- D-Rank Spells:
- Name: Flash Step #2
Rank: D
Type: Supplementary / Movement
Description: Flash Step allows Shuhei to transform his entire body in to light and travel at Light Speed for a brief moment. To an onlooker it would appear as though Shuhei vanished in a flash of light. (Hence the nickname Flash God) Shuhei cannot run through solid objects so he must be able to see where he's going and plan his movements beforehand. This technique is most effective in open areas and weakens as more obstructions fill the area. When using this technique, Shuhei could use reflective surfaces to bounce himself in a desired location.
Strengths: This technique allows Shuhei to out Maneuver nearly any opponent and is widely known as the most efficient and one of the fastest movement technique there is.
Weaknesses: It becomes increasingly difficult to use this technique in enclosed areas or areas with a great deal of clutter like a forest. Shuhei cannot travel through walls or barriers using this technique and must move around all obstructions. Also, as he transforms in to light, he can only move in direct straight lines. Though if he plans far enough ahead, he can Flash step multiple times to maneuver through obstacles. Even then, moving obstacles become a great pain... 1 post cool down.
Note: This spell has already been approved.
Name: Flashback
Rank: D
Type: Defensive/movement
Description: This spell is used to swap places with one of Shuhei's previously created Halos, leaving a halo where Shuhei appeared rather than where he was. This spell can be used either immediately after a flash step, or after Shuhei has launched an attack after flash stepping allowing for "Hit and Run" tactics to be executed. So long as there is a Halo available for Shuhei to swap places with Flashback can be used...
Strengths: Allows Shuhei to basically change his mind after flash stepping and can be used for hit and run tactics.
Weaknesses: Can only be used when there is a Halo available to swap places with and goes hand in hand with the duration & Cool down of his flash movement techniques.
Name: Frost Shrapnel (Unison Raid)
Rank: D
Type: Spell Buffer
Description: This Spell allows Shuhei to add a secondary effect to any of his Light based offensive spells or an allies offensive spell. He can add shards of Ice to his spells giving them a Shredding effect and upon impact his spells will create a small explosion which will launch Ice Shrapnel in all directions damaging all opponents near the point of impact of his spells.
Strengths: Upgrades the lethality of his light based spells greatly. The Light based spells become a combo element turning the light in to a freeze ray instead of a laser beam. Can also buff the spells of allies adding shredding and freezing effects so long as the spell element is compatible with Frost Shrapnel.
Weaknesses: Cool down is equal to the cool down of the spell buffed by Frost Shrapnel +1 and also increases the cool down of the spell buffed by 1 post. This spell is useless on its own and must be used in combination with another spell for it to have any effect.
Name: Cold Snap
Rank: D
Type: Supplementary
Description: Cold Snap is an Aura which causes all Ice Based attacks to cause instant third degree frost bite. Wounds inflicted with frost bite cannot be healed by conventional means and add three posts to any healing spells process. An afflicted area will loose its sensation.
Strengths: Extends the time it takes to heal wounds via Magic & causes the opponent to loose feeling in their muscles when stricken by an Ice based attack.
Weaknesses: An opponent must actually be stricken by an ice based attack for Frost bite to take effect. Lasts six posts with a five post cool down.
- C-Rank Spells:
Name: Divine Dragon's Crystal Shotgun
Rank: C
Type: Offensive
Description: A combination element technique combining both Light & Ice Dragon Slayer abilities. Shuhei encases his entire hand and forearm in a thick layer of Ice and launches his fist forward. At the point of impact (As far as his punch is thrown) Shuhei's arm will explode with Light energy propelling the Ice shards forward like a shotgun round.
Strengths: Covers a large area and is lethal if used at point blank range. As it is a combination element, those with resistance to Ice will still suffer burns from the intense heat created by the concentration of light. Each shard of ice can pierce directly through a human body if they make contact within five meters.
Weaknesses: 4 post cool down. The Crystal Shotgun has a maximum range of twenty meters and its overall effectiveness is reduced by half after the first ten meters. At point blank range the Crystal Shotgun can burst through all C-Rank defenses, but at a minimum of five meters, C-Rank defenses can block it.
Name: Divine Javelin
Rank: C
Type: Offensive
Description: The Divine Javelin is a reduced version of the Divine Lance. It is an incredibly powerful piercing spell which can pierce through any C-Rank defenses without causing them to burst or break by focusing the power of a C-Rank spell on to a single point. The Divine Javelin is a focused Laser Beam which can be deadly at close range and is also deadly accurate.
Strengths: Good for long range combat. Extremely accurate and deadly at close range.
Weaknesses: 3 post cool down. The Javelin's recoil causes Shuhei to be knocked back one meter with every use. This spell can be reflected by reflective surfaces like a mirror. (Most mirrors will shatter upon impact unless the spell is the same rank as this one.)
- B-Rank Spells:
Name: Frost Dragon's Sapphire Lotus
Rank: B
Type: Defensive/Offensive
Description: Shuhei stomps his foot causing colossal Icicles to erupt from the ground around him in the same shape as a lotus flower. The icicles are high enough and packed close enough together to act as a barrier against oncoming attacks. Also, if the enemy is within five meters of Shuhei he could potentially be impaled by the icicles which makes it a very good close quarters offensive technique as well as a barrier. There is room behind Shuhei at the center of the lotus for one ally to be safeguarded by the lotus along with Shuhei himself.
Strengths: Provides an adequate defense against oncoming attacks and also acts as a method of creating distance between him and an opponent if needed as the spell will force the enemy to be at least five meters from Shuhei to avoid harm.
Weaknesses: 4 post cool down. The Lotus cannot defend against attacks from directly above Shuhei, nor can it be used in mid air.
- S-Rank SPell:
Name: Blue Hippocrene
Rank: S-Rank
Type: Supplementary / Support
Description: Taught to Shuhei by the current Guild Master (Shinigami) Shuhei emits a tremendous amount of light from his entire body, shooting a beam directly in to the sky. A few moments afterwards, a Pegasus made entirely out of pure white light will descend from the Heavens and Crash in to the earth with great force, causing a geyser of pure white magical energy to erupt and rain down upon all those Shuhei has deemed an ally.
Blue Hippocrene is a Guild Magic meant to Restore what its user desires most from his allies whether it be Courage and Faith or simply their well being. This spell varies in effects depending on its users intentions, personality and utmost desire and though its primary use is to heal all allies on a battlefield after a large battle, this spell variation is meant to be used during combat to restore Shuheis allies fighting spirit and grant them the power they need to continue fighting. Every Spell of every mage will gain additional uses added on to the spell-use cap depending on the rank of the spell and allow all mages to ignore their current physical condition in order to continue fighting. D-Rank Spells will gain an additional 4 uses. C-Rank Spells will gain an additional 3 uses. B-Rank spells will gain an additional 2 uses and everything above B-Rank will gain an additional use.
Strengths: Restores a portion of all allies (Including Shuheis) magical energy as well as their fighting spirit, enabling them to continue fighting while their enemies will remain weakened and exhausted from the fight.
Weaknesses: Unfortunately Shuhei is unable to use Hippocrene's healing aspects and all of the wounds his allies have sustained up until this spell is used will remain and potentially worsen as they will be given the strength to ignore the pain brought on by their wounds. 10 post cool down.
Last edited by Shuhei on 10th June 2012, 1:50 pm; edited 2 times in total