Magic
Primary Magic: Deus Territorium (Sovereign Territory)
Secondary Magic: -
Caster or Holder: Caster
Description: Space. The Final Frontier. This is the magic of the Speed Demon Zack. After his battle against his former master, the legendary Sky Emperor and his four servants the sky kings a strange thing happened that Zack did not expect. He lost the right to call himself a sky demon slayer. He could not consume air for power, nor could he enter demon force. Lost and confused the man known as Zack went on a long journey and did not return to the guild for many months.
When he eventually returned it was in a new body. It seemed the two he had previously had both been fakes. The first was crafted by the Sky Emperor to better suit being a Sky Demon Slayer whilst the second was crafted by the demon fairies of Malkariss to replace his body after it was too heavily cursed. This was, he hoped, his final face. Yet this body was not the only change that had come over him. He now had access to new magic, a magic he named Imperial Territory.
Sovereign Territory was formed when Zack realised that his fighting style was very beast like. He dominated his opponents with speed and strength relying purely on instinct. As that was how he was he thought that perhaps a magic that further built on that principle would suit. Plus it also built on the fact for all intents and purposes he was now the sky emperor. This magic is a magic that essentially allows the user to manipulate the 'space' within range of the user. This can be simple applications like moving from one point in the space to another to more complex methods like turning the space itself into a weapon. However, this was a magic he discovered and he did not want to follow the path of another. So rather than directly copying the magic known simply as Territory he built on it to form a new magic. This magic took into it the principles of dimensions, in particular those known as pocket spaces. Using this principle he could form doors between 'spaces' allowing him to travel vast distances or store weapons. Thus he could essentially requip items. Yet this was just the mildest application of the pocket space principle.
The true principle was in the fact that he could transport others to these pocket dimensions thus he could transport his opponents to a 'Territory' that ill-suited their magic or he could transport his allies to an area that promoted healing. OF course, Zack generally doesn't think of things in such a logical manner. Rather than setting up the battlefield to his advantage he will often transport an opponent to a 'Territory' purely to turn the battle to a one-on-one duel.
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Primary Magic: Deus Territorium (Sovereign Territory)
Secondary Magic: -
Caster or Holder: Caster
Description: Space. The Final Frontier. This is the magic of the Speed Demon Zack. After his battle against his former master, the legendary Sky Emperor and his four servants the sky kings a strange thing happened that Zack did not expect. He lost the right to call himself a sky demon slayer. He could not consume air for power, nor could he enter demon force. Lost and confused the man known as Zack went on a long journey and did not return to the guild for many months.
When he eventually returned it was in a new body. It seemed the two he had previously had both been fakes. The first was crafted by the Sky Emperor to better suit being a Sky Demon Slayer whilst the second was crafted by the demon fairies of Malkariss to replace his body after it was too heavily cursed. This was, he hoped, his final face. Yet this body was not the only change that had come over him. He now had access to new magic, a magic he named Imperial Territory.
Sovereign Territory was formed when Zack realised that his fighting style was very beast like. He dominated his opponents with speed and strength relying purely on instinct. As that was how he was he thought that perhaps a magic that further built on that principle would suit. Plus it also built on the fact for all intents and purposes he was now the sky emperor. This magic is a magic that essentially allows the user to manipulate the 'space' within range of the user. This can be simple applications like moving from one point in the space to another to more complex methods like turning the space itself into a weapon. However, this was a magic he discovered and he did not want to follow the path of another. So rather than directly copying the magic known simply as Territory he built on it to form a new magic. This magic took into it the principles of dimensions, in particular those known as pocket spaces. Using this principle he could form doors between 'spaces' allowing him to travel vast distances or store weapons. Thus he could essentially requip items. Yet this was just the mildest application of the pocket space principle.
The true principle was in the fact that he could transport others to these pocket dimensions thus he could transport his opponents to a 'Territory' that ill-suited their magic or he could transport his allies to an area that promoted healing. OF course, Zack generally doesn't think of things in such a logical manner. Rather than setting up the battlefield to his advantage he will often transport an opponent to a 'Territory' purely to turn the battle to a one-on-one duel.
Strengths:
- Versatile: The user is manipulating space itself and as such has a wide variety of options
- Requip: The user can requip by moving an object from a 'pocket' space into actual space.
- Crowd Control: This magic's strongest aspect is likely its crowd control.
Weaknesses:
- Set up time: Some of the more powerful spells require incantations and hand gestures to be used at full power.
- Territory: The magic is defined as 'territory' and as such the user can only manipulate space within their territory. This is the area within a certain range of the user. This is 300ft at H rank. If a target is outside this range then the user cannot effect them. There are few spells that are a partial exception to this rule.
- Organic Immunity: Cannot directly manipulate the 'space' that a living being(excluding plants and non-organic living beings) occupies. The user could remove their clothes, but could not, for example, remove their heart. However, they can do things that effect the target indirectly such as teleporting them by moving the space they occupy from one place to another.
- Touch: In order to move an ally or opponent into a 'territory' the user must touch them and hold them for five seconds.
- Territory size: The user cannot make a 'Territory' larger than their Territorial Range.
Abilities/Powers:
- Caelum Saltatio: The users of this magic are able to fly through the air freely as if they were on the ground. They are able to walk as quickly on the ground as they do in the air. Furthermore, they can grab onto and kick off the air as if it was solid. This is done by focusing the 'territory' properties of the magic to the body part in question.
- Immortalis Sanguinem: Zack has Immortal Blood due to his lineage. This heals him at 5% per post. This stacks with other overtime heals.
- Benedictione caelum: By beating the sky emperor Zack himself became the sky emperor and as such got to keep one of the abilities of his former magic. However, unlike before this now heals 5% HP per turn. However, also unlike before he must have open air above him for this to work. Should he be inside a building, underground, on a ship etc then this will not work.
- Amplificata corporis attributa: When fighting in physical combat the user subconsciously uses their magic to enhance their body. It is not quite slayer level physicality, but it is close. In the case of Zack this goes only for strength, speed and reflexes
- Instinctus Territorialis The user is aware of everything within their territory. Should anything enter their territory they will be aware of it making sneak attacks almost impossible
- Armamentarium: The user is able to requip actual items that they own such as Zack's swords
- Nostalgia: The user, when not in combat, is able to return to any place they have visited whilst wielding this magic. This is done by opening up a portal to a pocket dimension. This pocket dimension has many doors each of which leads to an area he has visited. However, visiting the place is not enough. The user must make a 'door' in said area by focusing their magic. Zack tends to do this for areas where he has won a significant victory in the past. This is mostly because those are the only areas he can remember.
- Signature Spells:
- Ultimus celeritate:
Rank: S rank (Artifact)
Type: Buff
Description: Probably Zack's favourite spell and one he uses the most often. This allows him to buff his speed and reflexes by 150% making him insanely fast. This is done by manipulating the physical space that is the user's body to allow for much higher speed movement.
Strengths:- Allows for super high speed combat
- Allows for super high speed travel
- Allows him to add greater momentum to his attacks
Weaknesses:- Makes it harder to stop because he is going so fast.
- Can only effect himself with this buff
- Only buffs speed and reflexes
- Has a duration and cooldown unlike his other signature spells
Durations/Cooldowns: 7 posts/5 posts (Signature spells so doesn't require as long to cooldown)- Allows for super high speed combat
- Intemerata:
Rank: B rank (Strong)
Type: Support
Description: This is perhaps one of the most useful abilities of Zack's magic and one he uses often. This allows him to temporarily phase his physical existence into another dimension to avoid a blow. This essentially makes him intangible and yet despite this he is still physically there. For some reason this cannot avoid magical blows.
Strengths:- Useful for avoiding physical blows
- Useful to prevent himself hitting an object he doesn't want to whilst doing a high speed attack
- Can disorient opponents as they think he is untouchable
Weaknesses:
[list]
[*]Cannot avoid magical blows
[*]Can only be used once per post
[*]Only lasts a few seconds
[*]Uses 7% magic power rather than 5%.- Useful for avoiding physical blows
- Ianuae Magicae:
Rank: D rank(weak)
Type: Movement
Description: This technique allows the user to teleport three times per post. Esssentially they are able to teleport to anywhere within their territory. They can choose whether they keep their momentum or not. The air will shimmer where they teleported from and also where they will appear. This can be used to identify where the person will appear, but it is only a fraction of a second so any reaction to it will need to be fast. This uses slightly more magic power than a regular D rank spell and uses 2% MP everytime the user teleports.
Strengths:- Can teleport to avoid attacks
- Can use this to chain an attack
- Can use this to increase momentum for a high power attack
Weaknesses:- Can only teleport three times per post
- Each teleport uses 2% MP rather than the usual D rank cost
- Can only teleport within their 'Territory'
- The air shimmers slighty a fraction of a second before they appear
- Can teleport to avoid attacks
- D ranks:
- Territorial Expansion:
Type: Support
Description: This spell has one simple effect. He can expand the size of his 'Territory' in each direction by 50ft.
Strengths:- Allows him a larger area for Instinctus Territorialis
- Increases the maximum range of his spells
Weaknesses:- No direct offensive purposes
- No direct defensive purposes, except awareness
- Relatively small increase when compares to the size of the territory
Durations/Cooldowns: 4 posts/4 posts
- Allows him a larger area for Instinctus Territorialis
- Truth Vision:
Type: Support
Description: This is a non-offensive spell and in general is completely non-combat unless the user is imaginative. Whilst this is active Zack is aware of any deceptions that take place within his Territory. Thus if someone lied to him he would know. This has one real aspect in combat which a lot of people might not think of. It will allow him to know when his opponent is trying to deceive him with a feint or some other trick though whether he can respond to it is another matter.
Strengths:- Allows him to know when people are lying
- Allows him to know when he is being deceived
- Unable to be detected
Weaknesses:- Almost no use in combat
- No offensive purpose whatsoever
- Even if he can detect a deception he might not be able to react to it
- Does not allow him to 'see' the truth, he just knows they are lying/attempting deceiption
Durations/Cooldowns: 2 posts/ 2 posts- Allows him to know when people are lying
- C ranks:
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- B ranks:
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- A ranks:
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- S ranks:
- Laminas Imperatoris:
Type: Requip: Weapon
Description: This is said to be the ultimate sword that Zack can requip. It requips his most powerful spell sword, the sword he forged using the remanant's of the Sky Emperor and the four sky king's magic. It is said that it contains their souls. This weapon is classed as an Artifact(+) grade weapon. When this is equipped a demonic figure seems to form behind Zack that mimic's his moves. This is purely for intimidation.
The weapon itself is a long sword that has a 42 inch long blade and is suitable for wielding in one hand or two.
Strengths:- Can resist S rank spells
- Improves Zack's damage by one S rank
- Gives an impressive aura
Weaknesses:- If the sword is broken (Requires it to be hit by 5 S ranks) then it cannot be used again that thread
- Is not suited for long range combat
- Can be eaten by metal slayers
- As a metal weapon it conducts electricity making electric attacks do 50% more damage.
Durations/Cooldowns: 6 posts/8 posts- Abilities:
- Telekinetic control: The weapon can be controlled telekinetically providing it is within 250ft of the user.
- Ethereal Shift: This blade can become 'intangible' and pass through an object making this harder to block and parry. It cannot however pass through objects in quick sucession so it is not suitable for battling dual wielders.
- Imperator conspectus:
Rank: S
Type: Offensive
Description: The user sweeps their arm and generate a large tornado that sucks in things within 30ft of it and not only makes them dizzy but delivers 1 B rank of cutting damage for each post they are trapped. The tornado itself is approximately 500ft tall and about 60ft wide at its widest point.
Whilst powerful this technique is not inescapable. Should the user have enough physical strength to resist the wind or enough magic power to blast themselves free then it is escapable. Those that can teleport or otherwise 'warp' can also escape.
Fortunately, being his own spell, Zack is not effected by this at all.
Strengths:- Can trap opponents
- Sucks targets in
- Doesn't effect the user so they can strike easily whilst opponents are trapped
- Can be embued with elemental properties e.g. cold winds, fire, lightning if the twister is hit by it. This will increase the damage relative to the amount of that element used
Weaknesses:- Doesn't differentiate between allies and friends
- If opponent's are outside range then it has no effect
- Large amounts of collateral damage.
- Can be escaped with a lot of strength
- Can be escaped by teleporters/warpers
- Can be escaped if enough magic power, approximately 1 S rank, is used to disrupt it long enough to escape.
Durations/Cooldowns: 3 posts/6 posts- Can trap opponents
- Summus Exacerbatio:
Rank: S
Type: Sword Buff
Description: The user focuses their new magic into the blade giving it an S rank cutting boost in power and also increasing its range by a few inches. This causes the blade of both the user and the illusionary figure behind them to glow black.
Strengths:- Enhances the strength of the sword attacks by a further S rank
- Increases the range slightly
Weaknesses:- Long cooldown
- Can only be used once per 'requipping' of the weapon
- Still only suited at close range
Durations/Cooldowns: 6 posts/8 posts- Enhances the strength of the sword attacks by a further S rank
- Telekinetic control: The weapon can be controlled telekinetically providing it is within 250ft of the user.
- Can resist S rank spells
- Imperator Cannon:
Type: Offensive
Description: The user focuses 'space' into their hand forming a strange material-like substance whilst chanting an incantation. Once the incantation is finished, i.e. the name of the spell is said, the user fires off a powerful beam of energy. This is a 33ft wide beam of pure destructive energy that will shred anything in its path doing S rank cutting damage. This will extend from the user to the edge of their territory. It will travel that distance in one second. When it hits an object it will cause a small 5ft explosion doing B rank damage, but will keep going till it reaches its apex.
This can be used without the incantation, but that will halve the power and width though will still use the same amount of magic power.
Strengths:- Wide beam
- High speed
- Explodes on contact, but keeps going
Weaknesses:- Requires an incantation or the power is halved
- Cannot exceed the territory's bounds.
- Linear direction
- Incantation can be interrupted thus launching the spell at half power
Durations/Cooldowns: Instant/8 posts- Wide beam
- Imperator Prison:
Type: Imprisonment
Description: The user chants an incantation whilst focusing space between their hands. When the incantation ends, i.e. the name of the spell is said, the user thrust their hands out and up to seven spheres that are 1ft in diameter are launched out. These can cover the space from one side of the territory to another within a second. These are manipulated by the user and when they touch a target they rapidly expand to entrap those people in a 'pocket' of space. This is not quite the same as a territory, but the principle is similar. Within this 'prison sphere' they are unable to move physically, but can use magic. Should the prisoner try to teleport out they will find that the prison teleports with them. The only way out is to break free. However, Zack cannot harm those within the sphere. He can however move the spheres, as can others, and even move them outside of his 'Territory' via powerful shoves.
The size of this sphere is limited to the size of the territory and should spheres touch then they will just push each other apart. They can also push Zack apart. Like all his incantation based spells this can be done without the incantation, but that will halve the strength of the spheres.
Strengths:- Traps a number of enemies preventing them from effecting Zack
- Can be used to trap allies to protect them from harm
- Cannot teleport out of the prison
Weaknesses:- Can be broken by two S ranks, or one if Incantation not used or is interrupted.
- Zack cannot harm those imprisoned.
- Can only form inside the territory
- Incantation is needed or the power is halved
Durations/Cooldowns: 3 posts/9 posts- Traps a number of enemies preventing them from effecting Zack
- H rank:
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