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Hirio of the Hoh

Vice Captain

PostPosted: Wed Jul 12, 2017 8:03 pm


Iron Dragon Slaying Magic
Spell Name: Iron Dragon's Chains
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: Ketsu can create long chains, with a sharp end, similar to a kusarigama. While he possesses no real skill in utilizing such a complex weapon, he does know how to effectively use it to his advantage in battle. Ketsu can create multiple long chains quickly, and use them to snare his foe, or to tie them up. At best, he can unleash a wide barrage of chains in order to entrap his opponent and make movement difficult. The chains can be broken by a strong enough individual.
Rank: Basic


Spell Name: Iron Dragon's Claws
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: After coating his hands with pure iron, Ketsu will reshape the ends of his fingers in order to make 3 inch sharp claws. The claws are naturally sharp and tougher than that of normal iron, allowing Ketsu to cut through most types of flesh and natural materials with ease. Ketsu's ability to slice completely through a substance depends on the thickness of the substance and the amount of force he can exert.
Rank: Basic


Spell Name: Iron Dragon's Drill
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: A spell where Ketsu changes his hand into that of a large drill. Once formed, Ketsu is capable of utilizing it in any way that he deems suitable- more often than not, once the drill 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 Iron Dragon's 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: Iron Dragon's Piston Fist
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: Ketsu transforms his right forearm into a slightly larger, more armored version of its former self with a piston extending from the elbow. Once this transformation is complete, Ketsu is able to extend the metalic bar from the back of his elbow that are parallel to his forearms ranging anywhere from 1 inch to a foot long. When compressed back to the elbow, a powerful burst of pressure is exerted from Ketsu's with varying power depending on the length of the bar extended. This can be strong enough to cause a slight vibration on a surface or hard enough to cause a wide crater or shoot a pressure blast. Ketsu will need enough space to extend a bar and if his elbow is covered or blocked off by something, he will not be able to extend the bar.
Rank: Advanced


Spell Name: Iron Dragon's Piston Fist: Impact Level 2-9
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: Ketsu uses Piston punch, but an additional number of smaller pistons extends from around his wrists or forearms at a backwards angle. The number of pistons depends on the level of the attack. When Ketsu launches the attack, the pistons slam forward at the same time as the main one, adding to the power transferred and increasing the power of the attack. The level of the attack ranges from 2-9.
Rank: (Basic or Advanced)


Spell Name: Iron Dragon's Secret Art: Warring Asura
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: A spell which makes Ketsu capable of creating extra appendages of iron for himself, two or more extra arms, sprouting either from his back, shoulders, or on his body. After successfully making them, Ketsu becomes capable of controlling this arms as if they are a part of his body, by manipulating the magic that moves the metal. This allows Ketsu for even greater combat capability, especially in close combat, since he can simply create more arms to battle enemies, from both sides of his body, leaving almost no room opening. Ketsu isn't limited to simply arms either, he can also enhance and modify the arms with other spells within his arsenal, allowing for an even greater range of attacks, becoming a destructive force as a result. However, this exerts a great amount of magic energy if used for too long.
Rank: Advanced


Spell Name: Iron Dragon's Secret Art: Nemian's Prideful Impact
Magic Name: Iron Dragon Slaying Magic
Magic Type: Caster, Lost
Description: Ketsu transforms his right forearm into that of a tusked lion with a total of ten spikes jutting backwards, acting as its mane. Once this odd construct has been formed, the upper section of each spike will suddenly extend, revealing rods that connect them to the main body. Upon launching the attack, all ten pistons slam in at the same time, drastically amplifying the power of the attack. This gives the attack enough force to launch someone far away from Ketsu and leave behind a deep crater. The attack is given its name because the incredible impact has the sound of a lion roaring. This attack also generates a powerful and massive shockwave upon impact, so he often advises his allies to get back. The main drawback behind this attack shows to be the fact that if he is not careful, it will indeed cause great damage to whatever arm he uses.
Rank: Ultimate


Heat Magic
Spell Name: Heat
Magic Name: Heat Magic
Magic Type: Caster
Description: The signature spell of Heat Magic, this spell allows its user to heat any matter around them to an intended degree. By surrounding their target in a thin, intangible, unseeable layer of their aura, applying an effect that rapidly increases the heat of the object until it reaches its desired temperature. They are capable of increasing the temperature to 2950°F at peak potency, allowing them to melt most metals and evaporate most liquids. They can also cauterize most wounds with this heat, which is a painful process but can be effective on themselves and allies. Additionally, by coating their own limbs in heat energy, they are capable of increasing the damage they deal on impact, burning their foes on contact.
Rank: Basic
PostPosted: Fri Jul 21, 2017 1:40 pm


Spell Name: 0. The Fool
Magic Name: Arcana Magic
Magic Type: Holder
Description: This card completely nullifies all Magic, whether it be currently in effect, or getting ready to be used. It also does work on any and (almost) all Magic Items. But the thing is, it also nullifies the user's own Magic, too. Except for this card.
Rank: Ultimate


Spell Name: I. The Magician
Magic Name: Arcana Magic
Magic Type: Holder
Description: This card gives the user an effect much like opening their Second Origin. It is also believed to be able to surpass even the Third Origin in power, if used correctly by a powerful enough Mage. In other words, it strengthens their raw Magical Power, increasing the power and effect of their spells exponentially.
Rank: Advanced


Spell Name: II. The High Priestess
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card can either turn out to be an incredibly risky gambit, or a great reward. When used, this card replaces one of the user's current Magics, temporarily replacing it with another, completely random Magic. But it's not known which Magic will be replaced (not this one), an which one it will be replaced with.
Rank: Advanced


Spell Name: III. The Empress
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes a wave of calmness to flow over the battlefield, causing all within its reach to be overcome by a sudden and happy calm. It's able to cease all battle, no matter how bloody, though only for a short amount of time. Great to use for escaping.
Rank: Advanced


Spell Name: IV. The Emperor
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes a wave of madness to flow over the battlefield, causing all within its reach to go (temporarily) insane and mad, tearing apart, or at least trying to tear apart, their enemies In some cases, it even causes them to kill themselves (NPCs only). Though this effect lasts only for a short amount of time. Great to use for escaping.
Rank: Advanced


Spell Name: V. The Hierophant
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes all secrets to be revealed. Not a person's secrets, but items hidden nearby. Or a wall which is actually an illusion. More of an illusion-breaker and treasure hunting device than it is a powerful attack.
Rank: Advanced


Spell Name: VI. The Lovers
Magic Name: Arcana Magic
Magic Type: Holder
Description: Upon using this card, the user can use a sort of "Attraction" spell on their opponent. Doing so causes their opponent to become too charmed by them to continue battling against them or their friends/ It can cause them to turn on their (the enemy's) allies.
Rank: Advanced


Spell Name: VII. The Chariot
Magic Name: Arcana Magic
Magic Type: Holder
Description: This card can either greatly enhance the user's speed tp superhuman levels, or summon a vehicle for them to ride on/in and use. It's completely random as to which one does happen, which makes it a slightly riskier card to use if you happen to be a Dragon Slayer.
Rank: Advanced


Spell Name: VIII. Strength
Magic Name: Arcana Magic
Magic Type: Holder
Description: The use of this card causes the user to become much more powerful physically. Meaning one could go from shrimpy to The Hulk in mere seconds. Though it stops the usage of all other Magic until the card's effects wear off, making it much like a double-edged sword.
Rank: Advanced


Spell Name: IX. The Hermit
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card transports the user to a cave hidden away from all other life. It's great to use if they're feeling stressed, or are surrounded by people who are screaming and yelling. It's also great for escape, since the enemy likely thinks you teleported away. They can also take anyone they're touching, and anyone that person is touching, etc. with them. They can stay as long as they need, but cannot leave unless through transportation again. It's also great for storing things in.
Rank: Advanced


Spell Name: X. Wheel of Fortune
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card can either give the user of their target a great blessing, or a horrible curse. When the card is used, a giant wheel with negative and positive rewards listed on it pops into existence. It automatically spins itself, with its target acting as the pointer (not the actual person, but a doll of them). Whatever it lands on, will affect that person. If it's money or something material, they keep it or lose it forever. If it's an attack, it's only temporary.
Rank: Advanced


Spell Name: XI. Justice
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes both the user and their target to be trapped on each side of a giant scale. This scale then tips back and forth, weighing both characters. Whoever has the most guilt, or done the most bad deeds in their life, will be weighed down to the bottom, and delivered a terribly nasty shock. And yes, this shock DOES affect those impervious to the sort of damage.
Rank: Advanced


Spell Name: XII. The Hanged Man
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card will cause great confusion among the user's target, and possibly the user if they themselves are not prepared for this card's effects. Upon use, this card reverses the entire world, turning everything within view upside down and seeming to reverse all direction. Throws many off balance and their equilibrium, making it easy for those prepared to get the upper hand.
Rank: Advanced


Spell Name: XIII. Death
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card summons a small undead army in front of the user, consisting of about twenty undead. Though none of them can use Magic, they seem to be impervious to all Magic attacks. But they can be easily torn apart by physical attacks. Meaning if you use Requip and summon a sword, it can damage them. But if you try and blast them with fire, it will have no effect.
Rank: Advanced


Spell Name: XIV. Temperance
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes the user's target to seemingly become (temporarily) insane. In truth, it causes the voice of their conscience to speak loudly and clearly within their head, driving them to the point of insanity, but not making them insane. If the person seems to have no conscience, then it is instead the user's speaking in their head. Effects, either way, are temporary.
Rank: Advanced


Spell Name: XV. The Devil
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes he user to undergo temporary changes into a Demon, much like Satan Soul. There are 72 possibilities of Demon they can turn into, based off of the Demons in the Ars Goetia (Lesser Key of Solomon). The results are random and temporary, but always powerful. Though it makes the user weak to any form of Devil Slayer Magic.
Rank: Advanced


Spell Name: XVI. The Tower
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card causes a large, labyrinthine tower to appear under the user, rocketing them skywards and trapping them at the top. It's impossible to break through any part of the tower from the outside (not the inside), so the only thing one can do is go though the entrance. On each floor (composed of 15) are strange, shadowy creatures. Though this tower is only temporary, it acts a defensive mechanism. Those in the tower when it shatters will all be standing safely on the ground when this happens.
Rank: Advanced


Spell Name: XVII. The Star
Magic Name: Arcana Magic
Magic Type: Holder
Description: Upon using this card, the user is able to summon a literal meteor to fall from the sky and crash upon the battlefield. It causes wide-range destruction, and is able to kill any too close in the vicinity. Though once the destruction finishes ravaging everything, it all seems to return to normal, and the meteor disappears. But damage caused will stay with those afflicted, a will the deaths.
Rank: Advanced


Spell Name: XVIII. The Moon
Magic Name: Arcana Magic
Magic Type: Holder
Description: The effects of this card depend upon the moon's current phase, making it useful only at nighttime. During a full moon, the user's power, both physical and magical, is quadrupled. During a gibbous moon (waning or waxing), their power is tripled. During a quarter moon (either), their power is doubled. During a crescent moon, their power multiplies by one and a half. During a new moon, there is no change. During a lunar eclipse, their power fluctuates wildly.
Rank: Advanced


Spell Name: XIX. The Sun
Magic Name: Arcana Magic
Magic Type: Holder
Description: The effects of this card depend on the sun's current positioning, making it useful from sunup until sundown. Directly at noon, the user's physical and magical power is quadrupled. From midmorning to midafternoon, their power is tripled. During morning/afternoon, their power is doubled. At early morning and sunset, their power is multiplied by one and a half. Whenever the sun isn't in the sky, there is no change. During a solar eclipse, their power fluctuates wildly.
Rank: Advanced


Spell Name: XX. Judgement
Magic Name: Arcana Magic
Magic Type: Holder
Description: Using this card summons an incredibly powerful, five-layered glyph, which summons a ray that reduces all it touches to nothing. This is not something to be taken lightly as, even though the ray cannot me moved, it's rather large, and covers a wide area. It'd be best not to be anywhere in front of the caster when this spell is used.
Rank: Advanced


Spell Name: XXI. The World
Magic Name: Arcana Magic
Magic Type: Holder
Description: Possibly the strongest spell and card in the entire arsenal of Arcana Magic. Using this card teleports the user, and those around them, to a completely different world. Quite possibly Edolas, too. Though usually, it's a world that none have ever seen before, or that none would think exist. It's the card that quite possibly ties all timelines into one, and offers to secrets to what lies beyond all known knowledge. A very dangerous card, indeed.
Rank: Ultimate

God of Hollowness

Mythical Bachelor

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


Hirio of the Hoh

Vice Captain

PostPosted: Tue Jul 25, 2017 9:44 pm


Archive
Spell Name: Hack
Magic Name: Archive
Magic Type: Caster
Description: A spell that allows Delgic to hack quite literally anything he wishes. Delgic will first create an orange magical keyboard. and then type in "Hack." The next part is shown to be the most interesting part, once Delgic hits "enter", a beam will shoot from the keyboard and into any specific part of his body, being, or inanimate object, and by command allows him to either lock it, unlock it, or augment himself or his target in any different way. An example is seen when someone is near the point of exhaustion with their legs after walking for days, Delgic can hack and lock away any feelings that the person has in their legs, allowing them to continue walking without the worry of pain. It is also possible for Delgic to hack, unlock, and then steal aspects or properties of inanimate and living things. Examples of this can range from one's sight to their memories and even their luck to stealing the friction away from the floor, making it impossible to stand on. Other examples include someone's strength, a swords sharpness, a armor's durability, and the softness of fur. Once stolen, he can add the stolen properties to his body or a different target and give him or them that property or should he already have that property, the stolen one would double its efficiency. However for this magic to work the beam from the keyboard must make contact. He can also of course hack systems or other Archive with this magic.
Rank: Advanced


Spell Name: Download
Magic Name: Archive
Magic Type: Caster
Description: A spell which allows Delgic to convert nearly anything into magical data and then send it into a digital pocket dimension via a digital beam. To start, Delgic will create an orange magical keyboard and once he types in "Download", a beam will shoot from the keyboard that will harmlessly digitize the target, converting them into magical data that Delgic can send into one of four pocket dimensions, one that takes the form of a 16 bit bar, a 16 bit jail, a 16 bit dojo hall, and a white room, all of which are complete with drinks, beds, a bathroom and a fully stocked fridge, aside from the fourth room which is for storage. Once downloaded, Delgic can view each room through a magical monitor and speak with anyone he placed into those pocket dimensions or harmlessly upload them into the real world through a magical monitor. It should be noted that people in the pocket dimension will also appear to be 16 bit through the monitor, while they are normal in the pocket dimension. This spell is very useful for infiltration and transport of other members. He can also use this magic on incoming spells, placing them in a stationary state in the storage room which Delgic can then upload them and send them towards his target through a magical monitor.
Rank: Basic


Spell Name: Blueprint
Magic Name: Archive
Magic Type: Caster
Description: An Archive spell that allows Delgic to scan the structure of buildings and what not in order to discover how the building is laid out. This spell can scan both surface levels of the building as well as underground levels of the building in order to actually get a grasp of how big the structure really is. Because of it's properties of only scanning an entire structure, Blueprint does not provide the number of life presences there are within the building. Once activated, Blueprint will open up an interface in order to display it's findings, where a scaled design of the structure will appear on the screen and Delgic can zoom in and out of specific locations to look at, gaining a better view of what might be there. As a bonus, Delgic also has the ability to gain information about the inanimate objects within the establishment, such as weaponry, tables, vents, etc. This information can be saved onto Archive for later use.
Rank: Basic


Spell Name: Camera
Magic Name: Archive
Magic Type: Caster
Description: Projecting his Archive in the form of a sphere, Delgic is able to lunch said sphere to anywhere he wishes, recording what it sees. The camera-sphere vision can be remotely controlled by Delgic. They automatically transfer everything it records to the Archive Database.
Rank: Basic


Wire Magic
Spell Name: Solo Rampart
Magic Name: Wire Magic
Magic Type: Caster
Description: Using a variety of wires available, Delgic will construct a personal shield doing a five point diamond stitch weave with his wires. This shield is able to stop a steel blade in its tracks with ease, and with its unique construct it is fairly flexible and able to give way to a brutal attack. This flexibility in the shield will keep it from fracturing, and by pulling the strings that make up his shield will allow the shield to return back to its flat state and can send the offending attack back towards it's user. This is very similar to the larger scale attack Arachnid Bulwark, but does not include the ethernano barrier between each thread. It is purely a wire mesh that can be used to deflect attacks and can only extend up to 15 feet, due to the massive amount of wires that must be used to weave such a dense shield.
Rank: Basic


Spell Name: Bungee Lattice
Magic Name: Wire Magic
Magic Type: Caster
Description: This is a unique construct of eternano wire that is made in a spring like construct, making the wires always return to the originally constructed form. It can be used to pull opponents within punching range for a flurry of rebound pummels or used as a way to catch an attack and send it back towards the enemy. The Bungee Wire can both stretch and contract, depending on what Delgic wants, allowing him to hold captured attacks for a moment before allowing the wire to return to its original form.
Rank: Basic


Spell Name: Chordae Tachycardia
Magic Name: Wire Magic
Magic Type: Caster
Description: A multifunctional spell that can cause severe damage for any Mage who dare gets close. This spell functions through the manipulation of a dozen wires that are flayed at high speed in a 360 degree rotation around Syra. Altering the path of each wire in an unpredictable pattern at such a high speed allows it to act as a defensive maneuver against physical attacks, as a mages weapon or limb would easily get hit by a wire of they attempted to penetrate the spell. This spell also acts as an offensive attack, as the speed at which the wires move release intense waves of air in an omnidirectional pattern, able to stand up against that of an average level Wind Mage attack. Syra can also take advantage of the speed of their wires and release a wave of eternano that functions with the same lethality as Sword Pressure wave; easily able to cut through shields and defenses with a high vibration beam of eternano.
Rank: Basic


Spell Name: Arachnid Rampart
Magic Name: Wire Magic
Magic Type: Caster
Description: This grid can expand to cover an area of 35 square feet, with each individual square making up 6 square inches. This is one of the more eternano expending spells as the individual squares are sealed with pure eternano to solidify the construct of this grid. Meaning that Syra, at maximum capacity, can only give form to this spell for around 30 minutes. The amount of time greatly decreases as the battle progresses, making it only capable of defending off a short burst attack, rather than a steady stream of attacks. The moment that an offending attack comes into contact with the grid it acts like an elastic net and bounces the foe's power back at them at such a speed that it seems that Syra had cast it himself. This is due to the high resonant frequency of the eternano, causing it to vibrate at such speeds that the interaction of the energy clouds emitted by the eternano particles will keep them held together, but still allow them to stretch and recoil back into their original form. It is able to affect physical as well as projectile attacks of both magic or non-magic origin, so much as they are within the scope of this spell and an adequate amount of ethernano was put into the spell to reinforce it. It is the utmost highest in defensive spell in the proper hands, but should the magical energy of the opponent overwhelm the caster, the grid will merely shatter, but can slow down the attack enough for the caster to get out of the way. This can act as either an offensive trap, or a defensive wall, making it a very versatile attack.
Rank: Basic


Spell Name: Arachnid Bulwark
Magic Name: Wire Magic
Magic Type: Caster
Description: This grid can expand to cover an area of 35 square feet, with each individual square making up 6 square inches. This is one of the more ethernano expensing spells as the individual squares are sealed with pure ethernano to solidify the construct of this grid. Meaning that Syra, at maximum capacity, can only give form to this spell for around 30 minutes. The amount of time greatly decreases as the battle progresses, making it only capable of defending off a short burst attack, rather than a steady stream of attacks. The moment that an offending attack comes into contact with the grid it acts like an elastic net and bounces the foe's power back at them at such a speed that it seems that Syra had cast it himself. This is due to the high resonant frequency of the ethernano, causing it to vibrate at such speeds that the interaction of the energy clouds emitted by the ethernano particles will keep them held together, but still allow them to stretch and recoil back into their original form. It is able to affect physical as well as projectile attacks of both magic or non-magic origin, so much as they are within the scope of this spell and an adequate amount of ethernano was put into the spell to reinforce it. It is the utmost highest in defensive spell in the proper hands, but should the magical energy of the opponent overwhelm the caster, the grid will merely shatter, but can slow down the attack enough for the caster to get out of the way. This can act as either an offensive trap, or a defensive wall, making it a very versatile attack.
Rank: Advanced


Mimicry
Spell Name: Power Promotion
Magic Name: Mimicry
Magic Type: Caster
Description: A spell of Mimicry that essentially allows the user to copy a magic and then upgrade it into much stronger version of the Magic, compared to the original mage it was copied from. This magic can be compared to the process known as Positive Feedback which occurs in a feedback loop in which the effects of a small disturbance on a system include an increase in the magnitude of the perturbation. That is, A produces more of B which in turn produces more of A. A simple magic such as Fire magic could easily match or even potentially outclass a Fire-type Slayer's flames for example. However due to the power of this spell, the user has less than 10 posts to fully use the upgraded magic before they lose it.
Rank: Advanced


Telekinesis
Spell Name: Push
Magic Name: Telekinesis
Magic Type: Caster
Description: Delgic pushes the ambient ethernano surrounding the target away from himself. The size of the object determines how much magical energy is spent. Pushing small objects requires more focus and precision of movement, while moving larger objects requires more mental strength. Moving medium sized objects is a mixture of both, which unusually, is the easiest form of pushing. All of these absorb the same amount of ethernano, though there are different mental practices for different sized objects.
Rank: Varies on how much magic is used


Spell Name: Pull
Magic Name: Telekinesis
Magic Type: Caster
Description: Delgic pulls the ambient ethernano surrounding the target towards himself. The size of the object determines how much magical energy is spent. Pulling small objects requires more focus and precision of movement, while moving larger objects requires more mental strength. Moving medium sized objects is a mixture of both, which unusually, is the easiest form of pulling. All of these absorb the same amount of ethernano, though there are different mental practices for different sized objects.
Rank: Varies on how much Magic used/align]

Spell Name: Levitate
Magic Name: Telekinesis
Magic Type: Caster
Description: This spell is similar to Fly although it is used on other targets. Krim manipulates the ethernano around his target and moves it around at will while also being able to move them at varying speeds. This is one of the basic principles of this magic, that most beginners learn easily. This spell can be broken by a magic force equal to or greater than the force of the telekinetic energy being used to levitate.
Rank: Varies on how much magic is used


Spell Name: Fly
Magic Name: Telekinesis
Magic Type: Caster
Description: This is a spell that Krim would cast upon himself. He manipulates the ethernano around his body, allowing him to levitate and move through the air at will. It may seem like a difficult skill to master, but it is one of the basic principles of this magic, that most beginners learn easily. This spell cannot be broken by another mage's use of magic, although Krim can be struck down by projectiles.
Rank: Varies on how much magic is used


Spell Name: Block
Magic Name: Telekinesis
Magic Type: Caster
Description: Krim creates a wall of ethernano particles to block the path of someone, something, or to protect himself from an attack. Much like Bind, this spell can be broken by a magic force equal to or greater than the force put on the block; the more power put into the block, the harder it is to break.
Rank: Varies on how much magic is used


Spell Name: Repair
Magic Name: Telekinesis
Magic Type: Caster
Description: This is the opposite of Break. Krim pieces an abiotic object back together by manipulating the ambient ethernano between the shards and bonding them back together. This can only be done on abiotic things, as well as on a smaller scale. A user of telekinesis would not be able to reconstruct a skyscraper, though they could reconstruct a small boulder.
Rank: Varies on how much magic is used


Spell Name: Break
Magic Name: Telekinesis
Magic Type: Caster
Description: Krim breaks apart objects by manipulating the ethernano particles within the object via Telekinesis. The scale upon what items are broken down into depends on the amount of magical energy used to cast the spell and thus, the more magic power used, the smaller the fragments remaining will be. This spell can only be used on inanimate objects.
Rank: Varies on how much magic is used


Spell Name: Cut
Magic Name: Telekinesis
Magic Type: Caster
Description: Krim focuses ethernano into an invisible blade of sorts with Telekinesis and is capable of cutting most things in his line of sight. These cuts are almost unavoidable due to the fact that they are invisible to the naked eye, the only trace they leave are distortions/ripples within the air. The more magical energy put into the cut, the larger and more powerful it is. He is able to carve things with this spell, going as far as to make a rock formation into a perfectly shaped cube.
Rank: Varies on how much magic is used


Spell Name: Impact
Magic Name: Telekinesis
Magic Type: Caster
Description: A simple but mighty spell that gives Krim the ability to release an telekinetic energy in the form of Impact Waves. These shock waves can be used for defensive purposes, such as deflecting 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 Krim's physical attacks. He is also able to send out Impacts as projectiles, causing concussive damage to the target. Krim 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. Krim can even lob rapid Impact strikes without the need to move the rest of his body.
Rank: Varies on how much magic is used


Spell Name: Bind
Magic Name: Telekinesis
Magic Type: Caster
Description: Krim surrounds either an abiotic or biotic object with a layer ambient ethernano, then pushes it inward, forcing the object to stay where unmoving. This spell can be broken by a magic force equal to or greater than the force put upon the bind. The more power put into the bind, the harder it is to break.
Rank: Varies on how much magic is used


Spell Name: Ricochet
Magic Name: Telekinesis
Magic Type: Caster
Description: This is a variation of Block. Krim creates a wall of ethernano particles, then ricochets the attack back at the attacker. The attacks generally loose power, as well as they are not as accurate and easier to dodge than the original attack. The attack however must be a projectile for this spell to work.
Rank: Varies on how much magic is used


Spell Name: Armor
Magic Name: Telekinesis
Magic Type: Caster
Description: Krim surrounds his body in a layer of ambient ethernano that allows him to take greater physical damage, increases his speed, and his strength. This is known as tactile telekinesis. The shield gradually drains magical energy as it is used, ie: the longer Krim makes use of it, the more magic energy it takes. Krim can also cast this upon other biotic creatures such as a pet or an ally.
Rank: Varies on how much magic is used
PostPosted: Wed Aug 09, 2017 5:25 am


Spell Name: Poison God's Spear
Magic Name: Poison God Slaying
Magic Type: Caster, Lost
Description: The caster raises his arm, gathering poison above his open hand. The poison then takes the form of a spear that can then be fired towards any direction the user wills in very high speeds but can only travel in a sraight line. The power of the spell is not at the damage the spear can cause on impact but because the poison is a combination of a lightly corrosive poison and a strong numbing poison. The corrosive poison serves as the medium for the numbing poison to enter the bloodstream and take effect
Rank: Basic


Spell Name: Poison God's Gaunlets
Magic Name: Poison God Slaying
Magic Type: Caster, Lost
Description: The user covers his hands with a highly corrosive poison that greatly enhanches the power of his meele strikes. Contact with that poison will cause severe chemical burns and intense pain.
Rank: Basic


Spell Name: Poison God's Domain
Magic Name: Poison God Slaying
Magic Type: Caster, Lost
Description: By infusing a great amount of his magic power into the land around him, the user turns the area into a swamp like land that emits poisonous black fumes that cause nausea to those who inhale it. After (5) posts of inhaling the fumes, the person will have a strong urge to vomit. The range of the spell's effect is 20 meters around the user
Rank: Advanced


Spell Name: God of Death's Secret Technique: Ultimate Poison
Magic Name: Poison God Slaying
Magic Type: Caster, Lost
Description: The user starts this spell by striking his opponent with a meele strike. Once the target is successfully struck, a black marking is left on the place of impact. The Poison on the wound can not be treated except by the caster as it can be named as the most powerful poison. The poison acts slowly, steadily increasing it's power.
Struck person's post after getting the poison:
1st: The target starts feeling a light headache
2nd: The target starts feeling nausea
3rd: The target starts feeling tired
4th: The target starts feeling his lower body getting numb
5th: The target starts feeling his entire body getting numb
6th: The headache becomes much stronger, making the target feel as his head is going to split apart
7th: The nausea becomes so strong that creates a powerful urge to vomit
8th: The target becomes exhausted
9th: The target's lower body becomes paralyzed
10th: The target becomes entirely paralyzed
11th: The poison is exhausted, removing the paralysis effect and the headache, along with the nausea return to their starting states but the exhaustion remains

If the user is in God Force at the start of the spell, the countdown starts from the 6th turn but the poison persists for 2 more posts after the full-body paralysis
Rank: Ultimate


Spell Name: Heavenly Pillar
Magic Name: Heavenly Body Magic
Magic Type: Caster
Description: The user manifests a magic circle beneath his target. After a brief delay a blast of pure energy is shot from the magic circle to damage the oponent
Rank: Basic


Spell Name: True Heavenly Body Magic: Heavenly Dome
Magic Name: Heavenly Body Magic
Magic Type: Caster
Description: A higher level version of the Heavenly Pillar spell, the user conjures a total of ten magic circles to surround the enemy, making blocking and evading the spell way more difficult.
Rank: Advanced


Spell Name: Ultimate Heavenly Body Magic: Heaven's Palace
Magic Name: Heavenly Body Magic
Magic Type: Caster
Description: The highest level of the Heavenly Pillar spell, the user conjures a total of twenty magic circles that are able to completely encase the target between them, making evading the spell almost impossible
Rank: Ultimate


Spell Name: Almighty Push
Magic Name: Heavenly Body Magic
Magic Type: Caster
Description: The user gathers a huge amount of magic energy around his body that explodes at command, damaging everything that is caught in the explosion. The radius of the spell is 3 meters
Rank: Basic


Spell Name: True Heavenly Body Magic: Supernova
Magic Name: Heavenly Body Magic
Magic Type: Caster
Description: An advanced version of Almighty Push, the user gather a much larger amount of magic power around him that results in an extremely violent explosion around him, damaging everything caught in the explosion. The radius of the spell is 10 meters
Rank: Advanced

UnluckyTh1rt3en

Warlord

9,200 Points
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Kaya Wolf Moon
Vice Captain

Mystical Wolf

10,125 Points
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PostPosted: Fri Nov 03, 2017 4:07 pm


Spell Name: Dark Écriture: Restrain
Magic Name: Dark Écriture
Magic Type: Caster
Description: By creating a series of runes, Katashi can restrict his enemy's movement. The runes spread outward from the point of contact, flowing over the target's body to restrain and subdue. Katashi does not need to make direct physical contact with his enemy in order for this spell to be effective. He is capable of casting it from thin air so long as the string of runes is completed. The more magic implemented, the more resilient and efficient the binding.
Rank: Basic
PostPosted: Tue Nov 14, 2017 7:55 pm


Spell Name: Lux Cavea (Light Cage)
Magic Name: Lux Crustalli Liber (Light Crystal Book)
Magic Type: Caster/Lost
Description: This spell allows the caster to create cages of different sizes from crystallized light. The cage bars are incredibly hard and if grabbed will cause 3rd degree burns from the intensity of the light. The light being given off by the cage is also incredibly blinding on the inside, blinding whoever is stuck there and making it difficult to see and escape.
Rank: Basic


Spell Name: Lux Lamna (Light Plate)
Magic Name: Lux Crustalli Liber (Light Crystal Book)
Magic Type: Caster/Lost
Description: This spell takes light and crystallizes it into flat disks that can be used as a platform to run on while crossing deep trenches or large canyons. These plate can be held for however long the caster want to hold them but the moment the spell is dropped the disks fade away until there is nothing to stand on. These disks can also be placed just above water and will move around with the waves allowing the caster to cross over any large lake without having to swim or walk around.
Rank: Basic


Spell Name: Crustalli Cauda (Crystal Trail)
Magic Name: Lux Crustalli Liber (Light Crystal Book)
Magic Type: Caster/Lost
Description: This spell simply takes the crystallized like and turns it into a trail that follows whatever the caster is targeting. Whether it be a person they are tracking or an item they want to find, it simply just lights up the correct bath the caster should take.
Rank: Basic


Spell Name: Phantasma (Ghosting)
Magic Name: Anima Liber (Spirit Book)
Magic Type: Caster/Lost
Description: This spell turns the user and up to three target characters into phase-able ghosts. Those being target by the spell are still alive but take on ghost like qualities. Physical attacks against those that have this spell cast upon them do not effect them, those being effected by the spell can faze through solid objects, and become almost invisible with faint traces of color and shapes being seen. Magics such as light, heat, time, and cold magic can still effect those that this spell is cast upon, and in addition those the spell is used on become temporarily sleepy.
Rank: Basic


Spell Name: Cresco (Arise)
Magic Name: Anima Liber (Spirit Book)
Magic Type: Caster/Lost
Description: The user can summon up to 35 spirits of the dead in the area, the ghosts summoned are armed with some sort of weapon or not at all but they do not have any spells. Physical attacks do not effect the summoned ghosts but spells do, the ghosts can also inflict physical damage to those they are targeting.
Rank: Basic


Spell Name: Anima Possessio (Spirit Possession)
Magic Name: Anima Liber (Spirit Book)
Magic Type: Caster/Lost
Description: The user can communicate with the souls of creatures and/or humans by either allowing them to posses an object or a willing character. (Must have controller's permission) The spirit can not possess the character casting the spell.
Rank: Basic

Kio no Tenshi
Captain

Adorable Kitten

19,900 Points
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InariZenko

Generous Hunter

PostPosted: Thu Nov 23, 2017 3:07 pm


Spell Name: Eclipse
Magic Name: Chimera Eye Magic
Magic Type: Eye
Description: The user activates their eye magic, and upon making contact with the intended victim uses magic to manipulate the brain to project the images the user wishes for them to see. This puts the person in a dream like state to where they're essentially standing still in real life, while in their mind they're seeing what the caster wants them to see. If one realizes they are in an illusion they can break out of it through sheer force of will, through shock, or fluctuating their magic to disrupt the foreign magic in them once they realize they're in an illusion. A stronger willed person may require more magic to induce into the illusion or can blatantly ignore fight against it if they're aware of it.
Rank: Basic


Spell Name: Shadow Reflection
Magic Name: Chimera Eye Magic
Magic Type: Eye
Description: If a person tries to cast an illusionary magic on the user and they recognize it beforehand, the caster is able to essentially redirect the illusion onto the one that tried to put them in a illusion using similar affects that would've originally affect them. This mainly causes some minor mental damage to the target, and can only be activated if the caster realizes they're trying to be induced into an illusion otherwise it'll fail.
Rank: Basic


Spell Name: White Lightning Current
Magic Name: White Lightning Magic
Magic Type: Caster
Description: The user releases the lightning in every direction, which causes an electrical discharge to flow from the user's entire body allowing them to up to a multiple amount of victims. When using this attack on a great number of enemies at once, it can effectively double as an instant defense. The body of the person touched by the spell will misinterpret the lightning as "electrical signals from the nerves", making the muscles contract. This causes the body to involuntarily go stiff, while at the same time receives damage. This attack can also be channelled through the ground to increase the range of the attack.
Rank: Basic


Spell Name: White Lightning Spear
Magic Name: White Lightning Magic
Magic Type: Caster
Description: A CQC spell where the caster coats their hand in electricity. They can proceed to grab the target to unleash a painful shock or if want to use a more concentrated form pierce through things such as boulders. While more of a lethal attack it can be changed upon the users current wants and intentions.
Rank: Basic


Spell Name: White Lightning Needle
Magic Name: White Lightning Magic
Magic Type: Caster
Description: This allows the caster to concentrate lightning in their hand before swiping in a horizontal direction. As the hand goes from one side to the other it causes needles made of lightning to shoot out towards the area in front for an intended target. While this attack doesn't cause superficial damage it targets the nervous system to go haywire leading to ones body not being in normal control for a short time. One may try moving their arm, but instead cause their leg to move in response. This can be over come by simply waiting for the nervous system to return to normal or figuring out how your body responds from each gesture.
Rank: Basic


Spell Name: White Lightning Heavily Sword
Magic Name: White Lightning Magic
Magic Type: Caster
Description: A spell meant for offensive attacks, the mage uses shape transformation to form a blade that extends from their hand up to 3 meters. It's sharp enough to easily pierce through the weaker metals. It can easily be manipulated to retract or extend upon the user's will. It doesn't require concentration to hold the form though, so if one's concentration is ruined it'll cease to exist.
Rank: Basic


Spell Name: White Lightning Running Beast
Magic Name: White Lightning Magic
Magic Type: Caster
Description: The user channels lightning to their hand before unleashing in front of them. The lightning takes the form of a wolf that the caster directs to chase down it's target. The construct is connected to a "chain" that goes back to the user's hand. If the attack lands it causes a stunning affect that slows down the person as well as dealing superficial damage to the body. This requires a higher amount of shape transformation to maintain and a constant supply of magic. If one were to break the "chain" or disrupt the connection it'd cause the construct to burst into a small explosive ball of lightning.
Rank: Advanced


Spell Name: White Lightning: Guerison Choc
Magic Name: White Lightning Magic
Magic Type: Caster
Description: The caster uses a non-lethal variant of white lightning surrounding their hands as they place their appendages on the person's body. This spell allows one to speed up the process of healing through the use of the holy properties and stimulating the Cardiovascular System. It can heal superficial injuries to more deeper and serious injuries. One must concentrate while using this or it can cause more harm than good to the person resulting in painful shocks, or intense third degree burns. It cannot regenerate destroyed organs, resurrect, or regrow limbs on people though so there are limitations to this.
Rank: Advanced


Spell Name: White Lightning Roaring Lion
Magic Name: White Lightning Magic
Magic Type: Caster
Description: Using a very high amount of magic, the user covers their hand in lightning before expelling a lot of the element into the high air. The person keeps their hand raised to the sky before shooting another bolt of lightning up "chaining" it to the previously expelled element. Using shape manipulation the lightning takes the form of a lion that lets out a loud noise reminiscent of a lion's roar before the caster brings their hand down. The lion proceeds to follow the path back towards the earth towards it's intended target, before causing a massive explosion of sheer force and power. It can be hard to control as well as very taxing on one's magic reserves to where they'll be very fatigued.
Rank: Advanced
PostPosted: Fri Nov 24, 2017 10:00 am


Name: Shusui
Weapon Type: Katana
Picture: [x]
Description: Shusui is designed to tremendously increase the damage potential and destructive power of its user. At one point, Arthur commented that Shusui's greatest attribute is its durability, claiming that even if a dinosaur were to step on it, the blade would not bend a millimeter. Furthermore, the sheer power of the blade alone was enough to redirect a strong punch. While it is capable of dealing heavy blows and is extremely hard, Shusui has a few major problems of its own. Just as Sandai Kitetsu turned out to be a "problem child", Leonardo describes Shusui as having a "temper" that makes it harder to wield.
Abilities: Increase in damage potential and destructive power of its weilder
Rank: Advance

Name: Yoru
Weapon Type: Katana
Picture: [x]
Description: Forged from the blood of mutants, this blade was crafted by a demonish blacksmith. It was said that it took the blacksmith the blood of 666 mutants to forge this very sword. Hardened by the seven different flames of hell, and taking the blacksmith 774 days to complete. This is one of a kind katana, much like Shusui, it is designed to significantly designed to increase the damage potential and destructive power of its user. This blade was said to be cursed, overusing, or the lack of will may cause its wielder to be possessed.
Abilities: Increase in damage potential and destructive power of its wielder
Rank: Advance

Name: Kashu
Weapon Type: Katana
Picture: [x]
Description: Kashu has a sharp edge, and are designed to make it easier to use for cutting. Paired with an extraordinary swordsman, Kashu can be used to cut through steels and rocks with ease. Though of course, its wielder must possess the necessary strength to do so. Excalibur is extremely light but are proven to be durable and are capable of withstanding a large amount of damage without breaking.
Abilities: Increase in damage potential and destructive power of its weilder
Rank: Advance


Good boy Yuuki


Divine Explorer


KiIala

Nine-tailed Cat

12,440 Points
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PostPosted: Sun Nov 26, 2017 2:21 pm


Spell Name: Lucky Share
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: By feeling the luck within herself, she can share such good luck with others. The luck event depends on the own persons wishes and desires. If there wish is to find money, they will find lots of it on the ground. If they wanna marry someone, they will have a higher chance, though it cannont change another person to like them. If they desire treasure, it will come to them. The sky is the limit of these fine wishes to come true!
Rank: Basic


Spell Name: Lucky Evade
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: If an attack is heading to herself or a friend nearby, she can use this magic to force the attack to split and miss completely off track of its intended goal. She cannot use it repeatedly however, there is a cool down of about 3 minutes each time between use.
Rank: Basic


Spell Name: Lucky Press
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: Building amounts of luck together, the user can conger just enough to shove an enemy with some distance, depending on the size of the target as well as how much energy is put into the push. Depending on the targets size, anyone bigger than her would be nearly impossible,
unless enough magic was built up. Smaller, would be more in her capability to complete.
Rank: Basic


Spell Name: Lucky Escape
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: Creating a couple amount of luck together, the user can create falling money from the sky, raining on those below them. This technique is mostly used as an escape, or for fun purposes. An enemy would be drawn to wanting to catch the money, thus allowing a nice enough timed escape from there. Once she has gone too far from said person, the luck will disappear along with the raining money.
Rank: Basic


Spell Name: Lucky Mistake
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: Staring at a target, the users eyes lock onto them, causing a glimpse to appear. Once the opponent sees the sparkle, they lose focus of any attack they were currently using and causes a mistake to happen, be a miss, a backfire, or just used the magic wrong and nothing happens in the end. This can only be used every 3 turns.
Rank: Basic


Spell Name: Lucky Craft
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: Utilizing any luck the user may find, they can than create weapons of sorts in order to take down opponents by crafting them from luck. The larger the weapon, the more luck and magic is needed. With a C-rank, the user may only make regular sized swords, knives, anything that considered a small weapon.
Rank: Advanced


Spell Name: Lucky Roar
Magic Name: Lucky Dragon
Magic Type: Caster, lost
Description: Much like every dragon slayer, the roar works a bit differently on this slayer. Using the power of luck, roaring at an enemy will shoot out coins, however these coins are hard and with the force they are being thrown will hurt upon contact. On the plus side, free money once its done!
Rank: Advanced
PostPosted: Mon Nov 27, 2017 6:42 pm


Blood-Make

Spell Name: Blood-Make: Lancer
Magic Name: Blood-Make
Magic Type: Caster
Description: A spell, considered to be Lival's signature spell, enables Lival to manifest a spear composed entirely of hardened blood. What Lival creates is a spear, which is a pole weapon consisting of a shaft, usually of wood, with a pointed head, composed entirely out of iron hard blood for melee combat. Typically, the Blood-Make: Lancer varies greatly in terms of appearance, but it's generally twice as long as Lival himself is tall - thanks to the Blood-Make: Lancer being a byproduct of his dominance over blood, Lival is able to change the properties and composition of any Blood-Make: Lancer through thoughts alone into alternate forms in accordance with the whims of Lival, such as morphing its structure morphed into halberds, a guandao, a trident, bardiches, a poleaxe, a Ji, and many more options are at Lival's disposal. Of course, once brought into the mortal plane that's universally referred to as Earth Land, this crystallized blood lance is able to be wielded for close-range combat in a similar manner to that of a completely ordinary spear—if this is done, then the spell will have far greater power than almost any other spear, possessing enough force to cut through solid steel and even pierce through a fortified magical barrier such as Defense Magic, but that's not where it true power lies. Because of the inherent malleability of Bloody Forge that's a result of it being an imitation of Molding Magic, Lival is able to alter the tensile strength of the crystallized blood lance in order to bestow the lance with an innate fragility, as upon contact with a solid surface, the previously threatening-looking lance of blood seemingly shatters into a dozen or so smaller lances of blood, which Lival directs towards his target, being launched forward at amazing speeds; resulting in a punching force traveling through the air in the opponent's direction; manifested in the form of a powerful light-blue lance that moves at blistering speeds and inflicts massive damage. Blood-Make: Lancer is able to cancel any type of other mineral-based attack while continuing to hit the opponent. When in motion and split into innumerable fragments, Blood-Make: Lancer is capable of homing upon an opponent, but instead of dodging many an obstacle until it reaches Lival's intended target, Blood-Make: Lancer functions in a similar manner to that of a drill — grinding through anything that the spear comes into contact with as well as smashing it to atoms, before freezing it completely. Upon contact with the foe, Blood-Make: Lancer releases all of the blood energy and magical particles that compose it—the foe's own magical pressure serves to contain and amplify the destructive power of the bloodlance, causing a large blast of blood that can crystallize something completely solid in blood within in mere moments. Lival is able to alter the properties of his Blood-Make: Lancer by bestowing upon the crystallized blood spears shot forth the properties of targeting and propulsion, always condensing the magical particles that compose it, before spreading them out to the tip, coating the outer surface of the lance, enhancing its penetrative qualities as to enable the multitude of crystallized blood spears to veer off wildly in mid-flight in different directions and attack the target from a variety of alternate directions or homing in on different targets in order to attempt to take out multiple opponents at once. Not only this, but Lival is able to break down the composition of his Blood-Make: Lancer before reforming it around his enemy as to trap the target in the tip of a gigantic lance and launching it upwards; alternatively, Lival can also hide an ally inside the blood of the lance; and finally, Lival is able to alter the head of the lance to transform it into a scythe's blade which he can swing at the opponent for increased momentum.
Rank: Basic


Spell Name: Blood-Make: Knuckle
Magic Name: Blood-Make
Magic Type: Caster
Description: Blood-Make: Knuckle is a basic Blood-Make spell where Lival engulfs his fist in hardened blood that serves as a bloody gauntlet upon one of his arms the opponent with a blood-enhanced punch, dealing noticeable amounts of damage. After using his blood to create what he has imagined, what emerges is a weapon in the form of a gauntlet, which are protective gloves used as a form of armour composed entirely out of blood that wraps around his entire arm, this gauntlet covers Lival's forearm and hand, acting as an arm guard of a sort; the shells loaded inside are colourless, instead reacting when Lival's infuses them with magic; the left hand appears almost normal with an elbow-pad, serving the purpose of a single-barreled shotgun which is fired with a piston mechanism, launching shells of eternano from a light-red barrel which is concealed in the front of the power fist and aligned between Lival's knuckles, specifically the index and middle finger; the blood that encompasses his lower arms suddenly hardens into a compact state, serving as an outer shell of sorts. From here, Lival then launches his clenched fist forward 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 – but in any case, when the blood-clad fist impacts upon the form of the target, it strikes with the force of being struck in the face with an solid iron anvil, with the blood amassed around his hand swirling around at the point of contact which deals multiple strikes of damage in order to induce an effect which isn't dissimilar to that of a drill that's utilized for the purpose of excavation grinding into his body as if the drill was eating away at bedrock little by little, finishing its journey towards its target with a powerful punching force that inflicts major damage upon Lival's opponent and launches them several meters away if his bodily constitution isn't capable of handling the forces associated with the Blood-Make: Knuckle. To those who witness the process of Lival launching the Blood-Make: Knuckle which impacts upon the opponent, it visually appears as if Lival has made the slightest of movements forward and from there, the enemy was struck with the force of a cannon shell, being sent careening across the landscape near-instantly. The speed at which Blood-Make: Knuckle is released at ensures that more often than not the opponent is taken off-guard by the fist rocketing towards them, as the density of the blood compressed upon Lival's fist enables it to burst defenses and rip straight through projectiles. When Lival is airborne, he is able to launch it at a downward diagonal angle – if Lival of Blood-Make is seconds away from landing upon a solid surface, without costing them any more magical energy, he can repeat another Blood-Make: Knuckle strike or any of its two Additional Attacks, and Lival is able to transfer the blood condensed upon one or more of his fists into his legs, allowing them to unleash an equally powerful somersault flip kick that can blow the opponent away.
Rank: Basic


Spell Name: Blood-Make: Slasher
Magic Name: Blood-Make
Magic Type: Caster
Description: Blood-Make: Slasher is the most basic of the Blood-Make spells; it, as the name says, is capable of manifesting any weapon that possesses a blade that Lival is able to imagine. a weapon in the form of a blade which is inherently malleable, capable of being morphed into any weapon of choblood, as long as it has to do with a blade; not only can all forms of swords be manifested, so can daggers and an axe - it would be more accurate to classify what Blood-Make: Slasher can form as "anything sharp and used for slashing and stabbing"; Blood-Make: Slasher can allow Lival to take any bladed weapon formed from his blood, such as a regular sword and alter its properties to transform it into another version, such as a rapier or katana - while Blood-Make: Slasher has only four weapons that Lival can switch between on the fly, all of these weapons have countless other forms; all of these weapons are counted as part of Blood-Make: Slasher, and as such, there is no real need to list them in a potential user's repertoire. Nevertheless, in any form, the Blood-Make: Slasher tool is highly sharp and durable, capable of slicing through magical barriers, and his slashes are capable of trailing large amounts of blood in its wake in a manner not dissimilar to the likes of the uncategorgized spell tangentially related to Sword Magic known as Sword Beam which can damage the opponent. The attacks unleashed with Blood-Make: Slasher generally cover a lot of other close-ranged blows, oftentimes slashing forward in a neutral stance, but sometimes slashing forward while grounded has Lival aim upwards and striking diagonally to knock an airborne opponent down; Blood-Make: Slasher covers a wide variety of areas; though while airborne, Blood-Make: Slasher is best used as a downwards slashing attack. While normally, the strikes unleashed by Blood-Make: Slasher are capable of covering a noticeable distance, Lival is able to focus his magical energies within the blood-hewn implement, further augmenting his range and width as well as fortifying his composition as to dramatically increase his parameters and grant them the ability to pulverize both physical and supernatural defenses, such as armour and Defense Magic; but of course, while charging the power of his bloodied implement, a wielder of Blood-Make is capable of cancelling the charging process and quickly strike out, taking the opponent off-guard. Once Lival has unleashed an attack using one of the weapons manifested by Blood-Make: Slasher, he is immediately capable of switching to another one without any delay, allowing for an instant follow-up attack; it is capable of being chained into almost any other successive strike to unleash a plethora of combos that rain down upon his helpless opponent.
Rank: Basic


Spell Name: Blood-Make: Sanguine Wings
Magic Name: Blood-Make
Magic Type: Caster
Description: A Blood-Make spell where Lival manifests a single pair of wings on his back which is composed of his blood, solidified in order to allow Lival to induce high-speed flight. With a single beat of his wings, an immense amount of force is released, stirring up powerful winds that blow everything over which isn't fortified within the immediate vicinity, and Lival kicks off in the blink of an eye, ascending to the azurite skies, merging red and blue. While in motion as the Blood-Make: Wings are equipped onto his body, the speed of Lival is dramatically amplified to the point of effortlessly out-speeding the likes of magics such as High Speed and Slowing Magic, making Lival's velocities at least equivalent to that of the Heavenly Body Magic spell Meteor. Zipping about the vicinity and ripping straight through the atmosphere with movements that could honestly be considered a velocity the likes of "godspeed", Lival moves with such grace and supremacy that more often than not, the untrained eye is incapable of keeping up with his movements, and even those with some sort of psychic ability such as precognition and clairvoyance cannot predict his next actions. Of course, the velocities which he darts about at results in the kinetic energies of his movements being magnified, allowing Lival to produce significantly more impact force when striking when Blood-Make: Wings are active.
Rank: (Basic or Advanced)


Spell Name: Blood-Make: Surfing Dragoon
Magic Name: Blood-Make
Magic Type: Caster
Description: A fairly odd Blood-Make spell that involves Lival leaping upon his blood forged polearm and then propelling himself forward with a burst of energy, riding the weapon like a surfboard into the target. In any case, when performing Surfing Dragoon, Lival, while already gripping a Blood-Make: Lancer within his hands, infuses this crystallized blood lance with his magical energy as Lival invokes the Blood-Make activation sequence by focusing his magical energies and projects his magical power outwards, before shaping the energies into a sturdy and ordered structure, giving it a crystallized blood form - from here, instead of utilizing the Blood-Make: Lancer for direct and close-range melee combat as it would normally be harnessed, Lival focuses the crystallized blood energies manifested through the activation sequence that had just proceeded upon the Blood-Make: Lancer as he leaps upon the crystallized blood polearm as to treat it as a pseudo-vehicle for high-speed transportation; the moment that Lival puts both of his feet upon this polearm and commands it to move through mental commands while causing it to resemble a surfboard, specks of crystallized blood dust begin to scatter from its very composition, as Lival begins to fuel more and more of his magical energies into the sword that serves as a solid surface underneath his feet, causing it to resemble a polearm-shaped rocket as Lival then shoots forth like a bullet, moving at high speeds to the point that he becomes nothing but a blur. When Lival comes into contact with the opponent, it will knock them down if he is standing, and the jagged tip of the polearm he is riding on is capable of piercing all sorts of blockades, with the sole exception of Wave, casually rending them in twain as if they were naught but papier-mâché; addition, it is capable of knocking the opponent back if it is utilized when Lival is airborne. Additionally, thanks to the shear velocities that the blood board moves at, the kinetic energy released by its movements can produce enough force to occasionally reverse an opponent, leaving the enemy unexpectedly open which Lival can immediately take advantage of. When in motion, Surfing Dragoon is capable of trailing large amounts of crystallized blood in its wake, which can damage the opponent.
Rank: Basic






Spell Name: Blood-Make: Bloody Shielder
Magic Name: Blood-Make
Magic Type: Caster
Description: As the name suggests, it enables Lival to manifest a shield composed entirely of crystallized blood. what emerges is a hand-held shield, specifically that of a buckler, which is a small shield, up to fourty-five centimeters in diameter, gripped in the fist with a central handle behind the boss for use in close-range combat – all for the sole purpose of defensive measures. The Bloody Shielder, thanks to Lival of Blood-Make being capable of manipulating the density of his crystallized blood creations in any way that he deems suitable, is nigh-invincible, 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 Lival's way, bouncing harmlessly off of the shield like a flurry of raindrops descending from the heavens at high speeds. Each transformation that the Bloody Shielder undergoes is induced by Lival's mental commands alone, with no real need to pump any magical energies into its composition to alter its shape and sizes- effectively, this puts a Bloody Shielder above a magic barrier as Lival is not required to spend excess amounts of energy to change its existence. The Bloody Shielder acts as a high-density shield that appears to be immovable by any outside force. The defensive power of Bloody Shielder is absolutely immense; it can protect Lival from almost anything that is aimed towards his form- upon contact with an opposing attack, the strike which is aimed towards Lival's body that touches the Bloody Shielder is brought to a screeching halt as its kinetic energy is reduced to zero- this can works against magic, bullets, explosions, and other projectiles; effectively, in the short time that it is active, the strength of this crystallized blood shield is shown to repel enemy attacks, being strong enough to completely negate the effects of a Heavenly Body Magic spell, with the clash between the two moves sending a gale all over the surrounding area- for a three-hundred-and-sixty degree method of defense, Lival is capable of using Bloody Shielder to erect walls composed of massive pillars of crystallized blood as if they were built by hand around his entire body by simply smashing the ground with the crystallized blood shield. The spell can also be used for offensive purposes, launching forward to create powerful forces to strike the targets, or to deflect forces sent by enemies right back at them, and he is capable of manipulating such defensive barriers at his will, bending and twisting them to better guard himself as well as his allies from enemy attacks; in addition, Lival can split the Bloody Shielder barriers into his constitutive elements, which he can freely move in midair and employ for offensive purposes. Despite being, well, a shield, Bloody Shielder can be harnessed for both defensive and offensive capabilities, commonly throwing the shield at his 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.
Rank: Basic


Spell Name: Blood-Make: Count’s Standing
Magic Name: Blood-Make
Magic Type: Caster
Description: A spell that enables Lival to set a seal of crystallized blood upon any medium he deems to be suitable, which acts as a platform for which he can use to maintain his footing. After using the common Blood-Make process, what emerges is a glyph of translucent texture that appears similar to that of a large circular grid of hexagons or an extravagant flower. Lival is able to leap off of this platform, effectively performing a double jump and staying in the air for much longer than usual- Count's Standing enables Lival to cross vast distances without ever touching the ground or be utilized as a starting point for a powerful aerial assault. By itself, without altering the spell a bit, the Count's Standing does not have a direct combat application, but it is an extremely useful ability as numerous areas cannot be unfairly assessed without a flight-type technique. And, of course, the Count's Standing greatly assists Lival with evasion in combat, particularly against ground-based opponents, as by performing a double jump, he is capable of slightly increasing the amount of time spent within the air; unlike most elevation-type spells, Count's Standing is far more variable and potent in its usage, as Lival can harness the speed boost that it grants him in order to launch himself in multiple directions instead of just upwards- from here, he is capable from attacking with a rolling crescent slash with a weapon; by using the Count's Standing in order to leap in a direction other than upwards, this version can only be used if Lival has not already executed a dash jump from the ground or a wall. It is noticed that if Lival uses the same spell while on the ground, it greatly enhances his speed for a short period of time. Lival has been shown to be able to use this platform as a means of offense, being able to kick it at the opponent, the impact of which causes severe damage upon contact with an enemy. To the opposite extreme, it can be used for defense, and can block all but the strongest of attacks. Count's Standing also enables Lival to travel long distances at an incredible pace, travelling at a speed almost too swift for the naked eye to be able to see properly. A wielder of Blood-Make can also enhance his already swift flight speed by riding on strong gusts of wind which he cools through his magic, and can slow or deflect falls by creating cushions of gaseous crystal. Multiple platforms can be made, and can also be used as a means of giving oneself the necessary momentum to perform a powerful follow-up attack.
Rank: Basic


Spell Name: Blood-Make: Red Crasher
Magic Name: Blood-Make
Magic Type: Caster
Description: A spell that creates an intricately-designed hammer made of crystallized blood, which he brings down onto the targeted area, creating a great impact, echoing out for miles. After inducing the typical Blood-Make process, what emerges is an enormous and intricately designed war hammer, a late medieval weapon of war intended for close combat action, whose design resembles the hammer that's composed entirely out of crystallized blood, its size expanding and contracting in accordance to Lival's thoughts. This hammer has spikes of blood at the head, but through refinement, Lival can alter the shape of the hammer as to remove a majority of said spikes and instead bestow upon it a drill-shaped head. This hammer is known to have immense destructive power and potential as a weapon. Each and every great impact that Red Crasher delivers that lands upon a solid surface, no matter if it is organic, inorganic, or even supernatural, releases a noticeable propagating disturbance known as a shockwave which travels across the ground in a manner that causes it to fan outwards, dealing even more damage over a wide area to the point that even so much as approaching Lival while Red Crasher is manifested is effectively the opponent foolishly entering a radius of instant death; thanks to being hewn from crystallized blood, Red Crasher Impact is able to not only send Lival's opponent careening across the earth, it can freeze an opponent's body parts upon contact to the point that they are forced into a stationary position, leaving Lival's foe in a helpless state and unable to defend themselves against Lival's next strike. Through a compression of its size that's invoked by Lival commanding it to do so, the Red Crasher is capable of being downsized to the point that it can function as a handheld weapon, enabling it to serve as a close-range combat option instead of enormous impacts; additionally, Red Crasher's property of functioning like a boomerang, if Lival throws it at anything, it never misses, and never flies so far as not to return to his hand and thus it will return to his hand despite any intervening obstacles or distance, at one point following his over two continents, obeying Lival as if the weapon possessed a will of its own.
Rank: Basic


Spell Name: Blood-Make: Sanguine Discus
Magic Name: Blood-Make
Magic Type: Caster
Description: A blood-make spell where Lival creates a giant spinning crystallized blood disk, which possesses cutting power equivalent to a buzzsaw, and launches it at his target. After inducing the typical process of Blood-Make, what emerges is a thin, flat, circular plate composed entirely out of crystallized blood that's fashioned to resemble a stylized buzzsaw with jagged blades, which itself is either a single blood crystal or an aggregation of blood crystals which falls through the Earth's atmosphere; this wheel, momentarily remaining in front of Lival's body, quickly begins to spin around at high speeds with an ever-increasing velocity – doing so enables it to take upon buzzsaw-like properties, using a rotary motion before Lival launches the disc towards his opponent, following the contours of the landscape. It rolls forward with all of its might- the sheer force of the release causes the ground below Lival to rupture and break into fissures as it travels along the ground at astounding speeds beyond regular perception, moving across the earth like a wheel in motion, destroying some terrain, and also specific blocks – the Sanguine Discus is capable of quickly travelling up walls and onto ceilings; as it accelerates forward, the wheel of crystallized blood displays the ability to cause those near it to experience confusion, uncontrollable body temperature lowering, and exhaustion, making sure that they will have a much more difficult time evading the attack. Even if it is evaded, it should be taken into consideration that the sheer amount of crystallized blood released by the swing can result in those unfortunate enough to be in close proximity to the attack being frozen in his tracks, leaving them vulnerable to the Sanguine Discus curving around and striking them. Up to three Sanguine Discus can be launched at a time; the spell will traverse the earth until it hits an enemy – but it will ricochet a great number of times before disappearing, but the angle of reflection increases on every hit, and the more icy discs are shot, the more variable the ricochet physics will be for each of them.
Rank: Basic


Spell Name: Blood-Make: Violent Veins
Magic Name: Blood-Make
Magic Type: Caster
Description: A Blood-Make spell that grants Lival the ability to generate and manipulate wires composed out of blood of absurd powers in any way that they see fit. Violent Veins itself was originally intended as a substitute nervous system for use by surgeons, so it can substitute destroyed nerves, though its original use has been perverted to serve as an amazing combat spell. After inducing the typical Blood-Make process, what emerges are a multitude of wires that are forged completely from blood, wires are known to be pliable strands or rods forged in countless lengths and diameters, more often than not electrically insulated, and used chiefly for structural support or to conduct electricity- these wires are known to be in all shapes and sizes, while their composition varies on what Lival wishes to do with them, meaning that the mere existence of Violent Veins in the heat of battle can keep the opponent guessing as to what properties the wires will display. Violent Veins is a rather strange spell- while one normally wouldn't consider "the ability to manipulate wires" overpowered, it could be said that the mere existence of the magic could prove such an assumption dead wrong. Violent Veins is unique in that while it is technically the same thing as its parent magics, Blood-Make and Wire Magic, the degree to which Violent Veins shows such power and versatility effectively means that it could be considered a proper evolution of Wire Magic, similar to the age-old theory thought up just now to have a comparison hold weight that Slayer Magic was an evolution of Elemental Magic. Generally, when harnessing Violent Veins, the wires will shoot from Lival's palms or fingertips, giving off the visage of a puppeteer controlling a play; and to be completely fair, considering what happens in the arc that displays the magic, it could be an apt comparison. While it is indeed a given that the wires produced by Violent Veins vary considerably as they are dependent upon Lival's magical energy and their imagination, generally Violent Veins constantly has the properties of piano wire or monomolecular wire; meaning that every wire produced by Lival has absolutely immense slicing power, at least akin to an Magic Sword, which are capable of slicing through almost any type of alloy due to producing a superheated magical aura that works similarly to how plasma reacts on solids; they can slice through human bodies and buildings alike as if they were composed of wet rice paper. No matter the form, the wires made manifest by Violent Veins are known to possess truly mind-boggling durability and tensile strength that very few things and people can slice or even damage them. The wires generated through Violent Veins are capable of wrapping around and attaching to supposedly any form of surface, so long as it is not a liquid; he can also bundle and compress the wires in order to shape them into a variety of shapes and forms, such as ropes which double as whips, webs, bullets, and an arm drill. As mentioned above, the wires of Violent Veins have outstanding parameters, allowing Lival to perform feats such as wrapping then pulling things or bringing them closer, binding his opponents, scaring/lashing opponents, binding then snatching others weapons, swinging from high altitudes and slicing the flesh of his enemies when striking at great speed- all of this without hurting himself. It is said that they have no actual limit to how long the wires of Violent Veins can expand, seemingly chasing Lival's enemy to the very ends of the earth, making impossible maneuvers such as travelling underground in order to catch up to his foe. It should be taken into consideration that because of the fact that wires are generally so thin that they could be considered invisible, this makes it almost impossible to see the wires generated by this magic by the untrained eye, making it extremely difficult to avoid their path, which, when coupled with their speed and strength, makes Violent Veins a deadly combination. The longer that the wires of Violent Veins are deployed in the current plane of the existence, the stronger they become- it is known that for every second in flight, the wires gather and compress more eternano saturated within the atmosphere in order to bolster their speed, power, and versatility a hundredfold. Of course, therein also lies an extremely useful ability- the wires of Violent Veins are capable of performing an impromptu emergency surgery by stitching wounds and organs if Lival is heavily injured, allowing him to stand up as good as new after a while- however, as the wires of Violent Veins need to be continuously renewed for the healing to last. Besides restraining enemies or triggering traps, they can be pretty handy for cutting; a skilled user can use strings to cut opponents or even boulders, without hurting himself.
Rank: Basic


Spell Name: Blood-Make: Sanguine Trooper
Magic Name: Blood-Make
Magic Type: Caster
Description: A Dynamic involves Lival creating several copies of himself that are capable of performing various other maneuvers in accordance to Lival's willpower. generally, in terms of appearance, there's no indication to allow onlookers to distinguish the replicas from the real deal, though Lival has displayed the ability to make them look more akin to knights as seen in medieval fantasy in accordance to his own personal tastes; enshrouding them in crystal armour also raises their defenses ever-so-slightly while masking their identity - however, because of the last part, they don't serve as good doppelgängers, and as such, changing their appearance is very rare. Lival is able to encase the Sanguine Troopers in armour of crystallized blood. Furthermore, as Blood-Make enables Lival to control all blood, they can speak through each of these clones to continue upholding the illusion that the replicas are the real deal. The various replicas of Lival that are brought into the current plane of existence are capable of performing any of Lival's basic Blood-Make spells, including Sanguine Trooper once more in order to double the amount of copies that Lival has summoned in the heat of battle- however, by doing so, the clones drain magical energy from the original user of the spell's own Magic Origin. To add to the deception pulled over the eyes of his enemies, these duplicates can bleed after being struck- though they will scatter into molecules if attacked by a sufficiently strong force; but before they do that, Lival can disperse them by will alone in order to gain back any of their magical power that they had used in their brief moments of 'life'; generally, they're so lifelike that it's near impossible to distinguish the Sanguine Trooper clones from the real deal. Continuing onwards, Sanguine Trooper allows Lival to use these replicas to distract his opponents, which can be useful when it buys enough time for Lival to find a weak spot on the enemy, even confusing users of psychic-type magics by causing their powers to detect the decoy instead of Lival – Lival is also able to switch places with his clones to continuously confound his opponent. For all their boons and their ability to use almost any spell that Lival is able to cast, however, the duplicates brought into existence through Sanguine Troopers are incapable of activating advanced spells
Rank: Basic


Spell Name: Clotting
Magic Name: Blood-Make
Magic Type: Caster
Description: Clotting is a Blood-Make spell which grants Lival the ability to induce coagulation upon the blood in his body, stopping all bleeding and also removing his ability to flinch. Through the process referred to as blood clotting which is the process by which blood changes from a liquid to a gel that is constantly applied over and over whenever Lival is struck by any type of attack no matter the severity, the application of Clotting prevents Lival from bleeding, hardening the muscles and incorporating 'super-armour' theory as seen in fighting games, activating Clotting results in Lival's senses of pain and seeming weakness of his body being removed for as long as this spell is active- this enables Lival to endure damage without suffering from recoil, being stunned, or flinching which would normally interrupt his actions, such as attacking both with physical and magic moves, meaning that Clotting being invoked results in Lival being incapable of being stopped simply by attacking him. However, the defenses provided by Clotting only prevents Lival from being interrupted- the opposing attack's full damage will still be taken. What this spell can help Lival ignore the knockback of attacks ranging from extremely powerful spells like Crimson Lotus: Phoenix Blade, to extremely weak attacks such as the basic Fire Bullet. Typically, how much the defenses provided by Clotting can protect Lival against is limited to a single strike, meaning that if Lival gets hit twblood, while executing a strike with this spell active, he will flinch as normal and his assault will be interrupted, meaning that a spell such as Crimson Lotus: Exploding Flame Blade can overcome the defenses provided by Clotting due to its multi-hitting feature. Furthermore, despite the increased physical density that Lival gains when activating this move, it does not nullify damage, and one should remember that Lival's body is still flesh and blood; thus, its resistance to force has its limits- while Lival of this spell can ignore the knockback of the opponent's attack, the blow will still damage them, meaning that in the face of an overwhelmingly powerful spell, in some cases, it would simply be easier to evade if possible. When combined with the Blood Kain spell, this results in Lival turning into an unstoppable juggernaut of destruction whose powers on the physical side are fortified a hundredfold as well as possess the ability to remove any chances of his attacks being interrupted.
Rank: Basic


Hirio of the Hoh

Vice Captain



Hirio of the Hoh

Vice Captain

PostPosted: Mon Nov 27, 2017 6:43 pm


Blood-Make pt2
Spell Name: Blood-Make: Bloody Billiards
Magic Name: Blood-Make
Magic Type: Caster
Description: Seen as a more advanced spell than the based Blood-Make: Lancer spell; Bloody Billiards involves Lival crafting a ornate cue stick and nine billiard balls with a horned devil skull design on each ball along with a roman numeral in each right eye socket from his blood to be used for combat. After inducing the typical Blood-Make spell process, what emerges is the tools used to play the popular bar sport and pastime known as Billiards. Billiards games are mostly played with a stick known as a cue; a cue is usually either a one piece tapered stick or a two piece stick divided in the middle by a joint of metal or phenolic resin. High quality cues are generally two pieces and are made of a hardwood, generally maple for billiards and ash for snooker. The butt end of the cue is of larger circumference and is intended to be gripped by a player's hand. The shaft of the cue is of smaller circumference, usually tapering to an 0.4 to 0.55 inches terminus called a ferrule, where a rounded leather tip is affixed, flush with the ferrule, to make final contact with balls. The tip, in conjunction with chalk, can be used to impart spin to the cue ball when it is not hit in its center. Billiard balls vary from game to game, in size, design and quantity. Russian pyramid and kaisa have a size of 68 mm. American-style pool balls are 57 mm are used in many pool games found throughout the world, come in sets of two suits of object balls, seven solids and seven stripes, an 8 ball and a cue ball; the balls are racked differently for different games. Blackball sets are similar, but have unmarked groups of red and yellow balls instead of solids and stripes, and at 56 mm are smaller than the American-style; they are used principally in Britain, Ireland, and some Commonwealth countries, though not exclusively, since they are unsuited for playing nine-ball. While Lival wields the Cue as a polearm or even a long sword, the nine blood billiard balls gravitate around him, as though they were planets circling around a sun. Lival can control the position of his billiards and enhance their size and power. While in motion, the Bloody Billiard flows like a liquid while still retaining a solid composition due to its nature as a quasi-solid, releasing minute particles of blood as it shoots forward at high speeds – the Bloody Billiard is known to be highly forceful in nature, puncturing through most things in its path due to its nature as a constantly spinning orb of blood, whereas the spell's composition enables it to defend against most projectiles thrown its way, completely mollifying the threat each one possesses by the blood that makes up its structure extending the effect blood has upon the adversaries' attacks, removing any kinetic energy they have while rendering them completely inert. Considered to be an blood-element variant of the bog-standard Fire Bullet spell as displayed by wielders of pyrokinetic-type magics, Bloody Billiard is much more than that in terms of both power and potential – using mental commands enabled through the utilization of Telekinesis, Lival is able to control the direction and overall trajectory in which Bloody Billiard moves through naught but his thoughts alone, thus enabling the Bloody Billiard to outmaneuver and confuse Lival's targets, weaving the crimson sphere of blood around them in all sorts of patterns. Lival has displayed that he is capable of controlling the energy output for each orb of blood, thus enabling them to inflict a wide variety of damage upon his opponents. Bloody Billiard does not explode on contact, serving more as a blunt force projectile, enabling it to burrow underground and surprise the opponent with a sneak attack – reaching Lival's enemy, Bloody Billiard expands as its quasi-solid state vanishes, transmogrifying into an bloody propagating disturbance that echoes outwards upon the opponent's frame, producing a high-impact blow that is capable of sending Lival's adversary across the landscape in the blink of an eye. The maximum quantity of crystallized blood Billiard balls Lival is capable of firing simultaneously while utilizing Bloody Billiards is two thousand Billiard balls at once – after the initial volley is launched forward, this onslaught is capable of being fired once more without spending any time to rest, transforming the vicinity into a geometric curtain of absolute destruction.
Rank: Basic


Spell Name: Blood-Make: Cruel Murder
Magic Name:Blood-Make
Magic Type: Caster
Description: A spell where Lival manifests a multitude of sharp Cross Stakes that circle the enemy, trapping them in a bloody minefield before they converge and descend upon the enemy in an enclosed formation in a storm of sharp death. which Lival then mentally shapes into a variety of spikes of ice formed when water dripping or falling from an object freezes which are levitated above ground, beginning to swirl around Lival or their target in a circling formation upon being manifested, focusing the bloody blades' explosive, glowy death into a protective ring around the target resembling reverse shrapnel- the numerous stake crosses spinning around the center they recognize as the "starting point" known as Lival or their body electromagnetically- these spikes of ice spin around at varying speeds which Lival is capable of modifying to become any velocity that they deem to be suitable through thought- at its highest point, the stake crosses whirl around the frame of what Lival wishes at speeds just below the speed of sound, or they can move as slow as molasses to allow Lival to grab them and use the weaponry as a dagger if an opponent closes in too quickly. Once the stake crosses have enclosed an enemy, Lival can fire the bloody spikes, leaving trails of blue light; when in trajectory, they have a spiraling effect. This spiraling effect is the basis and key principle in this technique, allowing the stake crosses, in contact with a living human, to have many ranges of effect on the human body. When fired, the knives generally act as bullets; the stake crosses possess no difference in functionality from firearms, albeit they possess absolutely zero recoil, giving them a slight advantage over a gun. They move and take aim at the target according to Lival's will, allowing them to fire without having to even touch them. The countless crosses released by Cruel Murder are known to inflict impressive piercing damage that rips through most forms of armour and weaponry. Due to an enormous amount of stake crosses being fired at the same time, it is incredibly difficult to block many of the strikes. Lival can mentally stop the spikes of ice and point them in another direction if the opponent dodges; essentially, it is near impossible to totally evade. The ring of sharp ice can point outwards from Lival or inwards surrounding the target. When focused around Lival, the ring of bloody blades orbiting their frame commonly serve as single-use barriers that can slice an opponent upon contact, damaging anything they come into contact with while slicing projectiles in half if they even so much as touch the blast homing in on Lival frame; however, upon contact with an existence that Lival deems as a suitable target, the stake crosses vanish, making this utilization a decent short-term protecting Lival. They are extremely useful for trapping enemies. The attack's actual threat lies within its fragility, as all aspects Cruel Murder are known to be fragile, and if disturbed even in the slightest manner, the icicle which is struck is known to split into countless crosses of blood that descend downwards when disturbed by the adversaries' magical energy or any attempt to prevent the spell from landing, subsequently mincing the enemy to pieces. A single shard is capable of tearing through defenses and destroying weak foes with a singular strike; essentially becoming an overwhelming hail of absolute destruction, spreading out for miles, ensuring that nothing is left standing; a beautiful geometric curtain of death which can be likened to a vicious hailstorm. Cruel Murder is mostly used to surround Lival's enemy, and because when it begins to circle the opponent, the foe is shoved into the arcane equivalent of a minefield, Lival is able to exploit any available opening at a moment's notice due to the foe being on-edge, a constant worry about slipping up nagging at them. Due to this, Cruel Murder possesses the additional effect of being able to surprise the foe no matter how much they have witnessed the technique as it is easily adaptable. With Cruel Murder, Lival has displayed that they are capable of firing out countless crosses at once, extending into extremely elaborate and beautiful patterns of icicle flows, with hundreds and sometimes thousands of stake crosses at once, oftentimes making the Devil Slayer's power output appear akin to a particularly flamboyant fireworks display.
Rank: Advanced


Spell Name: Blood-Make: Rending Vampiric Bite
Magic Name:Blood-Make
Magic Type: Caster
Description: A brutal Blood-Make spell that involves Lival performing minute amounts of magical manipulation upon his Blood-Make: Lancer once it has come into contact with his enemy, causing the spearhead to split in two mid-way to the tip to transform into a pair of jaws which chomp down upon the opponent and hold them still momentarily, leaving them open for successive strikes. Lival invokes a minor form of Blood Make as to split the spearhead down the middle while adding more blood into its structure, thus transmogrifying the Blood-Make: Lancer into a pair of demonic jaws which surround Lival's opponent from both left and right sides before chomping down upon them, restraining the enemy in a vice-like grip. This ensnaring motion is difficult to be defended against, whether through attempting to block the attack naturally or through a supernatural means such as Defense Magic, resisting the foe's attempts at protecting themselves and in some cases grabbing them out of their defenses, ensuring that a magician would be best advised to not overuse defensive-type spells against this spell. Because it is cast at point-blank range, Rending Vampirc Bite ignores spells that conceptually block attacks, such as those that provide launch resistance and most counterattacks. In a manner not dissimilar to the likes of Poison Dragon's Grip Strike of Poison Dragon Slayer Magic and Fire Dragon's Grip Strike of Fire Dragon Slayer Magic, Rending Vampirc Bite, once it has ensnared Lival's opponent, the jaws act like scissors that threaten to slice the enemy straight in half. While caught in Lival's grip, the enemy is rendered helpless, their supernatural powers refusing to respond to them as Lival is free to do as they wish, such as launching the opponent in any direction they deem suitable, hang on to their existence for a longer period of time to pummel them relentlessly with further blows, and many more options are put before Lival when Rending Vampirc Bite manages to take Lival's opponent by surprise.
Rank: (Basic or Advanced)



Spell Name: Blood-Make: Blood Crusader
Magic Name: Blood-Make
Magic Type: Caster
Description: A Dynamic Blood-Make involves Lival flourishing an arm in order to manifest a relatively large knight that's clad head to toe in armour and wields a sword composed entirely of blood to assist them in battle. what emerges is a relatively stylized medieval suit of armour, specifically that of gothic plate armour, made completely from ice; it seems to be animated through nothing but Lival's thoughts. The armour stands at least twice as tall as an average caster, wielding an elongated version of Ice-Make: Sword that is nearly the same height as its body; this is Blood Trooper. The Blood Trooper can even move and fight like Lival as well, with the similar amount of strength as its wielder; due to Lival's magical power giving it extra strength. The Blood Trooper has such an immense destructive power that Lival is capable of defeating weaker opponents in a single blow; though stronger foes are capable of counterattacking. Indeed, a testament to the Blood Trooper's enormous strength is that it is capable of wielding its large, two-handed sword with a single hand, swinging it around as if it were a twig while still maintaining the force of a two handed blow. The construct itself is highly durable, able to withstand a blast from an Abyss Break; as the construct sustained only a few injuries. Unlike most Blood-Make constructs, the Blood Trooper is able to fix and restore itself after being damaged or broken, in reflection to how much Lival has healed. The Blood Trooper is known to be explicitly geared towards the concept of dealing powerful close-range damage either through weaponry, hand-to-hand combat, or unleashing short-range bursts of their magical power – however, it is incapable of moving long distances away from Lival with a short area-of-effect, meaning that they are only really useful if Lival gets up-close and personal. The Blood Trooper, despite its lack of range, is known to be extremely powerful and versatile in terms of what it's capable of doing in the times that it is summoned – the Blood Trooper's absolute limit as to how far it can move away from Lival is five meters, meaning that it has a rather narrow range of activity. However, in comparison, it's speed, strength, and durability is one of the strongest of its type, if not the strongest – its physical parameters can be considered almost superhuman, displaying astounding amounts of agility as it commonly takes opponents down with swift flurries of sword strikes of all kinds in a split second before the enemy is able to even perceive what had just occurred; not only that, it displays a certain awareness and reaction speed which grants it the ability to protect Lival even when he himself seems to be unaware of danger, while its strength is to the point that it can single-handedly stop a collapsing house from falling on Lival. Additionally, the Blood Trooper is able to survive being hit with a point blank Dragon's Roar and come off no worse for wear. Lival is capable of partially summoning any part of the Blood Trooper on the fly for an instant surprise, as generally, fully summoning a Dynamic Blood-Make construct is particularly draining upon Lival's magical power- only manifesting a portion of the being only costs a sliver of magical energy on Lival's part.
Rank: Advanced


Spell Name: Blood-Make Unlimited: Count’s Impaling Fortress
Magic Name:Blood-Make
Magic Type: Caster
Description: A Blood-Make spell, and one of the Molding Magic Unlimited spells, meaning that it is one of the strongest of its kind, comparable to the Dragon Slayer's Secret Arts of Dragon Slayer Magic. Blood-Make Unlimited: Count’s Impaling Fortress involves Lival striking the opponent using a long series of blows with several polearms forged from blood that wrap around the entirety of his body before dealing the final blow. After creating a vast quantity of blood polearms of all shapes and sizes, not limited to but including halberds, guan daos, tridents, bardiches, poleaxes, Jis, Pikes, and many more; connecting this myriad of polearm weaponry is a large semi-solid chain of blood which spirals around Lival body numerous times, the polearms that he has manifested are attached to the chain and pointing outwards, effectively forming what seems to be a perfect combination of defense and offense. With several motions, Lival swings one arm forward and his other arm backwards, sending the large chain of blood weapons towards his opponent in a continuous serial of strikes which transition into one another, defeating his enemies through a continuous onslaught of two or more strikes for every split second; indeed,Lival often attacks rapidly side-to-side with wide, sweeping combos that leave little time to block or evade, leaving a trail of crystallized blood behind in the wake of his slashes as once the opponent is caught by the initial strike, they are effectively trapped, something only reinforced by Lival keeping up his vicious flurry of blood, denying his opponent the chance to counterattack; the sheer variety in the attacks makes the spell very versatile and somewhat unpredictable if used correctly.
Rank: Ulitmate




Spell Name: Blood-Make Unlimited: Dead End Crimson Shot
Magic Name: Blood-Make
Magic Type: Caster
Description: A Unlimited Molding spell that is considered to be a One Man Unison Raid of Blood-Make: Rending Vampirc Bite and Blood-Make: Bloody Billiards. After casting forth Bloody Billiards, Lival will not conjurer up eight Billiard Balls, but rather one that has the design of a bat skull engraved upon its spherical body. As Lival strikes the Billard Ball towards his opponent at astoundingly high speeds - while in motion, the billiard ball takes upon the properties of a variant of the Magnus Effect, where in flight, a spinning object, by deflecting airflow, curves from its principal flight path, calculating potential trajectories with ease - shooting forth, the billiard ball of the projectiles continue to rotate quickly as the vast quantities of energy collected by the bloody spheres when launched using the rotation method continuously compress upon these crystallized blood structure in order to dramatically enhance the speed and power of the billiard ball in flight by the second. When the shot lands, it blows the opponents away with tremendous speed and force; blasting through everything in it's path in order to assault the opponent ferociously as the billiard sends the opponents flying at a semi-spike angle, inducing tremendous knockback from which it is difficult to recover. If the opponents are too close together, they may collide with each other and prevent immense damaging from happening; using this spell, Lival has displayed that he is capable of punched holes in the Magic Council's headquarters and been able to instantly kill an Etherious, all with minimal effort. However what makes this spell so special is that the billiard ball transmogrifies into that of a massive bat skull with several rows of teeth. As it changes, the target is pinned against its skeletal snout before the rocketing skull opens its mouth, slamming its jaws down on its target violently, trapping them, only to erupt into a violent explosion once Lival deems a suitable time or distance for detonation. The attack seems to possess highly destructive power, having caused great damage to the area it affected, destroying the ground and piercing through buildings alike, and appears to have a long range, wreaking havoc wherever it passes, as shown when it crossed the entire distance of Hargeon, generating a large explosion. The trajectory of these crystallized blood Billiard ball is capable of being altered through minute application of Telekinesis, allowing Lival to strike more than one opponent. Lival's Dead End Crimson Shot moves much more quickly the standard Bloody Billiards spell, and can be controlled in midair. The crystallized blood Billiard ball can actually be curved around in a full circle if controlled properly and thus avoid veering off in random directions.
Rank: Ultimate


Spell Name: Blood-Make Unlimited: Count of the Dragonic Order
Magic Name: Blood-Make
Magic Type: Caster
Description: The name of one of the most powerful spells of Blood-Make; with it, Lival manifests a large statue-like formation out of crystallized blood that follows his every movement. Due to its enormous frame (around 15 meters tall), the Count of the Dragonic Order is capable of withstanding truly enormous amounts of damage. This being has a fair amount of brute strength, being able to tear and bite off an opponent's flesh with its bare hands and mouth, respectively. The Count of the Dragonic Order can even move and fight like Lival as well, with the similar amount of strength as a Dragon. The Count of the Dragonic Order has such an immense destructive power that Lival is capable of defeating weaker opponents in a single blow; though stronger foes are capable of counterattacking. Indeed, a testament to the Count of the Dragonic Order's enormous strength is that it is capable of wielding its large, trident with a single hand, swinging it around as if it were a twig while still maintaining the force of a two handed blow. The construct itself is highly durable, able to withstand a blast from an Abyss Break; as the construct sustained only a few injuries. Due to the sheer volume of the strikes involved, defending against the entirety of them is nearly impossible; and of course, its enormous figure is sometimes more than enough to intimidate Lival's enemies into submission. Lival is capable of partially summoning any part of the Count of the Dragonic Order on the fly for an instant surprise, as generally, fully summoning a Dynamic Blood-Make construct is particularly draining upon Lival's magical power- only manifesting a portion of the being only costs a sliver of magical energy on Lival's part. However, a glaring weakness of the spell is that once Lival summons it, it shrouds his body, effectively anchoring him to the Count of the Dragonic Order and vice-versa- additionally, for every waking moment that it is active, the Count of the Dragonic Order drains a large amount of Lival's magical energy, meaning that it should not be active for long periods of time as it can exhaust Lival himself quite rapidly. The Count of the Dragonic Order is supposedly designed after Lival’s ancestor, a holy yet morally bankrupt man said to have invented Blood-Make to slay dragons and armies with spears of his blood after slaying the last of the Blood Dragons.
Rank: Ultimate


Spell Name: Blood-Make Unlimited: Big Dipper’s Claret
Magic Name: Blood-Make
Magic Type: Caster
Description: Lival forms a pair of crystallized blood spears from both of his forearms before rapidly slashing his enemy seven times. The spell starts when he steps towards the opponent with a burst energy, closing the distance between the two as Lival begins the attack, letting loose with a vicious flurry of strikes. The first hit is a horizontal swing from left to right with the right spear, immediately followed by an uppercut with the left spear. Lival then jumps up and slashes the target with both spears from left to right while spinning, twice; Lival lands facing the target and slashes an X from top to bottom, before inversely slashing the X again from bottom to top. Lival then leaps at the target and makes two diagonal slashes from the same starting point, with the left spear heading from top to bottom to the left, while the right spear heads from bottom to top toward the right. Afterwards, Lival reverses his grip on the two spears and slashes another X with both spears from top to bottom. Lival then does a barrel-roll like maneuver while slashing at the target, like a corkscrew. Lival then slashes another two X's at the target, first from top to bottom and then bottom to top. Lival then makes a diagonal slash with the right spear, top-right to bottom-left, then spins left and uses this momentum to deal a horizontal, right to left slash with the left spear. Lival then, at a very high speed, makes an uppercut with the right spear; then another with the left spear, a downward slash with the right spear, then a downward diagonal slash towards with the left spear, spins and repeats the previous attack, and thrusts the right-handed spear out. The final slash is a forceful downward lunge with the left spear. Each of the first strikes unleash powerful bursts of blood energy that are capable of destroying the landscape, while the next two inflict piercing, penetrating damage that tear through the sturdiest of defenses. However, the final blow discards all of Lival's defense for one, massive, full-powered attack that brings about terrible destruction to anything it touches instantly; after which, the blood energy is destroyed. The velocity at which Big Dipper’s Claret takes place is at tremendous speeds, Lival unleashing a swift sequence of spear slashes that are so fast that more often than not the opponent cannot keep up; to the untrained eye, it appears as if it is merely a single, godspeed spear slash that strikes seven times in quick succession. While the multitude of attacks are extremely powerful, the deadliness lies in how many strikes the attack deals. Because of the speed that Lival swings his blade, it seems as if he has unleashed these blows concurrently, enabling them to all impact upon the foe's body at the same time. The slashes close on the enemy from all sides to create a prison, allowing no chance for defense or evasion. It should be noted that if the foe deflects a single strike in the combo, then the others will surely hit, and due to the close range, if the opponent attempts to escape, the blades will quickly cut them down.
Rank: Ultimate


Spell Name: Blood-Make Unlimited: Vampiro
Magic Name: Blood-Make
Magic Type: Caster
Description: Blood-Make Unlimited: Vampiro is a Blood-Make spell that can be considered one of the most powerful Blood-Make spells in existence; the Blood-Make Unlimited line is akin to the Slayer Magic's Secret Arts, and indeed, Vampiro lives up to that comparison. Vampiro involves Lival empowering himself with blood, causing his body to emit a scarlet aura and enhances his physical and magical powers as well as all of his spells in speed, strength, and area-of-effect, although it wears down his own life force during its duration. The activation of Vampiro results in Lival giving off the visage of a faint pattern of shiny-pink magical energies tracing the veins beneath the surface of Lival's skin as his incisors are sharpened – along with this, a surging aura of red and black spirals around his body, pulsating constantly – when casting the activation sequence, several walls of blood surround Lival, preventing them from being interrupted. Acting as a pseudo-Drive of sorts, Vampiro enhances Lival's physical and magical powers rather noticeably, and while Vampiro is invoked, Lival demonstrates heightened reflexes and extremely quick information processing, and it amplifies the powers of his blood-manipulating magic without exhausting himself; his spells are dramatically augmented, decreasing their casting time while increasing the speed, strength, and area-of-effect. Together with the signature intangibility of Elemental Magic, which allows Lival to let physical and magical attacks pass harmlessly through his body when they're transformed, this form also grants Lival some traits typical of the real element, and with Vampiro invoked, Lival is capable of carrying a twenty ton object no matter its composition as the absolute limits of his strength while he is enhanced in this form. When Vampiro is active, the blood around his fists and feet are hardened and compressed to the utmost limit, even far beyond the regular capabilities of Blood-Make: Knuckle, dramatically increasing his offensive and defensive maneuvers and spells with his limbs – he can also use blood that matches his blood type in the vicinity to instantly heal as the activation of Vampiro results in Lival's body acting as a magnet of sorts for blood, drawing it towards him and absorbing it. When in this state, Lival is capable of reconnecting severed limbs by creating a layer of blood to hold the severed limbs to his body; Lival remains in complete control of the limbs once they are connected, as well as stopping the bleeding from the injuries. Regardless, it's mainly better to activate Vampiro during dire situations as the spell, if overused, could shorten his lifespan by quite a bit and the after effects are considerably taxing, putting Lival through intense full body pain, thus he must also use this magic for only a few moments.
Rank: Ultimate

PostPosted: Sun Dec 03, 2017 10:01 pm


Name: Bar naud Gem
Item Type: Magic Ancient Gem
Picture: Gem
Description: A 4 inch gem that splits in half to create two 2 inch fragments of them gem. It’s multi colored and changes shade and color depending on the light.
Abilities:

-This gem can split into two fragment that can be put back together to create a singular gem again.

-When split in two and a small amount of magic is placed into one half of the gem, that half will start to glow. It will glow red if it’s too far right of the other half, blue if it’s too far left of the other half, and orange when it’s right on track.

-The color becomes brighter the closer it gets to the other half.

Rank: Basic


================================================================


Name: Pendant eron far sense
Item Type: Magic Pendant
Picture: Pendant
Description: A small pendant that just looks like normal, it’s only one pendant for only one person.
Abilities:

-When magic is put into the pendant, the pendant will then link up with that specific person’s magic consumption, emotional stability, and physical well being.

-when the person the pendant is linked to is in danger the iris of the pendant will start flashing a bright color.

-The pendant can only link up to one person, if another person’s magic is placed in the pendant the pendant will then link up to the new magic and forget the old.

-The pendant can be with someone else but still be linked to the person who put magic into it.

-The more critical the danger the person linked to the pendant is in the faster and brighter the pendant will flash.

Rank: Advanced

Kio no Tenshi
Captain

Adorable Kitten

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


Hirio of the Hoh

Vice Captain

PostPosted: Tue Dec 05, 2017 12:04 am


Battle Meditation
Spell Name: Spirit Meditation
Magic Name: Battle Meditation
Magic Type: Caster
Description: An advanced application of meditation used by season practitioners in battle with an in-depth understanding in its use, allows the user to immediately enter their meditative state in quick bursts rather than rather than doing so the traditional way via slowly building up to it, making it more easily accessible to attain in the heat of battle by leaving the caster less exposed. Often activated by the mediator by striking some type of form for them to focus with (clasped hands, closed eyes), inducing an intense state of focus. While in this state of deep attentiveness, the user is thrown into a state of relaxation and tranquility, dramatically reducing the stress and fatigue required in certain actions, such as techniques requiring them to build internal energy or life force (Qi, magic, etc.). A particularly ambitious technique of Battle Meditation, Kizen aims at effortlessly sustaining a single-pointed focus meant to enable its practitioner to use an indestructible sense of unbroken-concentration while engaging in any activity, including battle. However, in this case, it is applied toward drawing out greater reserves of energy stored inside their that they would normally be unable to unlock through conventional means.
Rank: Basic


Spell Name: Art of Silence
Magic Name: Battle Meditation
Magic Type: Caster
Description: Rather than produce any sort of mental effort on their part to produce a focus for them to exert their powers to, the practitioner instead meditates on achieving great inner peace by eliminating everything that is hindering that goal in mind, such as stress, tension, anxiety, and any sort of negative state of mind they find themselves in. After performing it, the user’s consciousness is altered to reflect the quiet ambience inside their mind, becoming detached from any sort of emotion or response to better handle themselves without becoming to emotional in their endeavors. By learning to grasp their internal effort to self-regulate their mind, the user can clear it from all manner of debilitating conditions that would hold them back, such as fear, anger, lust, anxiety, etc., as a form of mind-training. It then serves as a natural method to deal with any physical or mental occurrences that would distract the practitioner from utilizing Battle Meditation, commonly in the form of debilitations found in pain and hunger, to name a few. This in turn disciplines their minds from wandering or focusing on anything that would distract them, conveying the utmost command in keeping themselves in control and free from the domination of others. This characteristic can be referred to as mental silence, which is regarded as a meditation that involves 'switching off' certain aspects of the mind that the meditator deems “unnecesary”. In this state of mind, they are less likely to be influenced by others, opting to become a blank slate devoid of any sort of content that fights purely on instinct alone via the Sixth Sense. Rather difficult to use, only seasoned practitioners of Battle Meditation have been known to utilize this technique for long periods of time, with novices lacking the fortitude to simply “stop thinking” in battle.
Rank: Basic


Spell Name: Focus Point
Magic Name: Battle Meditation
Magic Type: Caster
Description: An extremely advanced technique that, in retrospect to previous applications, requires the user to apply over 100% of their concentration into a single action rather than distributing it across a variety of separate abilities by diluting its power, doing so with the intention of making their next action tremendously more powerful. By containing the sole focus of their attention and measure of power for a singular purpose and thought, the user makes up for this act by redirecting all their efforts and mental strength into a focal point for them to exert their power toward an accomplishing a single “intention”, significantly increasing that intentions capabilities and chance for success to occur, making it easier to accomplish by absolutely drawing out the maximum effort of its caster unto it. This is achieved due to the nature of the technique increasing a number of factors physical and/or mental capabilities to their maximum potential; obstacles become minor problems while objectives grow significantly easier to accomplish. Using a combination of the Kizen (“Spirit Mediation”) and Geichu Dama (“Silent Mind”) techniques, a persona is said to draw out the capacity of concentration far above their maximum levels, setting them up in preparation of their next action. This in turn prepares them in a number of different categories relating to their natural skills and talents, allowing them to do better in whatever endeavor they have in mind by a large percent with the addition of brushing off any distractions, which makes achieving things much easier. In terms of application, Shoten can be applied in a number of ways, from increasing the intensity of an emotion, the intention of an action, the impression of a thought, or the belief behind something occurring, it is in its purest form a method for the practitioner to visualize and verbalize an action, literally “do whatever you set your mind to”.
Rank: Basic


Spell Name: Mantra Prayer
Magic Name: Battle Meditation
Magic Type: Caster
Description: Single Handedly one of the more advanced technique one is able to learn, it is activated by taking on a type pose that they feel most comfortable in, then beginning to utter series of words or noises that form a personal mantra for them to center themselves to, speaking out in pure calmness a sacred utterance, a numinous sound, a syllable, word, or group of words with the intention of having an incredibly deep psychological impact. Mantra meditation helps to induce an altered state of consciousness. By this logic, it is regarded as one of the fastest methods of setting themselves in pensive mindset that acts as a type sacred formula, or a deeply personal ritual that some take in order to instigate a specific way of thinking. When translating to a form of combat, speaking out a mantra with the level of focus and power that Battle Meditation applies increases the feeling and thoughts behind these utterances hundreds of times, materializing their meaning outward by having an actual impact on people or their surroundings. Defined as a formulae of different thoughts put together to create a meaning behind them, they serve as the basis for the speaker to formulate some kind of spell or weapon of supernatural power depending on who is speaking them. By meditating on and empowering them by constantly reciting, muttering or singing them collected in a methodical fashion, they create a powerful mantra that verbalizes something in one’s mind, often repeated and expressed in conjunction with a particularly strong belief. One of the most basic uses is to simply speak a certain type of word or personal prayer and materialize a thought of feeling associated with it, such as feelings of love or peace in this manner, affect those around the speaker, being powerful enough to sway them into being less likely to attack and more keen on seeking compromise instead. When aimed more toward violence, the powerful sway it can have can be more effective due to the focus one would normally place toward harming others, especially enemies. When speaking mantras tasked more on the ill-beings of others, these utterances can drastically amplify the hostility they have by leaving a much greater impact akin to a curse or attack. In most cases when a mantra is spoken aloud, it will take on the shape or form to whatever most closely associates with it, i.e. peace and flowers, water and serenity, skulls and death, etc.
Rank: Advanced


Spell Name: Last Step
Magic Name: Battle Meditation
Magic Type: Caster
Description: Considered as one of the highest applications of Battle Meditation one is able to achieve, Saigo-Ho is a technique used during extreme cases when the practitioner's body has suffered too much damage or is immobilized beyond their control, they apply the use of willpower and mental control to maneuver their body in the same manner as that of a puppet. A more combat-oriented ability designed to push the user past their physical limitations in order to continue fighting even after suffering fatal injuries, it is a technique that works as a mental method of manipulating one’s own body into continuing to move despite being unable to do so naturally, manifesting the ability to keep functioning based on their sense of drive and strength. Due to its exhaustive nature and extremely taxing effect on both the mental and physical aspects of the user, it is a last resort technique reserved for use by highest level practitioners who possess the dexterity and experience to use it properly; achieved by commanding oneself to act past one’s own natural boundaries, becoming stronger the closer they are to death, enabling them to move freely despite having entire limbs severely damaged, suffering from a type of physical paralysis, broken bones, or any other force which would impede normal movement. The extent of control extends to a number of factors that associate with physical motion, such as the functioning of one’s muscles, bones, tendons, and veins to help support themselves by ignoring the any impairments currently present. Additionally, since this is accomplished on a subconscious level by inducing a meditative state of deep focus, they can push themselves even further beyond their normal parameters without having to suffer the consequences for these actions, translating to them fighting at faster rate, with more strength, and for longer periods of time than what would be considered to be inside the safety margin. In this state, the user can continue functioning, with the added benefit of having all sense of pain numbed and physical abilities raised to resist the control of others.
Rank: Advanced


Defense Magic
Spell Name: Three Pillar Gods
Magic Name: Defense Magic
Magic Type: Caster
Description: A powerful defensive spell, the caster performs the spell by bringing their arms together in the form of an “x”, summoning forth large sums of their magic energy outward around them, activating the spell’s function. Once initiated, three large stone pillars, hence the name, emerge around the user, evenly separated in the form of a triangular shape, with a single pillar forming behind the caster and the remaining two positioning themselves directly in front of them. Although requiring a significant amount of magic to trigger, the sheer defensive power it provides is regarded as being one of the top shields conjurable in battle, with a durability equivalent to top tier spells equivalent to that of Secret Art (秘術, Hijutsu) spells. In terms of use and effect, it can commonly be used to defend the user from incoming attacks, however, it is the nature in which it defends the caster that singles it out as being unique in comparison to other barriers. Categorized as an omni-directional barrier that defends from all directions surrounding the user’s own personal space, the Three Pillar Guards barrier expunges all offensive or damaging attacks that are classified as being harmful or impose negative effects onto the user’s health, quickly nullifying and negating their activation. Although imposing a powerful ability, the spell does possesses a myriad of drawbacks that severely limits its use. As a notable downside, the spell requires a tremendous amount of magic in order to trigger the spell, as well as a preparation time that takes a while to complete the seals. Additionally, due to the complexity of spell, only extremely advanced users have the capacity to use it successfully, being limited to a single use a day before the spell’s effectiveness and potency becomes drastically impaired.
Rank: Advanced


Spell Name: Defense Drain
Magic Name: Defense Magic
Magic Type: Caster
Description: Functioning as a dual-natured spell that contains both defensive and offensive abilities, the caster produces a magical barrier across the direction of an incoming attack, shielding them from the impact of their opponent’s assault while simultaneously utilizing the magic energy and general force added to their own advantage. Upon contact, the barrier acts as a sponge that takes in all of the offensive force charged within an enemies attack, be it physical or magical in nature, and reuses the enemies energy to form their own attack, sending it back to them with an even greater degree of force. During the entire process, the energy that is absorbed is taken into the user’s body, creating a flow that is redirected back outward toward another direction, forming a magical beam, slash, or physical attack that encompasses the same force that was taken. Alternatively, this can be used in reverse to convert the very force trying to injure them into additional protection by spreading the energy across themselves, transforming all the force and power originally tasked with injuring them into a force of good converted with defending them instead. Cast in a variety of ways, most wizards either use it in the form of a shield or shroud areas around their body to interact with attacks in a more direct way, holding it in their hands in order to quickly retort with a swift response. Depending on the user’s relative skill and magic, they can apply this spell toward guarding against high level spells—the greater the attack, the stronger the counter. In terms of attack types, Defense Drain can function against a variety of different methods of assault targeting the user, either from a distance or in close range. With physical trauma coming from the opponent's body, weapons, or nearby environmental debris, the energy accumulated is relatively low due to the absence of magic and limited force being exerted upon the opposing side. However, when magic is introduced, the effects become substantially much more focused, capable of taking in all manner of attacks that fall under the type belonging to elements, beams, explosions, and ethereal blows coming from intangible creatures. It should be noted that the exact total level of damage and extremes that the barrier can withstand is equivalent to how the caster goes around producing their barrier in shape and form.
Rank: Basic


Spell Name: Impact Barrier
Magic Name: Defense Magic
Magic Type: Caster
Description: Although lacking any real offensive power, it makes up for it by providing powerful stopping force, taking the saying “best defense is a good offense” quite literally by having the user coat any limb on their body with spherical barrier small enough to engulf that region whole. For the most part, this is commonly applied to one’s own fist, foot, or body part being used to assault an opponent with, boosting the defensive power of those regions by drastic amounts due to the compressed size and power stored in such a diminutive barrier, achieving greater feats of resistance by blocking or grabbing unto substances or weapons that would normally be harmful and dangerous to handle bare handed. However, being one of the few Defense Magic spells with an actual offensive ability, Impact Barrier utilizes its natural deflective property to redirect the opposing force being exerted unto the barrier back to its original source, effectively deflecting whatever sense of opposition or offensive power it encounters right back. Malleable and flexible, the barrier can stretch and contract, enabling the user to grab things or form different hand gestures while still retaining the barrier in hand, even growing in size and density if need be, hence facilitating the any further actions that requires more intricate hand movements. When going toe-to-toe with other hand-to-hand spell-based techniques, the spell truly shines in opposing them with equal measure of force, thanks to the deflective nature it has when reacting toward external stimuli, pushing back whatever it touches according to the level of exertion being applied to it on both sides. At the moment of collision, anything that strikes the user’s barrier bounces back, amplifying the backlash and recoil while strengthening their assaults, effectively generating a devastating move that specializes in counterattacks at close-range.
Rank: Basic


Spell Name: Reflection Wave
Magic Name: Defense Magic
Magic Type: Caster
Description: Considered as one of the most basic applications of Defense Magic, Reflection Wave possesses some of the basic functions of the previous spells, with the notable difference being that this iterations was designed to target attacks that directly impact the user’s body upon impact via hand-to-hand combat or when an attack does land on them; the user builds up their magic energy around the point of contact to any region on their body that is being targeted by an attack, and responds to it accordingly. Depending on the level of force, type of magic being used, and the nature of the attack, the user quickly pushes back their energy outward in the form of a quick flash, using their very bodies to guide the flow of force and its many elements (ethernano, momentum, speed, force, etc.) toward a completely different direction. This unique chain-of-events are a result of the user strengthening their natural durability to the point of polishing it into a frictionless surface, allow any force being applied to slip across their body unobstructed while Defense Magic transfers the force of impact to any other point near them or anything they are in contact with, translating to them performing a complete 180º spin on their attack by throwing it back to their opponent with more than double the force due the additional force being added unto it after the countering. At its core, it is a technique based on acting and reacting in accordance to a threatening move or technique, requiring some sense of self-awareness and an excellent reaction time to implement during battle in a quick exchange with an opponent. Basic use requires a wizard to make some type of initial contact with an external force targeting them with the intention of injuring or harming the user in some way, hence balancing out the components that constitute an attack. Interestingly, this very spell can be applied to any action or attack the user himself can enact with magic or through manual means, creating an original method of casting it by redirecting any attacks unto themselves to a completely different place with 2x’s the force backing it.
Rank: Advanced


Spell Name: Defense Cage
Magic Name: Defense Magic
Magic Type: Caster
Description: When applied to an enemy rather than on himself, Jaguar can inverse the natural effects of Defense Magic that would come from protecting him and switch it around, inverting its defensive ability to keep attacks out toward in favor of keeping them in, alternatively binding enemies in place with defense spells reconfigured to shield them to the point of acting more like cage than an actual shield, hence its name. Sarcastically named by Jaguar as a type of personal joke, Guard Cage serves as a means to "protect" his enemies from themselves and those around them—activated by clapping his hands together, he opens them up and crosses his fingers together, creating several white nets in-between them, and just as quickly opens them to throw the net forward, completely swallowing everything directly in from of them with the same shutting pattern to that of a bear trap. So long as he keeps his hands together, Jaguar can keep the net ready on standby in one of his hands. In terms of length, the net is 16 ft. in length and width, and once the net covers its target, it circles back to connect with the rest of beams of energy to form a large spherical orb of concentrated Defense Magic. Although basic in form, the cage itself is unimaginably powerful thanks to Jaguar constantly reinforcing it with additional spells and techniques on top of it already possessing a rather fortified defense. On its own, without Jaguars intermission, Guard Cage can withstand and contain wizards, creatures, and objects of significant magic yield safely inside for long periods of time before beginning to ware out, using the wall's unique features to contain them within while at the same time keep everyone else out, with Jaguar being the only one capable of unlocking the contents inside. Because of the shape and qualities he chose for it, any force coming from a physical attack or magical spell that strikes the walls, in or out, will reverberate along the surface, strengthening its natural defense even further beyond in accordance to the exact amount of force being inputted, meaning that it will grow just as strong as the force being used against it. Unfortunately, he uses this trait to his advantage by repeatedly striking the cage on purpose to increase its holding power. Aside from people, with the proper input and timing, Jaguar can also contain and store magical attacks, with the space inside the cage serving as a type of preservative to keep them active.
Rank: Basic
PostPosted: Sat Dec 09, 2017 6:12 pm


Polearm Magic
Spell Name: Mana Spear
Magic Name: Polearm Magic
Magic Type: Holder
Description: Considered the most basic application of Polearm Magic, the user utilizes their own hand(s) as the physical catalyst in which their magic can manifest outward, pouring along the palms of their hands by producing a large mass of magical aura to form around it, inevitably taking on the form of a large broadspear. Often functioning as a temporary substitute for an actual spear should the user be disarmed or as a means to hold oneself back from using an actual polearm, the longspear serves the same basic functions as a physical weapon, although not held back by the inconvenience of weight or space. Completely composed of magic, the spear they produce gives them a greater sense of freedom to customize the shape and size that the spear can take by simply reworking the amount of magic being poured inside, capable of feats such as growing in size, extending, or growing more sharply so as to facilitate cutting through stronger objects. However, its greatest strength is found in the ability to serve as the perfect template in which one can use Polearm Magic, enabling them to cast a wide variety of spells so as to expand their fighting prowess. The number of spell-based attacks they can use is far and wide, serving as a well-versed tool compatible with nearly all Polearm Magic spells the user can cast, be it in the unarmed or armed styles of attack. Additionally, since the spearhead is made of highly compressed magic energy, it serves as an excellent tools against other magic-based attacks when it comes to offense and defense; given the process in which the spearhead is constructed and quality of the technique, the user can use the spear’s entire body as a means to block or deflect other magic-based attacks by simply coming into contact with it, exerting a combination of both physical and magical strength in order to hold their own. When taken up a notch, some wizards are even capable of producing more than a single spear, creating a spear for each hand or multiple spearheads that hover around them. A unique advantage that is found with a using a technique of this specific nature is the fact that the spear itself can't be destroyed through conventional means, primarily for two reasons. The first being that the spear's durability is designed to reflect the caster's magic energy and overall skill with Polearm Magic, with gifted practitioners being able to produce a virtually devastating spear boasting in untold defense and offense that the caster produces. The other reason is mainly due to the spear being made of magic, and should the spearhead break, it will simply reform in a matter of seconds, requiring little effort on part of the user to repair it.
Rank: Basic


Spell Name: Thousand-Page Wholesale
Magic Name: Polearm Magic
Magic Type: Holder
Description: A rather demanding spear technique where multiple blade movements take place so fast that they can literally shred a target into pieces. The strikes can also be turned on multiple close-knit enemies, where the same result occurs. The successful employment of this technique does not only come from the usage of speed, but comes from competent control over Lival's own magical energy. Prior to using this technique, Lival coats his spear with a swirling mass of wind, which hardens the spear; while sharpening it at the tip of the spear, thus allowing the usage of multiple devastating slashes without immense amounts of strength. Because of the speed that he swings his spear, it seems as if Lival has unleashed these blows concurrently, enabling them to all impact upon the foe's body at the same time. The slashes close on the enemy from all sides to create a prison, allowing no chance for defense or evasion. It should be noted that if the foe deflects one, then the others will surely hit, and due to the close range, if the opponent attempts to escape, the blade will quickly cut them down. However, during the process of slashing, a small opening is revealed for those with trained eyes: a tiny opening between his right arm and waist.
Rank: Basic


Spell Name: Revolving Stake
Magic Name: Polearm Magic
Magic Type: Holder
Description: Revolving Stake is a spell used to take on many opponents at once or to completely overwhelm a single opponent. When performing this technique, Lival proceeds to shift the shaft of his spear in a circular fashion in front of his person creating several afterimages of his polearm. The speed at which this is done, creates the image of nearly one hundred weapons in front of the opponent. By utilizing the speed as well as the already destructive nature of the spear, Lival is able to crush a large area in front of his with repetitive thrusts of his weapon; with each successive strike, Lival's spear is capable of unleashing thousands of spears, sending them to fly around the enemy and cutting them from all angles. This technique looks like a gigantic blue tornado from a great distance away. This attack will shred an enemy until nothing's left except for a large pile of mangled flesh; the spears can be detonated to create more spears to completely annihilate the enemy as well. This technique can also be used in a defensive manner by using the spear to quickly tear apart an opponent's attack and throw them off balance.
Rank: Basic


Spell Name: Heaven's Reach
Magic Name: Polearm Magic
Magic Type: Holder
Description: Heaven’s Reach: A powerful spell of spear magic created in an attempt to make up for the poor range on weapon based magic, specifically the poor range of spear magic. Like most if not all spells of spear magic the user begins casting this spell by focusing their magical energy into the blade of their spear, feeding this energy into it from their own origin via the connection they have by holding onto the handle. They will store and build this energy into the spear until it can no longer safely contain more which only takes a few seconds to masters of this particular magic. The user will then point the blade at their target before allowing that energy to change the blade entirely. The blade will shoot forward, stretching for over three hundred feet. The speed in which to blade extends is nearly impossible to follow using the human eye, traveling at around two thousand five hundred feet per second meaning that it has already reached its target long before a full second has passed. However, the speed and length in which the blade can lengthen is not what makes this spell so fearsome, no. This spells true power comes from the speed it which it contracts, taking only half the time to retract as it does to extend, making the blade appears as if to be a lightning strike. Luckily for those forced to face users of this particular spell, the cooldown rate for the spell is three minutes. Meaning that you still have a chance so long as you can dodge the first strike.
Rank: (Basic or Advanced)


Spell Name: Rebirth Spear
Magic Name: Polearm Magic
Magic Type: Holder
Description: Said to be the penultimate of one's experience as a polearmsman, it can be described as something as ethereal and phantasmal, while fearsome in both power and name. It's a technique that's only mastered by those who truly bonded with his spear to an extreme, completely becoming one with it in any given situation. It's a technique is versatile in nature and extremely fast that most don't have time to react, making it a potent surprise attack technique. Lival first focuses magic power into his polearm(s). Then, by imagining the radius of the area he wants to cover, they slams down the polearm(s), forming a spell circle that encompasses said radius. Once that's done, Lival activates the spell, causing numerous amount of copies of said polearm(s) to violently burst from the ground, easily wiping out all within its range, making it indiscriminately to both allies and enemies alike. Each polearm is said to carry half the power of the original, though powerful nonetheless.

This technique can be used in a plethora of ways, going from mid-air combat to integrating it into his spearsmanship in order to give him the upper hand. They can also created many variations of this technique. One being that while in mid-air, by creating an arc, they can transform that single strike into a cascading wave of polearm that shimmer into reality, launched at great speeds decimating all of its foes that are caught in the crossfire. It can also be used as an omnidirectional defense mechanism, creating a makeshift shield of polearm that has enough power to easily disarm any foe that dares to stand up against it. A third variation seen is that they can cause the polearm to easily multiply & increasingly oscillate every time they're destroyed at an astonishing rate, creating a distortion effect and can cause several forms of phenomena to happen, some not explainable by normal means. The possibilities of this technique are endless when wielded in the hands of a master. The current radius of this technique, while using minimum amount of magic power nonetheless, is five miles in total.

When using all of his magical power, the radius becomes one hundred miles in distance, being twenty times the size of the minimum, with its power being increased a thousand times over, potentially making this particular spell one of the most powerful within his arsenal, though this is rarely used as it can obviously exhaust Lival and render him unconscious. It's been stated by past users that the technique is much easier to utilize than originally perceived as it's only limited by one's imagination, saying that the name is most appropriate for this technique. Thus, this is to be, without a doubt, a preferred technique that many polearmsmen would utilize during combat, having enough power to take out a plethora of foes at any given moment and could be used to his liking in any given situation.

Rank: Advanced


Spell Name:
Magic Name: Polearm Magic
Magic Type: Holder
Description: When utilizing Aerial Rave, Lival focuses intently, before utilizing minute amounts of magical manipulation in order to kick off the ground at twice the speed of sound, leaping upwards in a spiralling motion, as he jabs his lance into the ground while leaping, resulting in his spear producing a jet-burst like effect which enhances his amazing jump height tenfold, allowing his to kick off and momentarily touch the clouds- if the opponent is in the immediate vicinity of the burst of pure energy released by Lival's spear, then the effect could possibly stun them for the briefest of moments as the miniature shockwave formed halves any defensive measures that the foe has put up, in addition to halving his own natural defenses. The leap upwards has Lival accelerating out of mortal sights in the blink of an eye- this effect can be enhanced by his immense speed, which allows his to stay in the air twice as long due to his mastery over his own sense of balance; while ascending, his lance becomes extended from the ground to the heavens in an arcing motion all the while – sometimes, this strike will catch his enemy in his grasp, but most of the time, it serves as a beginning for the attack as he rockets upwards a moderate distance off of the ground with some horizontal movement as well, uppercutting with a spear slash – during the first few moments of the attack's preparation, the arcing spear swipe seems to do more damage than the rest of the ascension phase of Aerial Rave. The spinning element of the attack increases the penetrative power of the attack while Lival launches himself upwards, the opponent being carried alongside his ascension if they were struck, and the moment that Lival reaches the maximum height allowed with the attack, he is capable of slashing downward while falling. Now that he is airborne, Lival gathers ambient eternano saturated within the atmosphere upon his lance as well as his feet, which condenses to its utmost limit and shapes itself on the end of his lance, giving it the appearance of a gigantic blade of energy formed upon a metal pole. As Lival descends, the speed at which he moves at quickly increases until he reaches the speed of sound; when he impacts upon the foe, the result of his lance striking the opponent causes a sonic boom; releasing all of that built-up energy for incredibly destructive results- a shockwave radiates from the tip of the lance, spreading outwards for a few meters while rending everything that just so happens to obstruct its flowing motions; as the opponent's defensive measures have been cut in half, Aerial Rave deals positively enormous amounts of damage and in most cases, is a one-hit-kill technique. Aerial Rave itself takes longer to execute than any of his normal swings, but does greater damage and makes his immune to attacks while in the middle of the jump. While the ascension period allows his to rise to incredible heights vertically, the same can't be said for its horizontal rising, but even so, Aerial Rave is known to be a highly rewarding spear strike to use that possesses a rather noticeable element of surprise if timed perfectly – the ascension phase of the spear strike comes out in a split-second, with the only indications of Lival beginning to use the attack being his spear lowering to slowly touch the ground. If the lance makes contact with a solid surface, Lival will stay in that position, and any opponents caught in the attack while it is held will be pinned with Lival, unable to move; when pinned, the enemy is unable to move until it wears off, though they cannot be grabbed.

The amount of time an opponent remains pinned is dependent on that fighter's remaining stamina and magical power; the more exhausted they are, the longer they will be stuck to the ground. An enemy can only be pinned if already standing on the ground; and the opponent flaring up their magical energy can reduce the duration of time when pinned. When Lival pins the opponent to the ground with Aerial Rave, he can follow up the attack with a leaping kick either aimed forwards or backwards, he can leap into the skies for a breather, or simply cancel the attack; however, one thing is consistent – Lival user can time Aerial Rave to hit the ground or not. Sticking an opponent and kicking either forward or backward can allow Lival to lunge in that direction; though if lunging backward, any pinned opponents will be released harmlessly. Struck opponents are launched, and Lival will fly a considerable distance at a low angle. All of this combined, Aerial Rave is best utilized as the ending blow for a combo, as the arcing slash upwards can deliver an enormous amount of knockback to send the opponent upwards which scales based on falling speed and weight instead of damage, more often than not leaving them open to the second step of the technique.

Rank: Advanced


Hirio of the Hoh

Vice Captain


God of Hollowness

Mythical Bachelor

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PostPosted: Fri Dec 15, 2017 5:39 pm


The Celestial Brush [13]

Spell Name: Sunrise [Amaterasu]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: True to its name, Sunrise will summon forth the sun in the heavens and light the land to dispel it from the darkness. It can be used for purposes from something as simple as changing night to day or prolong daytime. To use Sunrise, draw a fully enclosed circle in the sky.
Rank: Advanced



Spell Name: Rejuvenation [Yomigami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: This restores damaged or broken objects to their original condition. To use Rejuvenation, the user must either use the brush to fill in the area where the item was broken, or draw the outline to of the item to place it back.
Rank: Advanced



Spell Name: Power Slash [Tachigami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Power Slash allows one to be able to slash through pretty much anything just by drawing a line with the Celestial Brush. For some odd reason, this doesn't slash through Humans or anyone like them, and only through trees or other inorganic items, such as rocks. Possibly because the God doesn't want the user to slash through innocents. To use Power Slash, draw one straight line through an object.
Rank: Advanced



Spell Name: Greensprout [Hanagami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: This can restore dead plants or make buds open into flowers. Ink-dots placed on the ground can sprout into trees to stop or trap an opponent. This does not work on some surfaces such as sand, bare stone, or ice. Scribbles on the ground will bloom into wildflowers, but these will quickly fade away. The user can create a lily pad on the water which the user can stand on. The lily pad can be placed in open water for the user to jump up onto, or it can be created directly underneath them to buoy them up. The user can also create a vine. This vine can be used to pull two enemies into each other, or let the user attach themselves to pull themselves towards an item or area. To restore plants, draw a circle around them. To create lilypads, draw a cirlce in the water. To use the vine, use green holy smoke to attach yourself to your desired target or location, or to attach enemies together.
Rank: Advanced



Spell Name: Cherry Bomb [Bakugami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Cherry Bomb allows the user to summon a Cherry Bomb out of thin air. The bomb is very destructive, and is mainly used for blasting cracked walls or floors, but can be used on a variety of things. The Cherry Bomb can explode instantly when in contact with almost anything, especially with the use of Inferno. The explosion can be halted with Waterspout or Power Slash. It also explodes when the fuse is burned away. To use Cherry Bomb, draw a circle with a line through the top of it.
Rank: Advanced



Spell Name: Crescent [Yumigami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Crescent is the exact opposite of Sunrise. When used, the crescent moon is revealed and change day into night. If it is already nighttime, Crescent will start the evening over again following the sunset. To use Crescent, just draw a curved arc in the sky.
Rank: Advanced



Spell Name: Waterspout [Nuregami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Waterspout is one of the source-required Celestial Brush techniques, needing a source of water in order to use. When near a body of water, one must simply place the Celestial Brush over the water and draw a line to the desired target. The water will be channeled to the target, creating a stream. This can be used to douse objects that are on fire. It can also be used to fill various objects with water. To use Waterspout, draw a path from a body of water with blue holy smoke.
Rank: Advanced



Spell Name: Gaelstorm [Kazegami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Galestorm is a useful technique, and can be used on a variety of things. It has ability to temporarily extinguish fires, when there is no source of water, and to make small windmills spin. It can blow away piles of leaves, and steer lily pads. In combat, Galestorm can help bring down airborne foes. It also helps in redirecting fire or poison attacks from enemies away from the user. It can also stop wind attacks. Galestorm also has a more defensive technique, known as Whirlwind. This technique causes a whirlwind to appear around the user, after drawing three horizontal lines, which either brings in and traps enemies or repels them. The length of the lines affects Whirlwind, with short lines making small, but prolonged whirlwinds, whereas long lines making big, but brief whirlwinds. To use Gaelstorm, draw a swirling loop or spiral.
Rank: Advanced



Spell Name: Inferno [Moegami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: True to its name, Inferno is a Celestial Brush technique that harnesses the element of fire. The user can use fire from an existing fire source to burn NPCs, melt ice, and incinerate enemies. With ice, this frozen substance will obviously be melted, partly evaporating into steam, while the rest diminishes into water. With demons, they will be damaged considerably. Inferno can also be used to light torches. To use Inferno, draw a line from fire with orange holy smoke. Or draw an infinity symbol to create your own source of fire momentarily.
Rank: Advanced



Spell Name: Veil of Mist [Kasugami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: When used, Veil of Mist creates a thick mist that enshrouds the environment around the user and slows time down for a duration of ten seconds. Very useful when fighting against rather fast enemies. To use Veil of Mist, draw two horizontal lines.
Rank: Advanced



Spell Name: Catwalk [Kabegami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: The user can create a trail of golden glowing pawprints that last for a long time that they can adhere to, in order to scale along the trail and reach destinations that are usually unreachable. The user can also stick to the area within close proximity of a pawprint, should they miss the trail in their jump. However, only vertical and diagonal trails can be easily scaled; horizontal trails, without proper timing in adhering back to the trail after a jump, can result in the user plummeting down below, since when scaling these trails, the user can only leap upward, then aim their fall to progress along the trail. TO use Catwalk, draw a path on a wall with magenta holy smoke.
Rank: Advanced



Spell Name: Thunderstorm [Gekigami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Utilizing lightning sources, the user can electrify their desired targets, whether it is enemies or puzzle-solving elements. In combat, Thunderstorm can deal heavy damage to most opponents and paralyze them for a while, making them vulnerable for further attacks. In puzzle solving, Thunderstorm is used to activate mechanism, open doors, etc. To use thunderstorm, draw a line from an electric source with yellow holy smoke. Or just a lightning symbol to create your own strike of lightning onto your target.
Rank: Advanced



Spell Name: Blizzard [Itegami]
Magic Name: The Celestial Brush
Magic Type: Holder/Caster
Description: Blizzard allows the user to create a trail of ice from an ice source to freeze either single or multiple desired targets at once. When a target is frozen, it will stay put for a few seconds before breaking free from the ice. While frozen, a target can also be used as another ice source to freeze other targets or refreeze itself. Blizzard also has another unique use. At large chasms with sparkling ice crystal floating within, the user can draw an ice trail over these crystal to coalesce them into large, floating ice blocks that line into a makeshift bridge across the chasm. However, like glass and ice passageway, this bridge is also slippery, and it will shatter after about 10 seconds, making moving across them quickly an unpleasant task.To use Blizzard, draw a path or fill a chasm in with dark blue holy smoke.
Rank: Advanced
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