Magic
Primary Magic: Lightning Demon Slayer
Secondary Magic:
Caster or Holder: Caster
Description:
Lightning Demon Slayer magic is a form of Demon Slayer magic taught to a human by a demon to slay their own kind. Imbued with a holy touch, this form of lightning magic is stronger than regular lightning magic. Especially in the point of strength and output. It's major advantage is it's massive benefit of magic power to the user. It allows for extreme control of a massive amount of power outage that surpasses most every lightning magic. While it does grant the user all of the standard passive advantages that a slayer can have, it focuses on it's sheer magic strength and mental potential rather than the user's body. A good example of that is the fact that once the user enters the slayer force state, he or she does not do so by succumbing to emotions but rather creating a clear mind by meditating over lightning currents and absorbing lightning into the skin.
While there are a count of lightning demon's, the current lightning demon slayer was taught by the demon bird, Garuda. She has taught the art of lightning slaying as a form of absolute cleansing of everything earthly. It is used to perish anything in it's way, be that evil or good. It is used to free, to cleanse and not lastly, to destroy. In her sense, the magic revolves around the usage of extreme power in magic, and not in physique. It uses insanely quick casting that can happen in the blink of an eye and quick showers of power to overpower anything in it's path.
The specification of slayer magic and it's core however, is the change of physique to that of the being who taught you the magic and wielding their respective element. As a thunder bird, Garuda's feathers can turn into lightning independently detached from her own body. As such, she bestows that ability unto her students. Furthermore, does she train the mental ability of her students much greater than their physical abilities. To such extent, that the growth of mental and magical capacity is three times greater than the physical growth.
Strengths:
Elemental Strengths: Both Water and Wood elements are either electrocuted or pierced by Lightning magic in case of confrontation. They pull the shorter straw in those cases. While Wood can be simply destroyed by blasts of lightning, lightning passes through any type of water disrupting its flow instead of destroying it completely. Lightning and electricity are 100% edible to the Lightning Demon Slayer. Any form except God Slayer Lightning is able to be eaten or in Garuda's Lightning Demon Slayer's case “absorbed”. Of course the Lightning Demon Slaying magic as taught by Garuda also allows for extreme manipulation of Electricity and Lightning, as well as generation within the parameters of spells.
Paralysis: Depending on rank of the spell, a paralysis takes place that slows down movement in case the spell hits, next to the damage the spells produce. Movement is impaired by 20% for 2 posts once the user's lightning hits. This effect needs magic's lightning to make physical contact with the target, no matter how light, and thus it will carry this effect onto the target. This effect can be countered by any sort of speed boost. It is doubled if the target should be covered in water, or the spell's lightning hit in places where the target was covered in water. This effect stacks only in it's duration. Additionally, spells can deal stun damage depending on rank.
Ex: If the same target is hit twice by two of Sango's attacks, he will have his movement speed impaired by 20% for 4 posts.
Holiness: As with the purpose of Garuda's teachings, this magic cleanses away dark and demonic powers and has a 100% increase in power and effect towards the undead, the demonic, the evil and any sort of chaotic or evily associated entity. It also buries the nature that if it should go against any sort of darkness imbued lightning magic, it would cancel both the darkness imbued lightning as itself out. Additionally, this magic attracts demons to itself when used. Demons will pay 50% more attention to her magic and herself when witnessing the effects of this magic. They will most likely also go wild and rampage towards the user.
Weaknesses:
Defense: The magic's defensive properties are one of the weak points of this magic. Because the magic's defensive abilities are weak. As a non-physical magic form, there are no direct defenses. Actually, the only way to defend is to cast more spells that would deal damage in one way or the other. So there is no way to fight passively with this magic. This magic always deals some kind of damage in most any spell that is directed to fend against someone or something. It has a set of supportive spells, but genuinely this magic is set out to deal massive amounts of destruction and damage, thus the offense is an extremely strong part as specifically the slaying magic of the Lightning Bird Demon Garuda is specified to create a strong magic, the defense suffers.
Not versatile: While there are a set of supportive spells, the magic in it's core is quite bland, with the effects ranging from destruction over paralysis or burning to a strong offense. Not a big range and as such, the magic's versatility suffers. Especially since the concept of the magic produces and uses something immaterial, there is little room for application of the magic. Overall, it doesn't get off well in terms of applicability and thus, is weak in versatility.
Elemental Weaknesses: Lightning is weakened by wind magic as it can change the course of the magic if it were to be fast enough. A same rank wind spell against a same rank spell of the user would win in a head on clash and could fling the spells off into a different direction, or dissipate the lightning depending on the spell's functions. Different from the refined material iron, earth and sand make it harder for lightning to crush them and pass through them because of their sturdy nature. Same rank earth or sand spells would win out against a spell of the user.
Redirectable: Different from the magical elements that could prove to have an advantage over Lightning Demon Slayer magic, there is certain material that might prove to be difficult for lightning to avoid. Iron is able to weaken the lightning's voltage by 5%. Other minerals that conduct even better can weaken the lightning's voltage by up to 10%. These materials are also able to slightly direct the lightning's path or make itself the lightning's target if they are supported with magical potential.
Abilities/Powers:
Garuda's Body: While Garuda's body is not as strong as most other demons, it still pushes the user's speed towards a human's peak potential. Endurance and strength are average for a woman of her stature and age. She's able to run around 50 kmh at top speed. Different from normal slayer bodies, Garuda's body concentrates on reflexes. Due to the electrical enhancements, the nervous system is passively pushed to extreme heights allowing for reflexes that go way past anything average or human. It reacts not based on muscular speed but to automatic contraction of muscles that is enhanced way past the normal brain limit of 30%. That means that even though the user's movement peaked at most, making him or her weaker than most slayers, his or her muscles' potential is pushed past extremes when sending direct and electrical signals intended for evasion. With that method, the user would be able to avoid bullets at point-blank range. Garuda's bird-like body also grants the user 100% more flexibility than he or she would initially would have. (Sango basically acts as if double-jointed almost everywhere with snake like possibilities). The user also has slightly enhanced vision, similar to that of an eagle, able to see closely and spot most anything up to 1 kilometer away, and even see outlines and roughly up to 2 kilometers away.
Garuda's Suhtra: The user is able not only to eat any sort of lightning next to god slayer lightning, but also able to absorb non-magical electricity because of Garuda's property to attract lightning through her feathers, which are natural lightning conductors and emitters. Thus, the user just has to concentrate slightly and instead of needing to make the eating motions of most slayers, the lightning gets attracted to his or her body and fuses into the body over the skin. So the user himself acts as a human lightning rod. So the user can, with the stroke of a hand absorb any sort of lightning in that range. Should the user be in a city, a full course meal can be deranged with simply focusing his or her mind and meditating over the electric voltage. This ability gains in range depending on the user's capability. The user is thus, 100% immune to any form of lightning that is below the user's rank next to God Slayer Lightning, to which the user is only ever half as immune as he would be. At 1 rank difference to the lightning, the immunity is reduced to 80%. At 2 ranks difference, the immunity is reduced to 60%. At 3 ranks difference the immunity is reduced to 40%. At 4 ranks difference the immunity is reduced to 20% and at a 5 rank difference there is no immunity.
D Rank: 20 meters
C Rank: 70 meters
B Rank: 100 meters
A Rank: 250 meters
S Rank: 500 meters
H Rank: 750 meters
Garuda's Flame: The probably most significant part about Lightning Demon Slayer magic as taught by the Lightning Demon Bird Garuda. Garuda's Flame enhances and pushes the spiritual and mental level of the user past any limits. The magic pressure of the user is so great, that he or she is able to cave in surroundings just by stepping into a certain area and releasing pressure. It weighs down onto the environment and the electrical nature disrupts near electrical mechanisms and impairs movement depending on the rank difference of a character. A character needs 4 posts to get used to the impairment and the weight. With each ongoing post, the effect is halved until the 4th post, where the feeling vanishes from a character's body. The feeling of the crackling air and the strong electrical currents never fully vanishes though if the user chooses to release this ability. This sensation triples once slayer force is entered.
Same rank: 1% movement impaired, doesn't weigh at all
1 rank lower: 3% movement impaired, feels like carrying something
2 ranks lower: 5 percent movement impaired, feels like being packed with something
3 ranks lower: 7% movement impaired, feels like carrying something heavy
4 ranks lower: 10% movement impaired, feels like being pulled down to the ground
Additionally, the users magic pool grows with him or her. He or she is able to have greater potential in his or her own magic pool by years of Garuda's mental training rather than physical training.
D Rank: +0%
C Rank: +5%
B Rank: +10%
A Rank: +15%
S Rank: +20%
H Rank: +25%
Furthermore, the user is able to deal greater amounts of damage in his or her spells due to increased magical power and potential in contrast to his or her physical body. Next to this advanced ability, Garuda's Flame also allows mastery over electric manipulation and generation.
Garuda's Karma: A signature of Garuda's influence on the user's mentality. The user creates a force field of strong electrical waves around him or her. This allows the user to pick up any sort of movement within that electrical field. Any change in the electrical structure is able to be picked up, allowing for a 360° inner picture of the environment. The radius of this ability grows with the user. This ability also dictates the range for almost all spells used by the Lightning Demon Slayer, as taught by Garuda.
D Rank: 5 meters
C Rank: 10 meters
B Rank: 20 meters
A Rank: 35 meters
S Rank: 55 meters
H Rank: 80 meters
Garuda's Wings: This magic grants the user the ability to travel at lightning speeds in short intervals. Up to 100,000 mps is possible in one interval. Due to Garuda's Karma, and enhanced brain capacity the user is also able to curve and bend during these short intervals (non-combat oriented, play around aspect. If I ever use this in combat, feel free to insta deny this passive and nerf my magic down at your leisure). Additionally, Garuda's Wings allow for the user to hover in mid-air by partially transforming into lightning. The user is able to stay in any position mid-air that he or she wishes. But the user can only undo the transformation and fall downwards. It is unable for him to fly upwards or sideways. Movement of course, is possible in those directions. This ability as its last effect enables the production of feathers in varying size that are charged electrically and are able to turn into lightning. They can easily be destroyed by most anyone and anything realistically stronger than the feather and the electrical charge is only useful in combination with spells. They deal less than D Rank damage.
Primary Magic: Lightning Demon Slayer
Secondary Magic:
Caster or Holder: Caster
Description:
Lightning Demon Slayer magic is a form of Demon Slayer magic taught to a human by a demon to slay their own kind. Imbued with a holy touch, this form of lightning magic is stronger than regular lightning magic. Especially in the point of strength and output. It's major advantage is it's massive benefit of magic power to the user. It allows for extreme control of a massive amount of power outage that surpasses most every lightning magic. While it does grant the user all of the standard passive advantages that a slayer can have, it focuses on it's sheer magic strength and mental potential rather than the user's body. A good example of that is the fact that once the user enters the slayer force state, he or she does not do so by succumbing to emotions but rather creating a clear mind by meditating over lightning currents and absorbing lightning into the skin.
While there are a count of lightning demon's, the current lightning demon slayer was taught by the demon bird, Garuda. She has taught the art of lightning slaying as a form of absolute cleansing of everything earthly. It is used to perish anything in it's way, be that evil or good. It is used to free, to cleanse and not lastly, to destroy. In her sense, the magic revolves around the usage of extreme power in magic, and not in physique. It uses insanely quick casting that can happen in the blink of an eye and quick showers of power to overpower anything in it's path.
The specification of slayer magic and it's core however, is the change of physique to that of the being who taught you the magic and wielding their respective element. As a thunder bird, Garuda's feathers can turn into lightning independently detached from her own body. As such, she bestows that ability unto her students. Furthermore, does she train the mental ability of her students much greater than their physical abilities. To such extent, that the growth of mental and magical capacity is three times greater than the physical growth.
Strengths:
Elemental Strengths: Both Water and Wood elements are either electrocuted or pierced by Lightning magic in case of confrontation. They pull the shorter straw in those cases. While Wood can be simply destroyed by blasts of lightning, lightning passes through any type of water disrupting its flow instead of destroying it completely. Lightning and electricity are 100% edible to the Lightning Demon Slayer. Any form except God Slayer Lightning is able to be eaten or in Garuda's Lightning Demon Slayer's case “absorbed”. Of course the Lightning Demon Slaying magic as taught by Garuda also allows for extreme manipulation of Electricity and Lightning, as well as generation within the parameters of spells.
Paralysis: Depending on rank of the spell, a paralysis takes place that slows down movement in case the spell hits, next to the damage the spells produce. Movement is impaired by 20% for 2 posts once the user's lightning hits. This effect needs magic's lightning to make physical contact with the target, no matter how light, and thus it will carry this effect onto the target. This effect can be countered by any sort of speed boost. It is doubled if the target should be covered in water, or the spell's lightning hit in places where the target was covered in water. This effect stacks only in it's duration. Additionally, spells can deal stun damage depending on rank.
Ex: If the same target is hit twice by two of Sango's attacks, he will have his movement speed impaired by 20% for 4 posts.
Holiness: As with the purpose of Garuda's teachings, this magic cleanses away dark and demonic powers and has a 100% increase in power and effect towards the undead, the demonic, the evil and any sort of chaotic or evily associated entity. It also buries the nature that if it should go against any sort of darkness imbued lightning magic, it would cancel both the darkness imbued lightning as itself out. Additionally, this magic attracts demons to itself when used. Demons will pay 50% more attention to her magic and herself when witnessing the effects of this magic. They will most likely also go wild and rampage towards the user.
Weaknesses:
Defense: The magic's defensive properties are one of the weak points of this magic. Because the magic's defensive abilities are weak. As a non-physical magic form, there are no direct defenses. Actually, the only way to defend is to cast more spells that would deal damage in one way or the other. So there is no way to fight passively with this magic. This magic always deals some kind of damage in most any spell that is directed to fend against someone or something. It has a set of supportive spells, but genuinely this magic is set out to deal massive amounts of destruction and damage, thus the offense is an extremely strong part as specifically the slaying magic of the Lightning Bird Demon Garuda is specified to create a strong magic, the defense suffers.
Not versatile: While there are a set of supportive spells, the magic in it's core is quite bland, with the effects ranging from destruction over paralysis or burning to a strong offense. Not a big range and as such, the magic's versatility suffers. Especially since the concept of the magic produces and uses something immaterial, there is little room for application of the magic. Overall, it doesn't get off well in terms of applicability and thus, is weak in versatility.
Elemental Weaknesses: Lightning is weakened by wind magic as it can change the course of the magic if it were to be fast enough. A same rank wind spell against a same rank spell of the user would win in a head on clash and could fling the spells off into a different direction, or dissipate the lightning depending on the spell's functions. Different from the refined material iron, earth and sand make it harder for lightning to crush them and pass through them because of their sturdy nature. Same rank earth or sand spells would win out against a spell of the user.
Redirectable: Different from the magical elements that could prove to have an advantage over Lightning Demon Slayer magic, there is certain material that might prove to be difficult for lightning to avoid. Iron is able to weaken the lightning's voltage by 5%. Other minerals that conduct even better can weaken the lightning's voltage by up to 10%. These materials are also able to slightly direct the lightning's path or make itself the lightning's target if they are supported with magical potential.
Abilities/Powers:
Garuda's Body: While Garuda's body is not as strong as most other demons, it still pushes the user's speed towards a human's peak potential. Endurance and strength are average for a woman of her stature and age. She's able to run around 50 kmh at top speed. Different from normal slayer bodies, Garuda's body concentrates on reflexes. Due to the electrical enhancements, the nervous system is passively pushed to extreme heights allowing for reflexes that go way past anything average or human. It reacts not based on muscular speed but to automatic contraction of muscles that is enhanced way past the normal brain limit of 30%. That means that even though the user's movement peaked at most, making him or her weaker than most slayers, his or her muscles' potential is pushed past extremes when sending direct and electrical signals intended for evasion. With that method, the user would be able to avoid bullets at point-blank range. Garuda's bird-like body also grants the user 100% more flexibility than he or she would initially would have. (Sango basically acts as if double-jointed almost everywhere with snake like possibilities). The user also has slightly enhanced vision, similar to that of an eagle, able to see closely and spot most anything up to 1 kilometer away, and even see outlines and roughly up to 2 kilometers away.
Garuda's Suhtra: The user is able not only to eat any sort of lightning next to god slayer lightning, but also able to absorb non-magical electricity because of Garuda's property to attract lightning through her feathers, which are natural lightning conductors and emitters. Thus, the user just has to concentrate slightly and instead of needing to make the eating motions of most slayers, the lightning gets attracted to his or her body and fuses into the body over the skin. So the user himself acts as a human lightning rod. So the user can, with the stroke of a hand absorb any sort of lightning in that range. Should the user be in a city, a full course meal can be deranged with simply focusing his or her mind and meditating over the electric voltage. This ability gains in range depending on the user's capability. The user is thus, 100% immune to any form of lightning that is below the user's rank next to God Slayer Lightning, to which the user is only ever half as immune as he would be. At 1 rank difference to the lightning, the immunity is reduced to 80%. At 2 ranks difference, the immunity is reduced to 60%. At 3 ranks difference the immunity is reduced to 40%. At 4 ranks difference the immunity is reduced to 20% and at a 5 rank difference there is no immunity.
D Rank: 20 meters
C Rank: 70 meters
B Rank: 100 meters
A Rank: 250 meters
S Rank: 500 meters
H Rank: 750 meters
Garuda's Flame: The probably most significant part about Lightning Demon Slayer magic as taught by the Lightning Demon Bird Garuda. Garuda's Flame enhances and pushes the spiritual and mental level of the user past any limits. The magic pressure of the user is so great, that he or she is able to cave in surroundings just by stepping into a certain area and releasing pressure. It weighs down onto the environment and the electrical nature disrupts near electrical mechanisms and impairs movement depending on the rank difference of a character. A character needs 4 posts to get used to the impairment and the weight. With each ongoing post, the effect is halved until the 4th post, where the feeling vanishes from a character's body. The feeling of the crackling air and the strong electrical currents never fully vanishes though if the user chooses to release this ability. This sensation triples once slayer force is entered.
Same rank: 1% movement impaired, doesn't weigh at all
1 rank lower: 3% movement impaired, feels like carrying something
2 ranks lower: 5 percent movement impaired, feels like being packed with something
3 ranks lower: 7% movement impaired, feels like carrying something heavy
4 ranks lower: 10% movement impaired, feels like being pulled down to the ground
Additionally, the users magic pool grows with him or her. He or she is able to have greater potential in his or her own magic pool by years of Garuda's mental training rather than physical training.
D Rank: +0%
C Rank: +5%
B Rank: +10%
A Rank: +15%
S Rank: +20%
H Rank: +25%
Furthermore, the user is able to deal greater amounts of damage in his or her spells due to increased magical power and potential in contrast to his or her physical body. Next to this advanced ability, Garuda's Flame also allows mastery over electric manipulation and generation.
Garuda's Karma: A signature of Garuda's influence on the user's mentality. The user creates a force field of strong electrical waves around him or her. This allows the user to pick up any sort of movement within that electrical field. Any change in the electrical structure is able to be picked up, allowing for a 360° inner picture of the environment. The radius of this ability grows with the user. This ability also dictates the range for almost all spells used by the Lightning Demon Slayer, as taught by Garuda.
D Rank: 5 meters
C Rank: 10 meters
B Rank: 20 meters
A Rank: 35 meters
S Rank: 55 meters
H Rank: 80 meters
Garuda's Wings: This magic grants the user the ability to travel at lightning speeds in short intervals. Up to 100,000 mps is possible in one interval. Due to Garuda's Karma, and enhanced brain capacity the user is also able to curve and bend during these short intervals (non-combat oriented, play around aspect. If I ever use this in combat, feel free to insta deny this passive and nerf my magic down at your leisure). Additionally, Garuda's Wings allow for the user to hover in mid-air by partially transforming into lightning. The user is able to stay in any position mid-air that he or she wishes. But the user can only undo the transformation and fall downwards. It is unable for him to fly upwards or sideways. Movement of course, is possible in those directions. This ability as its last effect enables the production of feathers in varying size that are charged electrically and are able to turn into lightning. They can easily be destroyed by most anyone and anything realistically stronger than the feather and the electrical charge is only useful in combination with spells. They deal less than D Rank damage.
- D Rank Spells:
- Name: Flash Flight!
Rank: D
Type: Transportation
Description: The user discharges himself into the air as lightning and recharges in another position making it seem like he or she teleported. Movement through the air as lightning particles is possible at 3700 mps. This spell has a 1 post cooldown
Strengths:- Functions similar to teleportation as the user literally disappears and reappears in a different location.
Weaknesses:- Can not use any spell above A Rank during the same post after using this.
- Works only in the range of Garuda's Karma.
Name: Tweet!
Rank: D
Type: Supplementary; Preparation
Description: A rather simple spell. The user spreads her arms out and quickly generates feathers in the range of Garuda's Karma. The rule of thumb is 1 feather per 1sqm of area. These feathers are electrically charged, and are not any different than her other feathers. They can be destroyed by light attacks and generally wield all of the normal properties of feathers -except- that they have that voltage in them that can be used to channel other spells. This spell has an instant duration and a 2 post cooldown. The feathers are summoned in the range of Garuda's Karma.
Strengths:- Can be used to channel other spells.
- Feathers stay until destroyed
Weaknesses:- Doesn't deal ANY sort of significant damage
- Feathers can be easily destroyed by applying light force
- The spell is easily visible as it covers quite a range. AoE spells can obstruct this
Name: Carry Me, Garuda!
Rank: D
Type: Evasion
Description: The user is able to mark one specifically generated feather for this spell. The feather is designated and if destroyed, the spell can not be used. What the user does, is mark the feather in a way that she is able to transport herself to this feather, should any harm befall her body. Should the user be in danger, this spell reacts to her instincts alone. The user is not able to self-activate this spell. So, should the user face imminent danger, she is able to travel to the designated feather at lightning speeds. Should a not blockable sword strike be coming down on her, should she have to face a blast coming her way without having time to evade it anymore then this spell reacts automatically. It has a 4 post cooldown before reactivation.
Strengths:- Instant counter
- Instinctful evasion without having to prepare
Weaknesses:- Limited to range of Garuda's Karma
- Can never self-activate. If user isn't completely aware of danger, this spell doesn't work.
- Uncontrolled activation. It will even activate if the user doesn't want to, but reacts to a situation negatively
- The user needs to indicate that he has actively marked a feather and placed it somewhere. This feather can be destroyed. Without those requirements, the spell does not work.
Name: Garuda's Tantra
Rank: D
Type: Self-Support; Healing
Description: If the user meditates over the lightning currents in the air he or she is able to heal minor exterior damage by pushing the nervous system to limits at the damaged areas. This ability heals most cuts and bruises. While broken bones or deep flesh wounds create too much of a distraction and sensation of pain in the user's mind to be healed with that technique, concussions and most diseases can be healed with this ability. Any sort of mental shortcoming or harm can be healed with this technique and user-ranked illusions that affect the sense of vision or touch can be erased if the user is aware that he is under the influence of some kind of illusion. This spell has a 3 post cooldown.
Strengths:- Has healing effect despite nature of magic
- Can counteract against illusions that affect vision or touch
Weaknesses:- Can not heal any deeper wounds, just superficial ones if the sense of pain is too high
- Does not prevent effects from illusions that mess with sense of hearing, smell or taste
- The user takes time in the post itself to cast the spell. He s susceptible to damage, and the spell is able to be obstructed if attacked in that small time frame
- C Rank Spells:
- Name: Hush, Garuda!
Rank: C
Type: Buff
Description: By altering the electrical waves of the nervous system, the user is able to offset any sensation of pain within her, for the duration of this spell. The user is able to withstand any sort of pain dealt to her. An extremely useful spell in the correct situations. It can backfire as to not feel pain may prove as a disadvantage. But generally, the user can render herself completely insusceptible to feelings of hurt, creating a higher endurance for the time of this post. This spell has a 3 post duration and a 5 post cooldown.
Strengths:- Can be used to offset sensation of pain
- Has a 3 post duration
- Can create the illusion of a higher endurance in the user's mind, letting her go on longer
Weaknesses:- Can only be used to offset pain. Her body doesn't get any more enduring in reality
- Once the spell ends, the user will experience all the pain dealt to her over the course of this post, resulting in a possible over-release of pain if she took to much damage rendering her completely unconscious
Name: Glisten, Garuda!
Rank: C
Type: Support
Description: After activation, the user is able to work with the feathers she spawns onto the battlefield. For one, she can now summon any spell from any feather in the range of her Karma, should the spell allow summoning from a distance without obstructing its functionality. Additionally, any spell that doesn't hit a target, but then hits a feather can be absorbed and resummoned from any feather in the user's reach. The user's feathers momentarily gain the ability to absorb any spell (of the user) in a 7 meter range. This allows for a fluctuating river of magical attacks that are quite difficult to follow for those without enough awareness. This spell has a 4 post duration and a 6 post cooldown.
Strengths:- Resituates the summon area for most any offensive spell
- Is able to redirect spells creating a difficult-to-read combative flow
Weaknesses:- Is only a support spell, no damage dealt directly
- Can not redirect spells that need to be caster ranged to fulfill their function
- Spells need to be redirected to feathers to be absorbed and then resummoned
Name: Flurry!
Rank: C
Type: Offensive
Description: The user can fire this spell from any limb or feather in a 2 meter radius. This spell shoots a straight beam of lightning at blinding speeds in the direction the user wishes. Either at the point where the spell hits a surface or at the end of its range (Garuda's Karma) one of the user's feathers will appear and rest where it is or possibly drop from the sky. This spell deals basic C Rank damage and the beam itself is nothing special. It bares the casual elemental strengths and weaknesses and is a casual reusable C Rank lightning attack. This spell has instant duration and a 1 post cooldown.
Strengths:- Simple but effective attack
- High speed and feather at the end combinable with other spells
Weaknesses:- Small time gap between activation and launching of the beam itself in which the spell is potentially obstructable
- Is calculable as it flies in a straight line
- Redirectable if there is a metal object in a 2 meter radius of the beam
- Can be used to offset sensation of pain
- B Rank Spells:
- Name: Spread your Wings!
Rank: B
Type: Buff
Description: The user's body will get coated in lightning magic completely. From the arms, longer and wider strides of lightning magic will expand though, creating a sort of wing-like structure around their upper limbs. The white lightning will function as generic wings for one, but also as a passive damage dealer if she should touch someone, as well as granting a high increase in speed and reflexivity. The user can now fly as high as most any bird can and dive and move as fast as an eagle when in the air. The user also deals passive D Rank damage should someone come into her vicinity. Additionally, this spell raises the damage rank dealt by D and C Rank spells for the time of duration. This spell has a 4 post duration and a 6 post cooldown.
Strengths:- Versatile all-rounding flight buff
- Good for evasive combat
Weaknesses:- Running speed doesn't change at all. Only air-time grants speed boost
- Passive damage doesn't work on earth or sand mages at all
- Can also hurt friends when in this state, meaning physically-entangled partner combat is difficult
Name: Warble!
Rank: B
Type: Debuff
Description: The user generates feathers in a 30 meter radius with swift hand motions. These feathers however, are not real but consist entirely of the user's magic lightning. They are also not used as feathers but rather checkpoints for the next spell. All same ranked mages and creatures and below will suffer complete movement reduction. Utter paralysis of 100% percent, meaning no significant movement possible. While in the first post of this spell, the movement reduction only happens to be 60%, in the second post it flings up to 100%. However, from the second post on, the user is caught in this spell as well, as it moves with the user. The user has to concentrate to such extremes, that if she were to lose concentration by doing significant movements, the spell were to end instantly. Meaning, this spell has a large potential if used in the correct context, but can prove to be utterly useless if applied incorrectly.
Strengths:- Able to completely cancel movement for any user-ranked mage/creature within range
- If it functions, affected suffer from complete movement reduction, all spells that require movements to be cast will be offset
- Water and wood magic of spell rank or below will dissipate and deals D Rank damage through conductive metals
Weaknesses:- Takes time to reach full potential
- H Rank mages are not affected
- Does not directly affect actual magic but JUST the physical nature of those affected
- Only half as effective towards those with a physicality that has a physical affinity to earth
Name: Sky Crossing!
Rank: B
Type: WIP
Description: WIP
Strengths: WIP
Weaknesses: WIP - Versatile all-rounding flight buff
- A Rank Spells:
- Name: Taser Touch!
Rank: A
Type: Offensive; Damage
Description: For this spell, the user has to be in physical range of her opponent or genuine target. What she does is, concentrate voltage in a specific part of her body (preferably her fingers). The smaller the body part the heavier the output is and the easier it is to apply the spell. The user's charged body part then has to merely come in contact with the opponent and an instant discharge will take place that deals heavy A Rank damage all across the body. Additionally, the target is stunned for a short time frame after the spell has been applied. This time frame is usually around 5-10 seconds. The casual movement impairment also takes place. Lastly, the targets sense of vision will be blurry for the next 2 posts, as well as the sense of hearing being slightly impaired because the spell releases a highly screeching noise that rings after in the ears.
Strengths:- Extremely potent spell of high damage
- Often hard to see coming, only indicator a white glowing body part
- Affects senses and impairs vision and hearing.
- Able to dissipate any A Ranked Water Spell or below by hitting it with this spell
Weaknesses:- Must be in physical range for this spell
- All effects including damage cut down by 50% making the spell only half as potent towards mages with a physically earthly affinity.
- Easily blockable or evadable as the user has too little strength to apply this spell rigorously
- Only point of discharge is affected. The user can miss and hit air, by which this spell gets useless
Name: Chipper!
Rank: A
Type: Offensive; AoE
Description: This spell is quite the destructive one that deals a massive amount of damage across a wide scale, depending on the placement of feathers over the area. What this spell does is instantly detonate any feathers within a mile radius of the user. All of the following explosions have a 15 meter radius and deal A Rank damage that is unable to stack up to S Rank damage. Any feathers that the user has placed on the battlefield will explode in a magically electrical explosion that affects all mages within its range. Dependant on the amount of feathers, this spell can get extremely destructive and disfigure landmasses and cities depending on the scale of placement of feathers.
Strengths:- Extremely potent spell of high damage
- All around A Rank damage for anyone within the high range
- Doubled damage on any physically related mages of the elemental strengths of this magic
Weaknesses:- Leaves no feathers at all to work with, meaning new have to be produced
- Is unable to stack up to S Rank
- Only 25% damage on mages that are physically entangled with this magics elemental weaknesses
- Needs feathers placed. The less feathers on the battlefield, the less damage this spell deals meaning it is a question of good timing and a bit of luck as this spell is completely obstructable if the feathers get destroyed before the spell can activate
Name: Flapping Thunder!
Rank: A
Type: Offensive
Description: The user creates up to 150 small marbles in the range of her Karma. These marbles deal weak D Rank damage on their own and cause a 5% movement reduction in a 2 feet radius. These marbles are telekinetically controllable by the user at extremely high speeds. 15 of these orbs together deal about D Rank damage. Around 30 of these orbs deal C Rank damage together, around 70 of these orbs deal B Rank damage. 150 of these orbs together deal A Rank damage. They also have the capability to create a defense by sacrificing themselves and reflecting spells through force. 10 orbs together are able to reflect a C Rank spell, 30 orbs a B Rank spell and 100 orbs an A Rank spell. These marbles are also detonatable. They explode in only a small radius of 2 meters, but this radius is stackable up to 50 meters if 50 of these orbs are brought together. By detonating 5 of these orbs the user is able to create C Rank damage in a 5 meter radius. By detonating 15 of these orbs the user is able to replicate B Rank damage in a 10 meter. 50 orbs detonated replicate A Rank damage in a 15 meter radius. By bringing all 150 of these orbs together and detonating them all at once, this spell is able to deal extremely high A Rank damage near S Rank and achieve an extremely high rate of destruction in a 30 meter radius. This spell has a 8 post cooldown and a 5 post duration.
Strengths:- Another extremely destructive spell of high potential
- Versatile in damage distribution. Malleable spell that can defend and attack
- Two ways of attacking, one through eletrical damage and the other through lightning explosions
- Extremely high movement and control speed of orbs
Weaknesses:- Overall weak damage, need to be brought together for strong effects
- Needs to sacrifice part of spell for high amounts of AoE damage
- Only 10% effective against Earth element
- Orbs are controllable through iron objects and/or Iron magic or other conductive materials.
- Needs high amount of concentration, user's movement speed drops to 75% of their original movement speed
- Orbs that fall out of the users range simply dissipate without a trace left
- Extremely potent spell of high damage
- S Rank Spells:
- Name: Judgement!
Rank: S
Type: Offensive; Beam
Description: A most destructive spell that halts before only very few things. Up to 8 concentrated beams of the user's lightning magic erupt in one specific direction in the range of Garuda's Karma. The beam has a 3 meter radius. It thaws through most materials and even doesn't halt before metal, though the force is halved when it hits iron magic. This spell can be summoned in multiple ways. Either directly from the user's palm, on a stormy day it can also be channeled through the sky OR it can be fired from a feather that is currently on the battlefield and is still intact. One beam deals around B Rank damage and is able to singe the skin. It even obstructs the general rule of 40% paralyzing and pushes it to 50% if it hits, meaning someone will be less than half as fast as he was before for the next 3 posts. Otherwise, this spell has an instant duration and can be casted extremely quickly. The speciality of this spell however lies in the variety of firing this spell. The user is able to combine two of the B Rank beams to create an A Rank beam, or combine 4 B Rank beams to create an S Rank beam. The user isn't able to combine above 4 beams, resulting in potentially two launchable S Rank beams. The spell has a 8 post cooldown and a 5 post time frame in which the pool of 8 beams is launchable.
Strengths:- This spell can be cast extremely quickly and from any feather on the battlefield or the user herself and the user has a pool of 8 B Rank beams to work with and combine
- Has an intense paralyzing effect including massive amount of damage
- The beam travels at around the speed of sound making it quite hard to evade
Weaknesses:- A direct attack. Easy to evade as the beam itself has to have a certain degree of accuracy
- Deals half damage towards metal as it can redirect and dissipate part of the attack, half of the force of this attack is taken away as well
- Fired against an offensive wind/earth or sand spell of the same rank, it would lose
Name: Chirk!
Rank: S
Type: Transportation; Support
Description: This spell is extremely effective, yet deals no damage at all. It allows the user to create a magical link between all the feathers she creates unto the battlefield. The user may then use a permanent discharge and recharge between all of the feathers' locations, creating a constant flow of transportation throughout the battlefield. If the feathers are broken, the magic dissipates and the user can't access that location. Meaning, the user can only utilize this spell on intact feathers. By the means of this this spell however, an extremely difficult-to-read battlefield flux of movement is created that throws off many users. It is probably one of the strongest spells this magic has to offer, if not the strongest as it uses the full potential of Garuda's bestowed abilities of flexibility, power, tactics, movement and power. The duration of this spell is 4 posts and the cooldown is 8 posts.
Strengths:- Allows for a highly free-ranged flow movement
- It's quite hard to tell where the user will reappear
- A stealthy spell that might surprise the opponent if he can't read the signs of this spell correctly
Weaknesses:- This spell deals no damage. At all. It is unable to harm anyone, unless they have an allergy to electricity or a pacemaker that would be thrown off because of the natural voltage in the air. Even D Rank mages don't feel any weight because of this spell
- AoE attacks can obstruct this spell by destroying the feathers
- S Rank metal spells could possibly redirect the location of her recharging mid-air
- The potential of this spell can be offset if someone would know where the user would appear next
- This spell can be cast extremely quickly and from any feather on the battlefield or the user herself and the user has a pool of 8 B Rank beams to work with and combine
Last edited by Sango on 13th March 2014, 2:32 pm; edited 2 times in total