Primary Magic: EM (Electromagnetic) Spectrum Magic
Secondary Magic:
Caster or Holder: Caster
Description: The user of this magic can manipulate all electromagnetic spectrum phenomena. The user can manipulate decreasing frequency, neutrinos, light, microwaves, radio waves, gamma rays, cosmic rays, X-rays, infrared radiation and ultraviolet radiation to use in various ways.
Strengths:
- The user can freely absorb any part of the EM Spectrum to strengthen themselves or manipulate it to strengthen others.
- User takes 10% reduced amount of damage from spells related to the EM Spectrum that are his/her rank or lower.
Weaknesses:
- (When using Cosmic Rays): Requires training to prevent many side-effects.
- Can only affect natural occurrences of the EM Spectrum. Meaning that he can't simply bend someone else's light or lightning to his own will.
Abilities/Powers:
- EM Vision: The passive power to see EM energy. The user can perceive the world around themselves based solely on the patterns of magnetic and electrical energy. They can "tune" their vision to interpret various ranges of the energy. They can see radio waves, radar, infrared, visible light, ultraviolet, power waves, x-rays, gamma rays, and even cosmic rays. They also have limited (Up to 10 yards away) night-vision and thermovision. This effect lasts until the user blinks again. It can be activated simply closing one's eyes for ten seconds and concentrating.
Name: Meteor Fall
Rank: D-Rank
Type: Offensive, Fire/Earth
Description: Faize waggles his staff around in front of him as a magic circle appears in the sky. He then calls out the name of the spell. The magic circle in the sky pulsates once before a portal into space opens. From there, either five SUV-sized meteorites will come crashing down on his enemy, dealing D-Rank Fire and Ground damage, or one huge tractor trailer-sized meteor will fall from the hole, dealing D-Rank Fire and Ground damage. Once the meteor or meteorites land, they will deal splash D-Rank fire damage for up to 15 feet.
Strengths:
- Suitable for attacking a group or one person.
- Deals two types of elemental damage.
- The rocks fall at a high speed.
Weaknesses:
- Though the rocks fall at a high speed, they can still be avoided.
- If the opponent moves, the course rocks cannot be changed, which would mean the spell was wasted.
- Enemies with strong enough magic could deflect, destroy, or block the rocks with enough damage.
- The splash damage from the spell can hurt friends and foe alike.
Duration/Cooldowns
1 post / 3 posts
Name: Layers of Light
Rank: D-Rank
Type: Light, Defensive
Description: Faize's body becomes engulfed in a golden hue before he stamps his staff into the ground and opens his arms as wide as they'll go, leaving trails of light as they move. Two golden magic circles that are twice size the size of Faize will bloom on either side of his self. After saying the name of the spell, the seals will shine brightly and then the light from the seals will meld into a 20 x 20 ft circular shield of light. On the inside of the shield, gentle golden light is cascaded onto those inside. The golden light promotes a healing effect on those inside that can heal one D-Rank worth of damage for every post the shield is active. On the outside of the shield, the concentrated light is only the strength of a D-Rank shield but the light itself is extremely hot and will burn whatever it comes in contact with. The shield can take two D-Rank hits before dispersing.
Strengths:
- Defends and heals at the same time.
- Sports an extremely high temperature of 300 degrees Fahrenheit.
- Discourages attacks from physically attacked magics.
Weaknesses:
- The strength of the shield is only one D-Rank attack.
- In places devoid of light, this shield losses it's ability to heal.
- In places that are sensitive to high temperatures, the shield's heat could cause major problems.
-After being hit with one D-Rank spell, the shield loses it's ability to heal.
Duration/Cooldowns
2 posts / 3 posts
Name: Static Flight
Rank: D-Rank
Type: Auxiliary/Electricity
Description: Faize holds his staff close to his chest and closes his eyes as a light blue magic circle spreads out from his feet and moves out to ten feet away from himself. The circle emits a bright neon blue light that shines around everyone in the circle and causes Aladdin's hair to float gently for a moment before he says the name of the spell. After saying the spell's name, it will activate by wrapping everyone inside the circle in a humming electric aura that does not hurt them in any way. This aura is actually a repulsor field that allows the user to levitate off the ground or fly in any direction at breakneck speeds.
Strengths:
- Allows for quick movement.
- Gives several people the ability to fly.
- Electric Magic users can use this to buff themselves.
Weaknesses:
- In places where electricity is weakened or dampened, this spell does not work.
- The only time this spell hits it's top speed is around an excessive amount of metal.
- A slayer may eat the aura right off a person.
- If the user is wet when using the aura, they will be shocked for D-Rank damage.
Duration/Cooldowns
(3 posts / 4 posts)
Name: Solar Wind
Rank: D
Type: Heat, Wind, Electric, Offensive
Description: Faize holds his staff close to his chest and closes his eyes as 4 bright and gleaming white magic circles appear around him, closing him off from the outside. The magic circles will pulse one time as Faize calls out the name of the spell, which activates it. From there, solar winds from the surface of the sun will emerge from the circles and spread forth, setting fire and electrocuting everything they touch for a range of 30 feet away from Faize. The heat of the winds and the electric charge they carry cause D-Rank burns and shock damage to whoever they touch and the burns intensify for however long they are exposed to the winds.
Strengths:
- Can quickly melt things in the caster's way.
- Deals two types of damage at once.
- Has a wide radius.
- Hazardous for even a Slayer to eat.
Weaknesses:
- Can hit friend and foe.
- Any cold based spell of a higher rank could cancel these winds out, though the electricity will remain.
- Can burn things that the caster is using or needs.
- Is most effective outdoors in direct sunlight. Use indoors is hazardous for everyone including the user.
Duration/Cooldowns
(4 posts (can be canceled early) / 5 posts)
Secondary Magic:
Caster or Holder: Caster
Description: The user of this magic can manipulate all electromagnetic spectrum phenomena. The user can manipulate decreasing frequency, neutrinos, light, microwaves, radio waves, gamma rays, cosmic rays, X-rays, infrared radiation and ultraviolet radiation to use in various ways.
Strengths:
- The user can freely absorb any part of the EM Spectrum to strengthen themselves or manipulate it to strengthen others.
- User takes 10% reduced amount of damage from spells related to the EM Spectrum that are his/her rank or lower.
Weaknesses:
- (When using Cosmic Rays): Requires training to prevent many side-effects.
- Can only affect natural occurrences of the EM Spectrum. Meaning that he can't simply bend someone else's light or lightning to his own will.
Abilities/Powers:
- EM Vision: The passive power to see EM energy. The user can perceive the world around themselves based solely on the patterns of magnetic and electrical energy. They can "tune" their vision to interpret various ranges of the energy. They can see radio waves, radar, infrared, visible light, ultraviolet, power waves, x-rays, gamma rays, and even cosmic rays. They also have limited (Up to 10 yards away) night-vision and thermovision. This effect lasts until the user blinks again. It can be activated simply closing one's eyes for ten seconds and concentrating.
Name: Meteor Fall
Rank: D-Rank
Type: Offensive, Fire/Earth
Description: Faize waggles his staff around in front of him as a magic circle appears in the sky. He then calls out the name of the spell. The magic circle in the sky pulsates once before a portal into space opens. From there, either five SUV-sized meteorites will come crashing down on his enemy, dealing D-Rank Fire and Ground damage, or one huge tractor trailer-sized meteor will fall from the hole, dealing D-Rank Fire and Ground damage. Once the meteor or meteorites land, they will deal splash D-Rank fire damage for up to 15 feet.
Strengths:
- Suitable for attacking a group or one person.
- Deals two types of elemental damage.
- The rocks fall at a high speed.
Weaknesses:
- Though the rocks fall at a high speed, they can still be avoided.
- If the opponent moves, the course rocks cannot be changed, which would mean the spell was wasted.
- Enemies with strong enough magic could deflect, destroy, or block the rocks with enough damage.
- The splash damage from the spell can hurt friends and foe alike.
Duration/Cooldowns
1 post / 3 posts
Name: Layers of Light
Rank: D-Rank
Type: Light, Defensive
Description: Faize's body becomes engulfed in a golden hue before he stamps his staff into the ground and opens his arms as wide as they'll go, leaving trails of light as they move. Two golden magic circles that are twice size the size of Faize will bloom on either side of his self. After saying the name of the spell, the seals will shine brightly and then the light from the seals will meld into a 20 x 20 ft circular shield of light. On the inside of the shield, gentle golden light is cascaded onto those inside. The golden light promotes a healing effect on those inside that can heal one D-Rank worth of damage for every post the shield is active. On the outside of the shield, the concentrated light is only the strength of a D-Rank shield but the light itself is extremely hot and will burn whatever it comes in contact with. The shield can take two D-Rank hits before dispersing.
Strengths:
- Defends and heals at the same time.
- Sports an extremely high temperature of 300 degrees Fahrenheit.
- Discourages attacks from physically attacked magics.
Weaknesses:
- The strength of the shield is only one D-Rank attack.
- In places devoid of light, this shield losses it's ability to heal.
- In places that are sensitive to high temperatures, the shield's heat could cause major problems.
-After being hit with one D-Rank spell, the shield loses it's ability to heal.
Duration/Cooldowns
2 posts / 3 posts
Name: Static Flight
Rank: D-Rank
Type: Auxiliary/Electricity
Description: Faize holds his staff close to his chest and closes his eyes as a light blue magic circle spreads out from his feet and moves out to ten feet away from himself. The circle emits a bright neon blue light that shines around everyone in the circle and causes Aladdin's hair to float gently for a moment before he says the name of the spell. After saying the spell's name, it will activate by wrapping everyone inside the circle in a humming electric aura that does not hurt them in any way. This aura is actually a repulsor field that allows the user to levitate off the ground or fly in any direction at breakneck speeds.
Strengths:
- Allows for quick movement.
- Gives several people the ability to fly.
- Electric Magic users can use this to buff themselves.
Weaknesses:
- In places where electricity is weakened or dampened, this spell does not work.
- The only time this spell hits it's top speed is around an excessive amount of metal.
- A slayer may eat the aura right off a person.
- If the user is wet when using the aura, they will be shocked for D-Rank damage.
Duration/Cooldowns
(3 posts / 4 posts)
Name: Solar Wind
Rank: D
Type: Heat, Wind, Electric, Offensive
Description: Faize holds his staff close to his chest and closes his eyes as 4 bright and gleaming white magic circles appear around him, closing him off from the outside. The magic circles will pulse one time as Faize calls out the name of the spell, which activates it. From there, solar winds from the surface of the sun will emerge from the circles and spread forth, setting fire and electrocuting everything they touch for a range of 30 feet away from Faize. The heat of the winds and the electric charge they carry cause D-Rank burns and shock damage to whoever they touch and the burns intensify for however long they are exposed to the winds.
Strengths:
- Can quickly melt things in the caster's way.
- Deals two types of damage at once.
- Has a wide radius.
- Hazardous for even a Slayer to eat.
Weaknesses:
- Can hit friend and foe.
- Any cold based spell of a higher rank could cancel these winds out, though the electricity will remain.
- Can burn things that the caster is using or needs.
- Is most effective outdoors in direct sunlight. Use indoors is hazardous for everyone including the user.
Duration/Cooldowns
(4 posts (can be canceled early) / 5 posts)
Last edited by Faize on 12th January 2014, 12:18 pm; edited 2 times in total