Welcome to Gaia! ::

Fairy Tail: Other Tails!

Back to Guilds

Just how many tails can we have here? 

Tags: Fairy Tail, role-play, comedy, fantasy, magic 

Reply ♦ Cᴜsᴛᴏᴍs [Mᴀɢɪᴄ ᴀɴᴅ Wᴇᴀᴘᴏɴs]
Custom Spells / Weapons / Armors / Magic Items Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Shrek-Seme

Garbage Fatcat

13,750 Points
  • Cat Fancier 100
  • Trash Can Supporter 50
  • Waffles! 25
PostPosted: Tue Dec 27, 2016 12:44 pm


Spell Name: Inferno: The Malevolent
Magic Name: King Dragon Mode
Magic Type: Caster/Lost
Description: The user accumulates a great sum of flames within their stomach, and releases it as a powerful torrent of flame, followed by a bellowing roar.
Rank: Advanced


Spell Name: Inferno: The Omnipotent
Magic Name: King Dragon Mode
Magic Type: Caster/Lost
Description: The creates a large blade out of thin air, this blade made out of dragon's flame. When the user swings down this fifty foot blade, it releases a powerful stream of fire that travels up to a mile away.
Rank: Advanced


Spell Name: Inferno: The Guardian
Magic Name: King Dragon Mode
Magic Type: Caster/Lost
Description: The user speedily runs to their victim, a large fire engulfing them in the shape of a dragon's head. The user then headbutts the victim, sending them back with blunt fire damage.
Rank: Advanced
PostPosted: Wed Dec 28, 2016 3:23 pm


Spell Name: Baldr
Magic Name: Take Over- God Soul
Magic Type: Caster
Description: Upon using this soul, the caster can boost their bravery as well as gain control of basic light magic spells. Is super weak against plant magic or any floral based magical and physical attacks.
Rank: Basic

Spell Name: Njordr
Magic Name: Take Over- God Soul
Magic Type: Caster
Description: The caster obtains the abilities of Norse God Njordr who is manipulates water. Able to recreate basic water attacks. Weak against Earth magic and strong air spells
Rank: basic

Spell Name: Odin
Magic Name: Take Over- God Soul
Magic Type: Caster
Description: The caster acquires the abilities of the god Odin. This giving Earth magic spells and enhanced hunting skills. Weak against fire attacks and goes a bit berserk if used for large amounts of time.
Rank: Advanced

Spell Name: Thor
Magic Name: Take Over- God Soul
Magic Type: Caster
Description: upon being used, the caster obtains lightning manipulation as an enhancement for any lightning magic they know of. This spell is weak against God slaying magic and rubber
Rank: Advanced

Spell Name: Freyja
Magic Name: Take Over- God Soul
Magic Type: Caster
Description: The caster under this spell, transforms isn't the goddess Freyja. It enhances war like skills and charisma with appeal. Its main focus is combat skills and "love" something similar to appearing as the one the main opponent "loves" main weakness is people skilled in seeing past illusions and God slaying magic
Rank: Advanced

Spell Name: Loki
Magic Name: Take Over- God Soul
Magic Type: Caster
Description: Caster takes the form of the god Loki. With this, the user gets enhanced speed and creates an illusion within 10 meter radius. This is the ultimate god spell since it alters to a great level and if not handled well user can be trapped within its own spell. Main weakness is god slaying magic
Rank:Advanced

Angel of Hollowness

Ivory de Mors

Anxious Hellraiser

9,200 Points
  • Demonic Associate 100
  • Battle: Rogue 100
  • Hellraiser 500

God of Hollowness

Mythical Bachelor

15,950 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Ultimate Player 200
PostPosted: Sun Jan 01, 2017 5:29 pm


Spell Name: Countdown to Death
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user has the ability to see strange timers above the heads of others. These timers seem to count down to their owner's death. It's impossible to mess with these timers, to give someone more or less time. Telling someone these times will, in short, lead to an immediate death for the user of the Spell. (Cannot be used without permission from the character's owner.)
Rank: Basic



Spell Name: Strings of Connection
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user has the ability to see "strings" of fate, which connect two people by various emotions. The color of the string depends upon how each person feels about another. These strings can be cut, to remove these feelings until each person feels that way about the other once more. Though doing so can lead to some... unwanted consequences. (Strings cannot be severed without permission from the owners of both characters.)

Golden String - Hatred
Green String - Friendship
Red String - Desire/Lust
Glowing Red String - True Love
Blue String - Motherly/Fatherly/Tutor Figure
Black String - Acquaintances
Pink String - Love
White String - Trust
Purple String - Respect
Emerald String - Envy
Amethyst String - Loyalty
Peridot String - Disgust

Rank: Basic



Spell Name: Death Perception
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user has the ability to see how a person dies. The person the user is looking at will seem normal, except for [a] grievous wound(s) on their body, referencing how it is the person will die. If they die by natural means, then their body will otherwise look completely normal. (Cannot be used without permission from the character's owner.)
Rank: Basic



Spell Name: Soul Perception
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user ability to see a person's soul, and the string attached which gives them life. If the user, or some unnatural force were to cut the string, then the owner of the soul would die on the spot. Though for one to cut the string, he would need either the "Three Fates' Golden Scissors" or "Death's Scythe" (both of which are nonexistent). But it is possible for the user to protect the string and soul of another.
Rank: Basic



Spell Name: Ethereal Scissors of the Fates
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user has the ability to summon a pair of ethereal scissors. The user is able to summon it in varying sizes, and use it for attacks. They're also the only one that can touch and use them. It would be impossible for anyone else, unless someone copied their powers, to use them. They're much more effective when fighting ethereal creatures, such as ghosts. The user also has the ability to directly sever the strings which connect people to each other (emotion-wise). Though they still cannot mess with their soul string. The scissors aren't strong enough for that.
Rank: Advanced



Spell Name: Ethereal Scythe of The Grim Reaper
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user has the ability to summon an ethereal scythe. The user is able to summon it in varying sizes, and use it for attacks. They're also the only one that can touch and use them. It would be impossible for anyone else, unless someone copied their powers, to use them. It's much more effective when fighting ethereal creatures, such as ghosts. The user also has the ability to inflict an aura of "death" upon their ethereal scythe. Doing so causing any living organism it touches (with the exception of characters) to die. And not just plainly die. The organism's body slowly withers before turning to dust.
Rank: Advanced



Spell Name: Ethereal Shield of The Phoenix
Magic Name: Shinigami Eyes
Magic Type: Caster
Description: The user has the ability to summon an ethereal shield. The user is able to summon it in varying sizes, and use it for attacks. They're also the only one that can touch and use them. It would be impossible for anyone else, unless someone copied their powers, to use them. The user also has the ability to inflict an aura of "life" upon their ethereal shield. Doing so will cause any organism that touches it to be healed, or brought back to life (with the exception of characters). It heals the most grievous of wounds, unless the person is right at death's doorstep.
Rank: Advanced
PostPosted: Wed Jan 04, 2017 12:40 pm


Name: Maitreya's Pagoda
Item Type: Artifact
Picture: A cobalt jewel/gem, which has a crimson pillow on the bottom with a red roof reminiscent of the one of a traditional pagoda was placed on top
Description: The artifact always observable in the vicinity of it's master. It is revered for its extraordinary power, but also has become contracted the status of infamy due to its unyielding nature. Prior to ending up in Pema's care, the Pagoda contained a history of violence. Initially, however, the Bodhisattva Maitreya sealed the essence of his soul inside a sacred jewel which a great volcano apparently spat out. Although its origins are disputed. Some say a Dragon swallowed a regular stone and regurgitated the jewel; completely transformed into a round gem of perfection. While it is not known which tale is the true one, many suspect the latter over the former. Maitreya was said to represent the aspect of compassion, which combined with the heat the jewel represented and the perfection the circle shape represented. Forming into a orb which shone splendidly cobalt, the color was regarded as brutally deceiving. Hot as dragon's fire, touching the orb with the strange crimson roof not just be unpleasant, but potentially fatal. As the abbot of the monastery heard of Maitreya's sealing, he was anxious to examine the artifact. A few hours after Maitreya's sealing and therefore also his passing, the abbot approached the jewel which was placed on top of a crimson pillow. Curiously, a red roof reminiscent of the one of a traditional pagoda was placed on top of it, which in turn made the abbot call it "Maitreya's Pagoda". Accompanied by regular monks, the name stuck with the common people.
Abilities: It recognizes the user and only the user as its rightful wielder and therefore, the Pagoda will react even harsher to the touch of outsiders than it used to. Instead of singing them or charring them, it unleashes a concentrated wave of heat which has a tendency to utterly pulverize anyone who touches it. However, it demonstrates a peculiar pattern of behavior towards those the user are friendly with or those it deems to have a pure heart. It refrains from burning them altogether, although holding it has been described as a sensation close to holding a moderately hot light bulb, even while it is still on top of the pillow. After being handed down to its rightful master, the Pagoda shines more radiant than ever before, since its full potential is now accessible. In fact, it allowed its master to unlock Personification of Bodhi. In addition, the Pagoda has certain traits which make it stand out in comparison to regular items. Having a telekinetic connection to its one and true master, Maitreya's Pagoda can be summoned to her location through thoughts alone.

Alongside its ability to burn and being the catalyst of a powerful Magic, the Pagoda possesses the remarkable ability to nullify opposing spells. By raising Maitreya's Pagoda in front of the user while stating the simple word "Vacate" as the incoming spell approaches, the spell will slow down drastically. As it stands before her, it will change color and become light orange. With a mere flick of her wrist, the Eternano will solidify and shatter like thin glass until it becomes mere dust.
Rank: Advanced

Tsuki-chan4


God of Hollowness

Mythical Bachelor

15,950 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Ultimate Player 200
PostPosted: Tue Jan 24, 2017 7:55 pm


Spell Name: Purgatory Blade
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: It's not some kind of exorcism attack. Instead, Antikinis summons sword with his power, making a sword created of the light element. The sword can possibly cause burn damage, but nothing too severe. It also seems to act like a glowstick of in the dark. Meaning that it shines pretty brightly when it's dark.
Rank: Basic

Spell Name: Heavenly Will
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Using his power, Antikinis summons sword with his power, making a sword created of the light element, making it much larger than it really is. The maximum length he can make it is five feet, and the width being two and a half feet. The light has a strong burning effect than Purgatory Blade, causing near intense burns before the blade is able to hit the target. Though this attack takes a lot of concentration, and even the smallest slip-up can cause it to disappear.
Rank: Basic

Spell Name: Cleansing Waves
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: This attack serves much like the Purgatory Blade, in which Anitkinis summons a blade with his power, giving it a sort of "light" element. Though unlike the Purgatory Blade, he doesn't just attack with it. Instead, he swings his sword in arcs, and sends out waves of sorts. These can travel about ten feet if it's used in the light, but only between three to five feet in the dark. Depending on how widely the blade is swung, their length ranges anywhere from around an inch to two feet.
Rank: Basic

Spell Name: Celestial Light
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Antikinis summons orbs of light from his hands, which he can send flying at his enemies. The name comes from the fact that they shine like stars (though they won't blind you), and if they make contact, they seem to be scalding to the touch, causing horrible burn marks. Though it is also possible to be blinded from these, if they hit you directly in the face. The orbs are able to maneuver on their own, but he's still able to control them.
Rank: Basic

Spell Name: Pillars of Light
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Antikinis summons pillars of light around himself, either for protection or to attack nearby enemies. The pillars total anywhere from four to ten, so no one ever knows how many he'll summon. These pillars give off a very bright light, which can either blind those that look too long or get caught within them, or burn them badly. The only way to approach the one who summoned them is to either dim the pillars, or be a user of a Blessing yourself. He also has the ability to send these pillars away from himself, and towards anyone that might be in their path.
Rank: Basic

Spell Name: Luminous Cannon
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Sadly Antikinis doesn't summon a cannon to use this attack. Instead, he sends brilliant light from both of his hands, creating a large "beam" at his target. This "beam" is about ten feet in width, but makes a kind of cone shape, since it starts small at his hands and gradually grows larger. It sometimes sends balls of light towards the target, which act like homing missiles in a way.
Rank: Advanced

Spell Name: Radiant Bomb
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Antikinis is able to create a large ball of light, which he can set on almost any surface. Once he does, he usually gets away from it, and then snaps his fingers, causing it to explode and send mini balls of light out in every direction. The explosion itself is about a twenty foot radius, and the fireballs that are thrown out are about two feet in total diameter. Though their explosion is about five feet in radius. When these explode, they can cause either temporary blindness, or burn the victim.
Rank: Advanced

Spell Name: Lustrous Vortex
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Antikinis has the ability to summon up to three different vortexes, each one made of the light element. Due to this, being stuck inside one can cause one to go temporarily blind. And it can also possibly burn the one trapped inside slowly. The vortexes seem to have minds of their own, going off in their own directions after being summoned.
Rank: Advanced

Spell Name: Fists of Radiance
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: Antikinis covers both of his fists with radiant light, empowering them with the element. He can then use his fists to punch, slam, grab, or crush his targets. And given the fact that his fists are covered with his element, he can deal extra damage. So it's basically the element of Light plus brute strength.
Rank: Advanced

Spell Name: Waltz of the Eternal Celestial
Magic Name: Blessing: Celeste della Luce
Magic Type: Caster
Description: The strongest spell that Celeste della Luce has in its arsenal. But this spell is so much different in the fact that it isn't an attack. Nor is it really a defensive spell. Instead, it's a transformation spell, that turns its user into a Celestial Form, much like the Celestial Spirits have. Due to the user not truly being a Celestial, they are unable to transform whenever they feel the need. So with this spell, they can attain that form, majorly upgrading their Blessing spells. But the downfall is that the user can only use their Blessing spells in this form. All others are locked off. The transformation seems to different from person to person, but each one seems to make their clothing much brighter, usually white or gold, and their skin a snowy pale.
Rank: Ultimate
PostPosted: Wed Jan 25, 2017 7:33 pm


Spell Name: Sharpness Manipulation
Magic Name: Weapon Philosophy Magic
Magic Type: Caster
Description: User can control sharpness in any object they touch, either imbuing or taking the quality of sharpness away: sharp edges cut better, while non-edged surfaces, objects, like hands, can be imbued to cut through nearly anything. They can imbue an item as a trap, such as making a doorknob cut anyone who tries to open it, or remove sharpness from things, turning knives and other edged weapons into awkward bludgeons against the user. This allows the user to make virtually anything into a weapon; or if they wish to do the opposite, make a weapon utterly useless by diminishing its sharpness. The effects of this spell lasts up to 10 posts.
Rank: Advanced


Spell Name: Weapon Adaption
Magic Name: Weapon Philosophy Magic
Magic Type: Caster
Description: The user may transform any of their blades into a bow. The arrows would be made out of the user's own magical aura, which gives the user an unlimited amount of arrows in their disposal. The user may maintain this weapon form for as long as they desire.
Rank: Basic


Spell Name: Weapon Entity Generation: Fire Dragon
Magic Name: Weapon Philosophy Magic
Magic Type: Caster
Description: The user can create weapon with animal/entity/mythical being like characteristics and abilities. Though the weapons may not take on the actual forms, they still possess the powers and abilities the entities have. In this case, in correlation with her 'Weapon Adaption' technique, each arrow the user launches, turns into a smaller fire dragon, capable of acting upon the user's will. The dragons are capable of firing balls of fire up to 50ft, clawing at their victim, as well as lighting anything on fire that comes into contact with their scales.
Rank: Basic


Spell Name: Weapon Transmutation: Offense
Magic Name: Weapon Philosophy Magic
Magic Type: Caster
Description: The user is able to take any nearby object, and transform it into a sword to later on be used in battle. The strength and element of the sword depends on the object that it once was. For example, the user may take a blade of grass and transform it into a nature blade, something that has a nature affinity, though it cuts like steel, and it is weak to fire due to what it was once was- a blade of grass. The user may create many blades out of different elements they may find, and add them to their reequip magic slot for later use. The user may even create blades out of dead beings, dragons, ogres, even other mages.
Rank: Advanced


Spell Name: Weapon Transmutation: Defense
Magic Name: Weapon Philosophy Magic
Magic Type: Caster
Description: The user is able to take any nearby object, and transform it into a shield (3ft x3ft radius) to later on be used in battle. The strength and element of the shield depends on the object that it once was. For example, the user may take a pebble and transform it into a shield made of stone, powerful against water, but is heavier, hence reducing the user's overall speed. The user may create many shields out of different elements they may find, and add them to their reequip magic slot for later use. The user may even create shields out of dead beings, dragons, ogres, even other mages.
Rank: Advanced


Spell Name: Battle Mimicry
Magic Name: Weapon Philosophy Magic
Magic Type: Caster
Description: The user is able to understand the concepts of any fighting style that they see, and can effectively mimic it to perfection. That means that the user is able to literally copy their opponent's movements and patterns of fighting, which can be especially of benefit if the user is fighting someone at close-ranged.
Rank: Advanced


Spell Name: Sword Arsenal
Magic Name: Sword Magic
Magic Type: Holder
Description: Users with this ability are able to keep a hold of many weapons and be prepared to use them at the right situation. Name the weapon, and the user is bound to have something that fits. In this case, the user summons magic circles with 6ft long swords that will shoot out of each circle by command. The user can summon up to fifty of these circles, making escape nearly impossible; especially since each circle can shoot out up to ten of these blades at a time: Making it five hundred blades in total.
Rank: Advanced


Spell Name: Sword Beam Emission
Magic Name: Sword Magic
Magic Type: Holder
Description: The user can use a sword or other such bladed weapon to fire powerful beams/blasts of energy/matter or use the beams to enhanced the slashes and stabbing powers of the swordsman. If their blade has a nature affinity, then the user fires a beam of that nature from said blade. This beam can travel up to 2 miles away with a significant amount of damage.
Rank: Advanced


Spell Name: Sword Bond
Magic Name: Sword Magic
Magic Type: Holder
Description: User is able to move different blades with their mind, categorizing this weapon as telekenetic. The user may move any blade they own; as for blades that do not belong to them, the user must have said blade draw blood from their body, creating a "bond" that cannot be broken until after six posts. The user may manipulate swords to do anything they desire from up to a whopping 80ft away.
Rank: Basic


Spell Name: Fortification Creation
Magic Name: Sword Magic
Magic Type: Holder
Description: User can create powerful fortifications made out of a large quantity of long swords that are all the same height and/or shape. The fortification is an upright cylinder of swords tucked within one another to create a powerful and sharp wall of protection. Since these blades are considered magical, they are also able to deflect advanced spells. The fortification at most can grow to 20ft wide and 40ft high, though it can be smaller.
Rank: Advanced


Name: #1
Weapon Type: Sword
Picture: [x]
Description: A sword handed to Sebastian on her 21st Birthday by one of her many personal trainers.
Abilities: With a hidden ultrasonic generator attached to a bladed weapon, this blade creates such a high frequency vibration, that is is capable of severing most blades and other dense solidified objects with its powerful vibrations. If made contact with flesh, this blade could rip it apart on mere seconds.
Rank: Advanced


Name: #2
Weapon Type: Sword
Picture: [x]
Description: A weapon acquired by the user following her last mission before becoming a Guild Master.
Abilities: The user can slice through the fabrics of the third dimensional space, splitting apart the fabric of reality. Any physical matter or energy caught within the severed spatial area will be cut. The attack can also leave behind a dimensional line, which will cause anything that comes into contact with it to be cut as well. Alternately, the dimensional line can serve as a makeshift portal to alternate locations and dimensions for the user to walk through. The user may only travel to places that they have been. Since this is a spatial attack that distorts the fabrics of reality, there is no physical defense against it. The blades can appear very quickly, with very little to no lag between the attack and damage.
Rank: Ultimate


Name: #3
Weapon Type: Sword
Picture: Refer to above
Description: A blade found in the previous Rune Knight Commander's Office, tightly secured with a dusty blanket and rope.
Abilities: This blade creates a phantom blade effect. One slash releases another slash in succession, as if the slash motion had been repeated, as if a phantom blade were fighting with the user. The catch is that the user only needs to swing their blade once. The user may swing their blade anytime they desire, which will leave multiple phantom slashes afterwards, which makes it harder for the victim to dodge so many attacks all at once.
Rank: Basic


Name: #4
Weapon Type: Sword
Picture: Refer to above.
Description:
Abilities: A blade which possesses very similar capabilities to crash magic; exerting a great deal of force at the point of contact between this blade and what ever it strikes. Each strike is more powerful than the last, depending on the amount of damage that it has caused. This blade feeds off of collateral damage, enhancing each strike to be deadlier than the last.
Rank: Advanced


Name: #5
Weapon Type: Great Sword
Picture: Refer to Above.
Description: A sword that Sebastian had won during a drinking game with a Shade Mage.
Abilities: If someone is struck with this blade, two outcomes are bound to happen. A 10-sided dice is rolled, if the victim is struck and the dice reveals numbers 1-5, they just receive ghastly spiritual burns. If number 6-10 are revealed, the victim's soul is ripped from their body if struck with the blade, which prevents then from attacking unless they are a spirit of sorts from the get-go. The victim is capable of returning back to their body as a soul in order to fight again.
Rank: Advanced


Name: #6
Weapon Type: Great Sword
Picture: Refer to above
Description: A sword granted to Sebastian for a marriage gift, from an enchantress that she had helped during her S Rank days in her old guild. It is made of Etheral Alexandrite, a very rare rock found in the depths of the nether.
Abilities: A blade capable of mimicking the abilities of another blade to store for later use. This is done by simply striking another blade or any other weapon. Whether it is fire affinity, or steel-like strength, this blade is able to store up to three abilities from three different weapons. If the user wishes to attain a new ability, they must 'forget' a current ability to make room for the new one.
- Steel: This blade is just as strong as steel, able to cut through most materials aside from other steel items.
- Wind affinity: This blade cuts harder, as it also possesses wind slicing damage to add an extra slicing effect to each swing. It is also capable of creating tornadoes approx. 35ft tall and 40ft wide at the highest peak of the spinner.
- [N/A]
Rank: Advanced


Name: Letter A
Weapon Type: Shield
Picture: Refer to above
Description: A shield made by the user, and enchanted for the purposes of magical and physical defense. It is a supposed steel shield with a rubber back, a sturdy handle grip to make this tower shield nearly immovable.
Abilities: This shield is capable is ricocheting attacks back to its source, from basic to advanced. For physical weapons, it automatically parries the weapon back.
Rank: Basic


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


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


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

Shrek-Seme

Garbage Fatcat

13,750 Points
  • Cat Fancier 100
  • Trash Can Supporter 50
  • Waffles! 25


Hirio of the Hoh

Vice Captain

PostPosted: Tue Jan 31, 2017 3:01 pm


Enchantment
Spell Name: Pulse
Magic Name: Enchantment
Magic Type: Caster
Description: Dusky Pulse is an exceedingly barebones Enchantment spell that's the very first "spell" that many users of the art learn; it allows the caster to unleash a decently powered and small-to-medium sized sphere of molecular energies towards their target - it can be said to be a modified version of the uncategorized spell known as Magic Ball, only attuned to the power of Enchantment. In any case, when performing Dusky Pulse, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Dusky Pulse, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, changing into an ashen texture in accordance to the caster's own magical energy, condensing these energies upon one of their palms. From here, the user of Enchantment adds more magical energy into the equation, rapidly exciting the energies - both supernatural and molecular- so that they experience an increase in density and multiply continuously, using their magical energy to spin the compressed energies in numerous directions at once while increasing the output of their magical energy, before completing the final step, which is the merging of the previous two steps to contain the magical energy and eternano and shape it into a miniature sphere of grey energy. Now that the activation sequence is complete, the caster is capable of launching the Dusky Pulse at the enemy by pointing at them with their index finger, releasing the grey sphere of 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 Dusky Pulse from the user's finger, it's spherical form transmogrifies into a ring-shaped pulse of grey energy as 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 projectile. The Dusky Pulse is capable of being fired at a rapid pace with a similar rate-of-fire to that of a machinegun and in groups of three, and it packs roughly the destructive power of an actual pistol bullet. The moment that the Dusky Pulse begins its flight towards the target, it also completes its motion, resulting in an attack that possesses priority over all other sorts of projectiles, whether they hold their basis in Elemental Magic or not. The attack seems to strike the target multiple times simultaneously, creating a number of surreal, delayed shockwaves upon contact with the foe –each shockwave hits a split second after the previous one lands-, and it is capable of blasting into the user's opponent with enough force to send them a few meters back, even pulverizing solid rock and whatever else gets in the way of Dusky Pulse and the user's target. Despite its seeming impressive nature due to its moderate power and immense speed, Dusky Pulse is known for one glaring weakness- due to the velocity at which the shockwave of molecular energy travels at once launched, a caster is incapable of altering its trajectory in any way that they wish, effectively resulting in this spell only serving the purpose of something that would display its full potential as a quick hit-type attack or a spell which is utilized in order to give the caster some breathing room, broadening the distance between the magician who unleashed the spell and their target if they close in all-too-quickly, making it rather useful and versatile in the long run.
Rank: Basic


Spell Name: Flamebolt
Magic Name: Enchantment
Magic Type: Caster
Description: Flamebolt involves the Enchanter infusing the supplementary ability known as the Elemental Five into the activation sequence of the spell, specifically that of the element of fire, thus resulting in the Enchanter unleashing an enormous, roaring quark-gluon plasma in the shape of a sphere of high-intensity flame towards their opponent. In any case, when invoking the power of Extension: Flamebolt, the Enchanter focuses the voluminous quantities of magical energy that are dwelling within their Magic Origin, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Extension: Flamebolt, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, as the caster invokes the activation sequence of various pyrokinetic-type magics such as Fire Magic and Fire Dragon Slayer Magic through exciting the movements of the eternano, thus increasing their thermal energy, which is the internal energy present in a system due to its temperature, and kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move, to the point that the particles strewn about throughout the vicinity spontaneously ignite, thereby manifesting a noticeable quantity of flames that burn exuberantly, flickering wildly and continuously. At this point, the Enchanter adds more magical energy into the equation, rapidly exciting the flames and energies - both supernatural and particle-wise - so that they experience an increase in density and multiply continuously, using their magical energy to spin the compressed flames and energies in numerous directions at once while increasing the output of their magical energy, before completing the final step, which is the merging of the previous two steps to contain the magical energy and eternano and shape it into an ever-expanding sphere that's classified as a quark-gluon plasma, a state of matter in quantum chromodynamics which is hypothesized to exist at extremely high temperature and/or density, thought to consist of asymptotically free quarks and gluons, which are several of the basic building blocks of matter; this orb of fire exists in front of them for the briefest of moments. Now that the activation sequence is complete, the Enchanter launches Extension: Flamebolt forward through mental commands alone, sending it towards their opponent with incredible speed and force. While in motion, the Extension: Flamebolt continues to compress enormous quantities of thermal energy the sphere not dissimilar to the basic Fire Magic spell known as Fire Bullet which explode upon impact with anything she deems to be suitable. These scorching orbs of flame seek out the Enchanter's target with dogged determination, snuffing out any chances of the incoming projectile being negated through sheer power through the vast temperature emitted by the ball while in motion, guaranteeing that the power of Extension: Flamebolt will destroy at least one obstruction on the caster's path to a clean strike.
Rank: Basic


Spell Name: Doppleganger
Magic Name: Enchantment
Magic Type: Caster
Description: Doppleganger is an Enchantment spell which allows the caster to make a duplicate of themselves through replication. In any case, when activating Doppler Chaser, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles – in regards to Doppleganger, the portions of the immediate vicinity that the caster has transfixed their energies upon which integrate within the molecular structure of such begin to glow illustriously, before the caster induces an advanced form of meiosis, which is a specialized type of cell division that reduces the chromosome number by half by forcing all of their cells and particles to duplicate themselves at the exact same time at the areas where Enchantment affects, creating various clones. The various replicas of the user that are brought into the current plane of existence are capable of performing any of the caster's spells, including Doppleganger once more in order to double the amount of copies that the caster has summoned in the heat of battle- however, by doing so, the clones drain magical energy from the original user of the spell's own Magic Origin. To add to the deception pulled over the eyes of their enemies, these duplicates can bleed after being struck- though they will scatter into particles if attacked by a sufficiently strong force; but before they do that, the caster can disperse them by will alone in order to gain back any of their magical power that they had used in their brief moments of 'life'; generally, they're so lifelike that it's near impossible to distinguish the Doppleganger clones from the real deal. Continuing onwards, Doppleganger allows a user of Enchantment to use these replicas to distract their opponents, which can be useful when it buys enough time for the user to find a weak spot on the enemy, even confusing users of psychic-type magics by causing their powers to detect the decoy instead of the user. Even so, Doppleganger requires a considerable amount of mental focus in order to continue stabilizing the illusions, even moreso per fake manifested, making it extremely difficult to sustain for longer than a few seconds per spell cast, though it does not cost much magical energy.
Rank: Basic


Spell Name: Enchant: Armor
Magic Name: Enchantment
Magic Type: Caster
Description: An Enchantment spell which creates a second hardened membrane-like skin that overlays their figure, dramatically increasing their defense and bestowing various properties upon themselves. In any case, when invoking Enchant: Armor, the caster focuses intently, concentrating upon the ambient supernatural energies which are saturated through the environment, flowing throughout the world in a never-ending manner. As an aspect of the universe that's always been tied to this dimension, Earth Land, these arcane powers would be a constant within the current plane of existence and as such, the wielder of this power would be able to invoke the wide-spread skill referred to by history as "magic" whenever they deem it to be suitable – but more importantly, the extension of one of the most basic skills of the arcane would always be available for them to induce. The user pulses their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power, quickly using their enhanced particle draw to force their own magical energy to superimpose itself over the caster's body, acting as an invisible pressure composed entirely of arcane power of sorts which is compressed upon their frame. This invisible armour allows the caster to instantly "enchant" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, transforming into an armour of sorts while causing this near-invisible layer of energy to act as an electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw by having invisible layer of arcane power on the user's body acting as a positive charge to draw particles and all sorts of particles towards their body. The invisible pressure superimposed upon their very existence causes Enchant: Boost to instill an effect that's similar to super armour, allowing the caster to negate the kinetic and supernatural energy of a number of strikes thrown their way before any of their attacks get interrupted and they take damage from the opponent's actions by the invisible pressure reducing the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness to zero, nullifying the motion and thus the force of the blow while breaking apart the combination between magical energy and eternano into their constituting elements, rendering them harmless. This allows Enchant: Armor to be used for many purposes, such as preventing physical contact, keeping debris and unwanted materials off of themselves, erecting their force field to escape piles of debris easier, and a few other purposes as well. The skin-tight force field formed when casting Enchant: Armor provides protection against supernatural powers, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic; the protection granted by Enchant: Armor is sufficient to be impenetrable to most conventional weaponry, and it largely absorbs and negates impact shock, thus protecting the user from catastrophic events such as high-speed collision; however, it's most important purpose is the fact that if they are cast in concrete or other materials; for example a plane dropping a large amount of solidifying material that can put their body in a hard cast, or falling into wet concrete that would harden around the user in a full body cast which would keep their motion prohibited, they can erect this force field to break out of a cast; without Enchant: Armor, the user would not be almost unstoppable. Enchant: Boost is also particularly resistant to such materials in the first place, as they would slide off much faster and more smoothly then it would from their body alone, due to the fact it is pure energy. It should be noted that Enchant: Armor has no structure like most other forms of armour-type magic or body transformation-type spells, meaning that it is downright invulnerable as long as it remains formless. However, for all of its strengths, Enchant: Boost possesses some distinct weaknesses - for one, special cases like the fa jin method of wushu can breach the "absolute defense" of Veil Skin and forces its damage to go through, as per it's concept as an "attack which strikes the internal" instead of the external; additionally, it cannot dispel charm-type attacks such as talismans and ironically enough, runes that are inscribed upon the caster directly. When written the kanji of the spell is written as '白毫', byakugō, it means Ūrṇā, which is a white swirl of fine hair on the forehead of the Buddha, represented in art by a spiral or a dot, or even a gem or pearl. It represents the third eye which allows one to see past the mundane world and into the divine world.
Rank: Basic


Spell Name: Enchant: Chain
Magic Name: Enchantment
Magic Type: Caster
Description: Enchant: Chain is a highly applicable Enchantment spell that allows the caster to generate and manipulate chains formed from molecular energy of absurd powers in any way that they see fit. In any case, when performing Enchant: Chain, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Chain, the caster flares their Magical Aura upwards as to target the masses of molecular structures they have under their control through Enchantment, instantly inducing a breakdown upon said structures and from there, shaping said particles into the form of chains with numerous edges and spikes decorating the links; the caster can modify the chains to form grappling hooks on the ends, the shaping process assisted by their magic; the tensile strength of the chains manifested are known to be three hundred and sixty pounds per square millimeter of cross section. These particles are attracted to themselves electrostatically, and thus can form complex shapes; these chains are known to be in all shapes and sizes, while their composition varies on what the user wishes to do with them, meaning that the mere existence of Enchant: Chain in the heat of battle can keep the opponent guessing as to what properties the chains of molecular energy will display. The molecular chains generated through Enchant: Chain are capable of wrapping around and attaching to supposedly any form of surface, so long as it is not a liquid; for example, a user could perhaps wrap the chains around the clouds in order to hoist themselves upwards before swinging to another cloud and repeat the process for quick transportation; they can also bundle and compress the chains in order to shape them into a variety of shapes and forms, such as ropes which double as whips, webs, bullets, and an arm drill, plus many more, such as a shield, a parachute, a safety net, a barrier, skis, a raft, a club, a ball, or sticky glue, and by shaping the chains around their feet, a user can walk across water or fire. As mentioned above, the chains of Enchant: Chain have outstanding parameters, allowing a user to perform feats such as wrapping then pulling things or bringing them closer, binding their opponents, scaring/lashing opponents, binding then snatching others weapons, swinging from high altitudes and slicing the flesh of their enemies when striking at great speed- all of this without hurting themselves. It is said that they have no actual limit to how long the chains of Enchant: Chain can expand, seemingly chasing the user's enemy to the very ends of the earth, making impossible maneuvers such as travelling underground in order to catch up to their foe. The most generic usage of Enchant: Chain is a straight-forward attack where the chains rapidly slice and wrap themselves around the enemy; constricting their movements and putting them in a bind. Unlike most other binding spells, Enchant: Chain does not lock a target into the one spot at which it was captured, which enables the caster to utilize the properties of the chain to pull the target towards themselves or otherwise drag it into a position of their own choice. Once constricted, the caster has shown the ability to swing enemies around, and even into solid objects such as buildings and the earth itself. The chains of this spell are well-known their durability as well as defensive nature; and it is shown to be extremely rare for them to be broken, arguably making them tougher than regular Chain Magic. They are also renowned for their great length, as they can be extended far enough to reach several meters away. Enchant: Chain can clash with attacks and projectiles, and once they latche onto something, the caster can use the chains to pull themselves in. Keeping in mind that a user of Enchantment applies direction, vectors, and other factors, and it can be said that the caster has a wide variety of methods in which to use Enchant: Chain.
Rank: Basic


Spell Name: Enchant: Flight
Magic Name: Enchantment
Magic Type: Caster
Description: Enchant: Flight is an Enchantment spell which enables the user to achieve flight at any speed that they wish. In any case, when performing Enchant: Flight, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Flight, the caster focuses the molecular manipulation around their own body, or rather, an aspect of their own body - removing their own weight by altering their molecular structure ever-so-slightly, the magician aiming to fly can utilize minute amounts of Enchantment as a small "push", allowing them to take off at high speeds while enabling the casting to occur with perfect timing, so a person could remain flying in the same place without any thought; all the user is required to do is utilize magical manipulation to serve as a kick-off point; granting them "true flight", moving throughout the air as free as a bird, or rather, in a "deeper" term, like a plastic bag in the wind. With this spell, a user of Enchantment can even shoot up vertical surfaces; moving dozens upon dozens of times faster than somebody using a normal teleportation-based magic while maintaining flight for extremely long periods of time. Enchant: Flight also enables the caster to travel long distances at an incredible pace, travelling at a speed almost too swift for the naked eye to be able to see properly. When in flight, a user of Enchantment can move themselves at extreme speeds, estimated to be around Mach 5- the caster's movements with Enchant: Flight form thick trails in the sky wherever they go, bestowing upon them a general advantage in any fitting situation. When used in the heat of battle, Enchant: Flight causes the caster to appear as if they are simply flowing around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. This conservation of energy, combined with a high stamina, gives a user of this spell an advantage in prolonged combat.
Rank: Basic


Spell Name: Enchanted Arms
Magic Name: Enchantment
Magic Type: Caster
Description: A spell that allows the user to imbue various properties into anything that could be classified as a weapon or protective gear, bestowing any effect that a generated effect would induce upon them alongside their already incredible powers, stacking powers frequently to give the user more options in regards to fighting in the heat of combat. When inducing Enchanted Arms, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particle, allowing the caster to alter them; but in the case of Enchanted Arms, the user alters the molecular structures of anything that could be considered to serve some use in battle such as weaponry of all kinds and armour, both offensively, defensively, and in a supplementary manner. Thus, Enchanted Arms can be said to be similar to a type of buffing spell often seen in some role playing video games which temporarily imbues the user's weapon with magic, letting them deal out elemental damage or cause all kinds of status effects with their attacks. Through thought alone, the caster can engrave a multitude of effects upon their equipped armament in the blink of an eye, instantly imbuing them with effects that the caster decides to be fitting in accordance to the current situation. By infusing the various elemental reactions into their weaponry, they can produce a variety of effects; typically, a user harnesses Enchantment to increase the sharpness and power of their equipped weapon to the point that they can cleave most types of opposing spells in twain and block strikes from most powerful of fighters, but they can also mix up their attacking methods a bit more than that to confound their adversaries. For example, when merging fire into a sword, the blade will catch alight, granting it the ability to burn through most things that it comes into contact with the intensity of the flames able to distract anyone that happens to gaze upon them; another instance of this is the user encasing their weapon in ice, freezing the target upon touch while granting it extra defensive capabilities; also imbuing water into the armament transforms the main attacking point of the equipped weapon into water, allowing it to expand and contract near-instantly – this can also extend to display various other effects, such as generating barriers with every swing of the caster's equipped tool or reducing/increasing the gravity of anything that the weaponry comes into contact with. Since a user of Enchantment possesses the ability to invoke almost any type of supernatural effect with the skill's power, Enchanted Arms possesses almost limitless potency in battle, allowing a user of Enchantment to be prepared for almost any situation. A perfect example is Slayer Magic; it's possible to give a weapon the properties of said magic if the caster is a Slayer themselves, magnifying its effectiveness many times over. In terms of the opposite case, if the caster happens to be allied with a Slayer, then they can transfer their magic into the object, thus giving it the properties.
When the object/weapon is transfixed with the given magic, it takes on said magic's appearance to signify its presence; an example would be realistic feather-like constructs or wisps of wind emitting from a blade, signifying air-based magic. Typically, during the duration of the magic's presence in said object or weapon, it's overall power and durability is increased to greater heights. This is due to high concentrations of eternano and magical energy focused to a single point, acting as a form of reinforcement; in a sense, thus would give the object a density unsurpassed by any other, allowing it to clash with other constructs that are much stronger in nature. In a sense, it's possible to counteract various forms of magic through this enchantment alone, but under the given aforementioned conditions. The only glaring weakness is that it enchantment can only employ one magic to an object at a time, making it impossible to employ magical compositions at a time. Any attempt at performing such an act will result in the destruction of the medium and the enchantment's cancellation. Apparently, Magical Barrier Particles are also affected by this enchantment, allowing the users to give an object "anti-magic" properties, albeit for a brief period. Considering that this enchantment can be used with any type of magic, it's highly sought after by mages.

Rank: Basic


Spell Name: Enchant: Telekinesis
Magic Name: Enchantment
Magic Type: Caster
Description: A spell that allows the user to move physical objects and substances with their mind and molecular manipulation. In any case, when inducing Enchanted Telekinesis, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, allowing the caster to alter them; in this case, the caster visualizes the movement of the matter that they wish to manipulate, using their molecular manipulation in order to seize an object in question, exerting their will on it so that it performs as they wish; and they can cause a material body to draw close to themselves; the greater their aptitude with this, the heavier the object that can be pulled or the more wide arc or radius of the method. It can be used to pull weapons from enemies, or, at higher levels of skill, the enemies themselves to be brought closer within their range; levitating them within the air before her, subjecting them to their will. This power is also very useful when a chasm or hole lay between the caster and the enemies. It could also be used to pull foes to the ground. It is an ability to move matter with the mind without exerting any physical force upon the items. With telekinesis, the caster can exert enough pressure to bend half a meter thick metal bars, crush lesser demons with a single grab, and immobilize others' movements completely. Basic level use of Enchantment skill is categorized as Macro-telekinesis and more advanced levels of this skill can be categorized as Micro-telekinesis. The most skilled users of this magic have been thought to possess other magics, due to the nature of Telekinesis. Macro-telekinesis, of course, refers to the movement of larger objects like people, furniture, weapons and plants and earth. Skilled use of Macro-telekinesis has been mistaken for other magics, such as Earth Magic or Plant Magic, however only as far as a beginner in said magic. The skilled use of Macro-telekinesis could also be mistaken for a single Wind Magic spell as the user could cause themselves to levitate and fly. Micro-telekinesis refers to the movement of smaller substances and, therefore, is a lot harder to do as it requires a great deal of precision and control. Micro-telekinesis can, due to what it works with, appear similar to other magics. The easiest use of Micro-telekinesis is the movement of water and other liquids, which can to a degree appear similar to Water Magic. There is also the ability to cause movement in the air or with the wind and can be easily mistaken for Air or Wind Magic. The most difficult use of Micro-telekinesis is often called Pyrokinesis or Cryokinesis. This requires the most control and is the most likely to be confused for another magic, Fire and Ice Magic respectively. The user would raise or lower the temperature by visualizing the movement of the Eternano to either increase or decrease and therefore either set something on fire or freeze it. Masters of Enchantment Telekinesis can combine the Macro and Micro levels of this magic to use what has been referred to as Tactile Telekinesis. By using the precision of Micro-telekinesis, the mage cloaks themselves in a layer of their own telekinetic energy just above the skin. Through this, they are capable of approximating feats of super-human strength, flight and a degree of invulnerability, which allows them to deflect solid objects the moment they make contact with the telekinetic energy. Also, by using the precision of Micro-telekinesis, the mage can extend the telekinetic field around objects they make contact with and then lift them using the skills of Macro-telekinesis to appear to have super-human strength. Truly powerful practitioners can after long enough years of refining. They can control the flow from their Magic Origin to inside their brain, allowing them to cast more powerful Telekinesis spells, without the need of using outside Eternano.
Rank: Basic


Spell Name: Enchant: Soaring Weapon
Magic Name: Enchantment
Magic Type: Caster
Description: An Enchantment spell of the Enchanted Telekinesis sub-ability; effectively, it enables the caster to control the movements of their weaponry independent of their physical input, thus allowing the user's equipment to rush about in the air and affect anything the caster wishes through their thoughts alone. In any case, when inducing Enchant: Soaring Weapon, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Soaring Weapon, the caster transfixes their arcane energies upon their weapon, whether it be a sword, shield, spear, hammer, bow, or pistol – as long as it can be harnessed as a weapon, Enchant: Soaring Weapon is capable of affecting its molecular structure, altering its composition as to bring out the most aerodynamic and flight-friendly result available. Through application of Enchant: Soaring Weapon, the wielder is capable of incorporating the idea of launching the weapon as a projectile into their masterful sōjutsu style in order to increase her already impressive range with their fearsome weapon tenfold. Normally, a spear would be too much of a heavy weapon to launch like a javelin, which is a spear designed to be thrown and be written off as a completely laughable notion – at least, it would be if it weren't this user, whom possesses almost superhuman strength, doing the deed. Given the technical details of their weapon, this results in an effect which is quite similar to that of feathers attached to an arrow, providing the wielder with the maximum potency for lobbing their weapon towards their opponents from a overhand position after building up speed over a considerable distance through running forward before releasing their weapon through a process that involves the transference of physical power and force from the ground through the body to the spear. Shooting through the atmosphere at a speed of one hundred and fifty kilometers per hour in a style not dissimilar to that of a speeding bullet fired from a handgun, the user's weapon turns into the relative wind, which originates from the ground at the weapon descends, thus the spear turns to face the ground. Passively, when Enchant: Soaring Weapon is active, the caster's lance is usually seen floating behind them and it will thrust forward as the user punches and kicks before returning to its neutral position. The user can also throw it so it lands, erect and upright, far away from them, and they can later make it fly back to them, twirling rapidly like a wheel so that it slashes at anyone in its way; the wielder is able to enhance this property even further to the point that they can control their personalized spear through thoughts alone, sending it hurtling towards distant enemies in order to take them out if closing the distance proves to be too bothersome, smashing through any forms of defenses which were futilely put in place for the sole purpose of protecting the enemy from the incoming projectile referred to as their weapon rends them in twain, breaking past any attempts to stop the incoming slaughter and piercing straight through the enemy like an arrow.
Rank: Basic


Spell Name: Enchant: Potential
Magic Name: Enchantment
Magic Type: Caster
Description: A spell that allows the user to manipulate the Potential in anything, allowing them to increase or decrease said potential. In any case, when inducing Enchant: Potential Weapon, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles; but in the case of Enchant: Potential, the user will enchant specific things of their target, such things such as durability, attack power, strength, sharpness, etc. Once the user has chosen one of these attributes they may manipulate its potential, maxing it out or taking it down to the lowest point possible. In a sense, the user can draw out and manipulate the full potential force of any/all items/objects, allowing them to utilize the maximum possible ability attainable for anything they use, such as picking up a broken wooden sword and making it so that can now do damage equal to a weapon of mass destruction. However such an example may not be possible as the broken sword likely would not be able to be moved even an inch before it becomes naught but dust after such a Enchantment. In truth, this spell is a double edged sword that will damage its target after its duration is up. The scale of which one can increase an attribute’s potential is measured by a scale of 0%-100% and one can tell how much potential is given based on the color of an aura the target is given.
0%-25% (White) : Target's potential increases to anywhere from 0%-25%. Anything within the percentage range is given power compareble to that of Human Peak Condition. Lasts for 8 posts. Target does not receive any drawbacks or damage.
26%-50% (Yellow) : Target's potential increases to anywhere from 26%-50%. Anything within this percentage range gains power akin to minor enhanced condition. Lasts for 6 posts. Target receives minimal drawbacks and damage after time is up.
51%-75% (Orange) : Target's potential increases to anywhere from 51%-75%. Anything within this percentage range gains power akin to enhanced condition. Lasts for 4 posts. Target receives moderate drawbacks and damage after time is up.
76%-100% ( Red ): Target's potential increases to anywhere from 76%-100%. Anything within this percentage range gains power akin to Supernatural condition. Lasts for 2 posts. Target receives high drawbacks and damage after time is up.
101%-150% (Blood Red) : Target's potential increases to anywhere from 101%-150%. Anything within this percentage range gains power akin to an Alpha condition. Lasts for 1 post. Target receives Critical drawbacks and damage after time is up.
151%-200% (Black) : Target is destroyed upon entering this percent range.
Rank: Basic
PostPosted: Tue Jan 31, 2017 3:02 pm


Enchantment
Spell Name: Titan’s Strike
Magic Name: Enchantment
Magic Type: Caster
Description: A spell which allows the caster to manifest a large foot or fist composed entirely of deep blue energies that crushes anything in its path and can be projected in any direction that the caster wishes. In any case, when performing Titan's Strike, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Titan's Strike, the caster then concentrates upon numerous areas that they have installed the power of Enchantment upon, manipulating the molecular structure of these strategic points and drawing the particles back towards the user themselves, before converging these fragments of matter at a singular point – within the skies, while the caster projects their Magic Seal at the spot of compression, resulting in a circular glyph of magical energy being projected that begins to whirl about at steadily increasing speeds. In accordance with the caster's thoughts and feelings, the sigil suspended within the air instantly gathers and condenses energies of all kinds using Enchantment's natural properties as the caster focuses more magical energy into the formation of their magic seal while envisioning the extremity which they wish to generate, at which point, the user can manifest either an entire leg or arm composed solely of energy with a gnarly-looking azure composition and numerous red thorn entangled around their length, the extremities being released from the glyph before anyone can take appropriate actions, allowing the projected appendage to crush the foe. Unlike most Enchantment spells, Titan's Strike can be unleashed from any direction that the caster deems to be suitable, with the orientation of the spell's release depending on what properties it will take upon. When projecting Titan's Strike forwards, the caster summons a gigantic fist for an enormous sweeping punch that has incredible horizontal range, pulverizing anything in its path. When projecting Titan's Strike upwards, the caster manifests the same gigantic knuckle for an enormous uppercut that's visualized as the user transfixing their Magic Seal upon a solid surface before the fist shoots upwards like a rising geyser. This version of Titan's Strike hits directly in front of the user while also striking anything that's airborne at the time, and it is capable of defeating a fairly powerful opponent rather easily. When projecting Titan's Strike downwards, the caster stomps the floor with their foot while summoning a gigantic leg, which stomps downward as well – the user's own stomping motion can lead into the main force of the spell, and it can launch opponents downwards like a meteor descending to earth if they're airborne – while this variant of Titan's Strike only hits in front of the caster, it has a large vertical range.
Rank: Basic


Spell Name: Hellion Entrapment
Magic Name: Enchantment
Magic Type: Caster
Description: A spell where the caster manifests a wall of white-hot azure flame around anything that they deem to be suitable, trapping it while exposing to the heat generated by the fires swirling around the target. When performing Hellion Entrapment, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Hellion Entrapment, the caster induces the excitation of the movements of molecular structures and eternano within the area, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming azure flames that burn exuberantly, flickering wildly and continuously - while the activation process is occurring, the flames form themselves into a glyph of blue texture that appears similar to that of a large circular grid of hexagons; the mere presence of this sigil causes multiple streams of winds to converge at a singular point, resulting in an ear-piercing screeching noise that echoes through the air as these gales circle the glyph on the ground leaving a sky-blue aura trail; typically, this sigil is manifested underneath the enemy's body. As energies gather and condense, the flames configure themselves into a circular wall of azure fire which begin to whirl around at ever-increasing velocities, transforming into a fiery tornado that traps the caster's target with incredible heat being constantly released by Enchantment's excitation of the particles reinforce the fact that the opponent is captured by this blazing whirlwind. Anything that just so happens to be in the epicenter of this maelstrom of absolute annihilation is laid bare before the vicious onslaught of the blazing tornado, which slices at them while burning them - all the while, the enemy is guaranteed to be incapable of escaping the clutches of Hellion Entrapment, which traps them for thirty seconds, and even if the flames released by the attack fail to properly connect with the enemy, the intense heat released from the spell is only multiplied sevenfold when casting such a powerful spell, meaning that the sheer heat is capable of burning the opponent if they're close enough to the area-of-effect of Hellion Entrapment.
Rank: Basic


Spell Name: D'or Roar
Magic Name: Enchantment
Magic Type: Caster
Description: A spell which allows the caster to launch a concentrated stream of golden arcane energy towards the opponent, the properties of which are affected by whatever the spell passes while in motion. In any case, when performing D'or Roar, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of D'or Roar, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, changing into a bright gold texture in accordance to the caster's own magical energy. From here, the caster keeps one of both of their hands open, their fingers in a clawed position as they throw their hand to their side, the fingertips pointing upwards. From here, the caster focuses the cloud of golden energy as to force it to converge at a single point in the user's hand, causing the cloud to take the form of a distinct pattern, which is particularly elongated and extravagant in appearance, almost resembling a Magic Seal; and the energy affected by the prior Enchantment is quickly condensed within the atmosphere, working in conjunction with eternano that is ambient throughout the vicinity to compress upon the glyph within the caster's hand, with the glyph transmogrifying into a serial of Magic Seals in the shape of circles and squares not unlike that of Satellite Square, Etherion. With a single command, the caster projects the energies affected by Enchantment outwards using the collection of sigils as a medium, causing a beam of concentrated golden energy to pass through the numerous Magic Seals – upon reaching the final seal, the beam comes into its own in the form of a blinding light which is then launched towards the caster's target at incredible speed and force, with the blast carrying enough energy to melt most things it comes in contact with.Aanything that the blast of gold comes into contact with has its composition altered into something else, such as forcing numerous spikes of earth to erupt from the ground as the attack flies by and stirring up heavy winds.
Rank: Advanced


Spell Name: Enchant: Life Giver
Magic Name: Enchantment
Magic Type: Caster
Description: A highly applicable Enchantment spell that allows the caster to change the molecular structure of an inanimate object into that of an animate object and vice-versa, turning the likes of weapons into that of Familiars of sorts and the opposite. In any case, when performing Enchant: Life Giver, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Life Giver, the caster focuses upon a specific target - an inanimate object that has particles make up a majority of its composition; it doesn't matter in regards to its actual configuration whether it be natural or manmade -organic or inorganic- , but as long as particles make up a plurality of its existence, Enchant: Life Giver is capable of being invoked; however, preferably, the target of choice is mainly utilized as a weapon of sorts. Once a suitable target(s) has been designated, the caster transfixes their arcane power upon that which they desire to affect with this spell, surging their Magical Aura outwards while this embodiment of their power exerted to its fullest extent as to set up a preferred channel for the transformation process without anything interfering, capped off by the caster's Magic Seals manifesting below and above the preferred targets; as the glyphs begin to constantly spin. Beginning to actually invoke the power of Enchant: Life Giver, the caster begins to alter the molecular structure of the objects they are affecting, encasing their bodies in a transparent sphere of azure magical energy to contain the process and preventing it from getting out of hand as well as stopping any accidents during the sequence as they induce an effect similar to the Black Arts known as Living Magic. In an instant, everything about the target is changed - in the case of inorganic objects, the alloys and materials that compose their existence is changed into that of water proteins, including those of hair, connective tissue, fats, apatite in bones, carbohydrates such as glycogen and glucose, DNA, dissolved inorganic ions such as sodium, potassium, chloride, bicarbonate, phosphate, gases such as oxygen, carbon dioxide, nitrogen oxide, hydrogen, carbon monoxide, methanethiol, many other small particles, such as amino acids, fatty acids, nucleobases, nucleosides, nucleotides, vitamins, cofactors, and free radicals such as superoxide, hydroxyl, and hydroperoxyl - for a human transforming into a tool, the opposite process occurs. But in any case, once the transformation sequence is completed, the bubble shrouding the targets' existence vanishes, revealing the fruits of the spell; resulting in the forging of numerous different creatures from inanimate objects and vice-versa; weapons given life are akin to Familiars in that they are creatures of any shape and size whose existence is bound to the caster's; but unlike "true" familiars, objects given life through Enchant: Life Giver have their own Magic Origin created through the molecular manipulation process and thus their own magical energy, sustaining themselves through their own power; going by Enchantment's roots as a proto-form of Alchemy, the familiars manifested through Enchant: Life Giver could actually be considered to be a form of homunculus. Multiple creatures can be created simultaneously, and the caster can give their creations distinct appearances, personalities, and abilities; some given abilities can be Magic itself. In the case of an organic being transforming into a weapon or an Enchant: Life Giver familiar changing back to their inorganic form, thirty percent of their power is packed within their weapon form, and the efficiency of said weapon will depend on the familiar's power. Each of these familiars are capable of all sorts of abilities, and some are created solely for combat to serve as the magician's bodyguard, though most are simply used to assist their masters in various tasks, be used for information gathering and relaying messages, as well as perform any other odd jobs that their masters could think of; though they're usually utilized to gather information or carry messages. Mostly they perform janitorial work and odd jobs for their master, and although they're considered a different entity, familiars are more often than not seen as an extension of the magician they are bound to as there is both a mental and physical connection between the two. A familiar transformed into a weapon results in said weapon gaining access to magic that the user has Enchanted them with as if it were implanted with a Lacrima, and any fighter with an Enchant: Life Giver-affected weapon is able to call upon the fighting skills of the weapon's human form while wielding said weapon, as displayed by Irene Belserion using Heine Lunasea's Magical Bands and Juliet Sun's Mucus Magic. Lastly, Enchant: Life Giver can also be used to separate a single weapon into two or more familiars, or a single familiar into two or more weapons, allowing a familiar to wield part of themselves or the caster to wield two weapons at once.
Rank: Advanced


Hirio of the Hoh

Vice Captain



Hirio of the Hoh

Vice Captain

PostPosted: Tue Jan 31, 2017 3:03 pm


Enchantment
Spell Name: Mail of Nemean
Magic Name: Enchantment
Magic Type: Caster
Description: A spell which allows the caster to create a powerful defensive armour composed of particles affected by the power around the entirety of their frame, resulting in their physical and arcane parameters being tremendously amplified - in a way, Mail of Leo can be considered to be an Enchantment version of Dragon Force, Drive, Full Throttle, or anything similar as all of them serve the purpose of taking what the caster already has and pushing it beyond the limits to create a power that's seen to be unrivaled. When performing Mail of Leo, the caster focuses intently, concentrating upon the ambient supernatural energies which are saturated through the environment, flowing throughout the world in a never-ending manner. As an aspect of the universe that's always been tied to this dimension, Earth Land, these arcane powers would be a constant within the current plane of existence and as such, the wielder of this power would be able to invoke the wide-spread skill referred to by history as "magic" whenever they deem it to be suitable – but more importantly, the extension of one of the most basic skills of the arcane would always be available for them to induce. In any case, when inducing Mail of Leo, the user pulses their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power, quickly using their enhanced particle draw to force their own magical energy to superimpose itself over the caster's body, acting as an invisible armour composed entirely of arcane power of sorts which is compressed upon their frame. This invisible armour allows the caster to instantly "enchant" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, transforming into an armour of sorts while causing this near-invisible layer of energy to act as an electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw by having invisible layer of arcane power on the user's body acting as a positive charge to draw particles and all sorts of particles towards their body – in accordance to the caster's willpower, the molecular armour can take upon a solid structure, morphing itself into the form of a stylized armour designed through the user's imagination. With the armour of Mail of Leo activated, the caster can infuse and accumulate all sorts of energies into their body as long as it is classified as a particle, resulting in their parameters all across the board being exceptionally amplified through a continuous "collect and use" method of release, spreading the gathered particles to all bodily joints while keeping a large amount focused in their torso, which reacts with their Magic Origin and figure, drastically augmenting it and granting the user an enormous boost in their parameters all across the board by constantly and instantaneously releasing the gathered magical energy and thus, the particles affected in order to reinforce themselves and their movements. This takes upon the physical manifestation of a jet blast of pure power, bolstering their movements in any range, effectively turning them into more a force of nature than a solo fighter. However, to activate Mail of Leo for sustained periods of time requires a truly enormous amount of magical power, meaning that witnessing it being utilized in the heat of battle is a rare sight. With Mail of Leo active, the user's body permeates with magical energy, resulting in a surging aura surrounding their body and their weapon, and when the spell is activated, the user's power increases with their available energy, so by default, the user can gain a boost in power and speed six times the energy used, which can only increase if further measures are taken. The user is capable of harnessing the influx of energy gained by the spell for all sorts of combat, defensive measures, and movements, meaning that even a physically weak person can prove problematic to the toughest of opponents, allowing them to fight head-on with all sorts of enemies. However this proves to be rather taxing on the user as they are only able to keep this magic active for 5 posts.
Rank: Advanced


Spell Name: Golden Conqueror
Magic Name: Enchantment
Magic Type: Caster
Description: A spell which, as the name would ever-so-subtly indicate, is an extension of Mail of Leo – rather, it's an instantly activated boost-type spell when is automatically cast upon the user equipping the Mail of Leo armour, allowing the caster to manipulate their own kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness. The power of the Golden Conqueror, which allows those whom possess it to manipulate kinetic energy, allows the user to use the movement energy of anything they wish to affect other types of energy such as chemical energy, thermal energy, electromagnetic radiation, gravitational energy, electric energy, elastic energy, nuclear energy, and rest energy. Considered an advanced combination technique as it merges the concept of fa jin, which is a sudden release of energy obtained by the coordinated movement of the entire body as seen in some forms of Chinese martial arts with the reduced earth method of high-speed movement that involves a sudden movement into an enemy's space or blind spot in order to attack, the Golden Conqueror allows the user to harness the momentum that they produce in any sort of environment –not limited to but including the seas, the air, and the ground- and the user of the technique can channel the forces produced by their movements for various applications, including lightning-quick offensive and defensive measures. These techniques and abilities that are only available through the user's mastery of their body's momentum and top speed are highly varied, with almost countless applications at their disposal. Darting around at astounding speeds, the user of Golden Conqueror is able to transfer the momentum generated by their movements into kinetic energy through numerous parts of their body, resulting in each and every one of their blows possessing a rather explosive amount of force – this is a major reason why most users of the ability display such incredible strength despite their seeming fragility as their attacks and movements impart the kinetic energies that build up with their speed into each point of impact, often releasing shockwaves that radiate across the flat surface accompanied by a small explosion as the user lands on a solid surface; this also enables the user to instantaneously blast off and shoot forth like a speeding bullet from a stationary position while casually unleashing a furious flurry of strikes that land at amazing speeds rend anything that they come into contact with in twain. The kinetic energy manipulation ability bestowed upon the user of Golden Conqueror also increases in intensity and overall area-of-effect for each strike dealt successively, meaning that as long as they continue to assault their opponent while refusing to have anything to interrupt their onslaught, the might of each consecutive blow is doubled in comparison to the previous strike. However, for all of its strengths, the power of Golden Conqueror does possess a rather significant weakness – the kinetic energy gathered while the user of Golden Conqueror accelerating forth is modified once their momentum also becomes altered, meaning that once the user stops moving, the kinetic energy in their body that is built up through their movements vanishes.
Rank: Advanced


Spell Name: Nemean’s Roar
Magic Name: Enchantment
Magic Type: Caster
Description: A advanced spell allows the caster to absorb energy from the surroundings before releasing these energies in the form of explosive blasts of pure concussive force that can cause intense amounts of destruction. When performing Second Extension: Saffron Shockwave, the caster focuses their energies intently, before harnessing the kinetic energy manipulation properties of Extension: Amber Raider in order to absorb the energy from any incoming attack or the surroundings, such as kinetic activity, electricity, even arcane energies – once a desired amount of energy has been gathered, the caster then focuses a large amount of kinetic energy, which is the energy possessed by any moving object; into one or more of their limbs, gathering it in a single movement by making a movement with the selected limbs in question at high speeds to ensure that the ensuing blow would cause an intense acceleration of the kinetic energy to grant it amazing force as the user launches the extremity of choice from any direction – once their strike has made contact with something, they release these incredible amounts of kinetic energy from the "small point" known as the end of their limb, and as long as the medium is even slightly tangible, Second Extension: Saffron Shockwave comes into existence as a form of a high-pressure wave of pure concussive force that travels faster than the speed of sound and can propagate through the point of impact, shaking both the medium and anything around it, causing the objects around the point-of-impact to vibrate erratically in an extremely hard and fast wave, which causes other things that the material touches to vibrate too, resulting in a powerful explosion that does even more damage – it is called a "shock wave" because the wave of concussive force reverberates up and down like a crashing wave in the ocean. Upon releasing the shockwave, the wave of pure concussive of sorts more often than not damages the surrounding environment, blasting through the medium it was transferred through at astounding speeds in any direction that the user chooses upon release; these shockwaves can ripple through the ground or in the atmosphere, bringing mass destruction to anything that they come into contact with- they can repulse enemies away with incredible force while pushing over those on the fringe of the shockwave and shattering delicate substances; at the highest point, a shockwave can even cause minor earthquakes by shaking the ground or dislodging underground tectonic plates. The shockwaves can uproot trees, rend the earth, cut the skies, and smash small buildings, radiating throughout the vicinity, even disrupting enemy spells if they are being cast at the time, sending them careening across the landscape in the blink of an eye. As mentioned before, a shockwave can ripple along anything at all as long as it is even slightly tangible; however, not only this, the consistency and makeup of what this wave of pure concussive force runs through has a rather subtle effect on how the shockwave reacts – for example, while a shockwave that travels through the ground is an earthquake, a thick liquid such as an ocean would result in the shockwave having a wider area-of-effect, but in contrast, a thin material like air would have the opposite effect, though in all manifestations, a shockwave is extremely deadly as it is both fast and powerful, making it easy to use and practical.
Rank: Advanced


Spell Name: Hell Raver
Magic Name: Enchantment
Magic Type: Caster
Description: a powerful Enchantment spell which enables the caster to release a beam of intensely-hot red light that deals damage in a chain of hits. In any case, when performing Desperado Flame, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Desperado Flame, the caster from here invokes the activation sequence of Fire Magic, taking ahold of these particles as they induce the excitation of the movements of molecular structures and eternano within the area, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming azure flames that burn exuberantly, flickering wildly and continuously before releasing them in the form of a burning golden and crimson wave of energy that flies forward at high speeds, the front of which resembles a draconic head with cool azurite eyes and its snout pointed forward, fangs bared for the world to witness. Shooting through the atmosphere at incredible speeds, the projectile released constant emits a large amount of heat, which is more than enough to release a continuous volley of explosions that are formed through the projectile's motion and make any form of water which is the immediate vicinity reach scalding temperatures – this effect isn't limited to rivers and the like, as if the caster is going up against a water-element magician, the sheer heat of Desperado Flame will immediately render any and every effect that the spells would have upon the caster null and void by causing it to reach scalding temperatures which the spell is then able to absorb in a similar manner to the elemental consumption method ever-so-associated with Dragon Slayer Magic, bolstering its speed and strength by a relatively large amount. Upon contact, Desperado Flame causes a resonance with the foe's own magical energy, causing both to spike exponentially and smash together in a similar manner to a nuclear reaction, causing a decently-sized explosion that can do heavy damage to an opponent; the contact with the earth and spreads the flames and light outwards in the form of a blazing dome of fire which expands outwards swiftly for several meters; the surging radius seems to hit a wall; as if the explosion is contained somehow in a giant glass sphere. The light rebounds inward, sharpening, rippling across itself as the wave appears to have reached a predetermined diameter and hovered there. The blast radius looks like a huge sphere of negative space fifteen hundred feet across, with neat slices taken out of surrounding buildings, pavement, cars, hillsides, et cetera; there appears to have been no actual heat, let alone shockwaves, emanating from the explosion at all - the only result is that a massive spherical section of the city appears to be missing. This spell apparently requires more than average energy reserves, and covers an expansive range. This makes the technique extremely difficult to either avoid or contain, with it requiring the combined efforts of several Water Magic users in order to extinguish the flames. This attack is extremely powerful and destructive, and has been described as being able to smash through dragon scales, which are known to have extremely tremendous endurance capabilities.
Rank: Ultimate
PostPosted: Tue Jan 31, 2017 4:06 pm


Spell Name: Authority: Sin of Sloth
Magic Name: Authority of Sin
Magic Type: Caster
Description: The user can cause physical interference by creating an invisible force field in the shape of a hand. The effect area, power, and number of hands is based on the user. At most, the highest amount one can summon is fifty. The user can use these hands to grab people or objects, and are strong enough that they can uproot a tree from the ground. It is possible to see these hands if one is aware of the Spell.
Rank: Advanced


Spell Name: Authority: Sin of Gluttony
Magic Name: Authority of Sin
Magic Type: Caster
Description: By biting down on their thumb and drinking the blood from it, the user is able to enhance their physical capabilities. Becoming stronger, quicker, and just overall much more... physically advanced. By eating the flesh of another person (either just skin or their finger) they can enhance themselves by much, much more. Though this causes them to go more and more insane if they go this path, eventually making them much like a wild beast.
Rank: Advanced


Spell Name: Authority: Sin of Greed
Magic Name: Authority of Sin
Magic Type: Caster
Description: The user can stop the time of themselves or anything they're wearing, touched, or even their breath. This stops any interference from outside and only allows the user's interference outwards. This negates any physical (not Magic) attack against the user, and if the user waves their hand, anything in its trajectory is cut no matter the toughness. Atmosphere released from the stillness can cause shockwaves, gravel thrown around can become inevitable shots, and it can enable the user to travel at extremely high speeds. Normally, multiple uses of this ability can be deadly as the user's own heart also stops, however it can be circumvented by eating the heart of another person, or even the heart of an animal.
Rank: Advanced


Spell Name: Authority: Sin of Wrath
Magic Name: Authority of Sin
Magic Type: Caster
Description: The user is able to turn any chains they have into flaming ones, using them much like a whip. Though these aren't regular flaming chains. With each hit from one of these chains, the opponent becomes angrier, and angrier. Even if they're usually calm in battle. Reason being the essence of "wrath" is within these chains and fire, making them powerful weapons if used right (anger part only effects NPCs).
Rank: Advanced


Spell Name: Authority: Sin of Lust
Magic Name: Authority of Sin
Magic Type: Caster
Description: Through the act of groping someone, or feeding off of the sexual thoughts of those around them, the user is able to enhance all currently Spells, making them more powerful for a temporary amount of time. Through this they can also make their aging process slow down or stop for a limited amount of time. It's also possible to unlock new and more powerful abilities this way.
Rank: Advanced


Spell Name: Authority: Sin of Pride
Magic Name: Authority of Sin
Magic Type: Caster
Description: The user is able to cast an illusion upon the opponent, though a very peculiar one. Instead of being like most strange illusions, this one focuses on bringing out which the opponent most desires, drawing upon their pride to make them see that which they want to. Whether it be winning some sort of award, or beating down the one person they've wanted to for a while, this illusion is powerful enough to make it seem that way. The illusion is more powerful the more prideful the opponent.
Rank: Advanced


Spell Name: Authority: Sin of Envy
Magic Name: Authority of Sin
Magic Type: Caster
Description: The user has the ability to absorb Magic that is used on them, allowing them to be able to use the Magic or its attributes temporarily themselves. Attributes meaning if they were hit by a weapon, they could transform part of their body into the basic form of that weapon (meaning their hand would become a blade if sword, their fingers like guns if ranged). They are unable to do this with any sort of Lost Magics though, since this spell is not powerful enough to deliver the output for them. The ability to use Spells and such depends on the user's own Rank.
Rank: Advanced

God of Hollowness

Mythical Bachelor

15,950 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Ultimate Player 200

Kio no Tenshi
Captain

Adorable Kitten

19,900 Points
  • Fashionable Fancy Dress: Cute 100
  • Professional Decorator 250
  • Gifting Gone Wild 250
PostPosted: Sun Feb 05, 2017 10:06 pm


Stone Maker Magic Spells

Spell Name: Stone Chest-plate
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The User creates a chest plate from hard stone, close to the hardness of bedrock, from the earth that covers the front half of the body; it starts at the collarbone and ends just above the hips.
Rank: Basic


Spell Name: Stone Sword
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user pulls hard stone from the earth to form a sword like blade that envelopes the user's hand. The stone covers from the elbow to a foot part the end of the longest finger. It's shard on both ends, similar to an arrow head, and come to an extremely sharp point, sometimes jagged depending on if the user wants it that way.
Rank: Basic


Spell Name: Stone Mask
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user pulls stone from the earth to form a mask that protects the users head from any injury.
Rank: Basic


Spell Name: Stone Legs
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user pulls hard stone from the earth that encases the user's legs, except the knees. This can be used for both Offence and Defense, the user can use the stones on his/her legs to block attacks while at them same time the can use the stone to inflict more damage when they kick.
Rank: Basic


Spell Name: Stone Armor
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user makes a full body armor out of the stones from the ground to protect him/her from both physical and magical attacks.
Rank: Basic



Spell Name: Stone Dome
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user pulls bedrock from deep within the earth to create a solid dome around them, protecting them from attacks.
Rank: Advanced


Spell Name: Dual Swords
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user can create two blades made from bedrock, the spell is similar to Stone Sword. The stone starts at the elbow and extends two feet more from the end of the longest finger. This means that the two blades could be different lengths if the user is missing a finger.
Rank: Advanced


Spell Name: Stone Gauntlets
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user pulls bedrock from the earth that encases the users hands and harms into hard gauntlets, these special stone gauntlets can be used for both offence and defense by allowing the user to block with either of both hands and allow the user to deal hard blows to their target.
Rank: Advanced


Spell Name: Stone Spear
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: The user creates a large spear out of bedrock, the spear is at first attached to the user but once it is thrown it detaches from the user to be hurdled toward the target
Rank: Advanced


Spell Name: Stone Cage
Magic Name: Stone Maker Magic
Magic Type: Caster
Description: This spell allows the user to create a cage made of bedrock that encases the target in solid stone slabs with little holes to allow oxygen tho flow through.
Rank: Advanced


Summoner Magic Spells

Spell Name: Banshee
Magic Name: Sumoner Magic
Magic Type: Caster
Description: This spell calls forth a frenzied old woman whose high pitched shriek prophesied a death soon to come. The Banshee lets out the high pitched shriek before attacking so her target is stunned from the loud and ear ringing sound.
Rank: Basic


Spell Name: Basilisk
Magic Name: Summoner Magic
Magic Type: Caster
Description: The summoner calls forth a smaller version of the legendary basilisk, it’s stare doesn’t kill someone but it can inflict a chill to the target that can stun them. It attacks using its razor sharp claws and tears at the flesh with its sharp teeth.
Rank: Basic


Spell Name: Cerberus
Magic Name: Summoner Magic
Magic Type: Caster
Description: The summoner calls forth the three headed dog, each head sports a mouth full of large sharp teeth and each nail on the paws are long and sharp. Cerberus stands about 12 feet tall when on its hind legs.
Rank: Basic


Spell Name: Minotaur
Magic Name: Summoner Magic
Magic Type: Caster
Description: This spell calls forth a creature with the head and legs of a bull and the torso of a man that wields either an axe or a hammer.
Rank: Basic


Spell Name: Shade
Magic Name: Summoner Magic
Magic Type: Caster
Description: The summoner calls forth the ghosts of the dead in the area that he/she is in. These creatures can inflict physical damage on the target; they cannot be hit with a physical attack, like a punch or a kick, but they can be hit with spells.
Rank: Basic


Spell Name: Ascended Fallen Angel
Magic Name: Summoner Magic
Magic Type: Caster
Description: The user can call forth a divine creature to aid in their battle, the creature is usually armed with a sword and shield or a great sword.
Rank: Advanced


Spell Name: Demon
Magic Name: Summoner Magic
Magic Type: Caster
Description: The user can call forth a creature from the darkness, the creature is usually armed with a sword or a scythe
Rank: (Basic or Advanced)


Spell Name: Hydra
Magic Name: Summoner Magic
Magic Type: Caster
Description: The summoner calls upon the legendary creature Hydra to fight in the user’s battle. For every one head that gets cut off, two more grow in its place.
Rank: Advanced



Elemental Embodiment Magic Spells

Spell Name: Foc Element
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: The user, from a contract, takes on the form of a fire elemental. This allows the user to be immune to fire attacks and possible even attack using that same fire. In this state the user is able to control fire and shoot flames from their hand.
Rank: Basic


Spell Name: Apa Element
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: The user, from a contract, takes on the form of a water elemental. This allows the user to be immune to water attacks and possible even attack using that same water. In this state the user is able to control water and shoot water from their hand.
Rank: Basic


Spell Name: Pamant Element
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: The user, from a contract, takes on the form of an earth elemental. This allows the user to be immune to earth attacks and possible even attack using that same earth. In this state the user is able to control the soil and fling rocks from the earth at their target
Rank: Basic


Spell Name: Vant Element
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: The user, from a contract, takes on the form of a Wind elemental. This allows the user to be immune to wind or air attacks and possible even attack using that same wind or air. In this state the user is able to control wind and form tornadoes with their hands.
Rank: Basic


Spell Name: Exalted Foc
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: This spell allows the user to take form of an even more powerful fire elemental, they look like a normal human but their hair is made out of the element of the elemental that has taken over their body. The user can now use even more attacks using fire and even set specific body parts to be on fire. They cannot only form an elemental tornado but can rain down elemental hail.
Rank: Advanced


Spell Name: Exalted Apa
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: This spell allows the user to take form of an even more powerful water elemental, they look like a normal human but their hair is made out of the element of the elemental that has taken over their body. The user can now use even more attacks using water and even set specific body parts to be covered in needle like water spikes. They cannot only form an elemental tornado but can rain down toxic elemental hail.
Rank: Advanced


Spell Name: Exalted Pamant
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: This spell allows the user to take form of an even more powerful earth elemental, they look like a normal human but their hair is made out of the element of the elemental that has taken over their body. The user can now use even more attacks using earth and even set specific body parts to be on covered in a hard layer of rock. They cannot only form an elemental tornado but can rain down elemental hail.
Rank: Advanced


Spell Name: Exalted Vant
Magic Name: Elemental Embodiment Magic
Magic Type: Caster
Description: This spell allows the user to take form of an even more powerful wind elemental, they look like a normal human but their hair is made out of the element of the elemental that has taken over their body. The user can now use even more attacks using wind and even set specific body parts to be on covered in hurricane like wind. They cannot only form an elemental tornado but can also create wind storms in their area.
Rank: Advanced
PostPosted: Tue Feb 07, 2017 4:04 pm


Blade Magic Spells

Spell Name: Sheep Foot Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either an arm or a leg into a large blade that starts in the middle of the forearm and extends a foot and a half from the end of the longest finger.
Rank: Basic


Spell Name: Cotton Sampler Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either an arm or a leg into a large blade that starts in the middle of the forearm and extends a foot and a half from the end of the longest finger.
Rank: Basic


Spell Name: Pruner Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either an arm or a leg into a large blade that starts in the middle of the forearm and extends a foot and a half from the end of the longest finger.
Rank: Basic


Spell Name: Skinner Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either an arm or a leg into a large blade that starts in the middle of the forearm and extends a foot and a half from the end of the longest finger.
Rank: Basic


Spell Name: Muskrat Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either an arm or a leg into a large blade that starts in the middle of the forearm and extends a foot and a half from the end of the longest finger.
Rank: Basic


Spell Name: Serrated Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either both arms, both legs, or an arm and a leg into a large blade that starts in the middle of the forearm and extends three feet from the end of the longest finger.
Rank: Advanced


Spell Name: Spear Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either both arms, both legs, or an arm and a leg into a large blade that starts in the middle of the forearm and extends three feet from the end of the longest finger.
Rank: Advanced


Spell Name: Double-edge Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either both arms, both legs, or an arm and a leg into a large blade that starts in the middle of the forearm and extends three feet from the end of the longest finger.
Rank: Advanced


Spell Name: Clip-Saber Blade
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either both arms, both legs, or an arm and a leg into a large blade that starts in the middle of the forearm and extends three feet from the end of the longest finger.
Rank: Advanced


Spell Name: Long Pull
Magic Name: Blade Magic
Magic Type: Caster
Description: The user is able to turn either both arms, both legs, or an arm and a leg into a large blade that starts in the middle of the forearm and extends three feet from the end of the longest finger.
Rank: Advanced


Thunder Magic Spells

Spell Name: Thunder Clap
Magic Name: Thunder Magic
Magic Type: Caster
Description: The user claps his/her hands together to create a loud boom that can possibly disorientate the target.
Rank: Basic


Spell Name: Shock Wave
Magic Name: Thunder Magic
Magic Type: Caster
Description: The user claps their hands together to create a shock wave of sound that can cause the target to lose balance and confuse them.
Rank: Basic


Spell Name: Thunder Tidal-wave
Magic Name: Thunder Magic
Magic Type: Caster
Description: The user clasps their hands together or to a solid object to create a loud visible wave of sound that is followed by four small invisible waves of loud sound. The sound of the wave isn't hearable until it hits the target.
Rank: Advanced


Kio no Tenshi
Captain

Adorable Kitten

19,900 Points
  • Fashionable Fancy Dress: Cute 100
  • Professional Decorator 250
  • Gifting Gone Wild 250

Shrek-Seme

Garbage Fatcat

13,750 Points
  • Cat Fancier 100
  • Trash Can Supporter 50
  • Waffles! 25
PostPosted: Sun Mar 12, 2017 12:32 pm


Name: King
Weapon Type: Katana
Picture: [If Any]
Description: A hand-made katana made by Lola herself, a few years after her training began with her sensei, who believed that in order to be the best fighter, she had to learn the art of channeling her power through a weapon. The katana seemed like the most suitable option.
Abilities: A sword with a 'Chaos Gauge.' This blade, which possesses the same capabilities of crash magic, grows more and more destructive with each ounce of damage done, filling up the gauge. Upon contact, the blade 'crashes' into said object or person. A single hit could shred skin, but at the risk of a lot of destructive force. Maybe it does pay to cause a Ruckus.
Rank: Advanced
PostPosted: Sun Mar 12, 2017 6:29 pm


Spell Name: Fightless Aria
Magic Name: Song Magic
Magic Type: Caster
Description: User sings a melody which causes all to hear to lose any ambition of fighting or violent actions for as long as the song lasts.
Rank: Basic


Spell Name: Recovery Voice
Magic Name: Song Magic
Magic Type: Caster
Description: User sings a melody which causes all to hear to to recover from any physical damage and restores mana. Recovery strength varies by how long the user sings and the amount of magical energy being used.
Rank: Basic


Spell Name: Blast Melody
Magic Name: Song Magic
Magic Type: Caster
Description: User sings a melody at such a loud and high pitch it causes everything around to be blasted away.
Rank: Basic


Spell Name: Forbidden Art: Swan Song - Arpeggio of the End-
Magic Name: Song Magic
Magic Type: Caster, Lost Spell
Description: User exerts all magical energy and life energy to sing a song which causes all to hear, including themselves, to die. This only happens if the song is completed without any interruptions and if the user can complete the song without any complications. Spell cannot be learned through basic song magic training. It was turned into a forbidden spell long ago.
Rank: Advanced, Forbidden spell

*Swan Song is to be used as a decorative spell, and only serves to add to my character's biography, will not be used in guild

Pumpkin Spice Princess

Dangerous Wife

6,500 Points
  • Guildmember 100
  • Peoplewatcher 100
  • Married 100

Serial Tea Drinker

Sparkly Otaku

16,625 Points
  • Millionaire 200
  • Survivor 150
  • Protector of Cuteness 150
PostPosted: Fri Mar 17, 2017 11:27 am


Spell Name: Gust
Magic Name: Wind
Magic Type: Caster
Description: User whips up a strong gust of wind
Rank: Basic


Spell Name: Tailwind
Magic Name: Wind
Magic Type: Caster
Description: User creates a turbulent wind to launch themself forwards at high speed
Rank: Basic


Spell Name: Sky Drop
Magic Name: Wind
Magic Type: Caster
Description: Iser levitates themself high into the air before dropping directly down on a target
Rank: Basic


Spell Name: Anti-Flow
Magic Name: Wind
Magic Type: Caster
Description: Changes the direction of the wind
Rank: Basic


Spell Name: Gale Force Wind
Magic Name: Wind
Magic Type: Caster
Description: A stronger, more destructive version of Gust
Rank: Advanced



Spell Name: Wind Spiral
Magic Name: Wind
Magic Type: Caster
Description: User creates multiple versions of Hurricane that move in formation to create a mass of destruction
Rank: Ultimate


gaia_star


Spell Name: Air Bubble
Magic Name: Air
Magic Type: Caster
Description: User creates a bubble of air around their head to make it possible to breathe in almost any condition e.g. underwater
Rank: Basic


Spell Name: Aeroblast
Magic Name: Air
Magic Type: Caster
Description: User cates a vacuumed vortex of air that blasts a target
Rank: Advanced


gaia_star


Spell Name: Papercut
Magic Name: Page
Magic Type: Caster
Description: User sends straight pages flying forward to slice a target
Rank: Basic


Spell Name: Paper Dart
Magic Name: Page
Magic Type: Caster
Description: User create paper planes with sharp ends to project at a target
Rank: Basic


Spell Name: Paper Wrap
Magic Name: Page
Magic Type: Caster
Description: User wraps a target in a layer of pages
Rank: Basic


Spell Name: Paper Trace
Magic Name: Page
Magic Type: Caster
Description: User magically attaches a page to a target in order to trace their whereabouts by following a second page to lead them
Rank: Basic


Spell Name: Paper Bird
Magic Name: Page
Magic Type: Caster
Description: User creates a paper bird and gives it a location and a message to send
Rank: Basic


Spell Name: Story Time
Magic Name: Page
Magic Type: Caster
Description: User reads aloud a few lines from a chosen book and if done correctly can create something from the book with the pages e.g. a paper dragon from a fairytale
Rank: Ultimate
Reply
♦ Cᴜsᴛᴏᴍs [Mᴀɢɪᴄ ᴀɴᴅ Wᴇᴀᴘᴏɴs]

Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum