Magic
Primary Magic: Amaterasu
Secondary Magic: N/A
Caster or Holder: Caster
Description: Amarerasu is a magic in which the user completed various hand patterns in order to summon seals, which in return create different effects on the area around them. Once the hand pattern in complete, a vibrant violet seal will form in front of the user, each spell has a different seal. The user can then toss that seal towards it location, and cause it to activate which causes an explosion in the targeted area. These explosion each not only have a different seal, but some have multiple seals which can cause greater explosions, or just multiple explosions. This magic is best used strategically, for it has very little defensive properties it is best to not waist the spells.
Strengths:
Weaknesses:
Abilities/Powers:
Primary Magic: Amaterasu
Secondary Magic: N/A
Caster or Holder: Caster
Description: Amarerasu is a magic in which the user completed various hand patterns in order to summon seals, which in return create different effects on the area around them. Once the hand pattern in complete, a vibrant violet seal will form in front of the user, each spell has a different seal. The user can then toss that seal towards it location, and cause it to activate which causes an explosion in the targeted area. These explosion each not only have a different seal, but some have multiple seals which can cause greater explosions, or just multiple explosions. This magic is best used strategically, for it has very little defensive properties it is best to not waist the spells.
Strengths:
- No elemental affinity. This is a strength in the way that there are no elements which automatically get the upper hand.
- There is a wide range of different formations one could use, meaning a wide variety of attacks.
- This magic can be used for close ranged, mid-ranged, or even long-ranged attacks.
Weaknesses:
- Requires the use of ones hands, meaning that if the user is unable to move they are unable to use their magic.
- Very little, if any defensive properties.
- No elemental affinity. this can be a weakness sense it doesn't have the upper hand against any elements.
- People who have magics such as speed magic or teleportation spells have an increased chance of running out of her seals.
Abilities/Powers:
- Immunity: The caster of such a magic is typically in the radius of the explosion, however to make sure that this magic can't be used against its own user they are given a aura of immunity. This aura protects the user from their own explosions, causing the impact and vibrations of the explosion to move around the user. The user will feel nothing from the explosion and will only see and hear it. They will not be pushed back by it. However, this aura does not protect her from any thing that it flung towards her due to the explosion.
- Increased hand movements: the user of such a magic is given quick hands. The main reason for this ability is so that the user can make their hand motions quickly and efficiently, of course this does not always just apply to the hand motions made for magic. this ability is always active, meaning that their hands are always quick and nimble.
- Increased Constitution: Due to the amount of explosive magical energy within the user, the user is able to take a few more hits then most people. They can still feel pain, however, they aren't effected by the pain that much. This ability, in short form, gives the user a bit of a physical defense boost. (The first 2 spells that hit her that are equal to her rank only do 50% of the damage, however, after those two spells the Increased Constitution wears off)
- D-rank Spells:
- Name: Formula 72: Bullet Bomb
Rank: D
Type: Offensive
Description: After preforming the appropriate hand gestures, 5, 6 inch in diameter violet magic seals appear before the user. They then aim, and send them all flying in the same direction, however, they are spread out with in a one meter radius. They travel at a speed of 25 miles per hour and explode on impact. Each explosion has a 1 meter radius, and causes 1/5 D-rank damage to anyone hit.
Strengths:- Can hit multiple opponents
- Can travel up to 50 feet from the user, meaning that they can be used for long ranged, mid ranged, or even short ranged attacks.
- travels at a speed of 25 miles per hour.
Weaknesses:- The formulas can only fly straight
- Hand motions are required
- each explosion only does 1/5 D-rank damage.
- It will explode if it hits anything, meaning that if something gets in the way the formula (magic circle) will still explode.
- 3 post cool down
Name: Formula 93: Jump
Rank: D
Type: Supplementary
Description: After preforming the appropriate hand gestures, a 5 foot in diameter violet magic circle appears below the users feet. It is then that, with a snap of the finger, the part of the magic circle facing the ground explodes. This projects the user is then propelled into the air at a speed of 35 miles per hour. The formula (magic circle), however, does not go away after the explosion. It provides her with a safe and comfortable landing. (Unless something interferes with the landing that is)
Strengths:- can be used to dodge spells
- can be used to project the user onto high structures.
- can project the user up to 930 feet into the air, and the spell provides her with a safe landing.
Weaknesses:- This spell cannot cause any damage.
- Cannot dodge spells going faster then 35 miles per hour.
- Will only project the user into the air.
- 3 post cool down
Name: Formula 28: Hell's Pillar
Rank: D
Type: Offensive
Description: After preforming the appropriate hand gestures, a 10 food in diameter magic circle appears on the ground before the user. He/She can then swipe the violet magic circle towards its target, going at a speed of 30 miles per hour. Once the magic circle is underneath the target, it immediately explodes. The explosion shoots upward, going up to 1 miles into the sky, however staying with in the confines of the 10 foot long circle.
Strengths:- hits anyone above the 10 foot wide circle.
- Can travel up to 40 feet from the user, meaning that they can be used for long ranged, mid ranged, or even short ranged attacks.
- causes D-rank damage
Weaknesses:- The formulas (the magic circle) can only fly straight
- Hand motions are required
- stays with in the confines of the magic circle and 1 smile above it.
- 3 post cool down
Name: Formula 15: Heavens Impact
Rank: D
Type: Offense
Description: After preforming the appropriate hand signs, the user must make contact with the opponent, usually through a punch. If the impact hits, a formula (a violet magic circle) will appear on the opponents chest. The formula causes no real damage until the opponent is struck 5 times by none magical impacts. Once the opponent is struck with 5 non magical impacts the seal with explode, causing D-rank damage to the person who has the seal attached to them, along with anyone with in the 15 foot radius of the explosion.
Strengths:- The strikes do not all have to come from the user.
- Causes D-rank damage to anyone within that 20 foot radius.
- The user is unaffected by the explosion.
Weaknesses:- The user must strike the opponent in order for the seal to stick
- Explosion will not occur unless the sealed target is struck 5 times.
- Can impact allies within the radius.
- 4 post cool down
- Can hit multiple opponents
- C-rank Spells:
Name: Formula 25: Kamikaze
Rank: C
Type: Offensive
Description: After preforming the appropriate hand gestures, which is this case is when the user forms a heart with their hands and places it over their chest, the users body glows purple as the formula (the magic circle) appears over his or her heart. It is then that with a snap of the fingers, the bomb explodes causing C-rank blunt damage to anyone with a 50 foot radius of her body.
Strengths:- Can hit multiple opponents
- Causes C-rank damage to anyone with in a 50 foot radius
- Due to the users immunity ability, they are unaffected by the explosion.
Weaknesses:- the user can be hit by flying objects caused by the attack.
- Hand motions are required.
- can hit allies
- 4 post cool down
Name: Formula 1: Manipulation
Rank: C
Type: Offensive
Description: After preforming the hand signs, the user sends forth a small, 3 inch in radius formula (a violet magic circle), and sends it towards the target. The formula goes at a speed of 50 miles per hour, and attached to the first thing it hits. However, the formula causes no initial damage. The formula allows for the user to communicate with the target as long as they are with in a .5 mile radius. She can tell the user what to do, and of course they are not forced to do it. However, if they do not do exactly what the user tells them too, the bomb will go off causing C-rank damage to not only the one with the formula, but to anyone with a 50 foot radius of them.
Strengths:- Allows for the user to communicate with the target, and tell them what they need to do unless they want the bomb to explode.
- The formula explodes if the target disobeys the user.
- Causes C-rank damage to the target, and anyone with in the 50 foot radius.
Weaknesses:- the formula can only fly straight.
- The user cannot make the bomb go off on command, it will only go off if the target disobeys them.
- The formula sticks to the first person it hits, however can be blocked by shield, or people who get in the way. (If someone gets in the way of the formula who isn't the initial target, then the person who stepped in the way is effected by the formula)
- Only lasts 4 posts
- 6 post cool down.
Name: Formula 8: Arachnids Bomb
Rank: C
Type: Offensive/Supplementary
Description: After preforming the appropriate hand movements, The user places their hand on a ground. It is then that a fairly unnoticeable spider web with a 35 foot diameter appears on the ground. The webs are thinly places, and in order to get by them with out stepping on any of the Formulas threads, the opponent and allies would have to step on their toes, or just simply not move. If anything fall onto the web, whether it be the user, the users allies, the enemy, or even someone or something entirely unrelated, the bomb will go off causing C-rank damage to a anyone with in a 40 foot radius.
Strengths:- The web stays up for 3 posts unless detonation before such a time occurs.
- Hits those within a 40 foot radius.
- The user, thanks to their Immunity ability, is unaffected by the explosion.
Weaknesses:- Will impact allies if they are in the 40 foot radius
- It is fairly unnoticeable, meaning that the user, or one of their allies might accidentally step on it.
- Not very subtle.
- 6 post cool down
- Can hit multiple opponents
Last edited by Paresse on 23rd January 2014, 5:07 pm; edited 10 times in total