Magic
Primary Magic: Aspect
Secondary Magic:
Caster or Holder: Caster
Description: Aspect magic is type of buff magic that allows the user to take on physical aspects of creatures. This type of magic only works on the caster and doesn’t cause any physical change to the person’s body, but allows free use of two different aspects at any one time. Due to this being buff magic it consumes MP faster than most magics, but allows a large array of combinations. The way that an aspect user gets new ones is to study a creature whether it be actually finding the creature and observing it or reading all the available information on them in books. Due to the rate at which the spells are used it becomes a huge MP consuming magic, but if someone takes this magic they aren't scared of running out of magic because to attain this magic you must be accepted by the creatures of the world. The original name of this magic was known as "The Gift of Nature", but over the centuries the name has changed to what it is now. The original people studied both buff and take-over magics in order to try to create this magic even though there have been cases of some users letting the power go to their head. Once created it opened a door that was sealed between man and beast it gave all who used it to speak with all forms of creatures which allowed them to gain so many different aspects because of them communicating with nature.
Strengths: –Versatile
-Can mix different aspects together for devastating combos
- Doesn’t cause any physical change on the user, so it can deceive enemies
Weaknesses: –Can have a max of two different aspect going at once
-trying to use more than two results in the oldest aspect to be canceled
-Quickly consumes MP
-Has to of either read bout or observed a creature in order to gain the aspect
Abilities/Powers: -Able to speak with all forms of creatures
Spell Template
Name: Aspect of the Elephant: Strength
Rank: D
Type: Aspect, Buff
Description: The caster becomes as strong as an elephant allowing them to lift heavy objects or to deal devastating attacks. The amount of damage dealt can easily break bones, crumple metal armor, or bend/snap weapons. This spell doesn't slow the caster down one little bit. This spell allows the user's melee attacks to be an extra D-rank stronger allowing them to be on par with C-rank, but are still treated as D-rank.
Strengths:-Increases strength to a great amount
-Move at same speed while active
-Severe damage boost
Weaknesses:- Max: 1200 lb
-Can go overboard on how hard they hit easily
-Can kill small creatures that are hit
- Normal movements like picking up a spoon and so on, can prove to be difficult. Because of the strength it can crush. Same counts for handshake and so on.
Duration/Cooldown: Duration 4 post/Cooldown: 5 posts
Name: Aspect of the Cheetah: Speed
Rank: D
Type: Aspect, Buff
Description: This spell allows the user to move at the same speed as a cheetah for a small amount of time. The user has an increase to their movement and attack speed allowing for quick attacks or getaways. While moving at this speed it is difficult to turn which could mean running into or off of something along with suddenly stopping.
Strengths:-Greatly increases movement and attack speed
-Can catch enemies off guard with the sheer speed
- Good for getaways
Weaknesses:- Max: 75 MPH
-Doing sudden turns can be difficult along with suddenly stopping
-Could run into or off of something
-Overuse causes a lot of pain on the leg joints(at least 3 times in one thread)
Duration/Cooldown:Duration: 3 posts/Cooldown: 4 posts
Name: Aspect of the Hawk: Vision
Rank: D
Type: Aspect, Buff
Description: This spell allows the user to have the sight of a hawk. They have a range of one mile of clear sight. They can see every detail as if standing there by it which can be handy when it comes to tracking down someone or something. To get optimal use of this spell the user needs to be at a good vantage point.
Strengths: –Allows detailed vision for the whole distance
-Can see enemies coming from a mile away
-Good at being a sentry
Weaknesses:- Max: 1 mile
-Only meant for tracking
-Needs a good point of view to fully use the increased sight
-takes 1 post for sight to readjust
Duration/Cooldown:Duration: 3 posts/Cooldown: 4 posts
Name: Aspect of the Rhino: Hide
Rank: D
Type: Aspect, Buff
Description: The caster’s skin becomes as durable as a rhinoceros’ hide. Thanks to the durability this spell gives the user’s skin can’t be cut/pierced while active. Contact poison of the same rank doesn't work because of how thick their skin becomes. It can hold up to at most four D-rank attacks or two C-rank attack. This is mostly meant to allow the user to either escape themself or allow them to cover the escape. Even though the user’s skin is toughened they can still be burned, electrocuted, or frozen.
Strengths:-While active prevents the skin from being cut/pierced
-Weak weapons and normal objects have a chance to break on hit
-Contact poison doesn't work of the same rank
Weaknesses:- Max: 4 D-rank attacks or 2 C-rank
- Mostly meant to allow the user to either escape themself or allow them to cover the escape.
-Can still be burned, electrocuted, or frozen
- one B rank or one more hit then two C rank hits, will break the rhino hide.
Duration/Cooldown:Duration: 4 posts/Cooldown: 5 posts
Primary Magic: Aspect
Secondary Magic:
Caster or Holder: Caster
Description: Aspect magic is type of buff magic that allows the user to take on physical aspects of creatures. This type of magic only works on the caster and doesn’t cause any physical change to the person’s body, but allows free use of two different aspects at any one time. Due to this being buff magic it consumes MP faster than most magics, but allows a large array of combinations. The way that an aspect user gets new ones is to study a creature whether it be actually finding the creature and observing it or reading all the available information on them in books. Due to the rate at which the spells are used it becomes a huge MP consuming magic, but if someone takes this magic they aren't scared of running out of magic because to attain this magic you must be accepted by the creatures of the world. The original name of this magic was known as "The Gift of Nature", but over the centuries the name has changed to what it is now. The original people studied both buff and take-over magics in order to try to create this magic even though there have been cases of some users letting the power go to their head. Once created it opened a door that was sealed between man and beast it gave all who used it to speak with all forms of creatures which allowed them to gain so many different aspects because of them communicating with nature.
Strengths: –Versatile
-Can mix different aspects together for devastating combos
- Doesn’t cause any physical change on the user, so it can deceive enemies
Weaknesses: –Can have a max of two different aspect going at once
-trying to use more than two results in the oldest aspect to be canceled
-Quickly consumes MP
-Has to of either read bout or observed a creature in order to gain the aspect
Abilities/Powers: -Able to speak with all forms of creatures
Spell Template
Name: Aspect of the Elephant: Strength
Rank: D
Type: Aspect, Buff
Description: The caster becomes as strong as an elephant allowing them to lift heavy objects or to deal devastating attacks. The amount of damage dealt can easily break bones, crumple metal armor, or bend/snap weapons. This spell doesn't slow the caster down one little bit. This spell allows the user's melee attacks to be an extra D-rank stronger allowing them to be on par with C-rank, but are still treated as D-rank.
Strengths:-Increases strength to a great amount
-Move at same speed while active
-Severe damage boost
Weaknesses:- Max: 1200 lb
-Can go overboard on how hard they hit easily
-Can kill small creatures that are hit
- Normal movements like picking up a spoon and so on, can prove to be difficult. Because of the strength it can crush. Same counts for handshake and so on.
Duration/Cooldown: Duration 4 post/Cooldown: 5 posts
Name: Aspect of the Cheetah: Speed
Rank: D
Type: Aspect, Buff
Description: This spell allows the user to move at the same speed as a cheetah for a small amount of time. The user has an increase to their movement and attack speed allowing for quick attacks or getaways. While moving at this speed it is difficult to turn which could mean running into or off of something along with suddenly stopping.
Strengths:-Greatly increases movement and attack speed
-Can catch enemies off guard with the sheer speed
- Good for getaways
Weaknesses:- Max: 75 MPH
-Doing sudden turns can be difficult along with suddenly stopping
-Could run into or off of something
-Overuse causes a lot of pain on the leg joints(at least 3 times in one thread)
Duration/Cooldown:Duration: 3 posts/Cooldown: 4 posts
Name: Aspect of the Hawk: Vision
Rank: D
Type: Aspect, Buff
Description: This spell allows the user to have the sight of a hawk. They have a range of one mile of clear sight. They can see every detail as if standing there by it which can be handy when it comes to tracking down someone or something. To get optimal use of this spell the user needs to be at a good vantage point.
Strengths: –Allows detailed vision for the whole distance
-Can see enemies coming from a mile away
-Good at being a sentry
Weaknesses:- Max: 1 mile
-Only meant for tracking
-Needs a good point of view to fully use the increased sight
-takes 1 post for sight to readjust
Duration/Cooldown:Duration: 3 posts/Cooldown: 4 posts
Name: Aspect of the Rhino: Hide
Rank: D
Type: Aspect, Buff
Description: The caster’s skin becomes as durable as a rhinoceros’ hide. Thanks to the durability this spell gives the user’s skin can’t be cut/pierced while active. Contact poison of the same rank doesn't work because of how thick their skin becomes. It can hold up to at most four D-rank attacks or two C-rank attack. This is mostly meant to allow the user to either escape themself or allow them to cover the escape. Even though the user’s skin is toughened they can still be burned, electrocuted, or frozen.
Strengths:-While active prevents the skin from being cut/pierced
-Weak weapons and normal objects have a chance to break on hit
-Contact poison doesn't work of the same rank
Weaknesses:- Max: 4 D-rank attacks or 2 C-rank
- Mostly meant to allow the user to either escape themself or allow them to cover the escape.
-Can still be burned, electrocuted, or frozen
- one B rank or one more hit then two C rank hits, will break the rhino hide.
Duration/Cooldown:Duration: 4 posts/Cooldown: 5 posts
Last edited by Pandemonium4ever on 16th January 2014, 3:43 pm; edited 2 times in total