Spell Name: Curse Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Pride takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 8 posts of the target. Rank: Basic
Spell Name: Curse Lust Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Lust takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 6 posts of the target. Rank: Basic
Spell Name: Curse Wrath Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Wrath takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 7 posts of the target. Rank: Basic
Spell Name: Curse Envy Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Envy takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 8 posts of the target. Rank: Basic
Spell Name: Curse Sloth Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Sloth takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 9 posts of the target. Rank: Basic
Spell Name: Curse Greed Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Greed takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 9 posts of the target. Rank: Basic
Spell Name: Curse Gluttony Magic Name: Seven Sins Curse Magic Type: Caster Description: The sin of Pride takes over the conscious of the target, fully engulfing them and making the single most emotion and action they can preform outwardly. The curse lasts for 7 posts of the target. Rank: Basic
Spell Name: Curse of Lust and Gluttony Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 12 posts from the target Rank: Advanced
Spell Name: Curse of Lust and Greed Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 10 posts from the target Rank: Advanced
Spell Name: Curse of Lust and Sloth Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 11 posts from the target Rank: Advanced
Spell Name: Curse of Lust and Wrath Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 16 posts from the target Rank: Advanced
Spell Name: Curse of Lust and Envy Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 13 posts from the target Rank: Advanced
Spell Name: Curse of Lust and Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 14 posts from the target Rank: Advanced
Spell Name: Curse of Gluttony and Greed Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 12 posts from the target Rank: Advanced
Spell Name: Curse of Gluttony and Sloth Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 11 posts from the target Rank: Advanced
Spell Name: Curse of Gluttony and Wrath Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 12 posts from the target Rank: Advanced
Spell Name: Curse of Gluttony and Envy Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 10 posts from the target Rank: Advanced
Spell Name: Curse of Gluttony and Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 12 posts from the target Rank: Advanced
Spell Name: Curse of Greed and Sloth Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 15 posts from the target Rank: Advanced
Spell Name: Curse of Greed and Wrath Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 12 posts from the target Rank: Advanced
Spell Name: Curse of Greed and Envy Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 11 posts from the target Rank: Advanced
Spell Name: Curse of Greed and Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 13 posts from the target Rank: Advanced
Spell Name: Curse of Sloth and Wrath Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 15 posts from the target Rank: Advanced
Spell Name: Curse of Sloth and Envy Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 16 posts from the target Rank: Advanced
Spell Name: Curse of Sloth and Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 10 posts from the target Rank: Advanced
Spell Name: Curse of Wrath and Envy Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 12 posts from the target Rank: Advanced
Spell Name: Curse of Wrath and Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 14 posts from the target Rank: Advanced
Spell Name: Curse of Envy and Pride Magic Name: Seven Sins Curse Magic Type: Caster Description: Once the target is cursed with these two curses both sins fully take over the target. The sins can play off of each other of be part of two totally different actions. Curse lasts 10 posts from the target Rank: Advanced
Posted: Wed Mar 22, 2017 7:24 am
Ready. : 3
Spell Name: Aura of Shadows Magic Name: Shadows Magic Type: Caster Description: The user builds up a large amount of Magic energy into shadows, casting it into an aura and launched it like a ray at the opponent. The beam moves to wherever the user aims it, capable of a large chunk of damage. Rank: Advance
Spell Name: Gravitational pull Magic Name: Gravity Magic Type: Caster Description: Creating magic into the users hand, they can lift any person or object and pull them wherever they aim to. However, this will not work on anything that is bigger than them. Rank: Advanced
Spell Name: Gravity Push Magic Name: Gravity Magic Type: Caster Description: Casting this spell will cause the target to fall to the ground, unable to move as if the gravity is effecting them, where it is. They will be trapped into the ground, until the spell is lifted or if they have a will enough to get out. Rank: Advanced
Spell Name: Swords of Shadows Magic Name: Shadows Magic Type: Caster Description: The user creates an onslaught of swords, dipped in poison from any direction they cast onto. They are the size of regular swords, and will push into any contact it makes, creating large holes. Rank: Advanced
Spell Name: Poison God's Bellow Magic Name: God Slaying, Poison Magic Type: Caster/Lost Description: The Poison God's equivalent of a Dragon's Roar, Poison God's Bellow is a spell that is fired from the user's mouth after a brief inhale. The pressure of the Bellow, as the poison fired is liquid, is strong on it's own but the effects are the real threat. The Poison is corrosive and if in touch with it for a long time could mean corrosion of skin and muscle Rank: Basic
Spell Name: Poison God's Mist Magic Name: God Slaying, Poison Magic Type: Caster/Lost Description: After a brief inhalation, the user breaths out a slow moving cloud of poison. Clearly visible, the green cloud moves quite slowly. The poison that makes up this spell is one that interfieres with the nerves in the body. A small touch with the cloud will make the part of the body that touched it feel hot. Extended exposure to it will make the body parts to go numb and inhalation of it will quickly result in fainting. If an unconcious person is left inside the cloud, it could quickly spell doom Rank: Basic
Spell Name: Poison God's Armor Magic Name: God Slaying, Poison Magic Type: Caster/Lost Description: The user surrounds himself with a thin layer of an extremely corrosive, for the human body, poison. Though it does not offer any protection against magical attacks, the poisonis used to discourage opponents from attacking the user with bare fists while making the users punches more dangerous Rank: Basic
Spell Name: Poison God's Supremacy Magic Name: God Slaying, Poison Magic Type: Caster/Lost Description: This spell allows the user to nullify the effects of any and all poisons in a 10 meter radius Rank: Advanced
Spell Name: God Force Magic Name: God Slaying, Poison Magic Type: Caster Description: When invoking the Poison God Force, the user's body emits a faint green smoke that induces a slight nausea to those inhaling it. The user's physical abilities are enhanced and gains the ability to control any poison in a huge radius. Also he gains the ability to shoot poison from any part of his body and in any shape. Rank: Ultimate
Posted: Sat Apr 01, 2017 8:46 pm
Name: Gate of the Sun: Amaterasu Item Type: Gold Spirit Key Picture: Amaterasu (right) Description: Mizuki can use this golden key to summon the Celestial Spirit known as Amaterasu. A vast majority of her abilities are as yet unknown to her since she has only recently received her key. However, she has hinted that his powers are mixed. Abilities: The golden spirit key is capable of summoning the Celestial Spirit named Amaterasu. She is the sister spirit to the silver key Tsukuyomi. Amaterasu possesses solar magic, and so is able to utilize the rays of the sun to replenish and strengthen her magic. Her contract with Mizuki dictates that she can only be summoned on weekdays (Monday-Friday) and cannot be summoned during a solar eclipse. Rank: Basic
Name: Gate of the Moon: Tsukuyomi Item Type: Silver Spirit Key Picture: Tsukuyomi (left) Description: Mizuki can use this silver key to summon the Celestial Spirit known as Tsukuyomi. A vast majority of his abilities are as yet unknown to her since she has only recently received his key. However, he has hinted that his powers are mixed. Abilities: The silver spirit key is capable of summoning the Celestial Spirit named Tsukuyomi. He is the brother spirit to the golden key Amaterasu. Tsukuyomi possesses lunar magic, and so is able to utilize the beams of the moon to replenish and strengthen his magic. Additionally, he can use a variation of gravity magic to aid his summoner. His contract with Mizuki dictates that cannot be summoned during a lunar eclipse. Rank: Basic
Spell Name: Akatsuki Magic Name: Celestial Spirit Magic Magic Type: Holder Description: Casting his arms above his head, Tsukuyomi summons forth a large red orb resembling the moon. This orb is roughly 20 feet high by 18 feet in circumference. The fully formed orb is then launched at the target. Upon contact, the orb begins to draw in nearby debris and non-secured objects which bombard the opponent to cause damage. Additionally, this technique can cause further, more severe damage by condensing the debris into a compact ball and launching it at the ground. Increased gravitational pull makes it difficult for the target to escape this attack, though not impossible. The downside to this technique is that it takes a significant amount of energy to utilize. Tsukuyomi cannot use it if either he or his summoner are low on magic. Range= 50 to 325 feet. Rank: Advanced
Spell Name: Mikadzuki Magic Name: Celestial Spirit Magic Magic Type: Holder Description: Similar in form to Akatsuki, Tsukuyomi summons forth a blue orb in the palm of his hand. This orb is roughly 2 feet high by 2 feet in circumference. He then launches the orb high into the air where it begins to expand and take on the appearance of a full moon, reaching a height of 220 feet and a circumference of 200 feet. Once fully formed, the orb causes an increase in gravitational pull which sucks the opponent into the air where it becomes more difficult for the target to dodge attacks and avoid damage. Range= 50 to 350 feet. Rank: Basic
Spell Name: Tokinomikado Magic Name: Celestial Spirit Magic Magic Type: Holder Description: Tsukuyomi closes his eyes as he thrusts out his right hand in front of him. A golden yellow light, similar to starlight, engulfs his hand before shooting out in several directions to create a barrier around the targeted area. Time is this area is altered in the sense that an opponent's spells are slowed in order to make dodging or avoiding the attacks easier. Conversely, this technique will increase the speed of an ally's spell. The range of this technique can vary based on the amount of magic his summoner possesses, as well as his own personal desire. Additionally, Tsukuyomi can choose to negate the effects on any item or individual he wishes, which is usually his summoner. Range= 0 to 500 feet. Rank: Basic
Name: Nigrum Ignis Weapon Type: Staff Picture: Staff (It's 8 feet tall) Description: A tall staff with a dark crystal on the top of it, it glows purple when the magic in it is being used. Abilities: - can shoot black flaming balls at people - can light things on fire with black flames - can create a heavy purple smoke that is toxic -can be used to hit people -collects darkness when it's out at night, how it recharges the magic inside. Rank: Advanced
Posted: Sun Apr 23, 2017 1:25 am
Machina Soul
Spell Name: Machina Soul: Karna Magic Name: Machina Soul Magic Type: Caster Description: A 7 foot technomagical robot designed and named after a once powerful mage slaying warrior, this spell allows Kyorai to turn into the very machine which had ruined his life and has become his staple spell, one which has in a sense made him the third incarnation of the once deadly warrior. Despite being a Take Over, the formitself is semi-sentient and can act on its own to a limited extent if Kyorai is unable to direct it. In this mode, it will usually take no action except to defend itself from what it perceives to be a threat. It is also this semi-sentience that prevents Kyorai from disengaging the spell if he has sustained injuries that would prove fatal without the armor's protection and ability to rapidly heal from damage. With this spell active, Kyorai is granted a truly phenomenal boost in speed and strength, capable of distorting the air through simple movements, along with easily forming craters in the earth. He also gains the ability to further transform in order to adapt to various situations, enabling abilities such as flight.
Special Systems:
Full Throttle: A system that serves to grant Kyorai the mighty power of self-amplification. It allows Kyorai to enter a state of enhanced physical prowess, which is signified by the blue sections on Karna's body to glow brightly. However, to activate Full Throttle, Kyorai must integrate his magical power and stray eternano in the atmosphere into his body. Normally, eternano interacts with the user's own magical power, never actually touching the user. However, when using Full Throttle, Kyorai must extend his own magical power as to form a thin layer of magic over his body, allowing him to accept the eternano into his body as it is attracted just as if he were using magic normally. This eternano enters Karna's systems, interacting with its main power unit located in its chest which absorbs the eternano and saturates Karna's body inside and out, granting Kyorai amazing capabilities. Once this has been done, Kyorai is granted an enormous increase in power, speed, defenses, and senses from all across the board; all of his capabilities are increased to Karna's potential, boosting this spell from a Basic to Advanced for a total of ten posts. This time limit will shorten however should Kyorai use any of Karna's systems or armaments that require eternano to be spent however.
Eternano Leech: True to its Mage slaying motif, Karna has a notable system that makes it a feared weapon for most mages. Karna is capable of absorbing the magical energy of its opponents; each and every one of Karna's attacks will drain a portion of the opponent's magical power and add it to Kyorai's own; this allows him to rejuvenate his wounds, as well as deal tremendous damage to his foe. Karna is capable of absorbing a portion of the foe's magical energy with any one of its attacks; once a attack successfully hits the opponent's body, Kyorai will be able to open a small rift upon the foe, releasing a portion of their magical energy in the form of small crimson orbs which is then absorbed into Kyorai's own magical reserves via Karna's power. From there, the magical energy instantly takes effect; rejuvenating Kyorai's wounds and bolstering his offensive and defensive power by the amount of energy absorbed. With Karna's power, Kyorai gains a perpetual power source, which can be used to power him, granting Kyorai near-inexhaustible energy; as the magical energy is transferred to the user, essentially healing them when they damage an enemy. However it goes without saying that there is a limit to what Karna can absorb. Too much magic energy will undoubtedly cause Kyorai's own magic energy to swell up and explode, greatly damaging himself, thus he must be careful as to how much he absorbs.
Armaments:
Aegis Left: The left hand of Karna contains a barrier system that can defend against magical attacks. Kyorai will raise his "Aegis" left hand and will mold his magic energy into the form of a hexagonal structure that surrounds him—before his magical energy reacts with the ambient eternano saturated within the environment, solidifying the structure, causing it to take the form of a hexagonal barrier that surrounds Kyorai's body which acts as a shield in order to defend against the attacks of the enemy. The shield itself is similar to a geodesic dome, made of tessellating hexagons. The shield protects against long magic, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it to do close range damage. He can alternatively make this barrier defend against close range attacks, but will not be able to defend against long range attacks. In fact all attacks can be reflected, with correct timing and if the right setting is applied. Kyorai can manipulate the barrier into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by Kyorai's ability to imagine. The size of a given magical force projection is also limited by Kyorai's ability to imagine. The smallest force projection he can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about 30 meters in diameter. Kyorai can also project the barriers forward at high speeds, making them act as battering rams that will slam into his target. In addition, Kyorai can use the Aegis left to harden his left fist, making it capable of stopping destructive attacks and doubles its punching power. The Aegis however is not a absolute defense, this can be seen with the weaknesses within the projectile and melee setting of the barrier, it also can be broken by destructive spells reaching up to S depending on which setting has been put in place; but even then the incorrect attack, if strong enough, can put deep cracks into the barrier setting put in place against it, making it easier to shatter. He may also use Partial Take Over to convert his left arm into Aegis Left.
Gungir Right: The right hand of Karna has a device built into that that gathers nearby eternano and mixes it with Kyorai's magical energy to release blast of magical energy. When using this, Kyorai will raise his "Gungir" right, then aims it as his target before utilizes coherent particles of eternano, which are charged by Kyorai's magical power as to rapidly excite the constituent particles of eternano, which experience an increase in density and seem to multiply; this causes them to seek equilibrium and self-stabilize, being reflected and amplified by the magical aura and formed into a high-powered and potentially destructive beam of coherent radiation which is in a hyper-condensed form; essentially, a powerful ray of pure magical energy. What is so notable about the Gungir ray is that everything about it can be customized, from the trajectory, the properties, and even the shape and firing position. Kyorai is capable of altering the trajectory of the attack to the point that it can undergo several complex maneuvers, which can, in extreme cases, allow Kyorai to strike more than one opponent.
Indeed, the speed settings are capable of being altered as well, though this is stuck to two settings. Version one causes the user to unleash a higher-velocity beam with enough momentum to breach weak defenses –even able to smash through steel and assorted metals- but in this case, the damage dealt to the target without penetrating their personal defense spells are significantly reduced due to the lower transference of magical power in the Gungir ray; though because of the high velocity of the attack, it's certain that it will reach its target. Version two is more like a classic "ki attack" from fiction, as the magical particles have less velocity, and while generally less penetrating, the particles quickly transfer their energy to the target upon contact, reverting to pure heat and erupting into a large explosion. Rather than a laser however, Gungir Right can alternatively fire bolts of magic energy like a laser pistol.
Interestingly, Gungir has a special function—when fired through an elemental Lacrima as a medium to launch the spell, the composition of the spell reacts with the particular type of elemental magic contained within the Lacrima, allowing it to change into theoretically any elemental type; also giving Gungir a large type coverage. In addition, Kyorai can alternatively convert the gathered energy into his fist, causing it to emit a very bright blue light. While this may seem not much, the stored energy within the fist is so intense and volatile, Kyorai's right hand will actually shake as it can barely contain all the stored energy. Once the energy has been stored, Kyorai will then either punch or grab his opponent with that hand and upon contact, the stored energy will be released, resulting in a large explosion composed of magical energy that erupts towards the target's direction. Due to the direction of the blast, this minimizes any potential repercussions, such as being struck by resultant debris and even recoil appears to be completely negated. He may also use Partial Take Over to convert his right arm into Gungir Right.
Execution Scarf: The flexible metal on Karna are not for show, rather they are deadly bladed whip weapons which Kyorai can manipulate as if it were a natural extension of his own body. He can extend and control these sashes at once with high speed and precision, allowing him to take on and cut down numerous opponents simultaneously within a range of fifty feet. They can serve other purposes such as grappling hooks, to either grab onto objects or enemies from great distances. The Execution Scarf can also be used to deflect incoming attacks, or defeat opponents with minimal damage via tentacle binding. Kyorai can even increase its own piercing ability by giving them a drill shape. The Execution Scarf can even become a pair of swords or a spear by simply removing them from Karna's back.
Rank: Basic-Advanced
Spell Name: Machina Soul: Crimson Heart Magic Name: Machina Soul Magic Type: Caster Description: A spell which allows Kyorai to take the form of a 7 foot technomagical battle robot with a samurai theme. This Take Over has hidden verniers built into each shoulder pad, back, soles of the feet, back of the forelegs, and on the battles skirt, granting this Take Over impressive speed. The metal that makes up the Crimson Heart is highly durable, the shoulder pads being made up of a denser material, allowing them to act as shields. The Crimson Heart comes with a katana with a function that allows the blade to become super heated, increasing its already notable sharpness that can cut through boulders with a single swing without the blade having to be super heated. This Take-Over also contains two magic cannons placed under the pecks which have enough power to not only pierce through solid stone when fired bellow 100%. But when fired at full burst, the blasts emitted by these cannons will erupt into a violent explosion rather than pierce the target.
Crimson Heart Armaments:
Chest Buster: Built in under the pecks lie two magic cannons placed under the pecks which have enough power to not only pierce through solid stone when fired bellow 100%. But when fired at full burst, the blasts emitted by these cannons will erupt into a violent explosion rather than pierce the target.
Heat Katana: The primary weapon of Crimson Heart is a heat sword, a sword-like weapon with a blade that can be heated to high temperatures in order to increase its cutting capacity, allowing it to cut through even tungsten steel which has a melting point of 6192 °F.
Rank: Basic
Spell Name: Machina Soul: Azure Spartan Magic Name: Machina Soul Magic Type: Caster Description: A spell which allows Kyorai to turn into a dark blue 7 foot technomagical robot with various silver, black and red highlights, and has a somewhat jagged appearance. t holds multiple Gatling-based weaponry within its body, located on its back, on its hips, and within its forearms. For melee combat it has shown the ability to charge its fists with electricity. It has also shown flight capabilities as well as being able to move at remarkable speeds.
Azure Spartan Armaments:
x2 Gatling Club: Mounted on its back are a pair of 75 mm Gatling clubs which features a cyclic, 6-barreled design which facilitates the cooling and synchronizes the firing-reloading sequence. This configuration allows higher rates of fire to be achieved without the barrel overheating. The Gatling Clubs' concentrated shots and high penetration power can easily tear through highly durable metals, even tungsten walls are not safe from the rapid fire of these gatling clubs. Should they run out of ammo, Kyorai can choose to use the gatling weapons as actual blunt weapons thanks to their handles. The Gatling Clubs are also mounted on a rotating mounts, allowing them to rotate 180 degree and rest the barrels on the Azure Spartan's shoulders, allowing the use of his hands even while firing them.
x4 Micro Gatlings: Stored within its forearms and on its hips are small gatling weapons. Each one fires 35mm rounds at a rapid rate and despite their size, hold the same destructive potential as the gatling clubs.
x4 Head Vulcans: These head mounted shell firing weapons have a high-rate of fire, but have little power and are generally ineffective against heavily armored targets unlike the Gatling weapons; however, the vulcan guns can damage lightly armored areas. These weapons are ideal for shooting down small, fast moving, lightly armored targets such as missiles or remote controlled weaponry such as dolls used in Seith magic. Rank: Basic
Spell Name: Machina Soul: Emerald Crusher Magic Name: Machina Soul Magic Type: Caster Description: A heavily armored 8 foot technomagical robot with a predominately green color scheme, the Emerald Crusher is armed with a five-barreled machine cannon on its left arm, a pile-bunker-like "Revolving Breaker" mounted on its right arm and a set of micro missile pods rested on its shoulders named "Layered Rain" and a smaller set hidden in its wrists.
Emerald Crusher's Armaments:
46x Micro Missile Pods: Each pod contains twelve micro missiles are mounted on the shoulders and left arm.
1x Pile Bunker: Mounted on the right arm, the pile bunker launch a short spike rod into the enemy unit and can penetrate heavy defenses.
1x Machine Cannon: The five barreled machine cannon mounted on its left arm is capable rapidly firing 20mm rounds and is mainly used to rip through heavily armored enemies.
Rank: Basic
Spell Name: Machina Soul: Umbral Raven Magic Name: Machina Soul Magic Type: Caster Description: A 7 foot technomagical robot being mostly black, this mysterious robot can execute strings of melee combinations, alongside use of its razor-sharp elbow blades, shotgun like weapons in its legs and considerable hand-to-hand combat capabilities. Based off of the ninjas of legend, The Umbral Raven was designed to be highly agile and quick, its plating being a light weight metal but still notably durable. This machine also has a Shadow Lacrima built into it, allowing it to use Shadow Magic well.
Special Systems:
Aftershadow System: The Umbral Shadow has an additional function as well which was designed to not only give The Umbral Shadow an increase in speed but also throw his enemies off as well. Dubbed the Aftershadow System, this function give Kyorai the ability to produce various afterimages while in motion. When activating the Aftershadow System, Kyorai will activate The Umbral Shadow's thrusters which are housed in the bottom of its feet, the back of its forelegs, and its back and put each thruster into overdrive, granting Kyorai greater speed- this produces much more thrust, which, not only increases Kyorai's speed when inducing the technique as it logically should, but also gives Karna an arguably more useful function-the sheer thrust produced results in Kyorai's swift physical movements form an intangible and transparent distorted decoy-like doppelganger of Kyorai that follows his movements in accordance, remaining behind him at varying distances for the duration of the Aftershadow System. By themselves, the afterimages produced by this iteration of the high-speed movement are incapable of acting out of their own "will" autonomously, but rather, are an indication of the velocity that Kyorai is moving at despite no real change in movement speed- however, that's where its true utility lies at. The afterimages produced by the Aftershadow System are capable of confounding opponents who are unable to follow Kyorai's movements; often, it is common for an opponent to attack an afterimage in the belief that the decoy is the real deal and they are about to land a killing blow, only for it to vanish and scatter harmlessly to the winds, whereas the actual Kyorai appears somewhere else, commonly flanking the enemy's side while giving no indication of his movements, allowing Kyorai to counterattack instantly with very little opportunity for the opponent to evade the incoming strike. Unlike most afterimage abilities however, the Aftershadow System is capable of having all sorts of supernatural powers infused within it, granting the afterimages tangibility which Kyorai can remove at any time and allowing Kyorai to harness the afterimages to pull of various attacks and tasks from all angles, giving the doppelgangers further believability in that they are the actual Kyorai to keep the opponent fooled; for example, if an enemy strikes an afterimage infused with Lightning Magic, the decoy will erupt in a discharge of static and paralyze the enemy momentarily. However the system can only last as long as three posts, this time limit being shortened should the afterimages be given any special attributes. Rank: Basic
Spell Name: Machina Soul: Falcon Magic Name: Machina Soul Magic Type: Caster Description: This spell turns Kyorai into a 9 foot technomagical robot with a primary dark grey and secondary red color scheme along with a rather slim and smooth design. Equipped with a large amount of high powered verniers, this Take Over shows its skill and speed off the most when in the air, allowing it to move through it at incredible speeds that could outrace even a High Speed user and give a Slowing Magic user trouble. Kyorai typically uses this Take Over should aerial combat be needed or if he is at a dangerous height. The Falcon also has a built in Wind and Air Lacrima, making it capable of using the two sky based magics.
Armaments:
Artemis Rifle: A semi/fully-automatic anti-armor projectile-firing sniper rifle for long-range precision shooting; used by the VF-25G. Standard 12+1 round magazine (Drum magazine with 35 rounds is available) located on the underside near cooling fins. Built-in optical scope. Error margin of less than 10 cm at a shooting distance of 20 km with AI fire-control. The sniper rifle has balancers that open on the barrel during firing to assist in targeting. The barrel uses electromagnetic rails for maximum acceleration with SP-55X 55mm ultra-high-speed armor-piercing round. Muzzle velocity of SP-55X cartridge is 6,200 m/s (SSL-9B's linear driver, in addition to the chemical reaction, can increase muzzle velocity to 7,490 m/s for ultra-long-range firing in space).
Missiles and Bombs: 116 micro-missiles in 2 x HMM-5A Mobile Remington micro-missile CIWS launcher pods featuring 2 x micro-missile launcher pods each (40 mounted in two CIWS torso launcher pods; 76 mounted in two CIWS shoulder launcher pods) 128 micro-missiles in 4 x Remington Close-Range Micro-Missile Launcher Pods, Double-Loaded Type (64 mounted in four leg launchers; each launcher holds 2 loads of missiles for a total of 128 micro-missiles) 30 x 200mm anti-armor high-initial velocity rockets in 2 x Howard 15-tube launcher pods (mounted outboard in coverless launchers) 4 x outboard hardpoints for 4-8 large-size anti-ship reaction missiles Rank: Basic
Spell Name: Machina Soul: Depth Shark Magic Name: Machina Soul Magic Type: Caster Description: A predominately dark blue technomagical robot with various fin-like wings, the Depth Shark was created as a weapon to deal with not only Dark Mages who may work within the water and sea monsters, but to also aid in Naval Battles. Equipped on this amphibious are powerful motors, allowing it to move as fast as 300 mph under water. This machine is also shown to hold versatility in Water magic as well.
Armaments:
Torpedo Launcher: Mounted on its back are a pair of pods that fire self-propelled explosive warheads that are able to be launched toward enemies, then detonated on contact or within a proximity to the target.
Explosive Harpoon Gun: Designed with amphibious combat in mind, this weapon proved to be very versatile as it can be used while underwater or on land. The disadvantages of this weapon, however are just as great as it only has limited ammunition and like most solid round weapons, the harpoons may not be able to pierce deeply into the armor of heavily armored enemies to cause enough damage. The explosive harpoon gun is located in each of the unit's forearms. Rank: Basic
Spell Name: Partial Take Over: Impact Arm Magic Name: Machina Soul Magic Type: Caster Description: Kyorai will transform one of his arms into robotic arm composed of a durable metal. While this may seem like a simply arm to most, this arm is capable of releasing an invisible energy in the form of Impact Waves. These shock waves can be used for defensive purposes, such as deflecting physical projectiles or physical attacks by casting the Impact Wave in front of the attack, lessening the blow. As offensive means, Impact waves can be used for close-quarter combat, increasing the momentum and strength of Kyorai's physical attacks. Kyorai can also generate shock-waves that can push targets over, repulse them away, and even punch hole through stone. The main difference between ordinary shock waves and Impact, is the fact that Impact Waves collide with the target (be it for defensive or offensive means) as an actual collision. The energy is compressed to the point where it becomes semi-solid and then released to strike the opponent as an impact, hence the name. Kyorai has shown to be capable of flight by constantly releasing impact waves from his feet, thus propelling himself. Kyorai can even lob rapid Impact strikes without the need to move the rest of his body. Rank: Basic
Spell Name: Partial Take Over: Napalm Arm Magic Name: Machina Soul Magic Type: Caster Description: Kyorai turns one of his arms into a arm that is heavily armed with explosives. From the fingers, to the shoulder, this arm is obviously one for explosive devastation. By straightening the fingers of this arm, they become into barrels that fire out explosive rounds while the forearm can fire out micro missiles. The missile pods on the shoulder that fire out 15 micro missiles per pod. The real firepower behind this arm however lies in the Large Missile docked on the shoulder which has enough power to erupt into a massive explosion, after using it however this spell will deactivate. Rank: Basic
Spell Name: Partial Take Over: Assault Arm Magic Name: Machina Soul Magic Type: Caster Description: Kyorai will turn one of his arms into a arm equipped with both a gatling gun for a forearm and a missile pod on its shoulder. The bullets the gatling gun fire are strong enough to pierce into rock while each missile in the missile pod hold the same explosive strength as a grenade.
Rank: Basic
Spell Name: Machina Soul: Full Armor Metalscale General Magic Name: Machina Soul Magic Type: Caster Description: Through the use of Machina Soul, Kyorai will transmogrify into a 15 meter mechanical giant that is clad in a set of stylized armour that's predominantly black and red in textures, along with vaguely draconic features. The activation of Full Body Metalscale General instills an effect that's similar to super armour upon Kyorai's existence, allowing Kyorai to withstand most damage from the opponent's actions, inducing a reduction effect which involves the metallic particles superimposed upon Kyorai's body. When Full Body Metalscale General is active, Kyorai has the ability to manipulate the atomic structure of his physiology at will, allowing him to form parts of his body into metallic weapons whether for the purpose of offense or defense more freely, regardless of it being part of his biological structure or not - the metallic structures created through this method are known to possess a hardness and tensile strength far beyond the limits of ordinary forms of metal. As his defensive power is immense and lightweight, his movements are surprisingly more agile than they appear from his new large and heavy body. It should also be noted that Kyorai’s physical strength is increased immensely while in this form, allowing him to uproot a 30 ton object and throw it, both actions holding little effort. Rank: Advanced
Take Over
Spell Name: Advance of Evolution Magic Name: Take Over Magic Type: Caster Description: A Take Over spell that is seemingly one of a kind- instead of being a 'Soul' or a different way to engage Take Over, Advance of Evolution is a spell that 'upgrades' the current Soul that the user is equipped with into a drastically enhanced form. This is put into motion when the user harnesses their Magic Origin's power to draw in stray eternano saturated within the environment and applies it to their current Take Over Soul. The user must continuously compress the eternano and absorb it into their Take Over Soul, using the original Take Over Soul as a mere fulcrum for the new form. As Take Overs generally have some form of sentience left, as seen with Beast Soul, as it can cause the user to go on a rampage, in order to initiate Advance of Evolution, the user must allow whatever is left of the Soul's sentience to believe that they are capable of wrestling control from their master, before the user harnesses their Magical Aura to subjugate their will entirely, taking all of their power in a similar manner to a Full-Body Take Over and evolving such a concept even further.
The end result of such a risky move is an evolution that results in the Soul's appearance and attributes changing, making it significantly stronger than it was before. Aesthetically, Advance of Evolution simply has many of the Take Over Souls becoming re-armoured and becoming much more durable. The powers of each Take Over Soul that has undergone Advance of Evolution's evolution are enhanced to take advantage of their potentially devastating effects. Of course, as with every "evolution form", Advance of Evolution grants the user one new power; in some cases, these new abilities weren't originally infused within the original soul; but generally the new powers are related to the old ones.
Normally, Advance of Evolution lasts for a total of ten posts, draining magical power from the user at a steady rate. Once the user has been completely exhausted from their magical power, the user can immediately access the Soul that was previously in Advance of Evolution, though they will be unable to transform into any others and cannot activate Advance of Evolution again until a day has passed, at which their Magic Origin would be capable of transforming once more, having recovered from the strain of undergoing the evolution. Rank: Advanced
Spell Name: Chimeric Change Magic Name: Take Over Magic Type: Caster Description: A Take Over spell that is one of the three Take Over Finalizers- forbidden spells that can change the flow of battle for the magician. Chimeric Change allows the user to combine two or more of their Take Over forms to form a newer, more powerful one. While it could be summed up as fusion, the reality of the matter is a bit more complicated. It is considered a perversion of the ordinary Take Over by several purists, though it would perhaps be better to describe it as an advancement, taking the utility of Take Over to greater heights. Chimeric Change is a special Take Over spell that enables the user to combine two or more of the forms of their Take Over Soul—and thus, a new way of combat. When performing the Chimeric Change, the user shrouds the Take Over forms in their Magic Origin in their magical energy, before using it to break down the physical matter that the beasts are composed of temporarily and merging the eternano particles that the souls' corporal forms are made out when stored inside, merging all contracts into a single, great one, resulting in a new form.
This results in a chimerical mish-mash of the forms, with complete attributes in the final product all the way down to the appearance. This fusion does allow for advanced transformation states such as Advance of Evolution to be accessed even after the fusion, though if the user merges forms in the Take Over's Exceed Mode, it will cause effects from draining magical power significantly moreso than both of the forms individually, or the user will be unable to transform back into human form once they activate the form. Barring any extreme environmental circumstances with properties magically or otherwise capable of dissolving the fusion, merged forms are forced to stay together forever and will never be able to break apart.
In any case, in addition to appearance, the new form possesses all of the original forms' magic with enhanced speed, strength, and durability, as well as augmented spells that take upon a mixture of the effects of both forms. But, in addition to this, the new form also gains access to completely new abilities which are generally related to the form and its concepts; such as new magic, expansions of old magic, added powers from the form's new appearance and the like. Overall, Chimeric Change allows the user of Take Over to take their greatest strengths and birth an even more unfathomable power from it. Rank: Advanced
Spell Name: Soul Diverge Magic Name: Take Over Magic Type: Caster Description: A Take Over that involves the user temporarily separating one or more of their Take Over spells from their being to fight alongside them. Best classified as an "offensive support" spell, involving the short-term separation between a user and one of their Take Over spells whose main purpose is always to assist the user, in more ways than one. Activating this spell is rather simple but also dangerous as the user simply needs to pick out a desire Take Over Spell and then release the very being they had Taken Over while keeping a bit of their own eternano apart of it, allowing control over the being to still be active. Should the user fail however, the Taken Over being will undoubtedly attack the user in retaliation after being freed.
When Soul Diverge is actually employed, the Taken Over being(s) is summoned nearby to the user, and can be used in two different manners; manual and automated. The manual version is essentially making the Taken Over being follow every one of the user's movement to perfection, heightening their overall performance, doubly so. The automated version is much simpler, it is essentially controlling the Taken Over being like one would control their limb, albeit when separated. Thus, a user effectively becomes two or more fighters, evening the odds or gaining an advantage over a single foe. This allows for devised strategies using the Taken Over being and the user. An interesting ability available for all users, is to switch places with their Taken Over being once it is summoned, allowing them to dodge an attack, or extend an attack of theirs.
A user's ability to maintain this spell lies in their overall mastery, with some being capable of indefinitely maintain this spell, though those are typically seen as true masters who have had decades worth of practice and training, thus are typically older than most current users. The time limits are mostly in hours or even minutes, if the user is inept. They can also be summoned nearly instantly, manifesting quicker the more the user gets used to summoning them. There is also a "range" limit to them, as the farther they stray from the user, the weaker the Taken Over beast becomes, making it almost a necessity to keep the two close rather than separate. Rank: Advanced
Metal-Make
Spell Name: Metal-Make: Blade Magic Name: Metal-Make Magic Type: Caster Description: Blade is one of the most basic Metal-Make spells, as it, as the name says, is capable of manifesting any bladed weapon that the user is able to imagine composed purely of metal. When performing Metal-Make: Blade, Kyorai focuses his magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a bladed weapon formed entirely of metal for melee combat. This bladed weapon is inherently malleable, capable of being morphed into any weapon of choice, as long as it has to do with a blade; what is used is weapons such as Saber, Spear, Dagger, and Axe. Not only can all forms of swords be manifested, so can daggers and an axe- it would be more accurate to classify what Metal-Make: Blade can form as "anything sharp and used for slashing and stabbing"; Metal-Make: Blade can allow the user to take any bladed weapon formed from Metal-Make, such as a regular sword and alter its properties to transform it into another version, such as a rapier or katana- while Metal-Make: Blade has only four weapons that the user can switch between on the fly, all of these weapons have countless other forms. The design of the metallic weapon manifested was made to take down enemies in a single swing. The design of the weapon is that of an extremely large iteration of the weapon which is highly sharp and durable, capable of slicing through magical barriers, and the weapon itself can endure even the strongest of attacks, making it quite effective in blocking and deflecting incoming attacks; and it can withstand getting crushed by force. The armament is strong and sharp enough to cut clean through pure metal weapons as well; the power of Metal-Make: Blade is capable of inflicting a deep cut into the opponent's body, even if they had erected a magical defense beforehand, severely damaging them and perforating them upon connection through countless metallic spikes. As Metal-Make: Blade is known to be capable of taking any form, as long as it is blade-related, the spell has multiple options and the ability to keep the opponent guessing, also keeping them on their toes at all times. Once the user has unleashed an attack using one of the weapons manifested by Metal-Make: Blade, they are immediately capable of switching to another one without any delay, allowing for an instant follow-up attack; making Metal-Make: Blade an extremely versatile and deadly spell. Rank: Basic
Spell Name: Metal-Make: Sword Magic Name: Metal-Make Magic Type: Caster Description: A Static Metal-Make spell which allows Kyorai to manifest a sword composed entirely of a metal of their choice. When performing Metal-Make: Sword, Kyorai focuses their magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a nondescript sword that is at least more than half the height of the user in length; it is touted as "being so sharp you could cut yourself just by looking at it"; but on a serious note, any Metal-Make: Sword to cleave through diamond and even magic blasts effortlessly; and a user is capable of using the cold steel of the sword to absorb an energy blast before returning it to sender via another swing of the blade. The swords can be elongated at the user's will, making them powerful ranged weapons, and the sword can also function as a chainsaw, effectively increasing its potential damage output while its explosive reactive properties bolster the damage dealt even more. The blade is shown to become as light or as heavy as the wielder wishes it to, thanks to its composition. As per the multiple possibilities of Metal-Make: Blade, Metal-Make: Sword has the ability to change the properties and composition of the manifested weapon through thoughts alone- while normally, it's in its "Shortsword", form which makes it a jack of all trades, the weapon is capable of changing it to a "Longsword" and back in order to shorten or lengthen the blade to get the jump on the opponent; not only this, a Metal-Make: Sword can be altered further to change shape to suit the situation, as by chanting "Katana", Kyorai can make a Metal-Make: Sword more suitable to slicing, and "Rapier", makes it more suited for piercing attacks by taking upon the forms of those weaponry. Rank: Basic
Spell Name: Metal-Make: Shield Magic Name: Metal-Make Magic Type: Caster Description: A Static Metal-Make spell which grants Kyorai the ability to generate a shield of various shapes and sizes to serve as a defensive armament. When performing Metal-Make: Shield, Kyorai focuses their magical energy intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a disc-esque shield that is pure silvery-gray in texture. Thanks to the user of Metal-Make being capable of manipulating the density of their metallic creations in any way that they deem suitable, the Metal-Make: Shield is nearly unbreakable and it has shown that the shield can completely negate and shrug off all sorts of projectile attacks of various scopes and power levels that are thrown Kyorai's way, bouncing harmlessly off of the shield like a flurry of raindrops descending from the heavens at high speeds. Despite being, well, a shield, Metal-Make: Shield can be harnessed for both defensive and offensive capabilities, commonly throwing the shield at their opponents, using the impressive aerodynamic properties of the shield in order to have the normally defensive weapon tear through the air while ignoring wind resistance and path deflection, smashing into anything that it comes into contact with, possessing mindbogglingly incredible flexibility, frequently rebounding from objects over and over without sacrificing any of its momentum. Not only this, it is capable of surviving a dragon stomping on it, leaving Metal-Make: Shield no worse for wear, having suffered absolutely zero damage, showing an incredible amount of durability that's nearly unprecedented amongst defensive weaponry in the current day and age. Rank: Basic/align]
Spell Name: Metal-Make: Gauntlet Magic Name: Metal-Make Magic Type: Caster Description: A Static Metal-Make spell that allows Kyorai to manifest a metallic gauntlet upon one of their arms. When performing Metal-Make: Gauntlet, Kyorai focuses their magical energy intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a silver-gray meta; gauntlet that wraps around their entire arm– this gauntlet covers Kyorai's forearm and hand, acting as an arm guard of a sort. The mere existence of Metal-Make: Gauntlet dramatically enhances Kyorai's physical might on the arm that it is equipped upon, as well as Kyorai's throwing speed, to the point that if Kyorai throws a metal ball, it will blast straight through a concrete wall and bend a iron wall around it. Not only that, as a blunt weapon, the Metal-Make: Gauntlet is supremely effective for all sorts of close-range attacks. Kyorai, with Power Tool Change can make the gauntlet fly off of his arm like the classical Rocket Punch. Rank: Basic
Spell Name: Gauntlet Extension: Revolving Drill Magic Name: Metal-Make Magic Type: Caster Description: A Static Metal-Make spell and an extension of Metal-Make: Gauntlet – when activated, Revolving Drill extends the gauntlet manifested through the previous spell into the form of a drill around Kyorai's fist, granting him drastically enhanced punching and piercing power. When beginning to perform Extension: Revolving Drill, Kyorai focuses his magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside his imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a gigantic gauntlet with a drill for the hand. Once the drill has been properly manifested, Kyorai is capable of utilizing it in any way that he deems suitable- more often than not, once the drill gauntlet has been formed around his hand, he uses the imbued fist in order to launch countless piercing blows that tear through any and all types of defenses- the Extension: Revolving Drill is known to possess immense slashing power if used in such a manner, and can pierce most defenses. Like an actual drill the drill can rotate at extremely fast speeds, increasing its piercing potential immensely. Rank: Basic
Spell Name: Metal-Make: Bolt Magic Name: Metal-Make Magic Type: Caster Description: a Static Metal-Make spell which grants Kyorai the ability to manifest various metal bolts. When performing Metal-Make: Bolt, Kyorai focuses their magical energy intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a bolt of their choice. For one, once manifested, Kyorai generally harnesses the bolt as a projectile with Power Tool Change– the size of Metal-Make: Bolt is capable of being modified on a whim even while in flight, allowing Kyorai to modify the amount of destruction their creation can cause; in its smallest form, the Metal-Make: Bolt acts like a bullet, piercing through flesh as though it was paper; moving with frightening accuracy and precision, almost exclusively striking wherever Kyorai wishes as they hit opponents in range. These bolts are capable of being placed in any location that Kyorai deems suitable, whether it is on the ground or in the air in eight directions including backwards, directed to the desired position through nothing but Kyorai's mental commands – though it can also be thrown manually in a similar manner to that of a shuriken; if embedded within a solid surface, Metal-Make: Bolt is capable of being picked up and launched once more, no worse for wear. Additionally, it can be held within their hand and wielded like a hand-held weapon similar to that of an ordinary club by extending their length, and they can be used in close quarters combat by using the heads between their fingers to act like knuckle dusters – this size shifting aspect is quite useful as in their compact form, the Metal-Make: Bolt is not very efficient in close-range battle. But in any case, when launched, the Metal-Make: Bolt travels at high speeds, piercing through multiple targets (depending on the defenses of the targets in question) and can be rapidly thrown in eight directions; but it is also capable of being pinned to the ground for later. While the Metal-Make: Bolt is in motion, Pain is capable of directing their flight patterns rather minutely through mental commands; upon impact, the bolts can cause spiraling ripples in flesh and even having the weapon return to the user after an attack. The reason that this is possible is thanks to the use of momentum, allowing the weapons when in flight, to gain a spiraling effect; causing a rippling motion in the flesh or surface of any person or object as they fly towards Kyorai's enemies like bullets fired from the gun-barrel- each Metal-Make: Bolt is hard enough that they are capable of being flying with enough force that they can pierce straight through all kinds of rock without breaking. As per its properties of being capable of being modified into various gears, Metal-Make: Bolt, upon contact with a solid surface or anything that Kyorai deems suitable, the bolt grinds away at its target like an excavation drill that eats away at bedrock. He can convert the bolts into screws, increasing their piercing potential. Rank: Basic
Spell Name: Metal-Make: Ball and Chain Magic Name: Metal-Make Magic Type: Caster Description: A Static Iron-Make spell which involves Kyorai generating a gigantic metal ball and chain to bludgeon the opponent with. When performing Metal-Make: Chopsticks, Kyorai focuses his magical energy intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a flail that is a iron haft connected by a chain to a cylindrical metal sphere for a head with various spikes; it is a weapon which gained prominence in the Middle Ages. This heavy-duty flail is mainly used for crushing the opponent, with Kyorai swinging the flail around wildly as the chain continuously expands and contracts, extending the reach of the metal sphere attached to the chain as it darts about throughout the air, smashing everything within its path; the power that the flail displays is more than enough to crush a magic barrier through sheer pressure output, and Kyorai either throws or swing the Ball and Chain around themselves in order to impact and damage their target through the sheer mass of the hammer; and it is capable of changing it's direction before impact, with Kyorai wielding the weapon with a surprising amount of dexterity. Rank: Basic
Spell Name: Metal-Make: Rain Magic Name: Metal-Make Magic Type: Caster Description: A Static Iron-Make spell which involves Kyorai generating several dozen metal pillars. When performing Metal-Make: Chopsticks, Kyorai focuses their magical energy intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a series of metal pillars which he can then drop down on his opponent as though it was hail. Rank: Basic
Spell Name: Sword Extension: Gigantis Edge Magic Name: Metal-Make Magic Type: Caster Description: Sword Extension: Gigantis Edge is a variant of the standard Metal-Make: Sword spell, deemed the most powerful iteration of the Metal-Make: Blade techniques, where Kyorai manifests a gigantic metallic blade and then brings the weapon down upon his opponent. When performing Extension: Gigantis Edge, Kyorai focuses their magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, the caster is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a gigantic blade that is countless times the size of the caster themselves; at its smallest, it is comparable in size to that of a large truck – this sword is capable of unleashing untold amounts of destruction simply by being swung through the air. Despite it possessing a blade (as all swords do), it would be more accurate to say that the Gigantis Edge is more of a metal slab than a true sword and he can swing it like a mere knife; indeed, it is said to weigh at least five hundred kilograms, and its enormous size means that it is sufficiently large and thick that it can be used as a shield with ease, defending the caster from all sorts of attacks whether physical or supernatural in nature; the Gigantis Edge is enough to act as a shield from any sort of projectile, even diverting lightning and Lightning Magic of any type into the ground by utilizing this slab of metal as a lightning-rod. From here, the caster proceeds to swipe the sword down, the sheer force and speed of the swing, when combined with the incredible size of the blade can create massive damage for anyone to be caught in its range. Rank: Advanced
Spell Name: Metal-Make: Giga Hammer Magic Name: Metal-Make Magic Type: Caster Description: A spell where Kyorai manifests a gigantic metallic blade and then brings the weapon down upon their opponent. When performing Metal-Make: Hammer, Kyorai focuses his magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside his imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a gigantic hammer that is countless times the size of Kyorai himself; at its smallest, it is comparable in size to that of a large truck – this sword is capable of unleashing untold amounts of destruction simply by being swung through the air. Despite its size and weight, Kyorai is completely able to swing it around as though it was a knife. Generally damage caused by this hammer is capable of leaving a 12 foot hole. Rank: Advanced
Spell Name: Metal-Make Unlimited: Meteor Flash Cannon Magic Name: Metal-Make Magic Type: Caster Description: Metal-Make Unlimited: Meteor Flash Cannon is the name of one of Metal-Make's Metal-Make Unlimited spells, which are its best attacks overall. Metal-Make Unlimited: Meteor Flash Cannon is effectively an enormous blast created through the grinding together of gears. When performing Metal-Make Unlimited: Meteor Flash Cannon, Kyorai focuses his magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming gears – a gear is a rotating machine part that meshes with another toothed part to transmit torque; the gears manifested using Metal-Make Unlimited are predominantly golden and in a spurred state with an emerald glowing gemstone in the very centers of their existences. Once brought into the current plane of existence, the gears of time begin to spin, their toothed portions mesh together and engage as they whirl in a clockwise or counter-clockwise direction, producing enough torque and rotational speed that the gears begin to affect the surrounding environment, generating crackling magical energies that scatter continuously throughout the atmosphere, affecting ambient eternano, sucking the particles towards the gears like a vacuum condenses truly enormous amounts of magical energy upon the emerald gemstones in the center of both gears. Once the process has been completed, the gears separate as Kyorai mentally commands for the release of the masses of magical energies gathered in the form of a golden orb of energy that has silver sparkles sink into the orb, before being released in the form of a silver beam of energy from the orb at the opponent. The Meteor Flash Cannon travels a vast distance, around three thousand kilometers, in the blink of an eye, destroying everything and anything that it comes into contact with while displaying an unparalleled ferocity, wreaking havoc for miles upon miles as the sheer heat released by the attack melts other metals in the vicinity while absorbing the traces of their alloys into the Meteor Flash Cannon, making it even faster and more powerful with every waking moment of its existence. Rank: Advanced
Spell Name: Metal-Make Unlimited: Meteor Hammer and Nail Magic Name: Metal-Make Magic Type: Caster Description: The name of one of Metal-Make's Metal-Make Unlimited spells, which are its best attacks overall. Metal-Make Unlimited: Meteor Hammer and Nail is a combination spell between Metal-Make: Giga Hammer and Metal-Make: Bolt. When performing Metal-Make Unlimited: Meteor Hammer and Nail, Kyorai focuses his magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a large number of 6 foot nails, rather than bolts, with X's engraved all across the stem and a massive 10 meter tall hammer with a head that fits its height and X's engraved on both faces. Unlike his other Metal-Make, Kyorai adds in more of his magical energy than needed, doing so makes both the hammer and nails extremely volatile, a single nail having as much explosive power as two sticks of dynamite while the hammer face having the explosive power of a missile. To begin the second phase of this spell, Kyorai will use Power Tool Change to make the nails fly at the target, implanting themselves into the surface and perhaps even pin the target into said surface. Kyorai typically uses this as a finishing or last resort move due to the amount of magical energy it requires and if he is not careful he too could get caught in the explosion. He will also only use this spell while Mole Arena is active to ensure there is no collateral damage or causalities. Rank: Advanced
Spell Name: Metal-Make Unlimited: Army Slaying Arsenal Magic Name: Metal-Make Magic Type: Caster Description: The name of one of Metal-Make's Metal-Make Unlimited spells, which are its best attacks overall. Metal-Make Unlimited: Army Slaying Arsenal is a spell in which Kyorai creates a multitude of different weapons around his forearm. When performing Metal-Make Unlimited: Army Slaying Arsenal, Kyorai focuses his magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, Kyorai is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a plethora of different weapons around his forearm. There are swords, spears, scythes, hammers, knives, glaives, etc. He can use this spell weapons for multiple different uses
Spell Name: Impetu Pondus Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves both arms above their head, before moving them down, as if pushing an object, while chanting. When finished, an amethyst, god-like effigy covered in intricate designs appears from a portal. This causes the gravity in the area to either become heavier, or lighter. This also nullifies any gravity attacks currently in effect that aren't Ultimate-level. Rank: Advanced
Spell Name: Ventosus-Ieunium Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user holds both arms out in front of them and, while chanting, quickly move them out to their sides. Upon doing so, an aquamarine, god-like effigy covered in intricate designs appears. The effigy then speeds around the battlefield, creating a large tornado to trap enemies (and the user) in. Mini tornadoes are sent from the "wall", which hits everyone, even the user. Rank: Advanced
Spell Name: Elido Terrenum Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user holds both hands just in front of their chest, balling them both into fists and, while chanting, slowly pushes one towards the ground. Upon doing so, a topaz, god-like effigy appears from the ground, two hammers on its back. This causes the area within one hundred feet around the user to suddenly become an earthquake zone, causing stalagmites to appear from the ground and hit or pierce those standing above them. Rank: Advanced
Spell Name: Clipeum Parma Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves both arms in front of their face, holding them there even while chanting. Doing so causes a silver, god-like effigy with intricate designs and holding a shield to appear from a portal in front of the user. This creates a near impenetrable barrier around the effigy and the user, but leaves the shield out of the barrier, The main way to get through the barrier is by breaking the shield, thus making the effigy, and barrier, disappear. Rank: Advanced
Spell Name: Relinquit Aetherium Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves both arms above them and, while chanting, open their hands so their palms face towards the sky. Doing so causes a pearl, god-like effigy with intricate designs to appear next to the user. This causes everyone within a one hundred foot radius to be temporarily teleported to an alternate dimension, where any Space based Magic (Requip, Celestial Spirits, etc.) to be rendered useless (unlike Rules of the Arena, there is no consequence for trying to use Space-based Magic, it just won't work). The effigy can either be destroyed, or you can wait until the user's Magic Power depletes to return back to the normal dimension. Rank: Advanced
Spell Name: Pluere Acidulus Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves both hands in front of their mouth, cupping their hands as if trying to shout to someone, while chanting. Doing so summons a Peridot, god-like effigy with intricate designs to appear from a portal from behind the user. This causes a rain of acid to fall from the sky in a fifty foot radius. This acid burns through anything non-magical, and can actually kill someone if they're not careful. Rank: Advanced
Spell Name: Crystallos Fluctus Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user pulls their left arm back, and pushes their right arm forward. While chanting, they pull their right arm back, and move their left arm forward. Doing this causes a sapphire, god-like effigy to appear from a portal beside them. This causes a wave of water to splash around, before suddenly freezing and trapping or piercing anyone as it freezes. It then thaws, just to freeze again, doing this a few more times before disappearing. Rank: Advanced
Spell Name: Massa-Conflugratio Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user balls both hands into fists in front of their chest and, while chanting, move them upwards towards the sky as they open their hands. Doing this causes a garnet, god-like effigy with intricate designs to appear behind the user from a portal in the ground. This causes mini volcanoes (about the same height as the average man) to pop up around the battlefield in a fifty foot radius. All of them then erupt at once, causing lava to shoot up into the sky and fall like a rain, filling the battlefield. The lava disappears when the effigy does, as do the volcanoes. Rank: Advanced
Spell Name: Polus Perdoceo Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user punches both fists slowly together in front of their chest while chanting. Doing this causes a bronze, god-like effigy with intricate designs with a sword in each hand to appear from a portal behind the user. This causes what seems to be an endless amount of metal weapons behind the user (think Gate of Babylon from Fate/Stay), all of which either fly at the user's foe and break apart, or hover in the air, able to be grabbed and used to battle with. It can also cause a tornado of metal weapons which moves towards the enemy/enemies. Rank: Advanced
Spell Name: Tenebrae Framea Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves their hands into an upside down praying motion while chanting. Doing this causes an onyx, god-like effigy with intricate designs to appear behind the user from a portal. This causes the entire battlefield to be covered in darkness (about one hundred and fifty feet), allowing only the user to be able to see clearly. This allows them to strike from the shadows, unseen by any trapped within the darkness. It also nullifies the usage of any non-Ultimate Light Magic. Rank: Advanced
Spell Name: Adtonitus-Objex Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves both arms above their head while chanting, slowly moving them down in the lightning bolt motion (symbol). This causes a citrine, god-like effigy covering in intricate designs and holding a lightning bolt to appear above the user from a portal. This causes dark clouds to form in a whirlpool shape overhead, which then sends multiple, powerful lightning bolts raining down from above. All these lightning bolts hit turn to nothing but ash. Rank: Advanced
Spell Name: Crepusculum Verberare Magic Name: Yakuma Eighteen War Gods Magic Type: Caster Description: The user moves both of their hands in front of their body, left hand facing up in a regular praying motion, and right hand facing down in an upside down praying motion. This causes a half-diamond half-onyx, god-like effigy covered in intricate designs to appear, holding a heart (<3) in its left hand, and a skull in its right hand. This effigy sends orbs of light and darkness mixed all over the battlefield, with no true target in its sight. Anything these orbs touch turn that object into its opposite (a living tree to a dead tree, or a good person evil, and vice versa). Or it turns them into monstrous beasts (a dog into a hellhound). But one must be careful, as the orbs effect even the user. Rank: Advanced
Posted: Sun Apr 30, 2017 9:49 am
Battle Control
Spell Name: Alt-A Magic Name: Battle Control Magic Type: Caster Description: One of the first and essential spells that a Battle Control Mage has to learn and perfect in order to have a chance of mastering even the basics of this magic, Alt-A will allow the caster to select, or "Toggle", a target with a seal. With this seal, the user will be able to coordinate their vast arsenal of spells towards or around this target. In order to cast it, the user must first concentrate intently as they gather their magical powers to the point of releasing it, this often referred to as the "search sequence", in the shape of a circle over the area surrounding the user, stretching outwards with the caster in the center. Once this is done, all who inhabit this circle will be able to be marked, the user may also mark someone by simply making direct contact. This effect will last for ten posts after they've been struck. This can be used as way to either initiate or threaten their opponent to a battle, being marked by the seal means that all the caster's spells will focus on this target, meaning that the former can be used to target their opponent before casting their spells, or they could prepare their spells beforehand and once they've selected their target, all of the spells that were created will be sent off immediately to affect them. This has also been commonly utilized by talented users as a way to threaten a person by simply marking them, revealing that they might just end up being bombarded with spells at any moment. When using this magic, the caster will be able to increase the number of people that they can mark depending on their knowledge and talent for this magic. Rank: Basic
Spell Name: Alt-B Magic Name: Battle Control Magic Type: Caster Description: A spell which allows the user to easily switch between their targets, once given the command, the seal that was made through the Alt-A spell and used to mark the caster's respective opponent, will change to another target of the mage's own choosing. This can be done to any person or object that was "hit" by the magic release that was made by the previous spell, making each and every one of these people or objects able to have the seal or seals switched to them when casting Alt-B. In order to perform this feat, the caster will simply have to reach out their hand towards their currently marked target while it's clenched, except for their index and middle fingers which would be pointing outwards, and then drag their hand in any direction or speed until it's pointed at their new target and thus marking them. Not only will this allow the user to easily switch in the middle of a fight, but it'll also make the caster able to change the direction of where the spells are headed as soon as this spell is cast, ultimately making it possible to change the direction of a flying projectile in mid-flight or action. Rank: Basic
Spell Name: CTRL-A Magic Name: Battle Control Magic Type: Caster Description: A spell that'll effectively allow the user to mark all their surrounding opponents, making them every one of them a possible target for the spell's that the caster can create. The spell itself is simple to perform as the user must, similar to that of when performing Alt-B, reach out their hands with their palms open and then spread them out, one towards each side of their body, effectively causing all the people that were affected by the "search sequence" to become marked. Once this is performed and done with, the caster will now be able to cast spells that can affect all of them, be it by immobilizing, blocking, shielding or when performing something like the advanced spell Alt-F4. Rank: Basic
Spell Name: CTRL-B Magic Name: Battle Control Magic Type: Caster Description: A basic Battle Control spell that allows the user to amplify the size or speed of any object that they've currently marked. Its usages vary depending on the user, but it was made primarily for combat purposes and is one of the few spells that still requires direct contact in order to cast on the marked object. In order to cast this spell, the targeted object must first and foremost, like any other Battle Control Spell, be marked or else it cannot be invoked, once this is done then the caster must exclaim the name of the spell and say either "Speed" or "Size" afterwards before making direct contact and thus amplifying it in either size or speed. The caster cannot make an object both faster and bigger at the same time but must instead choose one or the other, while the speed can only be doubled once per marking, the size can be multiplied several times over. And despite its looks, it doesn't, in fact, increase the object's strength or power but simply increases its size. But the increased speed can bring forth powerful momentum to increase the power of physical attacks, while the sudden increase in size can create a destructive range of the weapon. This grants the user the ability to turn simple makeshift ammunition into high-speed projectiles. Rank: Basic
Spell Name: CTRL-C Magic Name: Battle Control Magic Type: Caster Description: A difficult spell that allows the caster to effectively duplicate an object or even a person. While copying a weapon would be considered easy, this spell becomes more and more difficult to achieve depending on the size and weight of the object, while making a duplicate person is also no simple task, it can be made but never a capable of creating a sentient replica. Just like CTRL-B, this spell will also require the user to make direct contact with one hand while performing this spell and make sure that the other hand is not being blocked or holding onto something else. When these requirements have been achieved then the user can transfer the person or object as if it were some kind of data from one hand to the other, effectively creating a copy in the same shape and form as the marked target. While direct contact is often necessary, the user can use a similar method of copying by creating a circle around the marked target before performing the spell on a circle in the exact same shape and size and thus creating the copy. This method is a must when trying to copying larger objects and people, the user is although not required to have both circles in a line of sight but can, for example, copy an object even if their second circle is at the very tip of their marked area. When a person is copied, then that copy will be under the caster's control but their powers cannot exceed that of above 80% of its original strength and the caster cannot copy someone whose magical powers exceeds their own. Rank:Basic
Spell Name: CTRL-D Magic Name: Battle Control Magic Type: Caster Description: A basic spell that uses the marked person's magical powers against them as once this spell is invoked, their magic powers will start to shine like a beacon, one could say that this spell forcefully activates a user's magical aura to its very limit, thus effectively revealing their position or overall magical capacity. This can be performed on either one or several people at once as the caster initiates the spell by placing one hand in front of them, their index and middle fingers will be pointing upwards, and start concentrating their magical powers before exclaiming the spell and using performing a swipe-like motion with their other hand in order to force their targets to have their magical powers take a visible form. This can be used to better determine their opponent's overall capabilities, current condition or simply as a way to reveal their position when in a dark or crowded area. Rank: Basic
Spell Name: CTRL-R Magic Name: Battle Control Magic Type: Caster Description: A spell that switches the position of two marked targets, be they an object or a living being. This is one of the easiest spells to perform by a user of this magic, the only thing that differs between a novice and a master user is that of the amount of time it takes to perform the spell. While both a beginner and the veteran must cast the spell by holding out their hands as if holding a ball of clay as they concentrate their own magical powers before making a turn like motion, going from right to left. An inexperienced user will feel heavy resistance when trying to turn their hand but a master will be able to perform this without any problems, once their hand has turned then this will cause the marked targets to switch position, be it with the user themselves, with an object or another person. This enables the caster for some very peculiar situations as once it's performed, their opponents must be careful not to perform a spell that could end up hurting themselves instead of the user. This does not only serve to protect the caster themselves but it can also be freely used to protect others as well. Rank: Basic
Spell Name: CTRL-S Magic Name: Battle Control Magic Type: Caster Description: A spell that'll create a large magic barrier in order to, obviously, defend either the caster themselves or their surrounding from harm. It's not only one of the strongest defensive spells, but it's also one of the easiest to perform as the caster can create this barrier in two ways, the first and fastest being that they'll have to exclaim the name of the spell as they lift and cross their arms which will then prompt the spell to cause an immediate effect as the barrier will appear in front of the user, this barrier can cover an area which is three times their own height from all sides. The second way is very similar to the former, but once they cross their arms, the caster may then stretch both of their arms forward and towards one of their marked targets, doing this will cause the barrier to appear from any angle that the caster desired in order to block or protect the marked target. The barrier itself will appear visibly transparent, resembling a pane of glass. This spell is more than capable of defending against combined attacks from several opponents at once, even to the likes of a Dragon's Roar. Rank: Basic
Spell Name: CTRL-V Magic Name: Battle Control Magic Type: Caster Description: A magic spell that makes the user able to effectively replicate the spell that was previously cast by the marked target. A dangerous spell to say the least, when a marked opponent casts a spell, it'll enable the user to repeat the same motions that their enemy just performed and cast their own spell. One of the most dangerous things about this is that performing and casting this spell is not limited to any other sort of magic, meaning that the user can without any problems, copy and perform a Dragon's Roar should they time it correctly. The reason why they need to time it correctly is because this spell will only work on the spell that was previously cast, meaning that an opponent can cast one spell and then quickly perform another in order to prevent the user from casting the former spell. It will also cost the same as is it did for the one who cast it and it may not exceed the magic potential of the user that copied the spell. Rank: Basic
Spell Name: ALT-F4 Magic Name: Battle Control Magic Type: Caster Description: This spell allows the user to dispel every target that has been marked by the user, effectively removing any armor, transformation or summons. This means that the caster can directly affect another person by preventing a certain spell or by removing their magic as a whole, effectively stopping some of the possible spells that could affect harm the user. The spell itself, despite being advanced, is one of the easiest ones to perform as the user must reach out their hand in a swiping motion before quickly moving it forward and lifting their index finger upwards, finalizing the spell's requirements and thus casting the spell on every marked target, dispelling all of them simultaneously. It's a spell that's perfectly suited for when turning the tables under the right conditions, be it against two or forty people. But just like in the case of performing CTRL-R, the last motion will be showing signs of resistance, gradually growing its "weight" to a point when performing this spell on too many people would be considered an impossible task. Rank: Advanced
Gravity Magic
Spell Name: Rise Magic Name: Gravity Magic Magic Type: Caster Description: A basic spell that allows the user to lower the gravity around them or other objects. The user begins casting this spell by gathering the energies within their hands or feet, before releasing their magic power into the natural forces of the world around themself to lift or "rise". The user will then use their own magical energy to disperse the energy in the gravitons around the object or object in question, effectively negating their hold on objects and allow said objects to begin floating through space. The user can control this object similar to a telekinesis user by manipulating the gravitons surrounding the negated gravity field, pushing the object around using the still active gravitons. The user can allow the object to float as high as they want it to until it becomes out of range, which has been estimated to be just above one full mile into the air. Rank: Basic
Spell Name: Pressure Beam Magic Name: Gravity Magic Magic Type: Caster Description: A spell which the user incorporates the element of gravitational energy to produce a black blast of energy from generally anywhere on their body which has the effect of unleashing a truly enormous gravitational field in the form of a pulsing black beam that moves about in a spiraling motion, barreling down and potentially piercing through the opponent at high speeds while the gravitational field releases a powerful pressure that crushes anything within the vicinity; the user is able to fire the attack very quickly, while maintaining precise aim. The whiplash of the attack can be quite huge, usually blowing apart anything behind the user at the time of attack. The beam is powerful enough to strike multiple enemies and even two adjacent foes simultaneously; violently pushing the intended opponent and objects around them away from the user with overwhelming blunt force; the release of Pressure Beam also crushes incoming attack spells while also destroying anything unfortunate enough to be in the vicinity of the spell's trajectory with intense gravity. Casters can master this spell to such a level that they can modify its shape, range, etc. If they want to focus it into a stream, they can with frightening ease by spreading out the energy before it is kneaded and converted into gravitational energy; and they can transform it into a chaotic set of spiraling gravitational energies by distorting and randomly converging and separating the energy that is required to create the technique. Rank: Basic
Spell Name: Graviton Fist Magic Name: Gravity Magic Magic Type: Caster Description: A spell where the user engulfs their fist in a gravitational field accompanied by gravitational energy and simply strikes the opponent with a gravity-enhanced punch, shattering defenses and sending the enemy careening. The fist rotates ever-so-slightly, simulating the effect of a drill piercing through stone and bedrock to reach its destination as it flies forth with a swift, bullet-esque motion that appears almost untraceable to the untrained eye and can be thrown towards the target from near-all positions imaginable – unavoidable, the gravity-compressed fist impacts with extreme prejudice while producing a force considered akin to being struck in the face with an solid iron anvil; not only does the gravitational forces released from the movement repel anything that the caster is in close proximity such as crushing opposing incoming spells and rending alloys in twain, the properties of Graviton Fist allows the user to induce the dispersal of the target's gravitational binding energy, which is the minimum energy that must be added to a system for the system to cease being in a gravitationally bound state. Rank: Basic
Spell Name: Push Magic Name: Gravity Magic Magic Type: Caster Description: A basic spell of gravity magic that allows the user to push objects away from them, completely ignoring the laws of physics and turning gravity on its side. the user initiates this spell by infusing the gravitons around them with their own magical energy before increasing the number of gravitons around them, turning the gravity on its side before increasing it, throwing the opponent back, often with great force. Those who have experienced this attack have described the sensation as similar to being hit in the chest by someone much larger than they are, often knocking the wind out of the poor victim and leaving them to try to catch it. this attack can be deadly for those moving toward the user at highspeeds, the gravity change normally causing a sudden stop that many describe as running face first into a brick wall. If the opponent is moving at high speeds, the sudden stop may break their neck or other bones in their body depending on their speed. Rank: Basic
Spell Name: Pull Magic Name: Gravity Magic Magic Type: Caster Description: Another basic spell of Gravitate, and the sister spell to push, that allows the user to pull opponents and other objects toward themselves. Similar to its sister spell the user takes control of the gravitons surrounding them, breaking the laws of physics by turning gravity on its side. Rather than pushing the victim away it will pull them towards the user, normally focusing the pull in their hand. Objects are normally pulled toward the user at speeds just above seventy miles an hour depending largely on whether or not they choose to resist the pull. Opponents who have experienced the pull of this spell have described it like losing all control over their own body. Like they had suddenly become weightless before a powerful forces acts upon them, pulling them back. This spell can be deadly to those running away at high speeds, very similar to push, the opponent will come to a sudden stop once the force acts upon them. This means that objects going at dangerously high speeds have a possibility of breaking bones or causing other injuries. Rank: Basic
Spell Name: Heavy Sympathy Magic Name: Gravity Magic Magic Type: Caster Description: A spell that the user casts on themselves at the beginning of each fight that will last until the conclusion of said fight, "share my burden" is a spell designed to force opponents to feel the soul-crushing weight not only of whatever pain they inflict on the user but the pain he has felt for the majority of their life. This spell was designed and created by the user for the purpose of forcing others to take what they dish out, the spell requiring the opponent to get close enough to strike them to activate the spell's effect. the user casts this spell by infusing the ambient gravitons around their body with their own magical energy. This sudden infusion of the gravitons is shown via a faint blue glow that makes the gravitons around them momentarily visible before the light quickly fades away. This creates a "shield" of gravitons that, rather than blocking attacks, allows them to pass through effortlessly. The danger produced by this spell is its ability to increase the weight of anything that comes within a two-foot radius of the user, increasing the weight of an object to twice that of its original weight. This will again double the weight of the object's new weight if they enter the field again. An object weighing ten pounds that enters the field will suddenly increase its weight to twenty pounds. If that object enters the field again the now twenty-pound object will increase to a forty pound object and this will continue with each strike that enters the field in an attempt to strike the user until it is too heavy for the opponent to lift. This affects both organic and inorganic objects, meaning anything beyond the ground the user stands on and the user themselves are affected upon entering this field. Flies and other flying insects fall to the ground, rain and leaves fall much faster within the field. Rank: Advanced
Spell Name: Fairy Machine Gun: Leprechaun Magic Name: Fairy Magic Magic Type: Caster Description: The user waves their arms, releasing a torrent of energy needles composed from concentrated dust. The user can continuously produce the needles, even while he/she is mobile. The user can double the speed and number of needles at will, if necessary. Rank: Basic
Spell Name: Fairy Petals Magic Name: Fairy Magic Magic Type: Caster Description: The user creates a flurry of pink twirling petals of flowers around the opponent, trapping them and causing temporary blindness as the flowers surround them and they can only see the flowers for a few minutes, allowing time for the user to make there move on them while they cannot see anything else. The petals can also stop time to the enemy for a few minutes, making it seem the user is faster than they appear to be. Rank: Basic
Spell Name: Burning Sphere Magic Name: Fairy Magic Magic Type: Caster Description: Lifting the users hands above there head, they chant a spell, causing there hands to generate a bright light. A large sphere of orange energy forms above there hand, allowing them to then fire it at there opponents. Rank: Basic
Spell Name: Momentum Reversal Magic Name: Fairy Magic Magic Type: Caster Description: By blocking an incoming object or spell, the user chants a spell, enveloping the projectile or magic into fairy dust. The object or spell is then sent ricocheting back into there opponent. Rank: Basic
Spell Name: Fairy Tornado Magic Name: Fairy Magic Magic Type: Caster Description: The user lifts one hand over there head, causing the wind to go crazy and rush around in circles over the field. This causes a massive tornado to form, drawing in all around it, and cutting them up inside as if blades were striking. The more magical energy placed, the bigger the tornado forms. Rank: Basic
Spell Name: Fairy Bomb: Gremlin Magic Name: Fairy Magic Magic Type: Caster Description: The user surrounds the enemy with dust particles which are then ignited to create a powerful explosion, able to move it into a larger area and the blast reaching as far as there magic powers allows. Rank: Advanced
Spell Name: Power of Mirror: Stillness Magic Name: Fairy Magic Magic Type: Caster Description: Using the power of the users magical power, the user creates a pentagram that arrests the passage of time within its perimeter. It has two variations. The user begins chanting the spell, while there magic power unfurls from around there waist and forms a perfect circle in front of them. A beam of pink light generates a pentagram edge by edge, and then fires the circumscribed pentagram towards the opponent. Anything touched by this light is permanently frozen in time, as long as the user's power lasts. However, only movement is stopped, as the user was still able to think afterwards. With the larger variation, all functions become frozen, and on a much grander scale. With this version of her attack, the magical energy forms a ring around the user, rather than in front of her, and the pentagram extends outward from there, with an initial blinding flash of light bathing the surroundings. It continues to extend until the entire world is engulfed in a timeless void. Only a time barrier, formed by physical contact with any object (or possibly any person) from another period of time (i.e. from the past or the future) can defend against this attack. Its effects are also permanent as long as the user's power lasts. Rank: Advanced
Spell Name: Fairy Wings Magic Name: Fairy Magic Magic Type: Caster Description: Forming a large pair of fairy wings over the users back, they can dive bomb and slice there opponents as the winds are made of sharp steel blades. Once it connects, it explodes upon contact into a fiery inferno, the magic also allowing the user to fly freely. Rank: Advanced
Spell Name: Fairy Illusion Magic Name: Fairy Magic Magic Type: Caster Description: The user creates multiple versions of them self, disorienting there opponents. She can create bursts and swirls of wind to draw them into the illusion faster. Using punches and kicks with the speed of fairy power they can harm there opponent with all versions of them. The spell was disappear when the user sends an attack to the real version. Rank: Advanced
Spell Name: Crescent Dust Magic Name: Fairy Magic Magic Type: Caster Description: The user creates two large blades out of Fairy Dust, attacking the opponent with both. Rank: Advanced
Spell Name: Take Over: Albino Alicorn Magic Name: Take Over Magic Magic Type: Caster Description: When casting, the user recites the words; Light candles and say, Lend me the wings of flight. Give me the horn to use magic. Light up the world and burn the cinnamon in the candles. Soon after, the user will turn into an Alicorn, where they can fly, use gusts of wind from there wings to push enemies back, or use there horn to run and stab an enemy like a sword would. They are also able to form light from the horn to blast opponents into obliteration. Rank: Basic
Spell Name: Fairy Take Over Magic Name: Take Over Magic Magic Type: Caster Description: The user glows, changing forms into a much smaller floating fairy. Flying around creates Pixie dust, which causes the dust to fall onto enemies and explode upon contact. She also has enhanced speed, allowing her to be unseen by the naked eye when she moves and her small size making it that much harder to hit her. Thrusting one hand forward or kick, she can cause massive damage to an opponent or push back an attack right back. Rank: Basic
Spell Name: Take Over: Angel Soul Magic Name: Take Over Magic Magic Type: Caster Description: An angel possesses incredible power, capable of creating a violent tremor in the ground with a single chop of there hands to an opponent, forcing them to fly for meters across the landscape. They are able to pierce through any defense, no matter how high, using just there hands to take massive damage and still hold a strong defense them self. They are some of the most fastest species, able to move faster than an opponent while also able to use magic that slows everyone down around them. They have the ability to transform into light and evade attacks that are much too powerful to take head on, despite there amazing defense Rank: Advanced
Posted: Fri May 05, 2017 6:12 pm
Spell Name: Dark Écriture: Memory Magic Name: Dark Écriture and Illusion Magic Type: Caster Description: A combination of Illusion and Dark Écriture. By writing runes on his target's body, Katashi is able to bring forth any latent memories, utilizing his illusion magic to give physical presence to said memory. This is most useful when gathering information from an enemy or when trying to determine truthfulness. The process itself is rather painful to the target, but also requires a larger amount of magic due to using two different forms of magic at the same instance. Rank: Advanced
Spell Name: Light Dragon Slayer Magic Name: Light Dragon's Healing Hand Magic Type: Caster Description: The user can heal his or her self or someone else. Lowing the user's hand onto an area of a wound, a light will form over the injury and within minutes it will heal completely til they are in perfect top shape. The larger the wound, the more magical power it will take to heal it. Rank: Basic
Posted: Fri Jun 23, 2017 3:25 am
Spell Name: Magic Name: Gate of the Little Horse: Equuleus Magic Type: Caster Description: Summons a huge speedy Fire horse despite the name little horse, as he is capable moving faster than the eye can see. The horse shoots flames, poisonous miasma, a charged beam powerful attack capable of destroying mountains, and a powerful kick from his hooves. He tends to only fight worthy opponents, and ignores his own master requests considering how lazy and dumb she is. At the same time, he will help if she ever requires the assistance. Rank: Advanced
Spell Name: Magic Name: Gate of the Dragon: Draco Magic Type: Caster Description: Summons a large midnight dragon, that fires black intense flames and is able to claw at there opponents or squish them. The dragon has high defense, capable of taking a ton of blows and delivering a heavy amount of powerful fire as well. He can also shoot out poisonous miasma from his mouth and cause darkness to surround the area and blind the enemy. Rank: Advanced
Spell Name: Magic Name: Gate of the FireBird; Phoenix Magic Type: Caster Description: Summons a bird that can encase it's body in fire and set fire to other things or mages. It can also eat the magical power of other mages. The spell creates about 10 small birds to attack there enemies. Rank: Basic
Spell Name: Magic Name: Gate of the Clock: Horologium Magic Type: Caster Description: Horologium is a tall brown grandfather clock with long, black arms, a glass case, a Roman-numerical clock at the center and a small face at the top with slit eyes and a thin, twirly, mustache-like mouth. The glass case serves as protection for the one who is inside from attacks or even the weather. This case prevents anyone outside from hearing what the person inside is saying, so Horologium repeats everything the person inside says and then follows with a "...he/she/they say/s." In the case of multiple people inside he will make specific details on whoever is currently talking. Rank: Basic
Spell Name: Magic Name: Gate of the Fox: Volpecula Magic Type: Caster Description: Summons a tiny white fox, with a strange set of blue markings around her head. The fox contains the ability to curse those who mistreat her. Such curses would be made up of bad luck, where everything is going against the one placed on to. She can also use telekinesis, to pick up any nearby objects to throw at her enemies. However, she can only lift animals or people of her own size, anyone bigger she will lack the power too and therefore, cannot. Rank: Basic
Spell Name: Magic Name: Gate of the Hunting Dogs: Canes Venatcic Magic Type: Caster Description: Summons two hunting dogs, which is capable of firing off intense amounts of flames and fireballs from each of there mouths. They have the most powerful sense of smell and hearing, able to smell from miles away and pick up any scent, as well as hear miles away. There teeth is as sharp as that of a swords own. Rank: Advanced
Spell Name: Magic Name: Gate of the Lynx: Lynx Magic Type: Caster Description: Summons a rather smart intellectual. The feline seems to know everything there is to know about anything, and can easily search information on places or people. However, if it's something too personal on another mage, it usually is unable to obtain all of the information, but can likely find a few on any topics depending on what it is. Rank: Basic
Spell Name: Magic Name: Gate of the Snake Charmer: Ophiuchus Magic Type: Caster Description: Ophiuchus' appearance is that of a humongous snake-like creature, which, curiously enough, appears to be part organic and part mechanical in nature. The upper part of its body is covered in a series of massive dark scales, which possess prominent holes on their sides, starting as larger, with squared outer edges, getting more narrow near their centers and then enlarging again, something which makes every single hole look like a pair of rhombus joined together; the upper part of the head and the corresponding jaw are similarly colored, with the reptile possessing light pupil-less eyes, a pair of massive fangs sprouting from the jaw, thin nostrils located on the front part of its nose and a series of dark motifs adorning its forehead, above the eyes. The lower part of Ophiuchus' body, on the other hand, is visibly technological and inorganic: its upper scales, instead of meat, appear to house a vast number of metal panels lined up one near the other, something which makes them resemble closed blinds; its lower jaw, while seemingly topped by an organic tongue (which, unlike that of normal snakes, isn't forked, as well as being notably larger in comparison to the jaw itself than normal snakes') is entirely composed of metal, with the plates composing it, replicating the form of a real jaw, having their edges covered in lines of bolts. Such artificial-looking lower jaw is connected to the upper one by six piston-like objects, three sitting at each side of the creature's mouth, while a semicircular metal section covering the lower part of its neck, almost extending up to the top, sports two round openings on each side, with a single metallic bar outlining the diameter of each hole. The lower part of Ophiuchus' metal jaw sports a massive blade with jagged edges (which, however, is relatively small in comparison to the beast itself) curving toward the creature's body, secured to the front by a protrusion, and the attached for most of its length after an hollow space. Rank: Advanced
Spell Name: Magic Name: Gate of the Dolphin: Delphinus Magic Type: Caster Description: Summons a dolphin that can only be used in large body of water, or any form of water. However the smaller the area, the less room the Dolphin has to move about, unable to actually move around on ground. She has the ability to heal wounds, and create powerful waves of water to wash over her enemies. She can also produce her own water from her mouth, to send piercing through her opponents. Rank: Advanced
Name: Heavenly Bow of Hope Weapon Type: Bow and arrow Picture: Will probably provide one later, but its supposed to have Angel wings on the sides. c: Description: A Bow and Arrow that can revive the dead but only once on the same person, as well as harm those with only an evil aura Abilities: Reviving the death of a person, but can only be used on the same person once. It will also do harm only to those with an evil aura, good it will have zero effect on. Rank: Basic
Spell Name: Quatuor Explosivae Magic Name: Green Magic Magic Type: Caster Description: By growing a variety of flowers around his opponent that first appear to be in their asleep in the form of plant buds, Ntros feeds the plants magic directly through the ground floor, causing them to blossom to the point of ripening into explosive plants, allowing them to release miniature orbs of explosive energy sufficient enough to tear apart his opponent's body, resulting in controlled explosions able to fly through the air from a distance rather than simply getting in close for personal contact. Rank: Advanced
Spell Name: Spiritus Terram Magic Name: Green Magic Magic Type: Caster Description: By taking control of the magic energy stored inside the plants and trees around him, Ntros can manually convert all the magic into explosive energy to which he can detonate, transforming each and everything he creates through all his magic arts into probable bombs he can detonate whenever he wants to. Depending on the size and magic energy needed to create it, the size, strength, and destructive qualities the explosion will have is determined by it. Rank: Advanced
Green Magic
Spell Name: Loving Cherry Apple Magic Name: Green Magic Magic Type: Caster Description: One of his most basic spells in his arsenal, Ntros either throws a small seed in the ground or grows his own fruit vine from fertile earth in order to produce a healthy small tree that bears cherry-like fruit along its branches. The formed fruits are bred together with ethernano particles that embed themselves inside the seeds, allowing it to produce edible fruits of magical origins. In a symbiotic relationship, the spell works as a means for all of his seeds to disperse their nutrition and proteins along every piece of fruit that is produced. When fully matured, they take on the form of heart-shaped cherries the size of an apple, easily able to be held within someone's hand. Because of the special nature in which this fruit was created, it provides a series of benefits that makes it useful primarily for wizards, possessing the same rejuvenating effect as a healing spell. When consumed by a wizard, the fruit restores a small degree of magic energy back to the consumer, as well as restoring a small degree of stamina while replenishing any sense of fatigue they are suffering from, returning them back to fighting condition, healing a small aspect of their wounds. Depending on the level of nutrients and magic energy found in a given area, it will affect the result of the fruit Ntros' spell produces, with normal fruit giving off 20% of its healing ability while ripened fruit born from excellent condition will produce rich fruit with the ability to restore 40% of the target’s fighting abilities. Rank: Basic
Spell Name: Accretion Floor Magic Name: Green Magic Magic Type: Caster Description: Considered the complete opposite of an area suffering from desertification, Ntros places a single hand unto the ground, utilizing Green Magic’s natural life-giving properties to generate a fertile condition for plant life to flourish around the ground floor, transforming any barren wasteland into a land brimming with life. By expanding the level of magic being used, the length or relative area of effect can be greatly expanded upon, affecting large spans of territory that extends to far away distances. While active, any plants that are withering or dying are immediately rejuvenated back to pristine condition, better enabling them to grow and continue their biological functions. To any pre-existing plants that were in already excellent condition, their basic functions combined with their capabilities are enhanced dramatically with the increase of fertility, allowing Ntros to grow plants at a much faster rate than they would on their own. Additionally, spells that focus on rapid destruction or disintegration of materials are naturally combatted by the tremendous speed in which his plants can grow, able to do so at speeds that match the rate in which they are being destroyed. Ntros normally uses this ability in landscapes or environments that are completely devoid of any life or are unfit for growing vegetation, making a barren land fertile again so that he can get a home advantage by transforming it into his own battlefield. Accretion floor also serves as a means to heal his plants from any preexisting damage or physical assault dealt over a period of time, providing them with proteins, additional magic energy, and fertilizer in order to bolster their ability to grow and reproduce, triggering a rapid increase in their ability to divide and grow additional plants to the point of producing an oasis full of an abundance in plant life, resurrecting a desolate landscape barren of life. This spell is normally activated by Ntros using whatever portion of his body to make contact with the any type of surface or soilage that is compatible with his Green Magic either through physical touch or bodily fluids (saliva, blood, etc.), such as other forms of Earth Magic or Water Magic, immediately manifesting a garden by using his own plant-like body, seeds, or pre-existing plant organisms as the physical conduit in which the spell can function. Rank: Basic
Spell Name: Dark Black Forest Magic Name: Green Magic Magic Type: Caster Description: Clapping his hands together, Ntros uses his Green magic to give life to a series of elements that comprise a living, breathing forest at his immediate vicinity at his earliest convenience, generating a series of trees and components to completely recreate a forest’s ecology through the his own personal processes, giving it the right conditions to house flora, fauna and ecosystems in one location. While under his direct management of the forest, he has absolute control over every aspect of it, using the forest’s natural ecosystem of woodland units to his advantage, consisting of all plants, creatures and micro-organisms in that area that are functioning together with all of the non-living physical factors of the environment. When being summoned, the size and overall population of trees and greenery completely envelop his surroundings entirely, consuming everything by laying over a monumental forest to replace the old location that he and his opponent are in. The field he can produce extends to as far as 140 meters in length and diameter, making it the size of an actual jungle located somewhere in an unpopulated region in Earth Land, spreading out its roots and overriding the current condition found in the neighboring ecosystem, regardless of the type it may be, such as being a desert, jungle, etc. The size, humidity, length of the trees, and terrain can be adjusted to suit his needs, enabling him to better hide or use the environment to conceal his attacks from sight, blending in with his immediate environment. As an added benefit, each plant that appears inside this jungle of flora is under his influence, easily capable of using the abundance of abilities at his disposal to create spells that naturally combine with his other magical arts. Interestingly enough, as a living ecosystem, Dark Black Forest will naturally keep expanding and flourishing the longer it remains active, even without Ntros' magic, once casted, it becomes it’s own individual entity, feeding itself from the surrounding landscape’s nutrients and ambient ethernano to keep producing more magic-infused plants, eventually growing to epic proportions until told otherwise by Ntros. Rank: Basic
Spell Name: Bamboo Quake Shoot Magic Name: Green Magic Magic Type: Caster Description: By conjuring massive bamboo vines from the ground, Ntros uses them as a way to handle any type earthquakes or destabilization found inside the earth in order to immediately to stabilize the area from any sort of ground assault created through Earth magic, producing long/powerful vines capable of uprooting rocks or holding large chunks of the environment together to combat collapsing, easily able to hold up massive structures together without it falling apart. By themselves, the bamboo can grow to tremendous degrees by extending high up in the air like real-life bamboo vines, with the only notable difference being the length and relative durability they have being vastly superior than anything produced by rainforest hardwoods. As a quick-growing, versatile, non-timber forest product whose rate of biomass generation is unsurpassed by any other plants, the speed in which the vines grow and the relative capacity to burst through the earth makes in an excellent means of producing an artificial floor that covers large gaping spaces or holding up large structures without collapsing, functioning as powerful support beams with a capacity of supporting the weight of incredibly heavy objects without so much as shattering. The strength of the culms, their straightness, smoothness, lightness combined with hardness and greater hollowness; the facility and regularity with which they can be split; the different sizes, various lengths and thickness of their joints make them suitable for numerous end products/purposes, such as building up walls to block incoming attacks, deflect physical blows with the bendable vines, or creating an artificial flooring for him to step on by growing them side-ways along the floor. The versatility of bamboo outmatches most other tree species due to it being an effective erosion control plant and natural control barrier due to its widespread root system and large canopy, helping reduce runoff that prevents massive soil erosion coming from enemy spells; keeps twice so much water in the watershed; sustains riverbanks; protects surrounding environment during typhoons, either natural or artificial due to its height; regenerates and resilient even after strong typhoons. Rank: Basic
Spell Name: Petal Change Magic Name: Green Magic Magic Type: Caster Description: Ntros can change the type of plant that is already inhabiting an already pre-existing area, quickly substituting them with any other species of plant life of his particular choosing. Drawing many parallels with Requip magic, in which a user can immediately summon or switch out of different suits of armor, Ntros can applies this logic with the toward any flower of plant near him, changing the plant into another type of plant that suits his needs in battle, either to defend himself with or to attack others via his offensive spells, morphing them either into carnivorous plants or docile creatures with the intentions of healing or focusing on defense. His reach can be especially large, affecting from a single plant, regardless of the size, to hundreds of them if near enough to them, creating an entire ecosystem filled with nothing but the same plant replicated on a massive scale. The main purpose of the spell is to allows Ntros to quickly switch out from his spells in an efficient manner instead of finding himself limited with what is around his surroundings or any already conjured plants at are currently active, adapting to the flow of battle by changing his spells out with other spells more suited to deal with a given situation. Any species of plants he can think of can serve as a viable template for Ntros to draw on, mixing and matching out plants that best compliment his fighting and casting style. The spell is most effectively used when Ntros finds himself inside a large of body of plants or whenever he is surrounded by numerous types of flora that is commonly found in a jungle, forest, or locations with an over abundance of plant life. Rank: Basic
Spell Name: Flower Bed Synthesis Magic Name: Green Magic Magic Type: Caster Description: By spreading out his level of dominion over plants, Ntros can breed in excess any type of plant or greenery he wants, generating a vast multitude quantity of a singular or multitude of different species of plant, overrunning the surrounding area. By its very nature, this spell serves the function of duplicating and replicating a plant-based spell hundreds of times by spreading out their roots along a viable source of terrain such as earth, soil, or nutritious means of proteins like large bodies of water. By simply having a single plant that he aims at spread its body out through the intricate system of roots beneath the body, his plants can separate and produce plant buds along the ground, breaking off into an entirely new part belonging to the same plant, replicating the process until they begin to multiply in mass quantities until Ntros finds it necessary to stop. Much like the name implies, he can produce an entire garden plot in which flowers can grown in an instant, overrunning the immediate location with an overabundance of flowers or plants, outnumbering his opponent by treating every plant as a weapon that is at his disposal. Additionally, the spell can extend it’s reach to affect other surfaces aside from the floor, producing vines that embed themselves along wall, ceilings, and any living creature within range, consuming while wrapping itself unto other objects while producing the a plant of Ntros' choosing. The speed in which this spell activates and executes its primary function is incredibly fast, primarily due to the level of plant division taking place underground within the root system, multiplying at a pace that renders it difficult to stop or slow down, moving at a pace similar to a plague. Rank: Basic
Spell Name: Robinia Thorn Wall Magic Name: Green Magic Magic Type: Caster Description: By extending his index and middle fingers from both hands into the ground or simply using plant seeds to grow his spell, Ntros can generate a massive wall of roots and vines directly in front of him or around his immediate vicinity in order to block incoming attacks, be it physical or magical in nature while Ntros remains safe behind it. Considered as the first true defensive spell at his disposal, Thorn Wall draws its roots from the use of Barrier Magic, generating a large wall made from a special species of plants of known as the Robinia pseudoacacia, a species of plant known for possessing one of the most extremely hardest in Earth Land, making it unimaginably resistant to rot, and durable, making it prized for the numerous uses it has in fashioning. When imbued with his magic, this typical style of wood is elevated to magical standards, elevating it status even further beyond into the world of magic by enabling it to block out most incoming spells the moment they impact the hard surface of his wall’s thorns, drastically reducing their momentum and overall impact by using the many vines to cushion the collision. Although physically powerful, the wall of thorns true power shines when interacting with the attack itself rather than the factors that propel it forward; the moment any type of attack of magical origins touches the wall, the energy used to produce it is absorbed through the vines and transferred along the root system underneath the ground, extracting the excess damage that can’t be absorbed and transferring them along their intricate body, releasing them somewhere else that is far away from Ntros' immediate vicinity. The stronger the attack, the greater amount of energy is redirected toward strengthening the wall’s defensive abilities, taking in the attacking spell’s ethernano that comprises it and directing it elsewhere to another location, leaving only the attacking wizard to move in to strike personally. Additionally, aside from combatting spells, the wall’s thorns are incredibly sharp, embedding themselves into whatever touches them as a reflex, making wizards that use physical attacks much more prone to suffering damage up close when making contact. Even though classified as a defensive spell, the vines produced can be manipulated by Ntros to wrap themselves around any object he targets, bringing them in closer or simply throwing him away from harm’s way. The size and relative diameter that they take can be expanded upon by Ntros by simply exerting more magic along the vines, stretching high above the air or far along in a wide direction in order to cover a greater degree of exposure.
Reverse Wall Impact: A side ability produced by by his Robinia Thorn Wall, instead of transferring over the magic energy to another location along the wall’s root system, Ntros can transfer the stolen energy back toward the original source via the vines that make it up, bolstering the walls capacity to block out damage and attacks to the point of deflecting them toward another target of his choosing. This is achieved by placing the energy taken from a spell on an endless loop along the roots and the vines, circulating them with the purpose of throwing the same level of damage back to a spell in the form of defensive energy, causing whatever spell that makes contact with Ntros' wall to rebound off the surface like a rubber ball, ricocheting toward another direction entirely. This ability only becomes expanded upon when more vines are produced in order to provide an even greater level of backing force to shield Ntros, increasing the dominance he has toward controlling how or where he wants attacking magic energy to go by manipulating the way the vines form, from simply throwing directly back at them, curving it from a side, or adding his own magic energy to increase the amount of damage it is capable of delivering upon contact.
Rank: Basic
Spell Name: Golden Ille Resin Magic Name: Green Magic Magic Type: Caster Description: Whenever his plants suffer damage or are cut to pieces by an enemy’s attack, they spew a special liquid that Ntros can utilize in response to their attacks, bending this liquid to his whim by spraying it all over the surrounding area. Resin is a "solid or highly viscous substance" of plant that typically contains mixtures of organic compounds, better enabling them to defend themselves from predators or attackers, releasing massive volumes in the direction of where the the triggering blow originated, or be aimed toward wherever Ntros desires to fire it. Many of his plants, particularly woody plants, produce resin in response to injury, especially against wizards. On it’s own, the resin acts as a bandage protecting the plant from invading insects and pathogens. However, when used by Ntros, the resin serves a much more diabolic function, primarily as a means to hinder his opponent by spraying itself unto them or their weapons, weighing them down due to the weight and dense material it has. However, all resin produced by trees and plants carry a certain level of resin acid levels used to keep insects and herbivores away, with most jungle plants producing more than three to four times greater than when under attack. By producing an excess amount of resin that transfers over to the attackers skin, it can cause severe irritation, applying the use of Green Magic to elevate the level of toxicity it naturally has to the point of being harmful to humans. The longer it remains on a living creature, the greater chance it has to affect their ability to navigate or move their body. Interestingly enough, the moment they are spewed from his plants, they function in the same way a glue, keeping vines, trunks, and other bodily regions belonging to flora together while at the same time providing ample enough defense in case another attack hits the same place twice. Due to the viscous, dense nature of the material that the resin provides, most physical attacks are slowed down or having trouble moving through it, triggering at the exact moment a sword or punch breaks through the first layer of bark belonging to his trees or plants, lodging them in place due to the adhesive characteristics it has, rendering whatever it latches itself unto immobile.
Amber Fossil Resin: Amber is fossilized form of tree resin that has hardened over time after exposure to the air, which can be considered hardened sap belonging to an ancient tree. It started out as resin secreted to heal a wound, but over time, the resin protecting the tree from a certain death is done so by making a sticky, protective barrier against fungus, insects, and outside blunt damage. A subspecies spell originating from the Golden Ille Resin, when the tree eventually falls and begins to decay, the sap remaining that is covering the anything from the previous situation is immediately changed to take on the properties of amber rather than typical resin, resin that is made up of many layers of vegetation, earth and, sometimes, water, that continues to harden from the pressure and heat from his magic shortly after casting. This fossilized resin is the final product of millions of years of slow processing that is immediately sped up in a single instances after making contact with the outside world. While active, anything covered or coated with the liquid substance become susceptible to the spells reach, allowing Ntros to bind, and or imprison others inside fossilized amber, capable of stopping his enemies and their attacks in their tracks by rapidly aging his plant’s resin by surrounding them completely by using the liquid stemming from their body. While active, most objects or people begin to fossilize inside a crystalline state of perfect preservation, entrapping them inside an amber-forced fossilization that physically binds them in place or renders smothered limbs unusable, sealing them away inside hardened rock and crystal designed to imprison their movements in place, rendering his targets immobile. Unlike traditional amber, this type of amber was specifically designed to keep wizards in place, with the crystal-like structure growing in response to the exposure of magic, retaining the life-giving aspects of his Green Magic by continuing it’s growth even after it’s casting, growing with the purpose of overrunning the target’s entire body over time.
Rank: Basic
Spell Name: Greenhouse Coliseum Magic Name: Green Magic Magic Type: Caster Description: Clapping his hands together, Ntros produces massive vines in the form of a large circular dome that envelops both Ntros and his opponent(s), overlapping one another in a series of layers that completely lap over to the point of creating an inescapable dome of thorns and vines. The end result is a massive structure held together by an amalgamation of different plants and materials in order to construct an entire greenhouse that is comprised of a structure walls and a barely visible roof that draws in sunlight, in which plants requiring regulated climatic conditions are able to grown. Designed to construct a viable environment in which he can keep his opponent as close to his as possible while at the same time producing a viable condition for his plants to grow and as a means to completely surround his enemies from every possible direction. The interior of his greenhouse is constantly exposed to sunlight that makes the interior of the dome become significantly warmer than the external ambient temperature, protecting its contents from the cold weather, rising to temperatures of 75 to 85 degrees, serving as a production facility for vegetables or flowers. The dome itself is actually a living, singular plant tasked with the purpose of keeping the contents trapped within from escaping. Every single aspect in regards to the dome is purposefully used to benefit Ntros in some way, such as transforming the conditions within into a hot and humid tropical climate condition, using passive heating methods to keep it hot and humid inside, typically done so by absorbing massive volumes of Solar energy that is released to boost the temperature to frightening levels. The walls and floor are powerful enough to keep powerful wizards trapped within, with hundreds of large vines swirling along in order to them from escaping, capable of regenerating at unnatural speeds. Rank: Basic
Spell Name: Vine Curl Canopy Magic Name: Green Magic Magic Type: Caster Description: A defensive spell incorporating the use of the Hevea brasiliensis plant, or, most commonly known as the rubber tree, is a tree belonging to the family Euphorbiaceae known for their rubbery qualities and the milky latex extracted from the tree that is the primary source of natural rubber. Designed to serve as a means to defend himself from incoming attacks coming from above or below him, Ntros produces large vines and leaves overhead, shielding him from any incoming attacks by using its rubbery texture to bounce back attacks, cushioning the attack in it’s soft, rubbery folds, slipping off the surface due to the collection of sap being built up along the plant. When conjured, it typically shows up in the form of a large leaf growing out of the floor, carrying him around from place to place as his means of transportation and defense, with additional plants growing along it’s large stem. Like a walking armory, this spell functions a means to transport himself, as a well as keep himself connected to the ground floor so as to allow himself to keep a steady supply of usable materials to fashion himself additional spells. The special milk it produces is incredibly toxic to everybody except Ntros, with the white liquid consisting of a diverse range of chemicals that are poisonous or antinutritive to other human being, making it dangerous to the touch.The canopy he generates is extremely resilient to physical attacks, including slash-based moves and techniques, attributed to the slippery sap coated over the surface and stem of the plants that renders it difficult to place a hard grip or land a heavy blow, due to the slippery nature it has. Rank: Basic
Spell Name: Rootstock Mountain Magic Name: Green Magic Magic Type: Caster Description: Placing both hands into the ground, Ntros can summon a massive wooden stump made from the wood that is comprised of a monumental rootstock belonging to a large part of a plant that rises deep from underground. Serving as a way to keep himself separated from his opponent, Ntros summons a large stump in between himself and his enemies, appearing as a large stump the size of a four story building, with the stock itself serving as a means of projecting even greater control over the land by serving as a wire that embeds itself into the ground floor, performing several unique interactions with the soil by providing roots and stems to support any new plants he plans of creating, obtaining the necessary soil water and minerals while resisting the relevant pests of disease and enemy fire. The use of rootstocks is most commonly associated with fruiting plants and trees, and is useful for mass propagating many other types of plants that do not breed true from seed, or are particularly susceptible to disease when grown on their own roots. This spells serves as a viable substitute in the need of using the ground as a source of soilage for his plants to grow, while also protecting him from incoming attacks thanks to the incredibly dense material it is made from, easily able to block out Lightning Magic from conducting along the wood’s surface. Rank: Basic
Spell Name: Gaia-Body Magic Name: Green Magic Magic Type: Caster Description: A unique application of Green Magic that Ntros himself being the only wizard known to produce, primarily due to the unique traits his plant-like body has, he is able to alter and change the properties of his body by using his wide arrange of magic arts to trigger certain effects inside himself. With a body becoming more akin to an actual plants rather than a human being, a result caused by his overuse of Green magic, Ntros has complete control over his own anatomy and all the qualities and parts belonging to it, including his skin, muscles, bones, and blood, as well as other things, allowing him to freely alter and manipulate himself at will. From growing additional appendages or regenerating missing body-parts by simply growing them anew, giving him the option of controlling his body to the cellular level. At the most basic application, he can change and modify his body so as to enhance his physical capabilities, modifying them to a certain degree, from simply transforming key parts around his being to become more plant than human by producing weapons, growing various species of flora inside his own body, or simply cast his spells using his own body as the physical conduit to do so, making the need of using the ground or soil nonexistent for him. It is for this very reason that Ntros is much more well adjusted when in battle, ignoring the need and limitations commonly placed on ordinary wizards, simply casting his spells through his own extremities by growing the plants needed along the surface of his skin, conjuring whatever he needs by simply changing the traits his body has, enabling it to grow all manner of plant species on the fly. Additionally, this also enables him to copy the distinct traits belonging to different species of flora in Earth Land, hence his ability to produce naturally occurring toxins and acidic fluids like poisonous plants without hurting himself, making him a rather difficult opponent to put down due to the various spells and abilities in his arsenal aimed with the purpose of making all manner of plant-life much more difficult to kill, capable of directing those same spells toward his own body by giving him the power to regenerate, use photosynthesis, draw nourishment from underground nutrients, or create his own roots or vines that branch off from his body. Rank: Advanced
Spell Name: Greenman’s Walker Magic Name: Green Magic Magic Type: Caster Description: Generating a green man, Ntros uses it to create a series of duplicate clones of his body, mass producing dozens of different versions of himself that are completely identical to him down to the blood and hair on their body, with the only notable exception being any sense of will or soul being present inside them, making them empty vessels that Ntros controls directly through his magic. Unlike his Plant-Make magic, these particular creations can use all of his magical abilities without an ounce of restraint being present to hold them back, meaning that each clone fights with the same degree of power, speed, and strategy that he himself can demonstrate, making incredibly dangerous to confront. When a clone is produced, a specific quantity of his own magic is transferred over in order to give them a limited quantity of energy to produce spells in order to defend themselves from Ntros' opponents. United together with a single mind, the ability to distinguish Ntros from the rest of his clones is nearly impossible to do, even with the use of magic, considered by Ntros himself from being absolute perfect copies of his body, down to his cells and magic energy. However, since they themselves are simply a result of his magic, Ntros can use each clone to create another plant-based spell, sacrificing them so as to transform their bodies into another creature entirely, a technique that he rarely uses due to the advantages outweighing the needs to do something so drastic. Duer to traits they have, they can be incredibly difficult to kill or incapacitate, mostly because they aren’t held back from any sensations of pain or physical limitations in term so hurting themselves, rendering them immune to any sort of staggering damage, powering through any type of damage they are afflicted with so as to continue their brutish assault. Rank: Advanced
Spell Name: Woodman’s Voodoo Doll Magic Name: Green Magic Magic Type: Caster Description: A special spell in which Ntros encrusts his entire body with wood belonging to the allocasuarina luehmannii, a species of irontree tree known for their incredibly dense wood and tremendous resistance to physical damage, its side benefit enables it to functions as a suit of armor used to block out Lightning Magic as well as physical attacks, with the wood’s properties being enhanced through his own magic to considerable levels. However, it’s true purpose serves a much more sinister; whenever an attack comes for him, Ntros can create an wooden shell around his body, allowing it to take the full brunt of the attack while Ntros transfer over himself over to another location by producing long roots along his substitute body, traveling along them in order to transport himself to a completely different direction. A spell designed to evade and dodge without impeding his abilities, it earns the name of a “voodoo doll” because of the numerous human-shaped wooden statues he creates of his body, spreading underground roots that burrow themselves along the ground with an interconnecting system of vines and plants that allows him to emerge from another place entirely. In this sense, this spells bears similarities with transportation, quickly escaping from a current situation by by instantly using the numerous pipelines or roots to move himself underground. Rank: Advanced
Spell Name: Moly Magic Name: Green Magic Magic Type: Caster Description: A magical herb mentioned of incredibly rare origins, it was once used by an old hero to protect himself from a witch's magic when he went to her home to rescue his friends. The holy plant 'moly' can only when a exposed to Ntros' blood, glowing with a bright red hue that immediately changes to white in an instant later; it has a white flower with a black root along the stem, while the flower has white petals as milk. In myth, the gods call it Moly, “Dangerous for a mortal man to pluck from the soil, but not for the deathless gods. All lies within their power". Much like the story behind it’s use, when used by Ntros, the flowers have an unimaginably high tolerance of magic energy that makes them a powerful tool with the intention of warding spells and magic away, dissipating any spell that makes its way toward the flower. Considered to be a natural form magic unlike that of barrier particles, the flower can shield Ntros from a degree of enemy attacks that are magic in nature, keeping them away so long as he keeps the flower nearby. While holding onto a single flower, Ntros can block out most mid-tier to high-tier spells from touching him, while additional flowers allowing him to downright cancel out much more powerful techniques without so much as touching him. However, due to the requirement of the flowers use being the cost of his own blood to serve as the source of nutrients, it can be incredibly taxing on him, making it a limited spell to use with a dangerous price being needed for extended use. While in use, the flower can sprout out from the floor or along his hand, simply needing to spill a certain amount of blood at the desired location while using Green Magic to grow it to the size he desires. Rank: Advanced
Spell Name: Aglaophotis Rose Magic Name: Green Magic Magic Type: Caster Description: Taking a considerable amount of time to find this particular species of plants, Ntros was able to get his hands on one of the rarest types of plants used in the darkest aspects of magic, Aglaophotis, an herb used in the works of occultism. Said to be a magical herb, the Aglaophotis is a member of the peony family, Paeoniaceae. According to Dioscorides, peony is used for warding off demons, witchcraft, and fever. Due to their complex nature and powerful focus in the darker aspects of magic, the aglaophotis is a naturally growing magical-infused plant, making it one of the rare few species in Earth Land that possesses it’s very own magical abilities without the need of actually having to use Green Magic to give it these properties. With puremature it has, the level of toxicity it has against Demons and Etherious renders it lethal against them, quickly poisoning them while drastically hindering their ability to use magic, making it an effective tool when in a battle. Rank: Advanced
Spell Name: Coat of Arms Magic Name: Green Magic Magic Type: Caster Description: An extremely advanced technique that incorporates the natural abilities belonging to plants in terms to adaptability and the type of environment they are located in, Ntros can adjust the physical and magical characteristics of the plants at his disposal to replicate the defensive properties belonging to different species of flora found in Earth Land in order to better enable them to resist a multitude of spells he would encounter in a battle. The main purpose behind this particular spell is to enable his plants to survive in hostile conditions and uninhabitable conditions where ordinary plants would be unable to do so through traditional means.
Red Baobab: By having his plants adopt the traits of the Baobab tree, an extremely ancient tree known for having bark that is fire resistant, it enables every plant he summons or currently exists is able to ignore 80% of damage involving Fire Magic-based spells, decreasing their destructive capabilities to an extraordinary degree, making the plant extremely difficult to catch on fire or burn due to the reinforced surface and innards. It is because the baobab, one of the longest-living, strangest looking trees in the world, that it stores massive volumes of water inside its thick, corky, fire-resistant trunk for the dry months ahead, only activating when they are exposed to extreme levels of heat. They can grow to be nearly 100 feet tall—but it’s the baobab’s bulk and stature that is so astonishing; many have trunks 30 feet in diameter. This attribute is also reflected when imitating it's qualities, cauing his plants to grow to enormous sizes.
Blue Hydrophytes: Adopting the qualities of aqautic plants suited from deep seas envieomrnt, they are plants that have adapted to living in aquatic environments (saltwater or freshwater), allowing them to live in submerged in water, or at the water's surface, hence enabling every plant he summons or currently exists is able to ignore 80% of damage involving Water Magic-based spells, decreasing their destructive capabilities. While active, A his aquatic plants are able to survive in brackish, saline, and salt water, while at the same time enduring the drastic changes made to the water's change in temperature, and physical assault coming from water-oriented attacks, immediately absorbing the water aimed at them and incorporating them into their growth, growing larger as the water becomes stored along it's leafs and lower roots.
Yellow Ironwood: Drawing its characteristics from the allocasuarina luehmannii, a species of irontree tree that typically grows to a height of 10 to 20 metres (33 to 66 ft) and usually produces a clear trunk. This particular tree is genuinely know for being the single-most hardest wood in the world, with a Janka Hardness of 5060 lbf, making it the most durable wooden material in all of Earth Land. By applying their hardness and durability toward his plants, Ntros can magically enhance their level of hardness even further by giving it magical properties through Green Magic, escalating the tree’s natural ability to resist physical trauma to an unimaginable degree, to the point of easily brushing off nearly all manner of magic swords, guns, or slashing spells without so much as scratching the surface of the wood.As a result, his plants can not only brush off the strongest of physcila attacks, but also deflect or disperse electricty, allowing them to ignore 80% of damage involving Lightning Magic-based spells, decreasing their destructive capabilities due to the wood's nonconductive ability to resist electrical impusles of all types.
White Alpines: Using the the flowers found in the Alpines, plants that grow in an alpine climate, which occurs at high elevation and above the tree line in alpine tundra. Alpine plants must adapt to the harsh conditions of the alpine environment, which include low temperatures, dryness, ultraviolet radiation, and a short growing season, making most alpine plants well adjusted to extreme temperatures at some point in their lives, making them well adjusted to intensely cold climates. While in use, Ntros' plants can ignore 80% of damage involving Ice Magic-based spells, doing so by avoiding the freezing of their exposed tissues by increasing the amount of solutes in their tissues, known as freezing-point depression that allows them to remain active at below zero climate. Another, somewhat similar, method for his plants to avoid freezing is by utilizing super cooling, which prevents ice crystallization within plant tissues to occur, stopping them from freezing completely solid. These methods are only sufficient when temperature is only moderately cold. When his plants need a more permanent solution, they can develop freeze tolerance. Plants can also dehydrate their cells by moving water into intercellular spaces. This causes ice formation outside of the cell where ice crystals will not cause damage. When all of these strategies fail to prevent frost damage, alpine plants often have the capacity to repair or replace the organs damaged. As it is often difficult to prevent damage, many alpine plants depend on the replacement of their organs. They help make this possible by placing their meristems below ground, where temperatures are generally warmer. This renders them immune to the effects of Ice Magic to an incredible degree, enabling them to maintain their solidity and biological functions even in at -200° F and lower.
Rank: Advanced
Spell Name: Super Synthesis Magic Name: Green Magic Magic Type: Caster Description: By accelerating the natural metabolic activity inside plants, their ability to take in natural resources is viciously heightened to the point of aggressively taking their nutrients by force from the surrounding environment, doing so that throws off the natural balance of nature. While active, his plants steal as much as they can in terms of natural resources that are typically used to feed a plant's growing body, such as sunlight, water, wind, and earth belonging to the ground, taking them in excess to the point of affecting the environment in a disastrous way. After activating, the surrounding landscape darkens due to the heightened sense of photosynthesis taking place, absorbing any and all nearby light particles to increase the healthy status of it's flowers. At the same time, the plants he creates drink as much water as they can when exposed to it, leaving a given area depleted of all water. Afterwards, the land and nearby rock is weakened by the absorption of minerals and nutrients, eroding it to a severe degree. In return, all of his plants can grow 5x's their ordinary rate in a wild frenzy, all the while giving them the power to consume Elemental Magic that falls under their category of nourishment, better aiding them in receiving more sustenance to elevate their size and mass. Rank: Advanced
Spell Name: Nature’s Keeper Magic Name: Green Magic, Great Tree Arc, Plant Magic Magic Type: Caster Description: Considered the ultimate spell of any magic that has to deal with plants, Ntros channels Green, Great Tree Arc, and Plant Magic Eternano into him, he changes the structure and functions of the cells in his body, enabling his cells to absorb oxygen directly from the air. He then take it a step further by changing his Eternano pathway system and internal organs as well, lacing them with a thin layer of plant cells. This causes Ntros to become a human plant. The transformation is complete when his skin and the sclera of his eyes turn pale green and a vine with red and white flowers grow and wrap around his arms, legs, and neck.
This form has a variety of benefits. For one, Ntros has access to a perpetual photosynthetic cycle. This enables him to act without having the need to breathe or eat, and tiring out becomes much harder. Secondly, the flowers growing on him act as Eternano receivers' enabling him to feel out many Magic signatures and distinguish them. He can also gather Eternano particles in the air to consume to replenish lost Eternano or release it all at once. Also, his strength and Eternano level triple, making him stronger and capable of using any Nature based spells that required a pre-existing source without the need of resources. Lastly, he able to heal from attacks much faster than normal and the process starts immediately. Even if a limb is sliced or blown off, it will be regenerated in minutes.
However, this technique poses many threats as well. For one, since Ntros is around 40% cellulose, he is more susceptible to Fire and Lightning Magic and receives great damage. Secondly, this spell slowly eats away at the body, risking him to turn into a full plant with no way to defend himself or revert to his human form so he must deactivate this spell in 5 minutes (5 posts). Having his head removed kills him instantly. Next, if the flowers are removed from him, he must wait for the plants to grow again to receive outside Eternano, which saps whatever Eternano Ntros currently has. Lastly, since photosynthesis relies heavily on sunlight or oxygen, Ntros becomes much tired faster in smoggy or dark environments while in this state and may even become damaged over time. Rank: Ultimate
Spell Name: Solar Outburst Magic Name: Green Magic, Great Tree Arc, Plant Magic Magic Type: Caster Description: The forbidden, but also among strongest offensive spells of nature type magic, Ntros will only use this and Nature's Keeper as a literal last option in a fight. After gathering enough Eternano, the flowers growing on Ntros' body separates from their vines and spread out around Ntros and his target in a circle. Ntros channels Eternano into each of the flowers and causes them to activate a extreme version of photosynthesis, drawing enormous amounts of sunlight until they start to shine brightly as though they became stars themselves. Ntros then clasps his hands together and releases the Eternano from the flowers. The end result is the flowers spinning around Ntros and target at a high speed and creating a barrier of solar energy. The heat of the barrier is so intense, touching it leads to severe burning. Afterwards, the flowers channel all of the solar energy they gathered into one spot above Ntros and his target. Ntros then unleashes the solar energy as a white shockwave that slams upon both him and the target, dealing extreme impact damage and a white-hot explosion that spreads out for up to 40 meters. This techniques drains the flowers of their Eternano and kills them, and leaves a gigantic crater of flames of molten rock.
This techniques has many downfalls with it. For one, the flowers that are used for the spell die and their replacements for Ntros take days to weeks to mature, time he doesn't have for the spell that will make him into a plant. Secondly, the attack uses its caster as the medium, meaning that Ntros is also targeted by the spell and past users of this spell are almost always killed in the subsequent attack, labeling this as a Forbidden and Suicidal Spell. Lastly, if Ntros does survive, he will suffer devastating burns and broken bones. The burns can be undone if he reverts to his human form, but the broken bones remain and will require healing. Also, the attack forces him to be unable to use any Nature Type spells for a few days. Someone resistant to heat could destroy the barrier and escape the blast radius.
Due to the requirement of solar energy for this spell, it is best used during a clear, bright day or alongside someone who uses Solar Magic, though they will become targets of the attack as well. Also, since this technique utilizes raw solar power, this spell could be considered a Solar Magic Spell as well.
Rank: Ultimate
Spell Name: Blooming Lotus, Buddha’s Birth Magic Name: Green Magic, Great Tree Arc, Plant Magic Magic Type: Caster Description: When performing the Blooming Lotus, Buddha’s Birth, Ntros charges magical energy from the environment and gathers it within his hand; as the nature spikes up, being configured into souls representing the earth; his own magical aura flares outwards as it shoots upwards, suddenly causing the fast rising of a large amalgamation of vines with a closed flower at the very top—once this is done, the closed flower will begin to fold open and blossom, taking upon the form of a lotus flower; a black sphere forming in the middle of the flower. Once this is performed, the lotus flower focuses its position to aim straight in front of Ntros, aimed towards his target; after this, the flower opens up and the black sphere forms another, but a smaller black sphere with a circle of runic language in-between. The smaller sphere suddenly gathers and condenses magical energy; in addition to the magical energy he has absorbed, intensifying the magical energy by convergence and acceleration, before releasing it as an energy beam of immense power fired from the flower, which, at full power, possesses enough force to turn an acre of desert into a sheet of molten glass. It becomes far more powerful the later it's used- it is most useful when activated towards the end of a battle between high-level opponents, since the area will be saturated with excess energy from their attacks. It is a recycling of the eternano just used and spread over the battlefield. Therefore, even though Ntros has been exhausted from his magical energy, Blooming Lotus, Buddha’s Birth can still be invoked. This attack does not have to grow completely into a flower in order for Ntros to utilize its power as he been shown release just a few vines, and he can grow the flower as high as his mind will allow for others to see and follow to his location or extend the length to reach its target from long range. The vines of Blooming Lotus, Buddha’s Birth, upon a single command, can enable Ntros to wrap them around his body, creating a sphere-like defense around him body that enables him to be protected against many attacks of various shapes and sizes. Rank: Ultimate
Posted: Tue Jul 11, 2017 10:19 am
Plant Magic
Spell Name: Thorn Vines Magic Name: Plant Magic Magic Type: Caster Description: His fist offensive spell of this magic, by giving a simple hand gesture, Ntros can summon forth multiple vines from the ground aimed with entangle the opponent or simply weave them around to grab things for him, acting as an extension of his hands in order to increase his reach over a certain distance, giving him a greater chance to fight enemies at mid-range to long-range distances. The shackles he produces take on the shape of ones used for criminals or construction, with the added benefit of having razor sharp things sticking out along the vine’s body, tearing at anything they touch, with their primary design focusing on allowing them to slash and gash at his opponent's body, violently jabbing themselves inside his victims, making it very difficult to remove them once they latch themselves onto something. One of his more versatile spells, the vines can also be produced off his own body, appearing around his arms in order to swing away or maneuver in ways that ordinary individuals would be unable to do so. So long as their is a suitable means of transporting his vines, they can appear anywhere that is remotely connected to rock and earth, traveling through the soil by tunneling through it so as to reach their designated area, giving him a greater capacity of catching his opponent off guard, appearing directly from underneath them to attack from point-blank range. In terms of durability, the vines have a high degree of tolerance toward physical damage, with their stem’s level of elasticity causing them to be rather difficult to tear or rip when exerted upon, giving them sufficient force to hold down even the largest of predators without offering them much difficulty or strain. This fact is only further enhanced by the fact that Ntros can further elevate their properties through the additional use of Green Magic, offering additional support toward strengthening their corporeal integrity, making all the more harder to break. Rank: Basic
Spell Name: Pranha Vines Magic Name: Plant Magic Magic Type: Caster Description: A more advanced version of the original spell, Ntros gives his thorn vines more living characteristics by having them grow additional parts along the vine, such as more thorns, longer lengthened bodies, exuding poison along the hape edges of said thorns, and the most notable changes being the addition of mandibles and fangs along the point of the vines, appearing in the form of multiple mouths heading straight toward the enemy. Unlike its previous form, these vines produced by Ntros offer much greater strategic values with the added use of giving them a greater level of independence from his own control, acting in a manner very reminiscent to a bloody hungry animal on the prowl for it’s prey, with the saliva it produces being unimaginably acidic to anything that isn’t Ntros or his own plants. With a higher sense of intelligence, the vines move much more erratically and uncontrollably than ever before, attacking without offering any sense of direction or purpose that Ntros himself would normally offer, making them an independent force to be reckoned with. While active, the piranha vines can endlessly pursue their target by tracing key factors radiating off of their person, such as pheromones, sweat, heat, and sounds passed through the ground, providing excellent tracking abilities for hunting multiple targets on the move. As an added benefit, they are twice as durable and come equipped with the ability to produce acidic bodily liquids that course through their body, releasing them immediately after suffering severe damage (cuts, slashes, body blows, severing) or releasing them voluntarily by spewing it forth like bile, melting any organic material that makes contact with aside from plant organisms while at the same time, liquefying inorganic materials such as rocks, metals, or basic polymers. Rank: Basic
Spell Name: Vampire Bud Magic Name: Plant Magic Magic Type: Caster Description: A much more sinister application of Plant Magic that involves Ntros producing special seeds from within his own body that take on the appearance of black seeds that appear along his hand. Unlike traditional seeds, these particular ones require a living being to serve as their primary catalyst to house them rather than simply growing in the ground like ordinary plants. Activated through a variety of means, Ntros mainly applies their use by either physically injecting them inside his opponent's body or sending them inside in the form of a projectile, tearing through skin and muscles as it embeds itself inside the target’s body, sinking itself inside the target until the flower bud begins to flourish into a bright red flower, releasing an intricate system of thread-like roots that latches itself inside the point of origin, developing powerful strands that jab themselves deeply inside them. After it has had enough time to secure its roots within the victim's body, the vampire bud slowly begins to grow in size and length, nourishing itself on the host’s magic energy and bodily nutrients in order to grow larger along the the point of entry, enlarging the vines it has inside the host, making much more difficult to remove due to how deeply it has it’s vines entangled inside their body. Removal of said plant can be very difficult to do without causing severe damage to the their body, a result of the seed’s tendrils latching unto the surrounding muscles and skin, with Ntros being the only with the skill and know-how able to remove the seed. Should the flower itself be destroyed, so long as the seed remains, it can constantly keep regenerating at the expense of the host’s own magic energy; while latched on, Ntros can stimulate its growth and attach different types of plant-based spells to activate, making it a ticking time bomb. Rank: Basic
Spell Name: Puya Chilensis Mace Magic Name: Plant Magic Magic Type: Caster Description: Growing a plant belonging to the puya chilensis, a terrestrial evergreen with dense rosettes of grey-green, that comes equipped with strap-like leaves edged with hooked spines, the plant bears a striking resemblance to the spikes belonging to a medieval maces. With sharp vines it has, Ntross mallet grows to incredible levels, bearing the size of a large tree that targets any viable prey nearby, they mainly entangling Ntros' victims in a net of razor sharp spines of the leaves, stabbing themselves inside their body by tearing through them. Upon doing so, the plant gains nutrients as it rapidly decomposes the contents trapped within the plant's leaves. For this reason, the puya chilensis plant is used by Ntros to physically assault his enemies by bashing against them with the heavy body it has, with its sheer size and weight easily able to fling even the largest of predators of their feet in a single blow, while the sharp spikes ripping whatever they touch in a single blow. Able to be summoned from afar, the impact they deliver is what earned them their name as a “mace”, inflicting tremendous blunt and slashing damage by repeatedly bashing into his opponent, which is only further worsened when a multitude of them are used all at once, with a multitude of these trees attacking from a variety of locations, beating down his opponents by constantly flinging them along to different trees conjured by Ntros. Rank: Basic
Spell Name: Cactus Needle Pot Magic Name: Plant Magic Magic Type: Caster Description: Summoning large cactus along different locations on the battlefield, Ntros can elongate their length and strike at his opponents in the form of large bodies of plants with the power to pierce deal devastating blunt damage, with the needles cutting their way past through armor and most types of physical armor as the needles embed themselves on them, dragging whatever they touch toward any direction Ntros wishes them to go. For the most part, he can produce numerous type of cactus plants while extending their size so as to chase down his opponents and deliver a barrage of painfully sharp needles repeatedly stabbing at them. The length of the needles, as well as their degree of piercing power they have can be re-adjusted to suit his needs, such as elongating themselves to the point of completely skewering his opponent by fully piercing through their body, leaving behind gaping holes in their wake. When on the defensive, Ntros can use the needles themselves as projectiles that fire forth with the same level of power as knives, stabbing through whatever they encounter by severely embedding themselves inside their target, going straight through them like a bullet. As an interesting note, he can apply this spell to his own body due to the unique properties it has, growing a series of spikes and needles along the any region in his body, treating every attack he throws as if he were carrying spiked brass knuckles or a suit of spiked armor, hindering his attacker from touching him but completely having a body full of sharp needles protrude from all directions. Rank: Basic
Spell Name: Deadman’s Flower Magic Name: Plant Magic Magic Type: Caster Description: By growing a series of purple-like lilies along the surface of any plants or terrain, they emit an extremely poisonous miasma of smoke, drawing its poison from the manchineel tree, one of the most dangerous trees in the world, known primarily for the extreme toxicity it has. Using a combination of various other plant to further bolster the plant’s toxic effect on others, the venomous nature it has becomes much more prolific toward other objects and people, with the sheer poisonous nature it exudes easily able to do prolific damage on whatever it touches. With a single drop of it’s sap, it can cause metal to twist and churn with blisters as it melts it, causing incredible damage with their mere presence. As such, all parts of the flower contain strong toxins, some unidentified while others being extremely toxic to the touch. With the simple of just standing near it during a powerful breeze will cause blistering of the skin from mere contact with this liquid, making very difficult to interact with in terms of battle. Even destroying the flower, such as ripping it or burning it can cause ocular injuries if the smoke reaches their eyes, causing blindness as a result of long exposure. With such a dangerous plant at his disposal, Ntros uses it to poison his enemies into submission, only offering the cure after securing his win, In most instances, the spell is cast in tandem with other spells, serving more as a support technique rather than an offensive one, commonly sprouting over his plants in order give them a poisoning effect with the purpose of immobilizing or severely poisoning his enemies. This is typically demonstrated when using it with Plant-Make, attacking these flowers along his creations so as to make them much more dangerous to face in battle. When left on their own, the deadman flowers poison cloud grows in volume so as to spread along the battlefield, with the volatile nature of the poison causing muscular and nerve damage to whoever is exposed to it. As a side bonus, the flower can be reduced into the form of a liquid, coating itself along the surface of his plants in order to bolster the chances of them poisoning his enemies through physical touch.
Being immune to the effects of the flower, Ntros can actually reproduce the same toxin inside his body in the form of a soluble liquid that he can carry in his mouth in the form of saliva, naturally churning it until it obtains a gaseous form, allowing him to expel into forward in the form of a large cloud that is exhaled from his mouth, fully engulfing the body and surroundings of whatever he aims it at, severely poisoning it to the point of overdosing his target on his venom, causing a wide arrange of status effects to activate on his opponent. During initial exposure, the victim has difficulty breathing with a steadily increasing blurring vision beginning to worsen, all the while their ability to move becomes impaired the point of making ordinary navigation difficult to manage. Since the poison is of magic origin, it can only be treated by a magical ability on par with the level of toxicity his spells has in terms of healing, making it rather hard to handle while simultaneously fighting Ntros In battle. Due to the volatile nature of the mixture, it can inflict severe chemical burns along the surface of whatever makes contact with it, from metal to other living creatures Rank: Basic
Spell Name: Mandrake Scream Magic Name: Plant Magic Magic Type: Caster Description: Using the mandragora officinarum species of plants to grow his very own, Ntros channels his magical aura into its creation, producing mythical plant otherwise known as a screaming mandrake, a plant known to excite delirium and madness. In the past, mandrake was often made into amulets which were believed to bring good fortune, cure sterility, etc. In one superstition, people who pull up this root will be condemned to hell, and the mandrake root would scream as it was pulled from the ground, killing anyone who heard it. In this instance, Ntros grows a mandrake along the ground, which has a root that looks like a human, grabbing unto in order to pull it out of the ground, releasing a concussive blast of sound that completely overwhelms their ears and senses, often being the main cause behind the death of many wizards. Functioning in a manner very similar to Sound Magic, he uses the intense sound and noise produced to either incapacitate of knock his opponent unconscious; depending on how close they are and the the intensity in which his mandrake is screaming, the sound produced can easily shatter glass-based objects with relative ease, such as destroying objects constructed through Ice Magic, shaking rocks and metals to the point of shaking uncontrollably. When exposed to human ears, the shockwave is easily powerful enough to slip past through the ear drums, directly impacting his target's mind, shaking it from the inside out, inflicting severe mental damage. At the rate in which it is screaming, simply blocking out the noise with one’s hands does nothing to hold back the damage or piercing noise from reverberating inside his opponent's body. If need be, Ntros can grow his own mandrake along the surface of his own body in the form of an extruding face appearing along his chest or hands, screaming at the top of it’s lungs as it serves as a defensive attack by focusing the shockwaves produced by compressing them even further into condensed waves. While active, Ntros is the only one that remains unaffected by the screams, simply pushing them aside as simple loud ruckus in his ears. Rank: Basic
Spell Name: Hungry Grass Eater Magic Name: Plant Magic Magic Type: Caster Description: By stamping his foot on the ground, he uses his Plant-Magic to infect the ground with a patch of cursed grass, resulting in anyone caught walking on it to be doomed to a perpetual and insatiable hunger. Based around a unique type of plant found growing around Earth Land, he uses his magic to create hungry grass, a rare form of magical plant said to be planted by fairies in lost forests. Much like the legends, anyone walking through it is struck by insatiable hunger; this factor is contributed by the fact that his cursed path of earth actually steals large reserves of magic energy, as well as their stamina, leaving them in a constant state of drainage that slowly saps away at their power. While active, the cursed path of earth only remains active around a certain degree of length near Ntros, making it rather limited in reach. However, the cursed land moves in by altering its position in order to reflect the direction of his Ntros' movements, making it difficult for his target to escape as long as he continues his pursuit. So long as he is in pursuit, the land around him will continue to consume his opponent's physical and magical reserves of energy, transferring them over toward his own plant to gain nourishment. This effect is only amplified when wizards begin casting spells in his area of effect, increasing the absorption even further by drawing out their energy when a spell begins to form and consuming said spell after being activated. Additionally, his personal area surrounding the cursed grass becomes devoid of all manner of ambient magical particles such as ethernano or barrier particles, a result of the grass consuming both in order to nourish itself by taking them inside itself. When enough particles and energy have stored, Ntros can use the collection of gathered magic in whatever manner he sees fit, from casting stronger version of spells or simply using it to replenish his own energy so as to fight at a longer pace. Rank: Basic
Spell Name: Venus Sky Eater Magic Name: Plant Magic Magic Type: Caster Description: His primary means of spells that focus on summoning all manner of carnivorous plants that derive most of their nutrients from trapping and consuming animals or living creatures, these special brand of plants were designed to adapt to grow in places where soil is thin or poor in nutrients, making them the most aggressive plants at his disposal that aren’t so easily destroyed by other types of magic. Under his command, Ntros carries over at least 583 species of plants that attract, trap and kill prey, absorbing the resulting available nutrients in order to bolster their growth and abilities. The most common application of these spells is the creation of various types of venus flytraps that focus on catching their prey— trapping structure formed by the terminal portion of each of the plant's leaves, which is triggered by tiny hairs on their inner surfaces that immediately crashes down when making contact with lingering prey. While active, the plants he creates possesses an incredible sense of physical power that far exceeds his magic spells, immediately snapping shut the exact moment contact occurs within approximately twenty seconds of the first strike. Considered as the most powerful of his basic offensive spells, the Venus flytrap is one of a very small group of plants capable of rapid movement that immediately devours Ntros' enemies, using the acid located along the walls to change the shape of the trap lobe while simultaneously dissolving his opponents and their equipment. While the prey remains entrapped, it will continue to stimulate the inner surface of the plants innards, causing a further growth response that forces the edges of the plant’s vines together, eventually sealing the trap hermetically and forming a "stomach" in which digestion occurs. Release of the digestive enzymes is controlled by Ntros in the form of hormone jasmonic acid, the same hormone that triggers the release of toxins in carnivorous plants. On the fly, he can summon numerous plants to move out and devour his opponent.
Pitch-Fall Eater (): Pitcher plants are several different carnivorous plants which have modified leaves known as pitfall traps—a prey-trapping mechanism featuring a deep cavity filled with digestive fluid liquid. The traps of what are considered to be "true" pitcher plants are created from modified leaves; however they are not simply folded into a tube, and the process is far more complex. A passive trap, pitfall traps attract prey with nectar bribes secreted by the peristome and bright flower-like patterning within the pitcher. The linings of most pitcher plants are covered in a loose coating of waxy flakes which are slippery for insects and people alike, causing them to fall into the pitcher. Once within the pitcher structure, digestive enzymes or mutualistic species break down the prey into an absorbable form for the plant. When unleashed by Ntros unto the battlefield, the large pitcher is released underground, moving it’s way toward his opponent, dissolving through the ground floor in order to immediately arrive underneath his opponent, collapsing the floor in order to swallow them up in one fell swoop, allowing it to digest and consume their prey in peace by sinking back underground. While trapped inside the pitcher’s stomach, the walls and upper region swell with acidic liquids that can easily melt through metal and magical items upon contact, outranking the acid produced by any of his other spells by a large margin. The texture it has makes extremely difficult to break through, even with swords or weapons, acting in a similar fashion to muscles that flex in response to physical assault.
Snap Trap Eater: The only two active snap traps—the Venus flytrap, his main method of attacking his opponents with a series of massive plants that attack from all angles, using numbers to overwhelm them through their combined physical might. Their trapping mechanism has also been described as a"bear trap" or "man trap", based on their shape and rapid movement that gives them the strength to bite entire limbs off with a single powerful chomp. Once the biting begins, the trap eater produces rapid acid growth inside it’s mandible. As the most common type of plant he can summon, the amount of energy the require is very little, enabling him to produce dozens of them of various different sizes, growing along any surface that their roots can latch themselves unto, growing to tremendous lengths in order to pursue any viable prey nearby, spewing gastric acid while biting into anything nearby. Possessing the body of a venus flytrap, they are easily drawn to sound and heat, while at the same time following all o0f Ntros' directions to the letter, slithering across walls and floors, either by going underground or on the surface, until reaching their designated target.
Rafflesia Vine Eater: A stationary carnivorous plant based off of the rafflesia species, a parasitic plant designed to serves as a stationary spell, it sinks it’s deep roots along the ground floor, producing large elongated vines with protruding teeth attached along the farthest end, allowing to consume all manner of prey and organic materials through the intricate root system it has, adopting the qualities of whatever they consume in term sof magic. With dozens of bloodthirsty, man eating vines emerging along the ground, the plant’s main body resides deep underground, with the opening region of the flower releasing various seeds in it’s wake, replicating itself along the surrounding soil, generating multiple vine eaters that increases the number of voracious vines that exist in a given area. So long as the main body remains, the vines can keep regrowing in mass, doubling in number each they they are cut or destroyed. The vines themselves can be utilized by Ntros as a way for him to cast additional spells by channeling them as a magical conduit, serving as a direct link between himself and the surrounding area, primarily due to the far end length that his vine eater is located in, far enough in order to escape the range of various spells. In extreme cases, the large opening along the center of it’s body can fire Ntros' own magic energy in the form of Magic Beam, bursting through the floor in order to strike their target from a far enough distance, doing so by throwing a sneak attack from deep beneath the ground.
Rank: Basic
Spell Name: Sun-Flare Flower Magic Name: Plant Magic Magic Type: Caster Description: By growing a special brand of sunflowers near him, Ntros can channel the rays of the in the form of solar energy, enabling the flowers to fire a multitude of magic rays in the form of solar energy, giving them the properties of Light Magic beams with the ability to pierce through his target by using the heat provided by the light they fire. Using a small aspect of solar light to melt through conventional materials such as metal, they tend to use rapid fire volleys to unleash a maelstrom of blasts that tackle his enemies head-on, with the number they produce being extremely difficult to dodge due to the quantity they produce. By concentrating the light they exude in the form of beams rather than blasts, they can fore condensed beams of light with the intention of cutting through his enemies rather than simply fire that them from a distance, slashing and violently severing anything near Ntros' immediate vicinity. When combined with his Green Magic with the intention of increasing their size, the size and intensity of the light they can produce increases significantly, enabling it to fire giant sized blasts of light rather than diminutive ones. Additionally, the flowers can continue firing their light by using photosynthesis to take in additional light in order to maintain their attacks, making them an excellent way for Ntros to defend himself from Light Magic by having the flowers take in their energy in order to bolster their primary functions. Rank: Advanced
Spell Name: Saber Petal Magic Name: Plant Magic Magic Type: Caster Description: Producing a large current of air around his body, Ntros destroys an entire plant structure such as trees, vines, needles, thorns, sharpened leaves, in order to change the into flower petals that Ntros grabs in his hand and lunges them toward his opponent in the form swirling wind around him, spreading out to cut and slash at his opponent with hundreds of sharpened sword-like petals being at his beck and call. Once in range, the petals attack and rip anything in front of them to shreds, as if thousands of knives were each delivering cuts along their entire body. With the range it has, it normally races forward to cover an entire area, flooding it with sharp materials that violently cuts anything that inhabits that region, naturally floating in the air with the same cutting power as a sharpened sword. However, the direction and concentration they have in an area can be shifted around, from appearing in a single spot to spreading itself thin order to cover a great range. For the most part, the saber petals can be used to guard against other spells by cutting it apart, using their magical cutting power to destroy the stability of their spells by repeatedly bashing against it, shaving away at the attack’s body, cushioning the impact it would have and reduce the power it has considerably. Rank: Advanced
Hirio of the Hoh
Vice Captain
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Hirio of the Hoh
Vice Captain
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Posted: Tue Jul 11, 2017 10:19 am
Plant-Make
Magic Name: Plant-Make Magic Type: Caster Description: Upon activation, numerous vines wrap around Ntros’ hand, blossoming forth a sword made of both plants and magic energy that is intended for melee combat. The sword is strong enough to be used against normal swords as well as them being able to function in the same role as launched projectiles from afar. In terms of length, the sword bears many similarities to a traditional sword, with the only notable difference being that the blade itself is an enormous thorn with a blade handle attached along the lower end of the thorn, acting with the same functions as an elongated broadsword. With the the combined properties of both a plant and a sword, the entire structure and from it has is completely under Ntros’ disposal, enabling them to alter the shape and size however they wish without decreasing the base abilities and quality it has as a result, meaning that the sword is compatible with other types of spells Ntros has in his arsenal, creating variable styles in which they can cast the blade outward in battle. As a constant effect, the sword is laced with acidic materials along the sharp edges, better enabling it to cut through solid materials at a greater rate of speed than done so through traditional means. Combined with magical aura, the sword boasts tremendous cutting power greater than normal magic swords, more than doubling its capacity to deal slashing damage to an even greater extent than could be done with simple magic alone. Capable of growing an abundance of blades at once, the limit on the number of blades Ntros can conjure at a single moment is specifically defined due to the resources they can use to produce the, such as applying the use of the ground of local soilage to mass produce more. Aside from slashing or swinging, Ntros can use them as proficient projectiles that function as throwing weapons, easily piecing through most materials they touch due to the special layering it has. Rank: Basic
Spell Name: Plant-Make: Dagger Magic Name: Plant-Make Magic Type: Caster Description: Producing numerous throwing knives, they take on the shape of miniature razor-edged blades that function with the same purpose as knifes, either for close-quarter combat or long-range throwing, giving him an edge for multiple styles of ranged combat. The weight and size make them ideal for carrying them during strenuous movement, making them easy to carry when on the move. The most interesting part about them is that they carry the shape of a flower bud, with a medium sized sharpened stem sticking out from underneath, making them excellent tools for shaping and stabbing other with. With his slender build, they can fly through the air at tremendous speeds once thrown, protruding through his target like a harpoon by stabbing them and releasing thorns along the outstretches of the blade, embedding himself deeply afterwards. Much like all of his Plant-Make weapons, these daggers also carry a unique trait about them that makes them much more than an ordinary tool. Once thrown, the moment they make contact or are activated by Ntros, the flower bud on the dagger begins to sprout out a flower, with numerous different types of vines and materials springing off of it in large volumes, releasing spores in order to produce more flowers along the surrounding environment, fertilizing the ground as the remaining dagger fulfills its own role. Whether or not they successfully injure or make his way to his target, regardless, they can still attack by forming sharp vines along his body, molding them into another weapon via his plant-like body. Rank: Basic
Spell Name: Plant-Make: Cage Magic Name: Plant-Make Magic Type: Caster Description: By extending his hands outward, or placing them unto the ground, Ntros can throw a massive quantity of plant roots and stems out from his point of origin, producing a rectangular or spherical cage that encircles his target until completely enveloping them inside a large cage or an extremely tight restraint tied along his body. Due to his durability coming from the use of an Ironwood tree, the bars of the cage can’t be broken easily or burned through the use of basic Fire Magic, making them rather durable to hold the contents inside from breaking out. Able to be cast from a safe distance by having the vines protrude from the ground beneath his opponent, it makes it one of the rare few spells of Plant-Make that doesn’t require Ntros to be in a preselected distance to use, making it castable from far off directions while they keep his distance. Depending on the amount of magic they use, the cage can shrink or expand to swallow up more victims or contain larger creatures, giving it a varied use. Interestingly enough, the vines that make up the cage’s bars can be further strengthened by the amount of magic energy they are exposed to, a trait inherited by the life-giving Green Magic to significantly bolster the cage’s level of holding power even further beyond his normal capacities. Rank: Basic
Spell Name: Plant-Make: Whip Magic Name: Plant-Make Magic Type: Caster Description: By grabbing onto a single flower, seed, or root, Ntros can dramatically increase its size and length so as to bear the resemblance of a long whip, with several sharp thorns attached along the length of said whip, enabling it to cut through objects while tying itself into anything it touches, violently squeezing them to the point of crushing them to pieces while simultaneously stabbing and inflicting gashing slashes along the surface. With this, Ntros can attack with mid to long-range proficiency, striking with incredibly powerful ranged moves that can sweep up an entire area with broad swings, with the relative momentum and speed tearing flesh and bone apart if enough force is exerted upon them. While on the defensive, Ntros can holster the length of the vine along other objects to swing himself away, dodging or evading attacks with an even greater finesse than before. The most powerful ability it has however is the unique way it interact with other objects; when the whip strikes or makes contact with another person or object, the wip embeds unto it a series of carefully conceal seeds of different plants, violently injecting them inside them with the impact it delivers upon contact, doing so without giving up Ntros’ intentions, keeping it a silent attack. The size and qualities of the thorns can be adjusted by Ntros to fit his surroundings, such as making them much sharper to latch itself unto the its target and making itself long enough to slither its way across the environment. If need be, Ntros can control the way it moves. Rank: Basic
Spell Name: Plant-Make: Spikes Magic Name: Plant-Make Magic Type: Caster Description: A much more offensive style of Maker Magic, Ntros slides his hand on the floor or through a simple thought, he can cause numerous wooden spikes to emerge through the ground floor with the intention of stabbing his opponent, either to death or dealing sever injuries unto his body. When cast, the ground erupts with countless protrusions of roots that rise sharply from the ground floor in countless numbers, swallowing up an entire area in a vast forest of spikes that impale skewer everything standing in front or around him entirely, transforming the entire ground into a deadly death trap. Aside from the ground, as long as there are walls or ceilings near him, the spikes can emerge from other surfaces aside from the floor, making it an omni-directional attack that strikes from multiple angles. In terms of length and wideness, Ntros can adjust how far they can extend and just how dense they can be, from summoning needle-like spikes to pikes capable of skewering entire Wyverns whole. The exact number and direction that they can spring from can be numerous, from conjuring a single spike to numerous others in different directions or way they stack up form atop of one another. From the speed in which they move to the the level of hardness they can exhibit, the spikes serve a variety of functions aside from simply killing or injuring others, they can also function as a way for him to create an artificial footing for him to step on, such as producing a spiked flooring for him to step on, naturally by creating them across floors or above hazardous materials in an environment. Rank: Basic
Spell Name: Plant-Make: Cannon Magic Name: Plant-Make Magic Type: Caster Description: Forming a large flower directly in front of them, it takes on the shape of an old timey civil war cannon, appearing as a mid-sized large cylinder with large petals flowering along the center. In terms of ammunition, the cannon fires two distinct forms of projectiles when he’s out fighting; the first type of ammunition used is Ntros’ own magic energy. When arming his cannon, Ntros charges it up with by compressing his magic inside the cannon, crushing it into a condensed ball that is fired at extreme speeds with devastating force, sufficient enough to break through most Barrier Magic spells by crashing straight through them in a single go. On the other hand, instead of expending his own energy, Ntros can fire other types of objects aside from his own energy, such as seeds or plant, triggering a variety of effects that allows him to trigger a wide arrange of effects to occur shortly afterwards. When using tangible objects rather than magic, the attacks become much more focused along the object’s surface, giving them a piercing effects that bolsters his physical properties to astounding levels. When seeds are fired from the cannon, they can grow to exponential sizes, producing plants of incredible size at the moment after being fired, making them a two-pronged attack that functions as a both an attacks and a spell that can be shaped into another type of attack after being cast. With the level of force being used to fire these projectiles, the impact they have when making contact against another object can easily tear a hole straight through them, with the momentum and centrifugal force adding a spin that tears whatever it touches apart. Rank: Basic
Spell Name: Plant-Make: Scythe Magic Name: Plant-Make Magic Type: Caster Description: One of the dangerous creations Ntros can conjure through this magic, Ntros fashions himself a giant, evil-looking scythe with a curved thorn blade extending from the top corner of the blade’s handle, giving it a rather long range. Fashioned from rose thorns, the scythe appears as a menacingly long blade, with a darkened body and several spikes protruding along the handle, as a result, the weapon can only be wielded by Ntros and them alone, generating spikes to whoever else touches it. Unlike most Plant-Make weapons, this particular spell is widely considered as his most powerful bladed weapon at his disposal, possessing a level of sharpness that completely dwarfs anything his other weapons have, quite easily tearing through both bone and muscle in a single move, while breaking apart other traditional forms of magic swords with the utmost fashion, all the while Ntros keeps himself away on the opposite end of the blade. When summoned, the scythe appears along his body in a flurry of vines that extends to the outstretches of his hand, forming itself into a massive weapon, making it the only Plant-Make spell that requires him to use his own body as the physical template for its formation. While out on the attacking, the scythe produces deadly venom that drips along the surface of the blade, oozing out in a dark purple color, possessing an acidic quality similar to his sword, albeit much more prolific toward melting and poisoning his target to death. However, due to the extreme nature it has, Ntros rarely finds himself using it in a normal fight due to the dangerous nature it has, only saving it for battles to the death, or when he needs to rapidly cut through obstacles in a quick manner. Much like all of his creations, the weapons itself can be altered, commonly done so to elongate the scythe’s long blade so as to cover a larger range with the purpose of attacking enemies outside his area of attack Rank: Advanced
Spell Name: Plant-Make: Giant’s Fist Magic Name: Plant-Make Magic Type: Caster Description: A special type of Molding Magic that specifically affects his own body rather than create an outside weapon for him to use, Ntros enhances the plant-like qualities of his own body with the intentions of converting them into a living weapon, expanding the size and mass of his arm to unimaginable levels, giving it the appearance of a massive giant’s arm. With the sheer size and physical power it has, Ntros can easily grip a fully adult human with a single hand, while violently punching through entire walls or obstacles with simple hand gestures, possessing the highest level of destructive power among all of his static creations in terms of raw attack power, quite easily able to grip creatures that are many times his own size with a level of strength that gives him the edge against them. The size and amount of muscular force that can be recreated can easily be expanded upon by Ntros through the use of Green Magic to increase the amount of plant-life it has, reaching to great lengths and sizes in quick instances. Aside from using himself, by producing vines stemming from his own body, the spell can be recreated along the ground floor and in greater numbers, delivering a rapid barrage of punches with the intention of dealing numerous blows on his enemies body, overpowering defense with pure power. Much like his own hand, the giant plant version serves as the same physical conduit for his own magic and bodily reflexes, meaning that he can create different hand gestures or specific actions while using it to cast larger versions of the same spell. Rank: Advanced
Spell Name: Plant-Make: Ogre Magic Name: Plant-Make Magic Type: Caster Description: Much like the name suggests, Ntros can use a large quantity of plant-based organisms to fashion a massive living creature that bears the same name as the beasts coined in myth and folktales as a massive abominable and brutish humanoid monster, informally large, unpleasant, grotesque, predatory, and typically cannibalistic towards normal human beings. Due to the quantity of plants needed to form his body, Ntros’ ogres can vary in size depending on the amount of magic he uses, ranging from moderately large and heavy set by human standards to inhuman and disproportionate giants. Common features include oversized heads and mouths, animal-like bodily hair, discolored skin, extreme physical strength, a voracious appetite and a generally hideous appearance. However, due to being a creation from his Plant-Make, the ogre’s body is incredibly massive and heavy, bearing a green colored skin with several vines and species of flower growing over the surface. Unlike Static-Make, Ntros uses his plants to give birth to an actual living creature fabricated from plant-life, giving it a certain degree of sentience and intelligence due to the fact that the material Ntros is using is already technically “alive”, with this characteristics being reflected from his ogre’s erratic behavior. Standing over most humans as a colossal giant, his ogre possesses an extraordinary high level of raw physical power that completely dwarfs Ntros, serving as his personal bodyguard and source of muscle when dealing with opponents that are much stronger than himself, typically overpowering them with his body and muscles that are powered through numerous vines and mass attributed to the fact that his body is operated on suing a massive system of muscles that expands and contracts, enabling him to exert even greater levels of physical power instead of simply using a predetermined set of physical strength. When fighting, his ogre uses a large wooden club provided by his magic, as well as the ability to regenerate from physical damage, making him creature purposed with tanking through damage in order to utterly defeat his opponent in a test of strength. Interestingly enough, when different types of plant-based spells are used in tandem with him, certain effects trigger, such as Green Magic bolstering his physical frame even further, Plant Magic producing him new abilities, and Static Plant-Make fabricating him weapons. In terms of lasting power and support, he bears a great resemblance to a Celestial Spirit, mainly due to the level of intelligence the ogre can muster with the task of serving his master. Rank: Basic
Spell Name: Plant-Make: Ant-Colony Magic Name: Plant-Make Magic Type: Caster Description: One of the more complex summonings under his belt, Ntros uses a single plant or large vessels of flora around him in order to break it into hundreds of thousand of little pieces, resulting with each piece transforming into an individual ant that forms a massive colony at his immediate disposal. Depending on the source, Ntros can produce from a small army of 1,000 ants to a large colony comprised of 890,000 worker ants ready to attack and consume his enemies at a moment's notice. Being an herbalist, Ntros bases the form and shape of his ants to be identical to the paraponera clavata, otherwise known as the bullet ant, named for their potent sting because of the extreme pain it delivers following a sting, similar to that of getting shot, hence possessing the most painful bite in the insect kingdom. Adopting their qualities, Ntros’ ants carry the same biting power and pain inducing sting as actual bullet ants, with the only notable difference being that the shear strength in their mandibles and pain they can inflict is elevated to devastating levels, easily able to eat their way past muscle and bone in a matter of seconds despite their size and inducing excruciating levels of pain. Possessing a unimaginably voracious appetite, they can consume creatures and living beings that are several times their own weight/size at incredible speeds, working together to break their target apart into while consuming it. By directly controlling their behavior, Ntros can cause his ants to go into feeding frenzy, aggressively moving at all directions with the purpose of consuming everything near them that is comprised of magic energy and organic material, feeding until the fodder organisms are non-existent in their nearby ecosystem. His particular ant colony is organized into a military-like chain of command, with Ntros serving as the king, with each individual ant serving two purposes: (1) protect the king, (2) devour any and all nearby prey. Due to the number of existing ants and the quantity that comprises their ranks, they are rather difficult to destroy or stop once they beggin marching toward their prey, constantly multiplying at a steady rate by using the nearby foliage to produce more soldier ants, resulting in their numbers increasing as the flow of battle continues to move on. Capable of regeneration, when a single ant is destroyed, resulting with multiple pieces being broken off them, the remaining parts can replicate and produce more ants. Aside from ordinary flesh, Ntros’ ants can eat through other materials that stand in their way, such as solid rock, ice, wood, taking more time to break-down harder materials such as metals or rarer minerals. Rank: Basic
Spell Name: Plant-Make: Turtle Magic Name: Plant-Make Magic Type: Caster Description: Embedding numerous plants and rocks into his Molding Magic, they merge together to produce a large turtle-like creature comprised from a merging of plants and natural earth, utilizing precious metals and hardened minerals to produce an incredibly hard shell along the back of his turtle of extra defense. Although not as offensive-based in comparison to his other creations, Ntros’ turtle exhibits an extraordinary level of defense that causes most magic spells to bounce off the surface of his shell, acting as an impregnable shield, ready to charge in head-first into battle. With the size and relative mass being akin to a large two story house, Ntros can ride on top of it or hide inside it’s shell, shielding him by using the turtle’s body to deflect incoming attacks. While manual speed isn’t its forte, the turtle can spin rapidly in order to drist or glide along the ground floor, bashing its shell against Ntros’ adversaries with incredible speed and power, easily able to break through most magical barriers in a matter of minutes without letting up on its pursuit, grinding and shaving away at the barrier by continuously ripping the ethernano alongside the barrier apart. With a slight adjustment, Ntros can re-adjust the shell’s shape and form at will, from developing spikes on the surface of the shell, sharpening the edges along the shell’s sides, increasing the size of the shell to cover a wider range. Interestingly enough, the shell can be enlarged when the turtle eats more rocks or mineral-based materials, such as Earth Magic-based spells, growing larger the depending on the quantity it ingests, fusing with the plant materials that makes up its body. Rank: Basic
Spell Name: Plant-Make: Fierce Snake Magic Name: Plant-Make Magic Type: Caster Description: Reshaping strands of plant vines nearby, they elongate themselves into massive serpents, reaching the size of a giant-sized anaconda with an extended hood along the snake’s head, indicating the reasoning behind it’s name. Taking after the inland taipan, the most venomous snake in the world; based on the median lethal dose value, its venom, drop for drop, is by far the most toxic of any snake – and it has the most toxic venom of any reptile, resulting with Ntros uses multiple poisonous plants to toxify his serpent's fangs, in order to simulate the nature of venom belonging to said snake. Ntros’ snake appears as a massive serpent with a sufficient height to consume humans whole, with multiple flowers and moss growing along the its slender body, with the main color scheme being green. Specializing in hunting other creatures on Ntros’ behalf, the snake is adapted to kill warm-blooded species such as mammals and other similar magical creatures. With a incredibly venomous poison running through his creation’s body, the toxicity it has possesses enough lethality to kill at least 100 full grown men, however, the concentration of the venom is further heightened due to the effects of his magic strengthening the snake’s ability to produce it. Among all of his Dynamic Plant-Make creations, the Fierce Snake is the most agile creature in his arsenal, gifted with the capacity to instantly move and attack with extreme accuracy, often striking multiple times within the same attack, rendering its movement difficult to read. As an added bonus, it can bury itself into the ground, traversing from deep beneath the ground floor at incredible speeds, covering large distances between Ntros and his opponent, striking when the right opportunity presents itself. This can be attributed to the fact that this creation is easily one of the easiest to maneuver and control, responding in a quick fashion to his commands without lagging behind in-between attacks. From a ranged distance, it can fire or spew its venom from afar, either in a concentrated stream or spewed to cover a wide ranged area; unknowingly, whenever it is cut or injured, openings and gashes along it’s body release it’s deadly poison in the form of toxic miasma, making it a dangerous weapon even after death. Given the material its body is made from, the muscles and sheer strength it has can easily crush a human to death, wrapping around them with such an intense grip, it can shatter most physical-oriented magic art’s defensive spells. Rank: Basic
Spell Name: Plant-Make: Tiger Magic Name: Plant-Make Magic Type: Caster Description: Producing large animal by fusing the local trees and roots together, Ntros can breed a large indian Bengal tiger out of numerous plants together, allowing it to adopt their numerous traits and qualities so as to use them in battle. Much like a real tiger, this version comes equipped with razor sharp claws and a powerful fangs that bear down on whatever it bites with its powerful jaw, tearing it apart. Regarded as his most fastest animal-based creation, it utterly outmatches all others in terms of speed and momentum, able to move at a speed in which it can generate afterimages in place while moving in to secure the kill, quite easily able to evade or dodge incoming attacks with tremendous finesse and elegance. Much like in nature, in which they travel in packs, Ntros can create a multitude of tigers in order to outnumber his opponent in terms of numbers and speed, blitzing straight through the enemy ranks without displaying their presence when they move. Through his magic, each tiger than can tear through human flesh with ven greater ease, a factor that is reinforced by Ntros' Plant Magic bolstering their offensive power even further, treating their very claws as if they were swords imbued with magic. Additionally, in order to save time or energy, Ntros mainly uses them to move around, riding along their backs thanks to rather large frame they have, giving him a fearsome mount in which to move in while fighting, making it much easier to avoid attacks while preparing his own counterattack, making his attack much more difficult to read with his tigers offering a distraction while he himself attacks from a different angle. Rank: Advanced
Spell Name: Plant-Make: Dragon Magic Name: Plant-Make Magic Type: Caster Description: As the most illustrious beast at his disposal, the creature he summons takes on the form of a Chinese Dragon, appearing as a large snake-like animal with four legs, with an elongated body and large strands of plant vines extending along its nostrils. Using his magic to reproduce a mythic beast, it in no way possesses the same power in terms of scale to the actual creature, but is considered by Ntros as his most powerful dynamic creation at his disposal, producing powerful scales comprised of all the minerals made available from the environment, while the its body is composed of the highest degree of nutrients Ntros can fashion through Green Magic, making it unique in its own right in comparison to his other creations. What truly makes it special is the fact that it can use the same type of Green Magic that he himself applies, meaning that it can replicate control the environment to a certain degree, from producing vines, creating large plants to attack, or simply bombarding his opponent with numerous attacks by turning the local flora against the his target. Capable of flight, the dragon can move at tremendous speeds by soaring through the air, circling around to either slash Ntros’ opponent with its claws or teeth, crashing it’s large jaws down to completely sever whatever it catches in two. His dragon’s strongest trait is found in its capability of resisting damage without displaying an ounce of damage, able to continue functioning even after sustaining long term injuries. For the most part, the dragon serves as his means of air travel, riding along its back while taking to the sky, giving him the flight advantage by hovering over his opponents, attacking with aerial attacks while keeping himself far away. Rank: Advanced
Spell Name: Plant-Make: Chimera Magic Name: Plant-Make Magic Type: Caster Description: Serving as a last resort, should all else fail, Ntros gathers the broken pieces and separated parts of all his creations that have been used through the course of battle and combines them together into a single grotesque, giant, nightmarish monster that exhibits the combined traits of all his creations by becoming an amalgamation that incorporates the distinct characteristics and abilities of all his beasts. Appearing as a jumble mess of grossly put-together parts forcibly put together against their will, taking on the form of multiple limbs joined together to other appendages, causing the chimera’s entire body to become mismatched and out of proportion, with multiple snakes, fake dragonic scales, and an ogre-like body to emerge from the fusion, incapable of coherent thought or purpose, attacking everything it encounters in a blind rage, including Ntros himself, almost always keeping himself clear from the creature’s sight. In terms of abilities, it houses the combined skills of all creatures that are used in the forced fusion, giving it an inhuman level of magical and physical power that surpasses all of it’s predecessors by raising the bar even further on his Dynamic Plant-Make abilities. On top of this, due to the instability of the spell, Ntros uses additional spells to keep it together, resulting in extra magic spells to manifest inside the chimera, such as the ability to use an imperfect version of Green Magic, half-constructed weapons belonging to his Plant-Make, and producing acidic bile and poisonous bodily liquids through Plant Magic, making it more of an abomination rather than an actual creature under his disposal. Although difficult to reign in, Ntros does possesses a certain degree over this creation, only in terms of combative support, such as providing additional attacks to develop along it’s body or it’s surroundings. While on its own, it can harden its body in response to trauma, regenerate lost limbs, and re-grow itself so long as it remains close to fertile conditions, such as ground soil, water, sunlight, wind, and sources of organic nutrients, making it extremely difficult to destroy, let alone stop. Rank: Advanced