces afterwards. Even though spinning, it cannot be used as a mean to attack, as it is completely activated for defensive purposes.
Strengths:
- It protects John from damages dealt by three physical attacks and 1 spell from a D-ranked mage maximum.
- It appears instantly upon incantation of without incantation, meaning it can be used as an effective way of defending oneself from a dangerous blow or spell.
Weaknesses:
- Without incantation, it may only protect John from 2 physical attack and 1 spell from a D-ranked mage.
- It is utterly useless against mages C-ranked and above.
- The spell only protects the caster from the danger that comes from the front, therefore the enemy may attack John from every side, his front excluded.
Duration/Cooldowns 3 posts cooldown.
Secondary Magic: N/A yet
Caster or Holder: Caster
Description:
The spells of might is a set of spells created by John himself, and that the deck of magic doesn’t have any name of it’s own, but John rather call them the Hechizos De Fuerza, illiterately meaning Spells Of Might. It is considerably strong as John requires higher ranks, as by stepping up in rank, John will be able to create stronger offensive and more efficient defensive spells. The spells require incantations, which each of them have a particular different incantations. Whilst it takes time, John can actually choose whether to or not to recite the incantations, as both methods still activates the spells, but the latter choice would cut the spells’ powers by half. Anyways, the magic may include spells that either help John in launching direct attacks and there also others that help him in escaping, evading attacks, healing and such. The spells mostly are light-based, for they are usually beam or wave attacks. Whilst there are still other element-oriented spells, it can be said that the magic lets John use spells of varying attributes.
Strengths:
- The spells mostly helps John in gaining control over his enemies’ movements.
- They can also reduce mobility, making it hard for his enemies to make an escape or evading destructive attacks.
Weaknesses:
- The spells require incantations in order to use them to their full potential, which takes time and would fail if the reciting process is either interrupted or stopped halfway.
- John can still activate his spells without any incantations, but that method would cut the spells’ power to half.
- The spells are powerful against enemies of the same and lower ranked, but would prove uselessness if used against enemies of higher rank than the spells.
Abilities/Powers:
- Regeneration/Healing:
John is able to heal or regenerate, but the effects are very slow and unnoticeable, as it usually takes some time before the injuries on his body could not be seen again. For example, if cut, John may heal automatically, but it would take him 8 posts for the cut to completely be gone.
D-rank: It takes 8 posts for John’s to heal cuts, bruises and other minor injuries. However, his body can only heal one kind of injury, meaning if John had cuts and bruises, his body may randomly pick any one of the injuries to heal. After the 8 posts, the chosen injury might have been healed, but the other one would stay. His body is unable to treat injuries more severe than a minor injury, for example, broken bones and such.
C-rank : It takes 7 posts for John’s body to heal. It still can only heal one type of injury at a time, and can still only heal minor injuries. The only difference is that John’s body can now automatically heal itself faster.
B-rank : It takes 7 posts for John’s body to heal, but it can now treat two types of minor injuries at a time. Here, the difference is that he can now heal two types of minor injuries, but it still is restrained into only healing minor injuries.
A-rank : It takes 6 posts to heal John’s body. Contrary to the lower rank of healing, he can now heal two types of minor injuries and one type of major injuries, such as broken bones. However, the healing is restricted to only one type of injuries only. For example, if John had two minor injuries and one major injury, the body may randomly pick either the minor or the major injury to heal.
S-rank : It takes 6 posts to heal. In addition, his body can now be healed from two minor and two major injuries. The limit, the time taken is still the same, with the only difference is that his body can now treat more major injuries from previously.
SS-rank : It takes 5 posts to heal. Also, it can now treat 3 minor injuries and 3 major injuries. Furthermore, it can now treat both minor and major injuries at the same time, with the limit for both are 3. For example, if John had 3 minor and 3 major injuries, his body may randomly choose to heal 2 minor and 1 major injuries or vice versa.
H-rank : It takes 3 posts to heal. And he can also treat 5 minor injuries and 4 major injuries. Being the highest in ranking, the H-rank self-healing ability may heal 5 injuries at a time, minor and major.
- High Speed movement / Shunpo:
This ability is called the Shunpo, which involves John moving around his enemy in speed outmatching a normal person’s maximum speed. However, the speed does not enable John to escape spells that involves capturing of the enemy, for example, he cannot escape after being trapped into a gravity spell that holds him in place. But he can still escape before the spell is activated, and once caught, the ability is rendered useless.
The ability starts at John only able to move as 4 km/h at D-rank. And as he ranks up, the maximum speed will add up to 1 km/h and so after he reaches the highest rank.
" Oh ye who inherits the light, Lend thy power as I cripple my enemy with thy blessing! "
Name: Wrap EntangleRank: D
Type: Light
Description:
The spell works after an incantation is recited. After reciting, John generates a crackling yellow light on either one of his hands, which takes the form of a fist-sized ball of light. John then shoots the light towards the enemy, which it travels at a particular distance and speed. It would then tangle itself on the enemy, taking the form of a lightning rod as it travels towards the enemy and as it entangles him/her. This spell can move a radius of 4 metres maximum and at the speed of 4 km/h. Whilst it would be able to hold a D-rank for 2 posts maximum, it would be utterly useless to mages of C and higher ranks. If activated without incantations, however the radiant distance, the speed and the duration of hold will be cut to half.
Strengths:
- Incantations makes the spell stronger, therefore enables full usage of the spell.
- The spell holds an enemy in place, disabling movement for a while, as struggling is futile. However, the enemy may escape by hitting the rope with 2 D-ranked spells, which does not require body movements to activate.
- It creates an opening for both counterattacking and gaining distance from the enemy for John.
Weaknesses:
- Even if it works well towards D-ranked mages, they can still try to evade by any logical means, and that is useless against a mage that is able to move at a speed of light, be it a D-ranked mage.
- Whilst it works well with D-ranked mages, it is useless against enemies of C-rank and higher.
- The incantations takes time, and if interrupted or stopped halfway, would lead to imperfection of the spell, which cuts its power to half.
Duration/Cooldowns 2 posts maximum and 2 posts cooldown with incantation , and 1 posts maximum and 2 posts cooldown without incantation.
" O Blue Flame of the East, For thou to travel to the West might not be easy, but to travel thy power to one's enemy shalt be easy, so be it! "
Name: Rampant Pale Flame DischargeRank: D
Type: Fire
Description:
After reciting the incantation, pale blue flame appears in front of John. It crackles as it burns, and it then travels towards the enemy without John having to point the direction in which he wants it to head towards. Whilst traveling it also takes the form of a lightning, blue in colour. Upon impact with any surface, it would explode, causing massive destruction in a set parameter of blast and leaving only puffs of smoke after. It would cause severe injuries regarding bleeding, bruises and burn towards the target. It can travel in a radius of 6 metres maximum with a speed of 5 km/h, its explosion affecting 3 m radius around where it landed.
Strengths:
- Whilst it travels, the target may still choose to block, but the later explosion would still cause several difficulties, e.g in moving and such.
- The incantation enables John to use it by its full power.
- The explosion may break through a D-ranked shield, hurting the enemy in the process.
Weaknesses:
- The long incantation takes time and therefore the enemy may choose to interrupt in the process.
- Like the other spells, it may work well with a D-ranked mage, but would be utterly useless against higher ranked mages.
- The puffs of smoke after the explosion may be used by the enemy to create an opening for a counterattack, making it dangerous to let John’s guard down after the attack.
- Launching it without any incantations leads to imperfection, and therefore cuts the set parameters of the spell to half.
Duration/Cooldowns : Cooldown 3 posts .
Name: Repel Thrust
Rank: D
Type: N/A
Description:
There are no incantations for this spell, as the effects are considered puny for even D-ranked mages. The spell works such that a considerable amount of energy is concentrated on John’s either hand’s index finger. And while he releases it, it pushes the targets backwards, seemingly repelling the enemy away from him. The spell works in a maximum radius of 1 metres. It pushes the enemy in a distance of 1 metres also, and as it works only in a short distance, no clear speed measurements could be given. However, it can be said that the moment John releases the energy towards the enemy, he/she will get repelled away at the same moment.
Strengths:
- It needs no incantations, therefore using it would be a piece of cake.
- The spell is useful for last-minute trick to gain distance or to stop an attack from reaching John. John can either repel enemies of D-ranked, or D-ranked physical and magical attacks. However, he is restricted to be able to repel only one enemy, or one physical attack or one spell per usage, all D-rank maximum.
Weaknesses:
- Whilst it needs no incantation, the spell is very puny by effects, and can sometimes be considered useless.
- The repel effect only works on physical matters, therefore energy blasts, light and all non-matter things are unaffected by this spell.
- The spell, again does not work at all to mages C-ranked and above.
Duration/Cooldowns 2 posts cooldown.
" For the shades to crumble upon the wind, for one's body to stay in health and wealth.. Protect! The covers of tremendous light! "
Name: Round Fan Screen
Rank: D
Type: Light
Description:
The spell, after incantation appears in front of John, taking the shape of a spinning fan of condensed energy. It is able to block three physical attacks by D-ranked mages and 1 spell from D-ranked mages also. Whilst it blocks the attacks, it fully takes the damage on behalf of its caster, and then shatter to pieces afterwards. Even though spinning, it cannot be used as a mean to attack, as it is completely activated for defensive purposes.
Strengths:
- It protects John from damages dealt by three physical attacks and 1 spell from a D-ranked mage maximum.
- It appears instantly upon incantation of without incantation, meaning it can be used as an effective way of defending oneself from a dangerous blow or spell.
Weaknesses:
- Without incantation, it may only protect John from 2 physical attack and 1 spell from a D-ranked mage.
- It is utterly useless against mages C-ranked and above.
- The spell only protects the caster from the danger that comes from the front, therefore the enemy may attack John from every side, his front excluded.
Duration/Cooldowns 3 posts cooldown.
Last edited by Gon on 6th August 2013, 4:13 pm; edited 2 times in total