Julius Seas wrote:Magic
Primary Magic: Water magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Julius uses water magic. This magic uses water based spells and is very effective against fire magic but is extremely weak against lightning magic.
Julius use his magic with much precise and is very careful with his MP (when he is not enraged) Julius also thinks before he uses a spell he waits for the right time for right spell.
Strengths:-Is strong against fire magic
-Has a high range
-Stats of the mage will increase in water and rain (the stats increases are depending on the amount of rain that is falling example: when it is raining a bit the stat increase are low but when it is raining heavy the stat increase will be the same as in water.)
Weaknesses:-Is weak against lighting magic
-Because water magic has a high range the damage will be lower when the opponent is far away
-When Julius is in areas such as deserts his stats will be lowered
-Some spells require channeling time to make maximum damage
- Lineage ~ knight of destiny:
Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any spell except for S-Ranks and above three times per a thread.
Usage: Upon a spell being targeted at the user of the lineage, the user can choose to activate the lineage and dodge it a maximum of three times per a thread. Has no cooldown.
Unique Abilities:-Rage: When Julius is enraged his attack and agility will be increase but his defense will be lowered. To make Julius rage the opponent need to threaten his guild mates and friends. Rage will last for 10 posts. Julius can't rage a 2nd time in the same battle.
-Water aura: Since Julius always has a strong connection to water he will be able to detect a enemy's movements and presences in water, which means enemies won't be able to hide in water behind a rock or turn invisible because Julius will be able to detect them in the water. (Water aura can't be activated in rain)
-Water body: Julius can turn his body into water which causes sword, bashing and pierce attack go right through him up to rank A. Julius needs to activate it by stating it's name. Water body remains for 3 posts and can't be used a 2nd time in the same battle. Lightning spells do double damage. Ice magic can freeze Julius when he has water body activated.
-Raining clouds: Julius snaps his fingers and the sky starts to fill with grey clouds which will make it rain heavily. This rain will make every water spell of Julius do double damage. This rain will end after 5 posts and Julius can only use it once per thread. Julius can't use this UA in combination with rage, and vice versa.
You can not double your attack strength, please lessen this to 50% maximum. As a suggestion, you can remove only being able to use it once per post once you've nerfed the buff.-Water regenerate: When Julius makes contact with water he is able to choose to regain 10 MP, he is able to do this 3 times per thread.
- D-rank spells:
- Water tentacle:
Name: Water tentacle
Rank: D
Type: water, offensive
Duration: 2 posts
Cooldown: 3 posts
Description: By stating it's name Julius will be able to change one of his arms into a tentacle made out of water. Julius will be able to grab a person from far away (max 40 feet) when the attack connects Julius has the choice to bring the enemy closer or to smash his opponent against the ground or a wall. The attack has a speed of 40 mph. If Julius chooses to smash the enemy against a wall or ground he will do 1.5 D-rank damage.
Strengths:
-High range
-attacks will go through the tentacle
-When the tentacle connects with the opponent it will be very hard to get it off
Weaknesses:
-Water tentacle will not deflect lightning attacks
-The attack is freezable
-The attack is easier to dodge from far away since it still takes some time to get to the enemy
-Because Julius sacrifices 1 of his arms he will be unable to regain that arm until the duration time is over.
- Water barrier:
Name: Water barrier
Rank: D
Type: water, Defensive
Duration: 3 posts
Cooldown: 6 posts
Description: By stating it's name Julius will create a dome of water around him that blocks fire attacks and attacks up to rank C. The barrier is big enough to fit 5 people. Water barrier can't be cast in deserts. The duration of water barrier will be increased by 3 posts when Julius cast it in water. The cooldown will also increase by 3. the amount of people the barrier can fit will also increase by 3. The barrier can take: 4 D-rank spells, 2 C-rank spells, 1 B-rank spell, 0 A-rank spells, 0 S-rank spells, 0 SS-rank spells and 0 H-rank spells
Strengths:
-Julius can attack through the barrier (also applies to allies inside the barrier)
-Will block all fire spells
-Allies can get in and out of the barrier
Weaknesses:
-Lightning attacks will break the barrier
-Ice attacks can freeze the barrier
-Julius must always remain inside the barrier as soon he steps out of the barrier it will break
-Sword and bashing attacks can break the barrier. Arrows can also break the barrier as long as the arrow attack is higher then rank D
- Water cannon:
Name: Water cannon
Rank: D
Type: Water, offensive
Duration:instant
Cooldown: 4 posts
Description: By stating it's name Julius shoots a fast water spray attack. The speed of the attack is 70 mph. the attack can do full D-rank damage. the range of attack is 30 feet. When the attack sprays the enemy against a wall it will do full D-rank damage instant. Water cannon can also break through D-rank defense spells.
Strengths:
-Because it has a high speed the attack will not be freezable.
-the attack can cut through defensive spells up to rank-c
-With enough force putted into the attack it can deflect other attacks
Weaknesses:
-The attacks damage is depending on how much health Julius has left (example if Julius's health is very low it will only do 1/4 of D-rank damage)
-When attack breaks through a enemy's defense it will only do 1/2 D-rank damage
-The attack is easy to dodge if the enemy is far away
-When Julius wants to put more force into his attack it will cost him some more MP
- Water mines:
Name: Water mines
Rank: D-rank
Type: Water offensive
Duration: 4 posts
Cooldown: 3 posts
Description:
Julius rests his hand on the ground and states the name of the spell. This plants 10 water based mines in a radius of 15 meters from the place where Julius casted the spell. When someone steps on the mine it will explode and do double D-rank damage. Julius can increase the amount of mines in exchange of extra MP for every extra mine he adds. Only Julius is able to see where the mines have been planted. A normal spell can not do double it's rank in damage please divide the D rank damage across all ten bombs.
Strengths:
-makes enemies think carefully how to approach Julius.
-Julius can walk freely over the mines.
Weaknesses:
-Arial enemies can fly over the mines.
-Allies can also be hit by the mines.
-An ice mage can nullify the mines by changing the ground into ice.
- C-rank spells:
- Whirlpool:
Name: Whirlpool
Rank: C
Type: Water, offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Julius summons a Whirlpool around him that will grab any individual that is near him. When the whirlpool catches someone they will take full C-rank damage and half C-rank damage for every post that they are stuck in the whirlpool. The whirlpool has a speed off 120mph and has a range off 30 meters. Please edit the speed of this to be no more than 25mph
Strengths:
- Physical attacks won't reach Julius since he is in the center of the whirlpool
- Because off the speed the whirlpool can't be frozen
- In water the spells stats will be doubled
Weaknesses:
- Can't be used in a desert
- Lightning magic is able to destroy the whirlpool
- Julius can't move when the whirlpool is activated
- Julius will be vulnerable to ranged attacks
- Water geyser:
Name: Water geyser
Rank: C
Type: Water, offensive
Duration: Instant
Cooldown: 3 posts
Description: Julius summons a geyser that can shoot it's opponent into the air. This spell is a great spell to use as counter attack either when the opponent has to recover from the spell they casted or when they still have to cast their spell. The spell will do full C-rank damage. When Julius is raging the water will be extremely hot doing extra full C-rank damage. Julius can use the spell as long the opponent is in a 10 meter range. The geyser's height is 5 meters.
Strengths:
- Great counter attack
- Will do extra C-rank damage when Julius is in rage
- High range
Weaknesses:
- Julius can't use it in deserts
- When Julius use it when he is in rage his rage will stop
- Arial enemies can easily dodge the attack
- Julius has to cast it quickly
- Water clones:
Name: Water clones
Rank: C
Type: Water, defensive
Duration: 5 posts
Cooldown: 6 posts
Description: Julius changes himself in a puddle off water and that puddle will divide into 10 clones made off water. The clones look identical to Julius and will move and attack on Julius' command through Julius' willpower. Every time a clone is hit it will instantly turn back into a puddle off water. When the real Julius is hit all the clones will turn back into a puddle. The clones aren't able to cast spells only the real one but when Julius does all the clones will disappear and the 6 post cooldown will still remain. In water the amount off clones increases from 10 to 15.
Strengths:
- Julius is able to fool his opponents
- Julius is able to sneak attack on his opponents
- Julius is able to control his clones
Weaknesses:
- Julius is only able to cast D-rank spells
- Can't use it in deserts
- Julius can't use it when he is low on MP
- Clones can't use spells
- B-rank Spells:
- Water blades:
Name: Water Blades
Rank: B
Type: Water, offensive
Duration: 4 posts
Cooldown: 5 posts
Description: by stating it's name Julius summons 2 swords made out of water that he can use to attack his enemy. each sword can do 1/2 B-rank damage. Each blade is 4 foot long and 3 foot wide. Julius can fuse the blades together to increase range and damage. Julius can also extend the swords for more range and damage. Julius can't fuse the blades together if he extended the swords. When Julius extend his swords he will do full B-rank damage and the swords will be 6 foot long and 5 foot wide. When Julius fuses the swords together he will do double B-rank damage the fused sword will be 8 foot long and 6 foot wide. A normal spell can not do double it's rank in damage please lower this to normal B rank damage. You also can not cut through spells higher than your own rank the most you may do it negate half of the spell.
Strengths:
-The swords can cut through fire defensive spells up to rank A
-Julius can extend the swords for more range and attack power
-Julius can fuse the blades together to increase the damage
Weaknesses:
-The swords are freezable
-to extend the swords will require extra MP
-He can't use any other spells while he has the swords
-lightning spells will break the swords in a instant
- Water bubble:
Name: Water bubble
Rank: B
Type: Water, offensive
Duration: 3 posts
Cooldown: 5 posts
Description:
Julius can trap 3 people into bubbles made of water, which are big enough to fit a person in. If someone gets stuck in the bubble they are unable to move and they will take half B-rank damage for the time they are a stuck in the bubble due to suffocation. Julius can choose to break the bubble but the 5 post cooldown remains. Effect spells may only affect those of equal or lower rank then you, effects on mages one rank above are 50% and above that they aare not affected, please edit this in.
Strengths:
-This is spell is great to use when fighting a large group.
Weaknesses:
-People are able to pull out the person stuck in the bubble.
-Julius is unable to use other spells while using water bubble.
- Water whip:
Name: Water whip
Rank: B-rank
Type: Water, offensive
Duration: 4 posts
Cooldown: 5 posts
Description:
Julius creates a whip made of water that is 30 meters long. A hit by this whip can cause full B-rank damage and pierces through fire defensive spells. Julius is also able to pull down aerial enemies and smack them down to the ground which will do half B-rank damage. I would like to see the damage of this whip dropped as the total potential damage for this spell is far above what is permitted for a B rank spell. try designing it's damage like you would for a damage over time spell (.5 per post) or use the weapon spell rules (In requip section).
Strengths:
-thanks to the long range Julius is able to keep enemies away from him.
Weaknesses:
-Ice magic is able to freeze the whip and destroy it.
-Julius can't use other spells when he has the whip.
- Signature spells:
- Water dive:
Name: Water dive
Rank: Julius' rank (currently B)
Type: Water, offensive
Duration:instant
Cooldown: 1 post
Description:
Julius crouches and draws with his right foot a circle to makes an magic circle appear underneath him. Julius dives through the magic circle and another magic circle will appear 10 meters above the spot where he dived through. Julius dives to the ground with a speed of 40 kmph, when Julius makes contact with the ground an explosion of water will surround Julius, the explosion has an radius of 50 meters and can cut through defensive spells from Julius rank and lower. Being hit by the water explosion causes damage of Julius' rank. This spell technically has three effects, Julius teleporting through the portals, cutting through enemy defensive and dealing damage itself. Signature spells may only have one effect each.
Strengths:
-Great spell to use when being surrounded.
Weaknesses:
-When the spell cuts through a defensieve spell it will only do half of Julius' rank damage.
-This spell requires some precision and timing
- Water bullets:
Name: Water bullets
Rank: D-rank
Type: Water, offensive
Duration: instant
Cooldown: 1 post
Description:
Julius aims one of his hands towards the target and a magic circle will shoot 10 bullets made of water, which will each do a quarter of D-rank damage. The bullets have an max. range of 15 meters and travel at a speed of 20 kmph. The damage for these bullets together adds up to be too high for a D rank spell. Try changing it to 6 bullets that do a quarter d rank damage or 3 bullets that do ten damage.
Strengths:
-This spell is a great pressuring tool.
Weaknesses:
-It's easy to dodge from far away.
-This is the only water spell which can't cut through fire defensive spells.