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Just how many tails can we have here? 

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God of Hollowness

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PostPosted: Sat Dec 19, 2015 9:40 pm


Custom Spells


[align=center][b]Spell Name[/b]:
[b]Magic Name[/b]: (Which Magic the Spell comes from)
[b]Magic Type[/b]: (Caster or Holder, along with Lost)
[b]Description[/b]:
[b]Rank[/b]: (Basic or Advanced)[/align]



Custom Weapons


[align=center][b]Name[/b]:
[b]Weapon Type[/b]: (Spear, Sword, Shield, etc.)
[b]Picture[/b]: [If Any]
[b]Description[/b]:
[b]Abilities[/b]:
[b]Rank[/b]: (Basic or Advanced)[/align]



Custom Armors


[align=center][b]Name[/b]:
[b]Armor Type[/b]:
[b]Picture[/b]: [If Any]
[b]Description[/b]:
[b]Abilities[/b]:
[b]Rank[/b]: (Basic or Advanced)[/align]



Custom Magic Items


[align=center][b]Name[/b]:
[b]Item Type[/b]: (Lacrima, Glasses, etc.)
[b]Picture[/b]: [If Any]
[b]Description[/b]:
[b]Abilities[/b]:
[b]Rank[/b]: (Basic or Advanced)[/align]
PostPosted: Tue Dec 22, 2015 8:36 pm


Iron Dragon Slaying Magic
Spell Name: Iron Dragon's Cruelty
Magic Type: Caster
Range: ---
Duration: 3 posts
Description: The user covers their torso, arms, and legs in sharp, jagged iron blades, making it almost impossible for a hand to hand style opponent to attack without striking a blade. In addition, the user may challenge their opponents by dashing to them and intentionally swing at them with their legs or arms.
Rank: A - rank


Spell Name: Iron Dragon's Heart
Magic Type: Caster
Range: 15ft by 15ft
Duration: 1 post
Description: Used to block a devastating attack that could wipe out a town, the user put their palms out and creates a large iron shield with the durability almost being impenetrable. However, this leaves the user vulnerable from behind.
Rank: S - Rank



Iron Shadow Dragon Mode

Spell Name: Iron Shadow Dragon's Blade
Magic Type: Caster
Range: 3ft to 20 ft
Duration: 3 posts
Description: Similar to Iron Dragon's Sword, the user transforms their arm(s) into a jagged sword but this time is empowered with swirling shadows. Within the shadows are iron particles circling the blade at high speeds so even if the opponent does not come in contact with the actual blade, getting close enough will leave wounds. The user may also extend their blade up to 20 ft if they want more range on their opponent.
Rank: Ultimate / S - Rank


Spell Name: Iron Shadow Dragon's Devastating Punch
Magic Type: Caster
Range: 80 ft radius
Duration: 2 posts
Description: Transforming an arm into iron with shadows circling the respective arm, the user sends forth a powerful punch to the ground. Following after is a shock wave of shadows infused with sharp iron particles that will leave cuts and scratches or worse depending how close the opponent comes in contact with it. The wave of shadows is also powerful enough to send opponents flying back depending on how close they are. The user may also use this attack to counter / block other powerful attacks or to tear down a mountain.
Rank: Ultimate / S - Rank



Iron Dragon King Mode

Spell Name: Iron Dragon King's Roar
Magic Type: Caster
Range: (Pffft, way too far)
Duration: 1 post
Description: Inhaling deeply, the user expels a large amount of air with an infinite amount of iron shards. Similar to a regular Iron Dragon Roar it will shred through an opponent if they come in contact but this attack will make it more lethal and possibly kill them if they do not have any defense. The attack is capable of leaving U - shaped valley in the terrain and destroying any buildings or objects that comes in contact.
Rank: Ultimate / S - Rank


Spell Name: Iron Dragon King's Command
Magic Type: Caster
Range: 50ft radius
Duration: 2 posts
Description: While in the air, the user points their palms towards the ground and continuously disperses several shards of iron that are generated from her palms, legs and torso over a large area; making it literally hail jagged blades. This attack is almost considered taboo to Alesandra, seeing it as it is nearly impossible to escape this attack alive. The only time she will use it if it's against an army of dark mages, even then she would consider not using it.
Rank: Ultimate / S - Rank


Spell Name: Iron Dragon King's Wrath
Magic Type: Caster
Range: Tornado is 8 ft radius, shard that are released reach 60 ft radius
Duration: 2 posts
Description: The user engulfs themselves with a large amount of iron dust and shards which circles the body at high speeds, eventually creating a tornado with the user at the center of it. This makes it difficult to attack the user without being dealt damage while at the same time, the tornado slowly dies out by releasing shards of iron in all directions.
Rank: Ultimate / S - Rank



Angel of Hollowness

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PostPosted: Tue Aug 09, 2016 5:37 pm


Spell Name: Dragon's Tearing Claws
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to turn one or both of their hands or feet into those of an actual dragon's. This can be used to enhance punches or kicks, especially accompanied by their respective Dragon's Punch or Kick. Or they can use it to rip their opponent to shreds. It all depends on the user.
Rank: Basic



Spell Name: Dragon's Scaly Arms
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to turn their own arms into that of a Dragon's. When transformed, this enhances the user's own strength, making them stronger than before. If this spell is mixed with the claws, it can make for a pretty terrible punch. Otherwise, it can be great for ripping open doors that are barred by the enemy.
Rank: Basic



Spell Name: Dragon's Scaly Legs
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to turn their own legs into that of a Dragon's. When transformed, this enhances the user's own strength, making them stronger than before. If this spell is mixed with the claws, it can make for a pretty terrible kick. Otherwise, it can be great for kicking open doors that are barred by the enemy.
Rank: Basic



Spell Name: Dragon's Dreadful Horns
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to grow their very own set of Dragon horns. A Dragon's horns are said to be tougher than diamonds, so it'd be useful for ramming into someone or something with. Though it depends on if the horns are curved or straight. Though one can grow between one and four horns, depending on their Dragon form.
Rank: Basic



Spell Name: Dragon's Rippling Scales
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to cover their body in scales, which makes for a natural defense. Though these scales are not as tough as the Iron Dragon's Scales. They're still pretty tough, and great to use against enemies they use physical combat as a battle style. Though it's possible for the scales to be knocked off, revealing regular skin underneath still.
Rank: Advanced



Spell Name: Dragon's Tremoring Tail
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to grow a Dragon's tail from their backside. The size and shape of the tail depend on the user's own Dragon form. It's easy to control, and is completely prehensile. So you can easily pick someone up with it or stop someone's hand or foot from hitting you. The possibilities are... somewhat limited.
Rank: Advanced



Spell Name: Dragon's Luxurious Wings
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to grow a pair of Dragon wings from their back. It also gives them the ability to fly, though how high and far depend on the user's own stamina. Someone with a lot of stamina can easily fly for miles, and way high up into the sky, as if an actual Dragon themselves.
Rank: Advanced



Spell Name: Draconic Transformation
Magic Name: Dragon Transformation
Magic Type: Caster
Description: This spell allows the user to completely transform into a full-grown Dragon, their size and form depending on the user themselves. Someone newly using this magic would be quite small compared to one that has great experience with it. The user also seems to give off an aura befitting of their element, making it difficult to approach them. They can easily fly incredibly high or far, and take down scores of Mages with absolute ease. Though when transforming into a Human once more, the user is usually bedridden between one and three days. Unless their stamina is healed to get them in tip-top shape again.
Rank: Ultimate
PostPosted: Thu Aug 11, 2016 8:47 pm


Therma
Spell Name: Heat
Magic Name: Therma
Magic Type: Caster
Description: The user can use heat, expelling it from their bodies or blasting it from their hands and feet to repel foes. It can scald flesh and make metal too hot to touch. The caster can also use it to fly and levitate off the ground.
Rank: Basic

Spell Name: Melting Point
Magic Name: Therma
Magic Type: Caster
Description: The user adjust the heat in their hands to a temperature that causes things to melt. Specifically, once they grab a hold of their target or an object, the temperature will become that person's or item's melting point.
Rank: Basic

Spell Name: Chill
Magic Name: Therma
Magic Type: Caster
Description: The user can use cold air, expelling it from their bodies or blasting it from their hands and feet to repel foes. It can cause ice burns and frostbite from constant hits. This attack has no problem with freezing water on contact.
Rank: Basic

Spell Name: Breaking Point
Magic Name: Therma
Magic Type: Caster
Description: The user adjust the cold in their hands to a temperature that causes things to become brittle and break. Specifically, once they grab a hold of their target or an object, the temperature will become that person's or item's breaking point.
Rank: Basic

Spell Name: Burning Atmos
Magic Name: Therma
Magic Type: Caster
Description: The user has an effect field range of fifty feet and by activating this spell, the area in that zone will become hotter than a desert. This spell will weaken water and ice based spells as the temperature will be too harsh for them to thrive. Additionally, this spell will improve the power of fire spells, making them hot enough to melt stone. Without being canceled, the temperature will last for ten rounds.
Rank: Advanced

Spell Name: Freezing Atmos
Magic Name: Therma
Magic Type: Caster
Description: The user has an effect field range of fifty feet and by activating this spell, the area in that zone will become colder than the arctic. This spell will quickly freeze liquid based spells as the temperature will be too cold. Additionally, this spell will improve the power of ice spells, making them as hard as diamond. Without being canceled, the temperature will last for ten rounds.
Rank: Advanced

Spell Name: Flashpoint
Magic Name: Therma
Magic Type: Caster
Description: The user can increase the kinetic of atoms and molecules causing them to ignite though a heat blast. Essentially, they can set fire to anything and cause it to continue burning like fire on wood.
Rank: Advanced

Spell Name: Hell On Earth
Magic Name: Therma
Magic Type: Caster
Description: The caster will utilize both Atmos at the same time, drastically changing the environment. Lava will surface from the ground and the moisture in the air will freeze into a fierce hailstorm; both elements being able to survive and sustain in these clashing temperatures.
Rank: Ultimate




Barrier Magic
Spell Name: Pearl
Magic Name: Barrier Magic
Magic Type: Caster
Description: The user casts a small orb barrier that's only big enough to protect hands, feet, etc. It may be too small to protect much; however, it is very hard and nigh indestructible. It is far more effective to be used offensively as small bombs. This works by using the orbs to capture and compress air, turning them into dangerous explosions. By allowing the pearls to be frail, they are detonated by touch.
Rank: Basic

Spell Name: Pearl Field
Magic Name: Barrier Magic
Magic Type: Caster
Description: The user creates numerous orb barriers beneath the ground, turning it into a mine field. Alternatively, the caster can use this above ground for the same result.
Rank: Basic

Spell Name: Pearl String
Magic Name: Barrier Magic
Magic Type: Caster
Description: The user creates numerous orb barriers to surround their target with. Directing these force fields, they can strike the target multiple times from every angle.
Rank: Basic

Spell Name: Pearl Steps
Magic Name: Barrier Magic
Magic Type: Caster
Description: The caster can channel their magic to their feet to create barrier platforms at their every step. A step will be formed wherever they go, allowing the user to literally walk into the sky if need be.
Rank: Basic

Spell Name: Protection
Magic Name: Barrier Magic
Magic Type: Caster
Description: A force field created by the user to block incoming attacks and spells. These barriers can survive a multiple of attacks before breaking like glass. They are very malleable to the creator, being able to bend and stretch as needed or even moved.
Rank: Basic


Spell Name: Mother Pearl
Magic Name: Barrier Magic
Magic Type: Caster
Description: The user casts a orb barrier that's big enough to protect themselves. It is stronger and much more durable than it predecessor and allows movement from within. The detonation this barrier is far more devastating than before.
Rank: Advanced

Spell Name: Grand Protection
Magic Name: Barrier Magic
Magic Type: Caster
Description: The caster can create a massive barrier that is big enough to protect three large buildings. If needed, it can even be used beneath the ground and lifted to raise the ground with it. As powerful and large as this technique is, it is very taxing to sustain.
Rank: Advanced

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God of Hollowness

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PostPosted: Fri Aug 12, 2016 6:39 pm


Magic Armor: Ten Judgements

Name: Ten Judgements
Description: Ten Judgements. It seems to have four small spikes on the shoulder pads, and is an onyx black color. It also seems to shine in the sunlight or moonlight. The boots also seem to have a spike on them, instead of the usual curve. All in all, it does look like your everyday knight's armor.
Abilities: It raises the attack of Magic Spear: Ten Commandments timed explosive attacks.
Rank: Advanced

Name: Speed Demon Armor, Swift Striker
Description: The "armor" is a toga of sorts, covering the wearer's right breast but not their left. It's also in a cheetah print pattern, with sandals.
Abilities: Double the effect of the Velocity Spear, Silfarion.
Rank: Advanced

Name: Sylph's Flight Armor, Wind Breaker
Description: The "armor" of this is a pair of flight goggles, a green jacket with a brown shirt underneath, and a pair of baggy pants, which are tight around the waist. There are also brown gloves and brown boots that are worn.
Abilities: This armor increases the attack of Wind Magic, more specifically the power of Mel Force. Otherwise it's just armor that increases defense against Wind attacks.
Rank: Advanced

Name: Explosive Shot Armor, Dynamite Blast
Description: This armor consists of black overalls over a red shirt. The bottom portion of the overalls are tucked inside some soot colored armor, and cover the top part of the soot colored boots. There's also an orange colored glove that appears on the wearer's right hand.
Abilities: This armor increases the attack of any explosion, but mostly Explosion's explosive attack. Otherwise it can offer some good resistance to any other explosions.
Rank: Advanced

Name: Sharpshooter's Eye Armor, Critical Shot
Description: The armor for this form seems to be kind of Old West style. Complete with cowboy hat, white button up shirt under a tannish colored vest, brown raggedy pants, and boots with spurs on them.
Abilities: It increases the accuracy and attack of Cannon Spear, Gungir. Otherwise it just increases the accuracy of any other attacks.
Rank: Advanced

Name: Crushing Force Armor, Gravital Inertia
Description: The armor for this seems to be a color modified version of the wearer's original clothing. Though it's MUCH sturdier and heavier, and you'll need a lot of strength just to move while wearing it. The color modification is solid black with what seem to be purple "veins" all over.
Abilities: It increases the gravity attack of Gravity Spear, Gravity Core. Otherwise you can just throw yourself on someone and make them unable to move.
Rank: Advanced

Name: Twin Dragons Armor, Frozen Fire/Flaming Ice
Description: The armor seems to be based off of basic armor, with dragon's scales, and the shoulder pads looking like dragon's heads. The left side of the armor is red, and seems to be radiating heat. And the right side is blue, and seems to be covered with frost.
Abilities: It increases the attack of Double Dragon Spear, Blue Crimson. Otherwise it offers good resistance against fire and/or ice attacks.
Rank: Advanced

Name: Thousand Seals Armor, Ancient Words
Description: This armor seems to be made from some strange stone, which has ancient writing all over it. It covers the wearer's arms, legs, and feet, and back, but not their front chest and stomach regions.
Abilities: It increases the power of Sealing Spear, Rune Save, meaning that it can cut quicker, and through larger solid magic. Otherwise it can weaken most spells that hit it.
Rank: Advanced

Name: Consuming Evil Armor, Death's Cloak
Description: This armor looks as if it's made from pure darkness. It looks like regular armor, but it has four curved spikes, two on each shoulder. There is one spike that is about a foot tall, and then the other is six inches taller. It also has rubies lining the edges, making it seem darker.
Abilities: It increases the range of the darkness that seeps out of Hellish Spear, Yin. Otherwise it just looks badass and gives a resistance to darkness/shadow based spells.
Rank: Advanced

Name: Holy Hero Armor, Angel's Wings
Description: This armor looks like a toga with a white scarf, and some black vest underneath. The user also has black shorts that are tight against the skin, just above the knees. There are also sandals, that also seem to be boots.
Abilities: It raises the area that the light that pours from Heavenly Spear, Yang, covers. Otherwise it just looks... a bit strange, and gives a resistance to light based attacks.
Rank: Advanced

Name: True Judgement Armor, Saint Paladin
Description: This armor looks just like a Paladin's, with the mark of a Wizard Saint on the breastplate of it.
Abilities: It increases the power of Saint Spear, Ravelt, making it's power twice as destructive. In other words, enough to shake at least half of Crocus alone. Otherwise, it raises the user's power alone with other weapons.
Rank: Advanced



Magic Spear: Ten Commandments

Name: Ten Commandments
Weapon Type: Spear
Description: It is a Magical spear that is said to be one of the strongest weapons to exist. It is a spear that has the ability to change into ten different forms; each form possesses a unique appearance. By changing the spear's individual form, the user may utilize ten kinds of Magic. The default form of this weapon takes the form of a spear that splits into 4 jagged blades that are perpendicular to one another and curve inwards, resembling a claw.
Abilities: This weapon has the ability to emit small timed explosions when thrown, which can be used to attack enemies within its vicinity.
Rank: Advanced

Name: Velocity Spear, Silfarion
Weapon Type: Spear
Description: The shape of the Ten Commandments' head changes to a spear with a triangular, arrowhead-like spearhead, with golden and red stripes adorned with a white circle encompassed by the thick golden armor layer. The triangular head of the spear embodies a silver outline, whilst the inner area sports a much darker color.
Abilities: The special ability that comes with this spear is immense speed, matched only by Flight Armor. It also has grants the user the ability to jump pretty high.
Rank: Advanced

Name: Vacuum Spear, Mel Force
Weapon Type: Spear
Description: The shape of the Ten Commandments' head changes to a spear possessing a wide spearhead, with the edges on the side curving inwards close to where the spearhead is mounted, and a silver colored glowing orb connecting to the shaft, enveloped by twelve poise diamonds around it. At the center of the spear is a blue orb engraved to the head of the spear.
Abilities: The user can send out a "wave" at the enemy, which can deal pretty high blunt damage.
Rank: Advanced

Name: Explosion Spear, Explosion
Weapon Type: Spear
Description: The shape of the Ten Commandments' head changes to a spear possessing a triangular-shaped blade with two curvy, yellow lines located at the center. The red edges of the spear start out wavy, but straighten up around the middle section of the spear-head to form a sharp point. The red triangular-shaped blade is being supported by an invert diamond-like shape, which surrounds a light, silver color and a much darker shade at the center.
Abilities:
Rank: Advanced

Name: Cannon Spear, Gungir
Weapon Type: Spear
Description: There is no real change from the main form with this version, but it seems to gain a barrel of sorts, which can shoot out energy.
Abilities: It can shoot out balls of pure energy, which can go through the target if powerful enough.
Rank: Advanced

Name: Gravity Spear, Gravity Core
Weapon Type: Spear
Description: The shape of the Ten Commandments' head changes to a spear possessing a long, dark blade. The lower section of the head indents in and juts back out as it reaches the point. The dark-colored blade is being supported by a thick, dark orb, which holds an intricate design covering most of the orb's surface, and, around the orb, two dark tubes connect to the blade, with two silver dots on the lower area of either tube.
Abilities: The user can release a round disk of gravity from the spear, capable of stopping most attacks in their tracks.
Rank: Advanced

Name: Double Dragon Spear, Blue Crimson
Weapon Type: Spear
Description: Unlike the other forms of the Ten Commandments, the shape of the Ten Commandments' Blue Crimson's head and grip change tremendously, with one of the twin spear being blue and the other spear red. The blue spear's pommel gains the appearance of a triangular-shaped diamond with silver outline encompassing a dark blue color. The head of the spear takes the form a plain, sharp triangular blade, with simple ornaments on it. The red spear has an uncanny resemblance to its twin, except that the blue colors are replaced with red ones. Around the head of the blue spear, ice is accumulated, as so is fire around the head of the red spear.
Abilities: The user is able to combine both fire and ice, to deliver a beam of dangerous magic at the target.
Rank: Advanced

Name: Sealing Spear, Rune Save
Weapon Type: Spear
Description: The head of the spear changes to a long, kind of barbed hook shape, and is white and gold colored. Its head glows with a yellow light, while the user uses the weapon.
Abilities: The user is able to literally cut through magic, nullifying its effects.
Rank: Advanced

Name: Hellish Spear, Yin
Weapon Type: Spear
Description: The spear changes to a kind of arrow shape, much like a devil's tail, with devil wings growing out of the side. The magic for this would be "Devouring Darkness" in which darkness seeps from the spear itself and spreads darkness in an orb like shape around the user and those nearby. It can only be gotten rid of with very strong Light Magic.
Abilities: Darkness seeps from the spear, to make those caught within the orbe it forms unable to fight easily, or navigate.
Rank: Advanced

Name: Heavenly Spear, Yang
Weapon Type: Spear
Description: The spear changes to a more barbed shape, and diamonds encrusted in each barb. Angel wings also grow out the side of it. The magic for this would be "Divine Light" in which large amounts of light seem to shine from the spear, creating an orb of light around the user and those nearby, blinding all but the wielder.
Abilities: Lets out a large amount of light, to blind everyone except for the user.
Rank: Advanced

Name: Saint Spear, Ravelt
Weapon Type: Spear
Description: The shape of the Ten Commandments' head changes to a spear with a straight point that has four edges curving inwards and downwards, respectively, separated by a golden arrow extending out of the head of the spear horizontally, with a diamond-shaped figure surrounding a red crystal. The grip of the spear bears a red orb that appears to be held in place by small teeth-like decoration, which connects to the shaft. The ability of this staff is incredibly increased power. It's said that it power is enough to shake a quarter of Crocus alone.
Abilities: Able to deliver an attack which is capable of destroying something as big as Tenrou Island.
Rank: Advanced
PostPosted: Sat Dec 03, 2016 2:46 am


Spell Name: Magic Bullet
Magic Name: N/A
Magic Type: Caster
Description: Magic Bullet is an uncategorized magic spell that is of no magic type—instead, it is said to be incredibly easy to learn, and thus rather basic; indeed, Magic Bullet is more often than not the very first spell that an upcoming magician learns in several countries, as its formation involves almost all of the essentials of manifesting a spell of any kind. As the learners are commonly simply starting to discover magic, and don't know the intricacies of high-tier spells, Magic Bullet was created to be learnt so that they would be easy and fast to teach, yet effective- "like fast food". When performing the projection of Magic Bullet, the user releases a minute amount of their magical power from their Magic Origin, subtly controlling it so that the magical energy focuses upon their pointer finger. Their magical power acts as a magnet of sorts, drawing in ambient eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. From here, the user harnesses Shape Transformation in order to use their magical energy base to spin the eternano in numerous directions at once while increasing the output of their magical energy, before completing the final step- utilizing Shape Transformation in order to induce the merging of the previous two steps to contain the magical energy and eternano and shape it into a sphere of pure magical energy.

Now that the Magic Bullet has been formed, the user is capable of launching it at the enemy by pointing at them with their index finger, releasing the sphere of magical energy focused upon their finger at high speeds; though, like most spells, the desired target must be within the user's field of vision so they can aim at them. Upon the firing of the Magic Bullet from the user's finger, it travels through the air at high speeds- because it is rather small, only those with keen eyes or those who possess the ability to utilize Sensory Magic will likely keep their sights on the Magic Bullet. As the Magic Bullet is automatically released from the magician's finger upon formation and targeting, unlike many other constant use spells, the Magic Bullet does not require a constant stream of magical energy to sustain its existence, effectively giving it an unlimited amount of times that it can be cast. While commonly, the Magic Bullet is the size of slightly bigger than the user's thumb, if the user pours more magical power and eternano into its formation, it can become twice as large as their hand at its strongest point. The Magic Bullet packs roughly the destructive power of an actual pistol bullet, hence the name, and upon contact with the target, the sphere bursts and inflicts a moderate amount of damage (which actually depends on the amount of power used to fuel the spell) and propels whatever it hits backwards or into the ground. Magic Bullet itself is known for its sheer versatility, as it is capable of being modified in almost any way that the caster wishes.
Rank: Varies on mastery


Spell Name: Magic Shotgun
Magic Name:
Magic Type:
Description: This spell is considered to be simplistic in nature, as it only requires one to have the basic understanding and skill at Eternano Manipulation; it's because of this that the spell is seen as a lower-class spell used by various novice mages. It's often taught in many magic and martial arts schools, teaching its practitioners how to properly handle and subsequentially manipulate the various energies surrounding them.

By focusing their magical power on the area around them, they use it as an electromagnetic conduit in order to attract the eternano — concentrating it to a single point, usually between their palms; it's then that they form and shape such rogue energies into a ball of light. The bigger the ball, the more powerful the spell becomes; while novice users of the spell are able to simply conjure the energy of various sizes, more advanced users are able to infuse other magics into it in order to become more potent, usually elemental such as fire or ice. With a swift motion, the user fires off the condensed energy orb which splinters off into little darts of magical energy that fires off in either multiple directions or in a wide range. It's because of this that the technique becomes nigh undodgeable, thus can only be blocked or countered.

While it's naturally weak in nature, it can be proven to be a powerful asset if used correctly; it also seems useful to use even when one has low amounts of magical energy to rely on. It's stated, and later proven, that this technique is useful when employed at the end of a battle between high-level or multiple opponents — the air becoming saturated from the remnant magical energies produced by the spells fired. Because this is an eternano collection technique, this makes the spell easier to invoke, even when the user is exhausted.
Rank: Varies on mastery


Spell Name: Aegis
Magic Name: N/A
Magic Type: Caster
Description: When performing Aegis, the user releases their magical energy outwards, utilizing Shape Transformation in order to mold their energy into the form of a hexagonal structure that surrounds them—before their magical energy reacts with the ambient eternano saturated within the environment, solidifying the structure, causing it to take the form of a hexagonal barrier that surrounds the user's body which acts as a shield in order to defend against the attacks of the enemy. The shield itself is similar to a geodesic dome, made of tessellating hexagons. The shield protects against magic, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic. Also, if Aegis successfully guards an attack, it unleashes a spray of light around the dome that does damage equal to the enemy's attack power to anything hit by the light. In fact all attacks can be reflected, with correct timing. The user can manipulate the barrier into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by the user's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: not even the user is able to see the forms that they create. The size of a given magical force projection is also limited by the user's ability to imagine. The smallest force projection they can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about one hundred feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome one foot thick about a mile in diameter (five thousand, two hundred and eighty feet) and a dome one inch in thickness the user can project for about three point two miles. Small objects at high speeds become missiles; large objects at slow speeds become rams. The user can make these objects grow or shrink as desired.


In any case, the barriers can be very complex and elaborate barriers, or very simple shaped barriers such as circles or squares. These barriers can also hide the presence of the things it coats or even make the target invisible. However, Aegis is slightly difficult to use has it can only manipulate so many magical particles at a time and it required precise timing—despite this, once the user gets the hang of casting Aegis, it will be incredibly simple to harness it in any way that they wish. However, despite being far more advanced than any other barrier, it still suffers from magical draining. The barrier can only be used for a total of one hundred and five seconds and requires one hundred and twenty seconds to cool down. If the user has no other defensive measures this leaves a window of fifteen seconds where they have no defense against attacks. A special trait of Aegis is that with any Elemental Magic, the user is capable of infusing their element into the barrier, granting it special properties that make Aegis an extremely versatile spell.

Rank: Varies on mastery


Spell Name: Magic Ray
Magic Name: N/A
Magic Type: Caster
Description: When performing Magic Ray, the user utilizes coherent particles of eternano, which are charged by the user's magical power as to rapidly excite the constituent particles of eternano, which experience an increase in density and seem to multiply; this causes them to seek equilibrium and self-stabilize, being reflected and amplified by the magical aura and formed into a high-powered and potentially destructive beam of coherent radiation which is in a hyper-condensed form; essentially, a powerful ray of pure magical energy. What is so notable about Magic Ray is that everything about it can be customized, from the trajectory, the properties, and even the shape and firing position. The user is capable of altering the trajectory of the attack to the point that it can undergo several complex maneuvers, which can, in extreme cases, allow the user to strike more than one opponent with relative ease.

Indeed, the speed settings are capable of being altered as well, though this is stuck to two settings. Version one causes the user to unleash a higher-velocity beam with enough momentum to breach weak defenses –even able to smash through steel and assorted metals- but in this case, the damage dealt to the target without penetrating their personal defense spells are significantly reduced due to the lower transference of magical power in the Magic Ray; though because of the high velocity of the attack, it's certain that it will reach its target. Version two is more like a classic "ki attack" from fiction, as the magical particles have less velocity, and while generally less penetrating, the particles quickly transfer their energy to the target upon contact, reverting to pure heat and destroying the target from within.

Interestingly, Magic Ray has a special function—when using an elemental Lacrima as a medium to launch the spell, the composition of the spell reacts with the particular type of elemental magic contained within the Lacrima, allowing it to change into theoretically any elemental type; also giving Magic Ray a large type coverage. In addition, Magic Ray has been modified by the creator of the spell to attack the opponent from within in any form if a foolish Slayer attempts to devour it in any of its elemental forms, meaning the only way to properly defend against it is to use an actual magic.
Rank: Varies on mastery


Spell Name: Magic Arrow
Magic Name: N/A
Magic Type: Caster
Description: Magic Arrow is an uncategorized spell of no particular magic type, thus making it exceptionally easy to learn, thus making it rather basic; as such a simplistic spell to learn, it commonly is one of the first spells that a new wizard may learn as its casting contains almost all of the essentials of manifesting a spell of any kind. When performing Magic Arrow, caster will start by releasing their own magical power from their Magic Origin, mixing it with ambient Eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. The caster will then, using Shape Transformation, begin manipulating the masses of magical energies, shaping them into elongated forms that will begin to resemble arrows of sorts; the heads of these magical lances can vary greatly as they depend upon each casters individual style.

With the first step completed and the magic missile('s) now formed all the caster need do is launch them at their intended target at high speeds; though, like many spells that require its target to be within their field of vision, the arrows created by this spell can, if its caster is skilled enough, the ability to track its target, otherwise a clear line of sight is required to launch this spell. After its launch each individual arrow created by this spell will fly through the air on a straight trajectory unaffected by gravity at high speeds. While the lances of magical energy created by Magic Arrow are not launched immediately upon formation they also don't need a constant supply of magical energies to maintain their forms or power, instead they are capable of drawing the required energies straight from the atmosphere to maintain themselves, which allows the spells caster to constantly use this spell. At first, many users of this spell are unable to create very many arrows of magical power, with sufficient practice and magical power users can create nearly unlimited amounts of them, using them as volley fire against their targets. The lances created by Magic Arrow pack a relatively low amount of base power (a fact that can be overcome by using more magic in its creation), compared to that of a regular pistol bullet, and upon impact with a target will drill into it before detonating with a small blast and will propel the target backwards or into the ground.

While a weak spell by itself, Magic Arrow grants its strength to its sheer versatility; indeed, magic Arrow can have its power supplemented by its caster with forms of Elemental Magic's, which aside from changing the spells outward appearance, imbues the magical lances with the properties of the element that was used to conjure them. This fact means that a Magic Arrow imbued with Lightning Magic will paralyze its target if struck. The versatility of Magic Arrow is further increased by its ability to be "programed" by its caster before its launch, meaning that including the ability to imbue the arrows with an element they can made to do various other things besides their standard impact and detonation, this feature is further enhanced by the fact that a skilled enough caster can input several different commands into a single arrow, increasing its basic effectiveness several times over. Some of the basic programmed "applications" of Magic Arrow include magic missiles that do nothing more than penetrating damage, arrows that bind and restrain instead of causing any damage at all, they can be made to follow and track a target down, and even allows its caster to increase its power by following through the attack with a physical strike, such as punch. These programmable applications can be further augmented with elemental effects as a skilled and savvy enough user can completely control a battle with just this simple spell with the correct combination of magical elements and programmed applications, thus making this spell one of the most versatile of its kind.
Rank: Varies on mastery


Spell Name: Magic Blade
Magic Name: N/A
Magic Type: Caster
Description: A spell which enables the user to to generate slashes of magic energy which he can send flying at their opponents with various intensities. In any case, when performing the ability, the user focuses intently before releasing the magic energy he has gathered outwards, the user's direction of these energies through their mental commands and physical motions serving as a blade. At a single command, these blades of magic energy are capable of being utilized as a ranged attack by launching them towards their target as it enables the user to assault things which are out of their range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash. The user can also gather a notable amount of eternano around their hand, creating a large blade of magic energy with an elongated crossguard around their hand for slashing at the opponent. By imbuing their arm with the powers of a sword of the highest possible quality, they sharpen the edge of the their hand in order to enhance it's cutting power with highly compressed ethernano particles so dangerously saturated in magic energy, the edge of this magic blade is capable of cutting through stone objects, cleaving them in half with but a single swing of their arm. Mainly used to give themselves an edge in battle when confronting an enemy using some type of arms or melee weapon in their possession, this blade is highly resistant to both blunt and piercing damage, easily able to stop most conventional forms of attack by simply clashing with it head-on, stopping it dead on it's track with the sheer force and size backing every swing and slash of this monstrous blade. However, the hand blade form requires a lot of training in this spell to use, even then it must be worked on in order to maintain the blade's form.
Rank: Varies on mastery


Spell Name: Heaven Walk
Magic Name: N/A
Magic Type: Caster
Description: A spell that enables ones movement to be brought about to its highest level. It is known as the product of extensive training in martial arts, which encompasses both spiritual and physical forms of training, therefore enabling the user to classify this form of Magic, despite it simply being an extension of incredible prowess within the martial arts. As the name indicates, Heaven Walk has a primary purpose of bringing about the greatest feats of movement to its wielder. In addition to possessing incredibly heightened speed, ones weight distribution and the very nature of their movement can be altered with the use of Heaven Walk. This is achieved through the circulation of the user's magical power across their feet and legs. While a simplistic process, with the single-mindedness a martial artist learns to harness across their years of training, it is proven to be an extraordinarily effective method of movement. It allows the user to move silently even in the most unstable terrain, become weightless as they run across different surfaces and even allow them to enhance his adhesion to substances, thus allowing them to run up on buildings and across ceilings with no difficulty whatsoever. Moreover, by the release of magical power from his soles, the user is even capable of walking on water and even air.


Rank: Varies on mastery.


Hirio of the Hoh

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PostPosted: Fri Dec 09, 2016 1:52 pm


Lightning Magic Custom Spells

BASIC SPELLS

Spell Name: Lightning Strike
Magic Name: Lightning Magic
Magic Type: Caster
Description: User summons a single bolt of lightning from the sky directly down onto a target. It's aim cannot be altered once in effect.
Rank: Basic


Spell Name: Conductor
Magic Name: Lightning Magic
Magic Type: Passive Caster
Description: User draws energy from sources of electricity e.g. absorbing a bolt of lightning from an outside source to charge attacks or replenish some magic energy. This is a passive ability (always active) though can be counted as a spell due to the ability for it to be focused on in order to be more effective. Amount that can be regained depends on the rank of the user.
Rank: Basic


Spell Name: Lightning Beam
Magic Name: Lightning Magic
Magic Type: Caster
Description: User sends a single concentrated bolt of lightning from their body
Rank: Basic


Spell Name: The Volt Gun [created by and specific to Misaka Yuki]
Magic Name: Lightning Magic
Magic Type: Caster/Holder
Description: User summons a powerful Lightning Beam attack as a mechanism to launch a small metal object (a coin, screw, etc.) in order to create a straight line of destruction
Rank: Basic


Spell Name: Static
Magic Name: Lightning Magic
Magic Type: Caster
Description: User creates a small electric charge designed to temporarily paralyse their opponent. Easily broken by a more powerful mage.
Rank: Basic


Spell Name: Thunder Wave
Magic Name: Lightning Magic
Magic Type: Caster
Description: User presses their palms to the ground and releases a wave of electricity to electrocute an opponent in a diameter of varied size depending on how powerful the user is
Rank: Basic



ADVANCED SPELLS

Spell Name: Thunder Storm
Magic Name: Lightning Magic
Magic Type: Caster
Description: User summons an entire thunderstorm above an opponent equal to deloying several Lightning Bolt attacks every second which can be moved to follow them, however this takes a lot of skill and energy. Diameter and length of active time depend on how powerful the mage is.
Rank: Advanced


Spell Name: Super Conductor
Magic Name: Lightning Magic
Magic Type: Caster
Description: A more powerful version of the Conductor spell/passive ability.
Rank: Advanced
PostPosted: Fri Dec 09, 2016 7:10 pm


Water Dragon Slaying Magic
Spell Name: Water Dragon's Secret Art: Death Knell
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya focuses water around her right hand. Thrusting forward, she unleashes the water in the shape of a claw and latches onto her opponent. Once the connection is made it is difficult to break. Kaya is then able to draw water out of her opponent’s body until they are incapacitated…or worse. Although powerful, this spell does have its disadvantages. The most notable of these is the strain placed on her body. It has a tendency to drain her magic at a quicker rate than her other spells due to the need to maintain the connection until completion. Additionally, the spell can be broken if Kaya becomes too distracted or is knocked unconscious. Size is also a factor when initiating this spell since it is specifically tailored to a target's original size. Thus, if an opponent were to shrink or expand, then the connection would be broken. To partially remove water from the body, incapacitating the target, takes 3 posts. To fully remove water, ultimately causing death, takes 5 posts. Cool-down period of 4 posts, and can only be used a max of 3 times in a single battle. Range: 15 feet. Duration: 3 posts for partial effect. 5 posts for full effect. Rank: S
Rank: Advanced


Spell Name: Water Dragon's Ripcurrent
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya places the base of her palms together and creates a swirling vortex of water. The vortex sucks opponents into its center and utilizes pressure to prevent escape, ultimately leading to unconsciousness. The amount of time it takes for an enemy to be rendered unconscious takes approximately two minutes- which is also the maximum length of time the technique can be used unless otherwise dispelled. Although powerful, an opponent can escape by nullifying the vortex through the use of techniques more powerful than it. Range: 300 feet. Duration: 2 posts. Rank: S.
Rank: Advanced


Spell Name: Water Dragon's Azure Shard
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya shoots numerous, extremely large jets of water from her mouth at high speeds. The water appears normal, however, anything hit by it will be cut clean in two as if a bladed weapon had made impact. Range: 0 to 120 ft. Duration: 1 post. Rank: A
Rank: Basic


Spell Name: Water Dragon's Secret Art: Midnight Palm
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya focuses water around her arms and swipes them in a circular fashion. The move generates long torrents of water that are highly destructive and powerful. Range: 100 ft. Duration: 1 post. Rank: S
Rank: Advanced


Spell Name: Water Dragon's Raging Drill
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya concentrates large amounts of water around her arms and hands. She then angles her body towards the target and begins to spin. As she does so, she releases the water in a dense, rotating stream. The more focused the stream, the more damage it can do. The stream is so dense and focused that it can cut through heavy metals or severly damage flesh. Range: 30 to 100 ft. Duration: 3 posts. Rank: C-S
Rank: Basic


Spell Name: Water Dragon's Pressure Bomb
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya condenses water into small spheres which she spreads throughout the battlefield. When an opponent makes contact with one, the change in pressure causes a repercussive blast to be released, setting off a chain reaction. The detonations are powerful enough to cause blunt force trauma. Additionally, Kaya can combine the spheres into larger bombs to localize the effects. This attack is unique in that its explosive properties increase significantly when used underwater. Range: 60 ft. Duration: 2 posts. Rank: A
Rank: Basic


Spell Name: Water Dragon's Roar
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: After gathering a large quantity of water in the mouth, Kaya releases it and shapes it into a powerful wave. Such a wave can inflict blunt damage to the opponent due to 1) sheer force and 2) accumulated projectiles. Range: 100 ft. Duration: 1 post. Rank: A
Rank: Basic


Spell Name: Water Dragon's Wing Attack
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya produces a large stream of a water from each of her arms, launching them at the opponent. The blunt force of the attack sends her opponents flying off. Range: 100 ft. Duration: 1 post. Rank: A
Rank: Basic


Spell Name: Water Dragon's Secret Art: Replenishing Rain
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya summons rain from nearby clouds. She supplements the rain with a set amount of her magic reserves, essentially transferring it to her friends, giving her the ability to renew or boost their magic power. Although the amount of magic put into the technique can vary, individuals affected will only experience an increase in power proportional to the amount input. This technique cannot be used if she is extremely low on magic since it draws from her reserves and can only be used once per battle. Thus, she only uses it as a defensive maneuver and only when absolutely necessary. Range: 20 to 300 ft. Duration: 2 posts. Rank: A
Rank: Basic


Spell Name: Water Dragon's Secret Art: Purifying Elixir
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: A mixture of healing and dispel magic. Kaya encases an individual in a thin layer of water that allows her to pinpoint the exact source of the affliction. She then works to remove, dispel, or heal the effects of certain magics by gently forcing water through the skin, essentially pushing/pulling the ailment out of the body. Magics which are counteracted by this technique include poison, possession, and virus. Depending on the severity of the malady, the spell can take anywhere between 1 and 3 posts. Range: 0 ft. Duration: 1-3 posts. Rank: A
Rank: Advanced


Spell Name: Water Dragon's Acidic Rain
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya summons forth rain over the battlefield. The rain is laced with acid and has the ability to burn through clothing and skin. Range: 300 feet. Duration: 1 post. Rank: A
Rank: Basic


Spell Name: Water Dragon's Secret Art: Serpent Needle
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Water in the form of a snake wraps around Kaya’s arms and hands. The attack concentrates water into needle-like projectiles which are released from the snake’s mouth. These needles have the ability to deeply penetrate skin and can be manipulated to contain elevated levels of either Hydrogen or Oxygen that target the central, pulmonary, and sensory systems. Exposure to the Oxygen enriched version can lead to disorientation, breathing problems, vision changes, seizures, severe cell damage, collapsing of the lung(s), and retinal detachment. Side effects of the Hydrogen-rich technique include: severe headaches, ringing in the ears, dizziness, drowsiness, nausea, vomiting, unconsciousness, and depression of all senses. In order for this spell to be effective, the opponent must be hit with no less than 100 needles. Range: 150 ft. Duration: 3 posts. Rank: S
Rank: Advanced


Spell Name: Water Dragon's Secret Art: Poseidon’s Wrath
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya gathers a large amount of water roughly 80 feet above the battlefield. She then drops the water onto her opponent(s), essentially crushing them. The technique can vary in its size and effects, ranging from a shallow puddle that merely gets the target wet to a deep lake that can crush or suffocate. The amount of magic used ranges depending on the size of the area covered. Smaller areas from 0-500 feet use B-rank mana. Larger areas from 500-1500 feet use A-rank mana. Range: Area covered= 0 feet (at its smallest) to 1500 feet in circumference (at its widest). Duration: 2 posts. Rank: B-A
Rank: Basic


Spell Name: Water Dragon's Piercing Claw
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya gathers water around her fingers and focuses it into fine, sharp points. She strikes at her opponents in a slashing maneuver. As contact is made with the opponent, the built up water is released from the fingertips in the form of heavy blades powerful enough to inflict deep gashes and cause mild internal damage. Range: 0 ft. Duration: 1 post. Rank: A
Rank: Basic


Spell Name: Water Dragon's Cascading Bullet
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya forms small vortexes of water around her left and right arms. Clasping her hands together, she uses the water to create a shield in front of her from which she can continuously fire bullet-sized projectiles of water. The technique condenses the magic to the point that it creates heavy and dense water bullets that can inflict tissue damage and penetrating wounds. Range: 70 ft. Duration: 4 posts. Rank: C-A
Rank: Basic


Spell Name: Water Dragon's Storm Fist
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Engulfing her fist in water, Kaya thrusts her arm forward, unleashing an incredible pressurized stream of water at her opponent. Range: 20 ft. Duration: 1 post. Rank: B
Rank: Basic


Spell Name: Water Dragon's Crashing Fury
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya unleashes a continuous barrage of punches, her hands covered with water, creating a crushing impact with each subsequent contact. Range: 0 ft. Duration: 1 post. Rank: B
Rank: Basic


Spell Name: Water Dragon's Typhoon
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Grabbing her enemy, Kaya supports her attacking arm with the other and blasts her opponent at point-blank range. The attack releases a vast amount of churning water that can blow the target over 100 feet away. Range: 0 ft. Duration: 1 post. Rank: B
Rank: Basic


Spell Name: Water Dragon's Siren Wail
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: After gathering a large quantity of water, Kaya shapes it into the form of a large sphere. She traps her opponents within this sphere and yells into it. The water amplifies the sound exponentially, causing temporary disorientation and deafness. While the technique itself is short-lived, the side effects can last much longer. Spell itself lasts for 1 post while its side effects last for 4 posts. Range: 10 to 60 ft. Duration: 1 post for spell, 4 posts for side-effects. 2 post cool-down. Rank: B
Rank: Basic


Spell Name: Water Dragon's Tail Whip
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya jumps high into the air and gathers water around her arms and legs. She begins to rotate, gaining momentum with each turn. Once her desired speed and power are achieved, she unleashes the attack which resembles the tail of a dragon. Range: 50 ft. Duration: 1 post. Rank: B
Rank: Basic


Spell Name: Water Dragon's Domain
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: This spell creates a dome of water around Kaya and her friends. The concentrated water is firm and resilient while also maintaining an adaptive nature, as well as allowing for breathing by those it protects. As such, this technique has both offensive and defensive qualities. Defensively, the dome is capable of withstanding a barrage of attacks. Offensively, the orb allows Kaya to produce many whips of water that can be directed towards multiple targets. These whips can also change direction in mid-trajectory, bending to seek out the opponents. Range: 1 to 100 ft for the dome. An additional 25 feet for the whips. Duration: 3 posts. Rank: B
Rank: Basic


Spell Name: Water Dragon's Shadow Dance
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya has the ability to create multiple clones from water. These clones are capable of moving and speaking on their own, but lack the use of magic. This spell is mainly used in situations where Kaya is in need of a decoy to perform a surprise attack or to obtain information. The downside to this technique is proximity. The further a clone is from Kaya, the less stability it holds. Range: 0 to 1600 ft. Duration: 3 posts. Rank: B
Rank: Basic


Spell Name: Water Dragon's Cloak
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya covers her body in a layer of water. She uses this as a form of lite armor during short range combat, capable of deflecting direct physical blows as well as protecting against certain small scale elemental attacks- mainly fire. The cloak also has tentacle-like arms capable of grabbing, whipping, or throwing her enemies. Range: 0 to 5 ft. Duration: 4 posts. Rank: C
Rank: Basic


Spell Name: Water Dragon's Second Sight
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: A rare form of water magic used by Water Dragons. This spell allows Kaya to determine whether a person is real or not. The technique itself manifests in her eyes when activated, giving her the ability to see auras. If a person is authentic, then their aura will be a white-blue hue while an imposter’s or possessed person’s aura will be a green-black hue. While the spell itself is very useful, it tends to put a strain on Kaya’s eyes if used for a long period of time. Range: Within eyesight (0-1000 ft.). Duration: 1 post. 1 post cool-down. Rank: C
Rank: Basic


Water Dragon King Mode
Spell Name: Water Dragon's Serpent Dance
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya summons forth spinning columns of water which take on the forms of snakes. These snakes have a mind of their own, being capable of twisting and chasing targets around the battlefield. Once an opponent is ensnared, the serpent reverts to a river which sweeps the target away. The concentration of water makes the spell resilient and difficult to destroy by normal means. Additionally, Kaya can summon up to three each time she uses this spell, with the spell itself lasting until the snakes are destroyed or dispersed. Range: 25 to 750 ft. Duration: 3 posts. Rank: S
Rank: Advanced


Spell Name: Water Dragon's Poison Strike
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: A variation of the Death Knell spell. Kaya grabs the target and uses this connection to increase the water inside the body. The result is a potentially fatal disturbance in brain functions that results when the electrolytes in the body are pushed outside normal safe limits by overhydration- known as water intoxication, water poisoning, or dilutional hyponatremia. It takes 3 posts of direct and unbroken contact to kill an opponent, 2 posts to cause sickness and severe pain, and 1 post to cause sudden pain and vomiting of straight water. Range: 0 feet. Duration: 3 posts to kill. 2 posts to cause severe pain and sickness. 1 post to cause sudden pain and vomiting of water. Rank: S+
Rank: Advanced


Spell Name: Water Dragon King's Roar
Magic Name: Water Dragon Slaying Magic
Magic Type: Caster
Description: Kaya focuses water in her mouth before spewing it outwards. The unleashed tsunami encompasses a large-scale area and can utterly destroy any object it comes into contact with, utilizing sheer force and power to do so. Range: 3 miles. Duration: 1 post for use, 2 posts to subside. Rank: S+
Rank: Advanced

Kaya Wolf Moon
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