Magic
Primary Magic: Hydrokinesis
Secondary Magic: None
Caster or Holder: Caster
Description: Hydrokinesis is the paranormal psychic ability to control and manipulate the movement of liquid water using the power of the mind. The user needs to wrap there mind around the water they wish to control and then can freely move it through the air. Mizuko tends to incorporate his magic into his martial arts, enhancing his physical combat skills as well as keep a nice array of ranged abilities.
Strengths:
• Can freely control and manipulate the element of water.
• Able to gather water from the atmosphere as well as other bodies of water.
• Can be used to enhance physical combat skills.
Weaknesses:
• Requires lots of concentration. If the user were to get distracted in the middle of a spell the spell could stop working and fall to the ground as a puddle of water.
• Lightning cause water conducts electricity.
• Unable to produce water must gather it from a water source or from the atmosphere.
• Low humid areas such as a desert could result in not gathering enough water for a spell.
Abilities/Powers:
Water Control - Able to control the element of water with the users mind.
Aqua spheres - At the start of every post while in combat the user gathers an extra sphere of water from the atmosphere that he/she can use to enhance there spells abilities. Its different for every ability and can only have up to 5 spheres at max. Other water mage's may use these spheres as well including enemies.
Aqua Spheres per post:
Dry low humid day: 1 sphere per 2 posts.
Normal day: 1 sphere per post.
While next to a water source: 2 spheres per post.
While its raining: 3 spheres per post.
While underwater: Max spheres per post.
Water Sight - Allows the user to map out there surroundings in there head with the water in the atmosphere. More water in the air the better the user can see.
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Water Whip
Rank: D
Type: Water, Supportive
Description: The user gathers water around there wrists and hands. The user can use the gathered water to enhance there physical attack strength by 25% and there melee attack range my 1 foot. Adding 1 Aqua sphere to the ability will increase the Spells attack damage enhancement by 5% and can add up to 5 aqua spheres for a total of an additional 25% increase.
Strengths:
• Can gain a 25-50% increase to attack damage.
• Gains the ability to parry melee weapons.
• Bigger melee attack range.
Weaknesses:
• Lightning - Can create a weak spot for lightning users.
• Can't enhance melee attack range with aqua spheres.
• Can't break threw stone walls.
• Lasts for 3 posts and has a 4 post cooldown.
Name: Aqua wall
Rank: D
Type: Water, Defensive
Description: The user gathers water in front of him/her in the shape of a circle and begins pressurizing it rapidly to for a shield. The shield is 5 feet in diameter and is half a meter thick. Aqua spheres can be used instead if not enough water in the area to use and would require at least 1.
Strengths:
• Able to block 2 D rank spells or 1 c rank spell.
• Due to the ability to control water at will, the user can use this ability to block spells for himself or allies.
• Being a creation of water, this spell is effective against fire based attacks, defending against 4 D rank spells or 2 c rank spells, However if a B rank spell comes into contact with it, the shield would evaporate instantly through being severely overwhelmed with power.
Weaknesses:
• Lightning would however be more difficult to block being a water attribute spell lowering the about this spell can block to 1 D rank spell or .5 of a C rank spell.
• If theirs not enough water in the area to produce the spell it will fail.
• The distance the spell can be cast effectively is about 12 feet of the caster.
• This spell can last 2 posts and has a 3 post cooldown.
Name: Aqua Stream
Rank: D
Type: Water, Offensive
Description: The user gathers water in both hands and then begins pressurizing it before firing it at there enemy. The spell is 5 feet long and 2 inches in diameter like a snake. It can travel in the air at a speed of 12 feet per second. When it hits an enemy it simulates getting sprayed with a fire hose. Using an Aqua sphere for this ability can enhance the density of the spell increasing its damage output by 5% per sphere.
Strengths:
• Provides an effective attack that can be cast while on the move, allowing for freedom of mobility while attacking.
• Can gain up to a 25% increase in damage.
• Fast to produce to make quick counter attacks.
Weaknesses:
• Can't break through stone walls.
• Lightning based spells can easily defend against it.
• This spell is limited to a 20 meter distance. Any further and the spell will fall apart.
• 2 post cooldown
Name: Pressure Bomb
Rank: D
Type: water, Offensive
Description: The user begins to gather water at the desired location and pressurizes it down to a marble sized orb. Once the user releases the built up pressure it will violently spread out to about 5 feet. Aqua Sphere's can enhance the range the spell explodes by 6 inches per sphere.
Strengths:
• Contains enough force to knock enemies back.
• Quick to produce.
• Can be used for a good surprise attack from behind.
Weaknesses:
• Can't break through stone walls.
• If the spell is set off to close user can sustain damage as well and be forced back.
• Spell is limited to a 20 meter distance any further and the spell won't be able to form.
• 2 post cooldown.
Primary Magic: Hydrokinesis
Secondary Magic: None
Caster or Holder: Caster
Description: Hydrokinesis is the paranormal psychic ability to control and manipulate the movement of liquid water using the power of the mind. The user needs to wrap there mind around the water they wish to control and then can freely move it through the air. Mizuko tends to incorporate his magic into his martial arts, enhancing his physical combat skills as well as keep a nice array of ranged abilities.
Strengths:
• Can freely control and manipulate the element of water.
• Able to gather water from the atmosphere as well as other bodies of water.
• Can be used to enhance physical combat skills.
Weaknesses:
• Requires lots of concentration. If the user were to get distracted in the middle of a spell the spell could stop working and fall to the ground as a puddle of water.
• Lightning cause water conducts electricity.
• Unable to produce water must gather it from a water source or from the atmosphere.
• Low humid areas such as a desert could result in not gathering enough water for a spell.
Abilities/Powers:
Water Control - Able to control the element of water with the users mind.
Aqua spheres - At the start of every post while in combat the user gathers an extra sphere of water from the atmosphere that he/she can use to enhance there spells abilities. Its different for every ability and can only have up to 5 spheres at max. Other water mage's may use these spheres as well including enemies.
Aqua Spheres per post:
Dry low humid day: 1 sphere per 2 posts.
Normal day: 1 sphere per post.
While next to a water source: 2 spheres per post.
While its raining: 3 spheres per post.
While underwater: Max spheres per post.
Water Sight - Allows the user to map out there surroundings in there head with the water in the atmosphere. More water in the air the better the user can see.
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Water Whip
Rank: D
Type: Water, Supportive
Description: The user gathers water around there wrists and hands. The user can use the gathered water to enhance there physical attack strength by 25% and there melee attack range my 1 foot. Adding 1 Aqua sphere to the ability will increase the Spells attack damage enhancement by 5% and can add up to 5 aqua spheres for a total of an additional 25% increase.
Strengths:
• Can gain a 25-50% increase to attack damage.
• Gains the ability to parry melee weapons.
• Bigger melee attack range.
Weaknesses:
• Lightning - Can create a weak spot for lightning users.
• Can't enhance melee attack range with aqua spheres.
• Can't break threw stone walls.
• Lasts for 3 posts and has a 4 post cooldown.
Name: Aqua wall
Rank: D
Type: Water, Defensive
Description: The user gathers water in front of him/her in the shape of a circle and begins pressurizing it rapidly to for a shield. The shield is 5 feet in diameter and is half a meter thick. Aqua spheres can be used instead if not enough water in the area to use and would require at least 1.
Strengths:
• Able to block 2 D rank spells or 1 c rank spell.
• Due to the ability to control water at will, the user can use this ability to block spells for himself or allies.
• Being a creation of water, this spell is effective against fire based attacks, defending against 4 D rank spells or 2 c rank spells, However if a B rank spell comes into contact with it, the shield would evaporate instantly through being severely overwhelmed with power.
Weaknesses:
• Lightning would however be more difficult to block being a water attribute spell lowering the about this spell can block to 1 D rank spell or .5 of a C rank spell.
• If theirs not enough water in the area to produce the spell it will fail.
• The distance the spell can be cast effectively is about 12 feet of the caster.
• This spell can last 2 posts and has a 3 post cooldown.
Name: Aqua Stream
Rank: D
Type: Water, Offensive
Description: The user gathers water in both hands and then begins pressurizing it before firing it at there enemy. The spell is 5 feet long and 2 inches in diameter like a snake. It can travel in the air at a speed of 12 feet per second. When it hits an enemy it simulates getting sprayed with a fire hose. Using an Aqua sphere for this ability can enhance the density of the spell increasing its damage output by 5% per sphere.
Strengths:
• Provides an effective attack that can be cast while on the move, allowing for freedom of mobility while attacking.
• Can gain up to a 25% increase in damage.
• Fast to produce to make quick counter attacks.
Weaknesses:
• Can't break through stone walls.
• Lightning based spells can easily defend against it.
• This spell is limited to a 20 meter distance. Any further and the spell will fall apart.
• 2 post cooldown
Name: Pressure Bomb
Rank: D
Type: water, Offensive
Description: The user begins to gather water at the desired location and pressurizes it down to a marble sized orb. Once the user releases the built up pressure it will violently spread out to about 5 feet. Aqua Sphere's can enhance the range the spell explodes by 6 inches per sphere.
Strengths:
• Contains enough force to knock enemies back.
• Quick to produce.
• Can be used for a good surprise attack from behind.
Weaknesses:
• Can't break through stone walls.
• If the spell is set off to close user can sustain damage as well and be forced back.
• Spell is limited to a 20 meter distance any further and the spell won't be able to form.
• 2 post cooldown.
Last edited by Mizuko on 3rd May 2014, 4:43 am; edited 1 time in total