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Fairy Tail: Tales from Fiore

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A Private Fairy Tail RP Centered 100 years after the original Fairy Tail Manga 

Tags: Action, Drama, Romance, Roleplay, Fairy Tail 

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Hirio of the Hoh


PostPosted: Tue Apr 09, 2019 3:06 pm



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: Shelter in Shadows Technique
Description: A technique that allows the Shinobi to assume a shadow form, granting them high speed, mobility, and flexibility, becoming flat enough to go through tight spaces and openings. It as well allows the shinobi to go up any physical surface, sliding and moving up them without issue. Along with taking on the form, they are also able to meld with, move within, and between pre-existing shadows. Interestingly enough, they seem capable of being able to leap out of their shadow form or whatever shadow they is in, performing a propulsive transition that allows quick movements, leaping into action from stealth. They hold the capability of partial transformation, making it possible for them to partially reassume their physical form or enter their shadow one, allowing for long range attacks via sending a portion of their body through one shadow and out another, take on positions that defy gravity such as standing upside down from a ceiling, checking their surroundings by resubmerging their head from a shadow, and other possibilities. However, they retain the same properties, this anchors them to solid surfaces and cannot go through enclosed spaces, furthermore there is a brief transition time between their shadow and solid form, though brief enough to be considered quick, the transition time is still long enough for them to be hit during the procedure. Furthermore, this is still a physical form as a strong enough hit can force them to transition out of their shadow form or any shadow they are melded with. Lights intense enough to disperse shadows can also make a forceful transition.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Trackless Step
Description: One of the very few techniques that does not require a Kuji-kiri, but is rather a skill taught to Shinobi to utilize. It is a technique that allows for seemingly instant movement through the Shinobi slamming their foot upon earth in a split second, the shinobi is capable of kicking off the ground in the blink of an eye as the technique shrinks the distance between the shinobi and their target in a split second. When utilizing Trackless Step, the shinobi focuses the majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where they are standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel the shinobi forward at incredible speeds; accelerating at velocities that are almost untraceable to reach short or long distances near instantaneously. It should be taken into consideration that in order to perform the technique at all, the shinobi requires a solid surface to kick into and thus produce enough thrust. According to the untrained eyes of those watching on while the shinobi performs this technique, more often than not it appears as if they had effectively teleported using sheer power and speed alone, moving faster than anyone is capable of following as they seem to reduce the earth between themselves and the opponent in the blink of an eye. However while utilizing Trackless Step, the shinobi can only move in one direction due to the immense speed behind it, not even being able to stop themselves once they utilizes a single use. With this in mind, it is required for the shinobi to be absolutely sure they do not waste the rapid movement, making them line themselves up with their target and wait for the perfect chance to launch themselves.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Futon: Shadow Clone Technique
Description: A technique that requires the Futon Kuji-kiri after the utilization of Trackless Step, which allows the shinobi to produce various afterimages while in motion, utilizing speed rather than the illusions of Ku. When performing the the Shadow Clone Technique, the shinobi slams their foot down upon a solid surface from one two- this produces much more thrust, which, while it doesn't increase the shinobi's speed when inducing the technique as it logically should, it does have an arguably more useful function, the sheer thrust produced results in the shinobi's swift physical movements instead form an intangible and transparent distorted decoy-like doppelganger of the shinobi that follows their movements in accordance, remaining behind them at varying distances for the duration of the Trackless Step technique. By themselves, the afterimages produced by this iteration of the high-speed movement are incapable of acting out of their own "will" autonomously, but rather, are an indication of the velocity that the shinobi is moving at despite no real change in movement speed, however, that's where it's true utility lies at. The afterimages produced by the Shadow Clone Technique are capable of confounding opponents who are unable to follow the shinobi's movements; often, it is common for an opponent to attack an afterimage in the belief that the decoy is the real deal and they are about to land a killing blow, only for it to vanish and scatter harmlessly to the winds, whereas the actual shinobi appears somewhere else, commonly flanking the enemy's side while giving no indication of their movements, allowing the shinobi to counterattack instantly with very little opportunity for the opponent to evade the incoming strike. Like the regular Trackless Step technique, the Shadow Clone Technique is capable of having all sorts of supernatural powers infused within it, granting the afterimages tangibility which the shinobi can remove at any time and allowing the shinobi to harness the afterimages to pull of various attacks and tasks from all angles, giving the doppelgangers further believability in that they are the actual shinobi to keep the opponent fooled; for example, if an enemy strikes an afterimage infused with Lightning Magic, the decoy will erupt in a discharge of static and paralyze the enemy momentarily.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Dispersing Clone Technique
Description: A technique that utilizes not only the Ku branch but Futon as well, Dispersing Clone allows for the shinobi to disperse their body into multiple illusory clones from their original position. Typically, the shinobi will utilize the properties of Ku to create clones of themselves right as the shinobi utilizes the Trackless Step technique; the second the shinobi does this, the clones are manifested and mirror the use of this technique, making it appear as the the shinobi had split themselves into multiple bodies. This technique is often utilized whenever a attack is thrown at the shinobi, not only escaping the attack but also confusing the target on where the actual shinobi is among the clones. At most, a shinobi can create five clones and with the addition of their actual selves hiding among them, creates six total clones which the target must deal with, forcing them to discover which clone is a simple illusion and which one is a actual assassin ready for the kill. Generally, the illusions manifested by the Dispersing Clone technique are completely indistinguishable from the real thing to the naked eye and simple sensory-type magic, though those who have dealt with illusionists before can distinguish the two. While it is possible to manifest more than simple copies of the shinobi and perhaps their allies, it is the easiest to perform. The shinobi can also use Dispersing Clone in conjunction with their spells and attacks, allowing them to mix up the fake with the real, allowing them to hold up enemies and create greater opportunities to launch their own attacks, causing feints of a sort to distract the opponent from the real deal. However, through proper utilization by infusing the illusions with more of their magical energy, the shinobi can control them mentally- though they’re required to stand still and direct them so that they won't lose focus. The realized illusions manifested through the Dispersing Clone technique are capable of performing any of the shinobi’s techniques and spells, including Dispersing Clone once more in order to double the amount of copies that the shinobi has summoned in the heat of battle- however, by doing so, the clones drain magical energy from the shinobi’s own Magic Origin. To add to the deception pulled over the eyes of their enemies, these duplicates can bleed after being struck- though they will fade away if attacked by a sufficiently strong force; but before they do that, the shinobi 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 shinobi’s clones from the real deal.
Rank of Spell: [C Rank-Ultimate]



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: Heaven Walk Technique
Description: A technique that utilizes the practical use of eternano and gravity change which enables the user to walk on any surface imaginable. As the name indicates, Heaven Walk has a primary purpose of bringing about the greatest feats of movement to its wielder. In addition to possessing incredibly heightened speed, ones weight distribution and the very nature of their movement can be altered with the use of Heaven Walk. This is achieved through the circulation of the shinobi’s magical power across their feet and legs. It allows the shinobi to move silently even in the most unstable terrain, become weightless as they run across different surfaces and even allow them to enhance their adhesion to substances, thus allowing them to run up on buildings and across ceilings with no difficulty whatsoever. Moreover, by the release of magical power from their soles, the shinobi is even capable of walking on water and even air.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Mirror Coating Technique
Description: A technique with application of light magic and light refractions that bends the light that currently exists somewhere else and projects it onto another area entirely, copying and pasting it as a reflection, similar to a mirror. This is achieved by transferring the light illuminating a specific area the shinobi desires to project and placing it there as a solid object, suspending it in place. The reason it earns the name of mirage is because it acts in similar fashion to an optical illusion caused by atmospheric conditions, particularly those that involve the presence of intense heat that forms the appearance of a sheet of water in a desert or on a hot road caused by the refraction of light from the sky by heated air. However the main and most useful aspect of this technique is the fact that the shinobi is able to create a coating out the sheet which covers the shinobi’s body. As this occurs, the now mirror coating will take the closest surface behind them, the shinobi being able to choose what is copied and what isn’t, and then pastes it over the front side of the coating, creating a camouflage which renders the shinobi almost completely invisible. Through the extended use of Illusion Magic, the shinobi is even able to trick any senses of a target into actually believing that the shinobi is indeed non existent, no matter what their senses may tell them. Of course the shinobi may also use the technique while in motion, the mirror coating always tricking any prying eyes by taking whatever the shinobi is standing in front of, and pasting that image over whichever side is being looked at. However, the one thing the shinobi cannot hide from is strong sensory magic or those who are capable of seeing through illusions. A notable advantage of using these mirrors is the fact that the shinobi can bounce off light in the exact same manner as a mirror, except at the point of contact, the shinobi can deflect it with more than double the intensity of light. However once produced, the mirrors lose any and all aspects that once rendered it a material of light, making it relatively useless to use.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: Melding Escape Technique
Description: A technique that utilizes the ideas and properties of elemental body-like spells, Phasing Magic, and Great Tree Arc’s Tree Merge spell, the Hidden Medling Technique allows the shinobi to merge with almost any surface they are in contact with, something which allows them to remain undetected to most people. The surfaces in which the shinobi can meld into are not limited to solids, but liquids as well, allow the shinobi to become water itself and hiding within a liquid body and moving through it with ease. The shinobi can still use their techniques attacks while merged, and has also shown the ability to move around freely and unnoticed through the length of the surface itself. However unlike the Shelter in Shadows technique, any damage to come to the surface while the shinobi is melded into it, or more specifically the immediate area of the surface the shinobi is in, will damage them and even force them out of the surface.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Futon: Shrouding Fog Technique
Description: Through the water vapors in the air, the shinobi is able to harness and disperse a thick mist, a phenomenon caused by small droplets of water suspended in air as well as fog, a visible mass consisting of cloud water droplets or ice crystals suspended in the air at or near the planet's surface. The gaseous form of water is induced by the shinobi utilizing magic to force warm, moist air to meet sudden cooling, taking the humidity and temperature conditions into account to cool the humid air rapidly upon contact with the the shinobi’s magical energy. In any case, by harnessing the power of mist and fog, the shinobi is capable of utilizing it for many evasive and defensive measures, such as generating large quantities of mist and fog in order to blanket the battlefield and obscure an enemy's vision while the wielder evades and regroups, enabling them to blast an enemy with their other powers some time later. The speed at which this mist and fog releases is quite startling, suddenly bursting from the shinobi and spreading out, acting like a smoke bomb which activates almost instantly.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Fireball Technique
Description: A Ninpo technique that allows the user to release intense balls of flame from their mouth towards their opponent. Otherwise known as the “False Fire Dragon's Roar,” the Fireball Technique allows the shinobi to fire a bullet-esque sphere of flame towards the target from their mouth.The technique is known to be exceedingly basic in execution and it tends to be the first among the first offensive techniques that those who take up Ninpo learn; indeed, it is near universal to the point that more often than not, any Shinobi possess it within their arsenal. The Fireball Technique harnesses the very fundamentals of spell formation to result in what could be considered an embodiment of what it is to make a magic into a spell. After the necessary method used by fire mages, the shinboi launches the fireball at their enemy through either a physical motion or mental command. This orb of roaring flame shoots right towards the target at relatively high speeds, resulting in the fireball displaying a punching force which flies forth in a straight line at high speeds. Because the particles which compose the Fireball technique are completely compacted, the projectile functions in a similar manner to that of a drill, boring into anything that is unfortunate enough to get in the way of the spell, dealing multiple hits up to a maximum of five, followed by a medium-sized explosion upon contact which causes relatively notable amounts of damage and destruction, while also serving to knock the opponent back.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Doton: Tatami Mat Barrier Technique
Description: A defensive technique which allows the shinobi to cause a portion of the surface in front of them to upheave and lift forward, becoming a wall between them and the opponent. The technique first requires the shinboi to utilize the hardening properties of the Chi branch on their foreleg, once this has been done, all that simply needs to be done is for the shinobi to stomp on whatever surface they are standing on. This will cause a quick and sudden upheaval of a board-shaped portion of the surface, causing it to flip forward and act as a barrier for the user. Once this barrier is up, it will stand and take whatever attack is coming at it, its durability completely dependent on whatever material the surface is made of, however during a brief moment of its formation, it will be harder than what its material would suggest. This is to up the survivability of the shinobi should a quick defense be needed. The force and speed the barrier rises is enough to make it into a makeshift catapult, launching whatever was once standing on it at incredible speeds. Often times a shinobi can use this to either send their opponents flying away from their original position, make use of it to launch the shinobi themselves, or even cause larger opponents to tumble over by using the technique right under their feet. The technique is also incredibly useful in situations where the shinobi must quickly evade the opponent’s field of vision, the barrier not only protecting the shinobi from attacks, but also prying eyes. With this in mind, the shinobi is able to perform other techniques or tactics that would require their entire being to be out of sight, for the barrier will always become large enough to completely conceal the shinobi’s body to not only allow such actions, but to guarantee their protection as well.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Substitution Technique
Description: A classic technique falling under the Ku branch of Ninpo, the Substitution Technique, also known as kawarimi, allows one to trick the opposition's senses and fool them into mistaking a inanimate object for the shinobi. Typically the item is a log, a scarecrow, or even a piece of cloth, the latter being the most common as it is easy for the shinobi to carry. The object is used as a catalyst for the technique and through some kind of Telekinesis, moves I. Ways the shinobi commands, and while to the shinobi it is simply a object floating, to the opponent it is indeed a incredibly realistic copy of the Shinobi, albeit they wouldn't be aware of the illusion even being in place. The shinobi will utilize this technique as a form of distraction, forcing the opponent to attack what they believe to be the shinobi, while the user lies in wait somewhere else to attack the flank or has already made their escape. Unlike with the Trackless Step technique, this technique does create a clone of the shinobi through illusion based energies, easily fooling anyone who lay eyes upon the fake. It is during the illusion that the shinobi will have the Substitution move towards the opponent, attempt a attack that will never land, or appear as stationary and wide open for an attack. Once the Substitution is attacked, the illusion will disperse, revealing a damaged object. During this confusion or during the reveal, the shinobi is given an opening to do a myriad of things: attack the opponent from an opening or flank, flee, accomplish a different objective, or even set up an additional technique. This technique was created to not only fake the shinobi's demise, but also give them the time to accomplish whatever they need to during that instance. Sometimes a shinobi has strapped explosives to the Substitute, causing an explosion to erupt as the opponent is lured into the blast range. The technique however is most effective when the opponent has lost temporarily lost sight of the shinobi, even if momentarily. In most cases the shinobi will use a technique that will obstruct the opponent's sense of sight, cast the Substitution Technique, and then move away from the opponent's field of vision. It is because of this that the technique is made useless at times during the heat of battle, when eyes are locked onto the shinobi. However with the aid of the Trackless Step technique, it is at times possible to perform the Substitution Technique even during these instances.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Hawk's Plume Technique
Description: A technique focused around utilizing and summoning feathers to attack with powerful after effects to quickly gain an advantage; harnessing several tricky abilities in order to protect the shinobi from being hampered and negated so they can continue their onslaught. The feathers have piercing effects, and one is sharp as any magic-imbued weapon which is pushed to its utmost limit, not only is each and every one of these feathers durable enough to pierce through magical barriers, they are classified as something else other than feathers- indeed, due to the composition of the plumage, they are said to defy the Laws of Physics; and the properties of the feathers formed with the Hawk Plumage Technique can be altered in regards to output, they can be solidified to cling to surfaces, and the Shinobi is capable of harnessing the feathers in order to create a propulsive effect. All of these abilities are signaled by a cascade of black feathers swirling around their body before being activated. The Shinobi is able manifest a great mass of black feathers at once, generally, via a form of telekinesis to allow them to hover around them in any formation that they wish. Upon a snap of their fingers, the seemingly infinite number of feathers can be fired without pause. They move and take aim at the target according to the shinobi's will, allowing them to fire without having to even touch them; they are shot with enough force to repel a high-powered elemental spell. While it is possible to block many of the strikes, to do so can be seen as suicidal. When the Shinobi harnesses the power of the Hawk Plumage technique, it is not uncommon to see a flurry of dark feathers materializing out of thin air and disappearing just as quickly, flying and attacking rapidly from many angles at once; overall overwhelming the foe; or at least, placing tremendous pressure upon them, forcing them to keep their defenses up lest they be struck by a feather, causing dozens of other feathers to perforate them in a matter of moments.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Mimicking Deception Technique
Description: A illusory technique that involves the shinobi becoming someone else, taking on their form perfectly, all through physical touch. A technique that was made for infiltration and to do so with the highest chance for success, the Mimicking Deception technique allows the shinobi to perfectly copy the form of someone else, casting a ultra realistic illusory disguise over the shinobi. The technique can be used in two seperate ways, the first simply being for the shinobi to lay eyes upon whom they wish to mimic and then activate the technique, but the other has a higher chance for success in terms of fooling others. This method requires the shinobi to place a hand over the target’s face; this moment of contact will not only instantly give the shinobi a perfectly copied illusory form of the target, but will also give the shinobi access to memories pertaining to what the shinobi is infiltrating. This illusion will place details over the shinobi to truly fool anyone that lay their senses upon the shinobi, Mimicking Deception will perfectly copy the original’s body, voice, finger prints, scent, posture, mannerisms, and even habits, all perfectly recreated as to make the shinobi truly seem as though they became the target. Indeed with this, the shinobi is able to infiltrate almost any enemy group by assuming the form of one of their allies, allowing for the shinobi to perform espionage and gather the information they require. This is not the only use as the shinobi could easily mimic another opponent during a point of battle where the shinobi and the opponent’s forms are obscured, causing confusion to any onlookers or additional opponents, even potentially causing friendly fire.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Doton: Shadow Lock Technique
Description: A technique where the shinobi is able to solidify one’s shadow and pin it to a surface, locking the target in one place. A rather unique Doton technique that does not involve affecting the shinobi, but rather a target instead. Rather than channeling the solidifying and defense based energies of the Chi branch upon themselves, the Shinobi will first channel it into a pointed object, this could be anything so long as it is small and light enough for the shinobi to effortlessly throw. When the channeling has been done, the shinobi need only throw the object at the target’s shadow. For a brief moment the object will harden, increasing its ability to pierce into whatever surface the shadow may be against. Once the object pierces the shadow, the energies will go from the object and saturate the target’s shadow, causing it to solidify, retaining its shape, and stick to whatever surface it may have been over. With this and the fact all things with a solid form casts a shadow, the feet of the target becomes bound to the same surface as their shadow. With this, the target becomes incapable of moving away from their shadow, remaining in place with their feet completely stuck in place. This can allow for many things, for the shinobi to assault the opponent from a distance, make an escape, or simply delay their target for one reason or another. However because of the unnatural physics bending of this technique, the target is only bound for a set amount of time, a few minutes to be exact (3 posts), before the technique is undone and their shadow regains its properties.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Futon: Counter Placement Technique
Description: A technique which involves the positions of the shinobi and a opponent and switching them through the use of high speed movement. The technique itself is often used during instances in which the shinobi might be caught in a upcoming attack with no real way to escape, or if they are simply bound with something. It is during such instances that the Counter Placement technique is truly made worthwhile along with its potential for escape. Even if the shinobi is wrapped up in tight chains, even if they are chained upside down, even if the shinobi has all but their head inside a barrel, so long as the shinobi is able to perform the correct kuji-kuri and there is someone nearby, the shinobi can instantly swap places with them effortlessly. This technique made even more efficient should the shinobi utilize the flexibility enhancing abilities of Suiton, making escape all the more possible, even if the shinobi was to found themselves behind bars. Escape is not the only use for the Counter Placement technique, it has applications within combat as well. Do to the fact that the Counter Placement technique not only switches the positions of the shinobi and the target at will, but it even completely switches whatever posture or pose their body is making. This can allow for the shinobi to do such things as performing the target’s attack right as they are about to use it, pulling a effortless counter with the target’s own attack. The use of this technique is especially made apparent when grapples are used on the shinobi, turning the shinobi into the grappler and putting the target into their own hold or throw. If the shinobi is quick enough, they are even able to put themselves in front of a oncoming attack from the target, only to then switch places with an additional and nearby opponent, causing friendly fire and potential confusion. Of course, the technique is only probably if the conditions are correct, such as the shinobi being able to perform the right kuji-kiri and if there is someone nearby they can swap places with.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Concealed Rivaling Blade Technique
Description: A technique which allows the shinobi to generate blades of eternano and place onto any part of their body in order to increase the damage they can deal by imitating sword-related attack through their body, ignoring the use of an actual sword. One of the more notable advantages of using Concealed Rivaling Blade is the ability to increase the sheer cutting power their physical attacks can have, giving simple gestures powerful sword-like properties that slice through most forces that would oppose them. Since it still involves the use of magic, it opens up a much more unique way of casting several Sword Magic-like attacks coming from a source other than an actual sword. In normal instances, the technique is typically used purely for the resourceful nature it has in comparison to those who choose to combine it with a weapon, giving the shinobi free range in the way they can go about attacking their opponent with their bare hands or separate limbs. It additionally saves time while at the same time adding a sense of unpredictability to the way they move when using their techniques, a notable edge most shinobi from using Concealed Rivaling Blade is most specifically when it comes to close-range to mid-range combat, adding an added focus on speed and maneuverability without hindering their body by carrying a large blade, thus decreasing the time it takes to register an attack and the speed in which the opponent can react to it due to the spontaneous nature it has.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Offensive Reversal Technique
Description: A technique which relies on timing and oncoming attack, Offensive Reversal allows the shinobi to completely counter almost any non-physical attack back to its original owner. Created to deal with attacks the shinobi may be unable to evade or fully defend against, the Offensive Reversal technique is something the shinobi often does not use as they typically end an opponent, or are far too swift for such an attack to become a threat. But shinobi strive to be versatile and prepared for any situation, thus this technique was created. The process of this technique simply requires for the shinobi to expel their merged energies like a veil-like wall right in the path of an oncoming non-physical attack. Do to the fact this is a countering technique, the veil is released almost instantly, the shinobi willing its existence simply by performing the correct Kuji-Kiri at high speed. Once this veil has been created, it quickly enwraps the opposing attack, wrapping itself completely around the mass of eternano, enhancing its attack power, and then re-releasing right back at its original owner with twice the speed and power. This is indeed a useful technique when dealing with attacks that are magical in origin, especially those which are emitted from the opponent’s being, no matter the range of emission. The attack, as stated before, is enhanced in terms of both attack and speed, twofold to be exact, in order to become something that the target will not simply send back to the shinobi. It could be speculated that with the shinobi’s energies becoming apart of the countered attack, the shinobi steals it and then makes it more efficient. However as good of a defense as it it, Offensive Reversal is not perfect as for one thing, it cannot counter physical attacks, only the non-physical, and any spells that surpass the shinobi’s own power are harder to fully counter, let alone amplify.
Rank of Spell: B


Recycled_Memes

Kio no Tenshi
PostPosted: Tue Apr 09, 2019 3:07 pm



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: Shelter in Shadows Technique
Description: A technique that allows the Shinobi to assume a shadow form, granting them high speed, mobility, and flexibility, becoming flat enough to go through tight spaces and openings. It as well allows the shinobi to go up any physical surface, sliding and moving up them without issue. Along with taking on the form, they are also able to meld with, move within, and between pre-existing shadows. Interestingly enough, they seem capable of being able to leap out of their shadow form or whatever shadow they is in, performing a propulsive transition that allows quick movements, leaping into action from stealth. They hold the capability of partial transformation, making it possible for them to partially reassume their physical form or enter their shadow one, allowing for long range attacks via sending a portion of their body through one shadow and out another, take on positions that defy gravity such as standing upside down from a ceiling, checking their surroundings by resubmerging their head from a shadow, and other possibilities. However, they retain the same properties, this anchors them to solid surfaces and cannot go through enclosed spaces, furthermore there is a brief transition time between their shadow and solid form, though brief enough to be considered quick, the transition time is still long enough for them to be hit during the procedure. Furthermore, this is still a physical form as a strong enough hit can force them to transition out of their shadow form or any shadow they are melded with. Lights intense enough to disperse shadows can also make a forceful transition.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Trackless Step
Description: One of the very few techniques that does not require a Kuji-kiri, but is rather a skill taught to Shinobi to utilize. It is a technique that allows for seemingly instant movement through the Shinobi slamming their foot upon earth in a split second, the shinobi is capable of kicking off the ground in the blink of an eye as the technique shrinks the distance between the shinobi and their target in a split second. When utilizing Trackless Step, the shinobi focuses the majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where they are standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel the shinobi forward at incredible speeds; accelerating at velocities that are almost untraceable to reach short or long distances near instantaneously. It should be taken into consideration that in order to perform the technique at all, the shinobi requires a solid surface to kick into and thus produce enough thrust. According to the untrained eyes of those watching on while the shinobi performs this technique, more often than not it appears as if they had effectively teleported using sheer power and speed alone, moving faster than anyone is capable of following as they seem to reduce the earth between themselves and the opponent in the blink of an eye. However while utilizing Trackless Step, the shinobi can only move in one direction due to the immense speed behind it, not even being able to stop themselves once they utilizes a single use. With this in mind, it is required for the shinobi to be absolutely sure they do not waste the rapid movement, making them line themselves up with their target and wait for the perfect chance to launch themselves.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Futon: Shadow Clone Technique
Description: A technique that requires the Futon Kuji-kiri after the utilization of Trackless Step, which allows the shinobi to produce various afterimages while in motion, utilizing speed rather than the illusions of Ku. When performing the the Shadow Clone Technique, the shinobi slams their foot down upon a solid surface from one two- this produces much more thrust, which, while it doesn't increase the shinobi's speed when inducing the technique as it logically should, it does have an arguably more useful function, the sheer thrust produced results in the shinobi's swift physical movements instead form an intangible and transparent distorted decoy-like doppelganger of the shinobi that follows their movements in accordance, remaining behind them at varying distances for the duration of the Trackless Step technique. By themselves, the afterimages produced by this iteration of the high-speed movement are incapable of acting out of their own "will" autonomously, but rather, are an indication of the velocity that the shinobi is moving at despite no real change in movement speed, however, that's where it's true utility lies at. The afterimages produced by the Shadow Clone Technique are capable of confounding opponents who are unable to follow the shinobi's movements; often, it is common for an opponent to attack an afterimage in the belief that the decoy is the real deal and they are about to land a killing blow, only for it to vanish and scatter harmlessly to the winds, whereas the actual shinobi appears somewhere else, commonly flanking the enemy's side while giving no indication of their movements, allowing the shinobi to counterattack instantly with very little opportunity for the opponent to evade the incoming strike. Like the regular Trackless Step technique, the Shadow Clone Technique is capable of having all sorts of supernatural powers infused within it, granting the afterimages tangibility which the shinobi can remove at any time and allowing the shinobi to harness the afterimages to pull of various attacks and tasks from all angles, giving the doppelgangers further believability in that they are the actual shinobi to keep the opponent fooled; for example, if an enemy strikes an afterimage infused with Lightning Magic, the decoy will erupt in a discharge of static and paralyze the enemy momentarily.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Dispersing Clone Technique
Description: A technique that utilizes not only the Ku branch but Futon as well, Dispersing Clone allows for the shinobi to disperse their body into multiple illusory clones from their original position. Typically, the shinobi will utilize the properties of Ku to create clones of themselves right as the shinobi utilizes the Trackless Step technique; the second the shinobi does this, the clones are manifested and mirror the use of this technique, making it appear as the the shinobi had split themselves into multiple bodies. This technique is often utilized whenever a attack is thrown at the shinobi, not only escaping the attack but also confusing the target on where the actual shinobi is among the clones. At most, a shinobi can create five clones and with the addition of their actual selves hiding among them, creates six total clones which the target must deal with, forcing them to discover which clone is a simple illusion and which one is a actual assassin ready for the kill. Generally, the illusions manifested by the Dispersing Clone technique are completely indistinguishable from the real thing to the naked eye and simple sensory-type magic, though those who have dealt with illusionists before can distinguish the two. While it is possible to manifest more than simple copies of the shinobi and perhaps their allies, it is the easiest to perform. The shinobi can also use Dispersing Clone in conjunction with their spells and attacks, allowing them to mix up the fake with the real, allowing them to hold up enemies and create greater opportunities to launch their own attacks, causing feints of a sort to distract the opponent from the real deal. However, through proper utilization by infusing the illusions with more of their magical energy, the shinobi can control them mentally- though they’re required to stand still and direct them so that they won't lose focus. The realized illusions manifested through the Dispersing Clone technique are capable of performing any of the shinobi’s techniques and spells, including Dispersing Clone once more in order to double the amount of copies that the shinobi has summoned in the heat of battle- however, by doing so, the clones drain magical energy from the shinobi’s own Magic Origin. To add to the deception pulled over the eyes of their enemies, these duplicates can bleed after being struck- though they will fade away if attacked by a sufficiently strong force; but before they do that, the shinobi 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 shinobi’s clones from the real deal.
Rank of Spell: [C Rank-Ultimate]



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: Heaven Walk Technique
Description: A technique that utilizes the practical use of eternano and gravity change which enables the user to walk on any surface imaginable. As the name indicates, Heaven Walk has a primary purpose of bringing about the greatest feats of movement to its wielder. In addition to possessing incredibly heightened speed, ones weight distribution and the very nature of their movement can be altered with the use of Heaven Walk. This is achieved through the circulation of the shinobi’s magical power across their feet and legs. It allows the shinobi to move silently even in the most unstable terrain, become weightless as they run across different surfaces and even allow them to enhance their adhesion to substances, thus allowing them to run up on buildings and across ceilings with no difficulty whatsoever. Moreover, by the release of magical power from their soles, the shinobi is even capable of walking on water and even air.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Mirror Coating Technique
Description: A technique with application of light magic and light refractions that bends the light that currently exists somewhere else and projects it onto another area entirely, copying and pasting it as a reflection, similar to a mirror. This is achieved by transferring the light illuminating a specific area the shinobi desires to project and placing it there as a solid object, suspending it in place. The reason it earns the name of mirage is because it acts in similar fashion to an optical illusion caused by atmospheric conditions, particularly those that involve the presence of intense heat that forms the appearance of a sheet of water in a desert or on a hot road caused by the refraction of light from the sky by heated air. However the main and most useful aspect of this technique is the fact that the shinobi is able to create a coating out the sheet which covers the shinobi’s body. As this occurs, the now mirror coating will take the closest surface behind them, the shinobi being able to choose what is copied and what isn’t, and then pastes it over the front side of the coating, creating a camouflage which renders the shinobi almost completely invisible. Through the extended use of Illusion Magic, the shinobi is even able to trick any senses of a target into actually believing that the shinobi is indeed non existent, no matter what their senses may tell them. Of course the shinobi may also use the technique while in motion, the mirror coating always tricking any prying eyes by taking whatever the shinobi is standing in front of, and pasting that image over whichever side is being looked at. However, the one thing the shinobi cannot hide from is strong sensory magic or those who are capable of seeing through illusions. A notable advantage of using these mirrors is the fact that the shinobi can bounce off light in the exact same manner as a mirror, except at the point of contact, the shinobi can deflect it with more than double the intensity of light. However once produced, the mirrors lose any and all aspects that once rendered it a material of light, making it relatively useless to use.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: Melding Escape Technique
Description: A technique that utilizes the ideas and properties of elemental body-like spells, Phasing Magic, and Great Tree Arc’s Tree Merge spell, the Hidden Medling Technique allows the shinobi to merge with almost any surface they are in contact with, something which allows them to remain undetected to most people. The surfaces in which the shinobi can meld into are not limited to solids, but liquids as well, allow the shinobi to become water itself and hiding within a liquid body and moving through it with ease. The shinobi can still use their techniques attacks while merged, and has also shown the ability to move around freely and unnoticed through the length of the surface itself. However unlike the Shelter in Shadows technique, any damage to come to the surface while the shinobi is melded into it, or more specifically the immediate area of the surface the shinobi is in, will damage them and even force them out of the surface.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Futon: Shrouding Fog Technique
Description: Through the water vapors in the air, the shinobi is able to harness and disperse a thick mist, a phenomenon caused by small droplets of water suspended in air as well as fog, a visible mass consisting of cloud water droplets or ice crystals suspended in the air at or near the planet's surface. The gaseous form of water is induced by the shinobi utilizing magic to force warm, moist air to meet sudden cooling, taking the humidity and temperature conditions into account to cool the humid air rapidly upon contact with the the shinobi’s magical energy. In any case, by harnessing the power of mist and fog, the shinobi is capable of utilizing it for many evasive and defensive measures, such as generating large quantities of mist and fog in order to blanket the battlefield and obscure an enemy's vision while the wielder evades and regroups, enabling them to blast an enemy with their other powers some time later. The speed at which this mist and fog releases is quite startling, suddenly bursting from the shinobi and spreading out, acting like a smoke bomb which activates almost instantly.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Fireball Technique
Description: A Ninpo technique that allows the user to release intense balls of flame from their mouth towards their opponent. Otherwise known as the “False Fire Dragon's Roar,” the Fireball Technique allows the shinobi to fire a bullet-esque sphere of flame towards the target from their mouth.The technique is known to be exceedingly basic in execution and it tends to be the first among the first offensive techniques that those who take up Ninpo learn; indeed, it is near universal to the point that more often than not, any Shinobi possess it within their arsenal. The Fireball Technique harnesses the very fundamentals of spell formation to result in what could be considered an embodiment of what it is to make a magic into a spell. After the necessary method used by fire mages, the shinboi launches the fireball at their enemy through either a physical motion or mental command. This orb of roaring flame shoots right towards the target at relatively high speeds, resulting in the fireball displaying a punching force which flies forth in a straight line at high speeds. Because the particles which compose the Fireball technique are completely compacted, the projectile functions in a similar manner to that of a drill, boring into anything that is unfortunate enough to get in the way of the spell, dealing multiple hits up to a maximum of five, followed by a medium-sized explosion upon contact which causes relatively notable amounts of damage and destruction, while also serving to knock the opponent back.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Doton: Tatami Mat Barrier Technique
Description: A defensive technique which allows the shinobi to cause a portion of the surface in front of them to upheave and lift forward, becoming a wall between them and the opponent. The technique first requires the shinboi to utilize the hardening properties of the Chi branch on their foreleg, once this has been done, all that simply needs to be done is for the shinobi to stomp on whatever surface they are standing on. This will cause a quick and sudden upheaval of a board-shaped portion of the surface, causing it to flip forward and act as a barrier for the user. Once this barrier is up, it will stand and take whatever attack is coming at it, its durability completely dependent on whatever material the surface is made of, however during a brief moment of its formation, it will be harder than what its material would suggest. This is to up the survivability of the shinobi should a quick defense be needed. The force and speed the barrier rises is enough to make it into a makeshift catapult, launching whatever was once standing on it at incredible speeds. Often times a shinobi can use this to either send their opponents flying away from their original position, make use of it to launch the shinobi themselves, or even cause larger opponents to tumble over by using the technique right under their feet. The technique is also incredibly useful in situations where the shinobi must quickly evade the opponent’s field of vision, the barrier not only protecting the shinobi from attacks, but also prying eyes. With this in mind, the shinobi is able to perform other techniques or tactics that would require their entire being to be out of sight, for the barrier will always become large enough to completely conceal the shinobi’s body to not only allow such actions, but to guarantee their protection as well.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Substitution Technique
Description: A classic technique falling under the Ku branch of Ninpo, the Substitution Technique, also known as kawarimi, allows one to trick the opposition's senses and fool them into mistaking a inanimate object for the shinobi. Typically the item is a log, a scarecrow, or even a piece of cloth, the latter being the most common as it is easy for the shinobi to carry. The object is used as a catalyst for the technique and through some kind of Telekinesis, moves I. Ways the shinobi commands, and while to the shinobi it is simply a object floating, to the opponent it is indeed a incredibly realistic copy of the Shinobi, albeit they wouldn't be aware of the illusion even being in place. The shinobi will utilize this technique as a form of distraction, forcing the opponent to attack what they believe to be the shinobi, while the user lies in wait somewhere else to attack the flank or has already made their escape. Unlike with the Trackless Step technique, this technique does create a clone of the shinobi through illusion based energies, easily fooling anyone who lay eyes upon the fake. It is during the illusion that the shinobi will have the Substitution move towards the opponent, attempt a attack that will never land, or appear as stationary and wide open for an attack. Once the Substitution is attacked, the illusion will disperse, revealing a damaged object. During this confusion or during the reveal, the shinobi is given an opening to do a myriad of things: attack the opponent from an opening or flank, flee, accomplish a different objective, or even set up an additional technique. This technique was created to not only fake the shinobi's demise, but also give them the time to accomplish whatever they need to during that instance. Sometimes a shinobi has strapped explosives to the Substitute, causing an explosion to erupt as the opponent is lured into the blast range. The technique however is most effective when the opponent has lost temporarily lost sight of the shinobi, even if momentarily. In most cases the shinobi will use a technique that will obstruct the opponent's sense of sight, cast the Substitution Technique, and then move away from the opponent's field of vision. It is because of this that the technique is made useless at times during the heat of battle, when eyes are locked onto the shinobi. However with the aid of the Trackless Step technique, it is at times possible to perform the Substitution Technique even during these instances.
Rank of Spell: C



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Hawk's Plume Technique
Description: A technique focused around utilizing and summoning feathers to attack with powerful after effects to quickly gain an advantage; harnessing several tricky abilities in order to protect the shinobi from being hampered and negated so they can continue their onslaught. The feathers have piercing effects, and one is sharp as any magic-imbued weapon which is pushed to its utmost limit, not only is each and every one of these feathers durable enough to pierce through magical barriers, they are classified as something else other than feathers- indeed, due to the composition of the plumage, they are said to defy the Laws of Physics; and the properties of the feathers formed with the Hawk Plumage Technique can be altered in regards to output, they can be solidified to cling to surfaces, and the Shinobi is capable of harnessing the feathers in order to create a propulsive effect. All of these abilities are signaled by a cascade of black feathers swirling around their body before being activated. The Shinobi is able manifest a great mass of black feathers at once, generally, via a form of telekinesis to allow them to hover around them in any formation that they wish. Upon a snap of their fingers, the seemingly infinite number of feathers can be fired without pause. They move and take aim at the target according to the shinobi's will, allowing them to fire without having to even touch them; they are shot with enough force to repel a high-powered elemental spell. While it is possible to block many of the strikes, to do so can be seen as suicidal. When the Shinobi harnesses the power of the Hawk Plumage technique, it is not uncommon to see a flurry of dark feathers materializing out of thin air and disappearing just as quickly, flying and attacking rapidly from many angles at once; overall overwhelming the foe; or at least, placing tremendous pressure upon them, forcing them to keep their defenses up lest they be struck by a feather, causing dozens of other feathers to perforate them in a matter of moments.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Mimicking Deception Technique
Description: A illusory technique that involves the shinobi becoming someone else, taking on their form perfectly, all through physical touch. A technique that was made for infiltration and to do so with the highest chance for success, the Mimicking Deception technique allows the shinobi to perfectly copy the form of someone else, casting a ultra realistic illusory disguise over the shinobi. The technique can be used in two seperate ways, the first simply being for the shinobi to lay eyes upon whom they wish to mimic and then activate the technique, but the other has a higher chance for success in terms of fooling others. This method requires the shinobi to place a hand over the target’s face; this moment of contact will not only instantly give the shinobi a perfectly copied illusory form of the target, but will also give the shinobi access to memories pertaining to what the shinobi is infiltrating. This illusion will place details over the shinobi to truly fool anyone that lay their senses upon the shinobi, Mimicking Deception will perfectly copy the original’s body, voice, finger prints, scent, posture, mannerisms, and even habits, all perfectly recreated as to make the shinobi truly seem as though they became the target. Indeed with this, the shinobi is able to infiltrate almost any enemy group by assuming the form of one of their allies, allowing for the shinobi to perform espionage and gather the information they require. This is not the only use as the shinobi could easily mimic another opponent during a point of battle where the shinobi and the opponent’s forms are obscured, causing confusion to any onlookers or additional opponents, even potentially causing friendly fire.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Doton: Shadow Lock Technique
Description: A technique where the shinobi is able to solidify one’s shadow and pin it to a surface, locking the target in one place. A rather unique Doton technique that does not involve affecting the shinobi, but rather a target instead. Rather than channeling the solidifying and defense based energies of the Chi branch upon themselves, the Shinobi will first channel it into a pointed object, this could be anything so long as it is small and light enough for the shinobi to effortlessly throw. When the channeling has been done, the shinobi need only throw the object at the target’s shadow. For a brief moment the object will harden, increasing its ability to pierce into whatever surface the shadow may be against. Once the object pierces the shadow, the energies will go from the object and saturate the target’s shadow, causing it to solidify, retaining its shape, and stick to whatever surface it may have been over. With this and the fact all things with a solid form casts a shadow, the feet of the target becomes bound to the same surface as their shadow. With this, the target becomes incapable of moving away from their shadow, remaining in place with their feet completely stuck in place. This can allow for many things, for the shinobi to assault the opponent from a distance, make an escape, or simply delay their target for one reason or another. However because of the unnatural physics bending of this technique, the target is only bound for a set amount of time, a few minutes to be exact (3 posts), before the technique is undone and their shadow regains its properties.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Futon: Counter Placement Technique
Description: A technique which involves the positions of the shinobi and a opponent and switching them through the use of high speed movement. The technique itself is often used during instances in which the shinobi might be caught in a upcoming attack with no real way to escape, or if they are simply bound with something. It is during such instances that the Counter Placement technique is truly made worthwhile along with its potential for escape. Even if the shinobi is wrapped up in tight chains, even if they are chained upside down, even if the shinobi has all but their head inside a barrel, so long as the shinobi is able to perform the correct kuji-kuri and there is someone nearby, the shinobi can instantly swap places with them effortlessly. This technique made even more efficient should the shinobi utilize the flexibility enhancing abilities of Suiton, making escape all the more possible, even if the shinobi was to found themselves behind bars. Escape is not the only use for the Counter Placement technique, it has applications within combat as well. Do to the fact that the Counter Placement technique not only switches the positions of the shinobi and the target at will, but it even completely switches whatever posture or pose their body is making. This can allow for the shinobi to do such things as performing the target’s attack right as they are about to use it, pulling a effortless counter with the target’s own attack. The use of this technique is especially made apparent when grapples are used on the shinobi, turning the shinobi into the grappler and putting the target into their own hold or throw. If the shinobi is quick enough, they are even able to put themselves in front of a oncoming attack from the target, only to then switch places with an additional and nearby opponent, causing friendly fire and potential confusion. Of course, the technique is only probably if the conditions are correct, such as the shinobi being able to perform the right kuji-kiri and if there is someone nearby they can swap places with.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Concealed Rivaling Blade Technique
Description: A technique which allows the shinobi to generate blades of eternano and place onto any part of their body in order to increase the damage they can deal by imitating sword-related attack through their body, ignoring the use of an actual sword. One of the more notable advantages of using Concealed Rivaling Blade is the ability to increase the sheer cutting power their physical attacks can have, giving simple gestures powerful sword-like properties that slice through most forces that would oppose them. Since it still involves the use of magic, it opens up a much more unique way of casting several Sword Magic-like attacks coming from a source other than an actual sword. In normal instances, the technique is typically used purely for the resourceful nature it has in comparison to those who choose to combine it with a weapon, giving the shinobi free range in the way they can go about attacking their opponent with their bare hands or separate limbs. It additionally saves time while at the same time adding a sense of unpredictability to the way they move when using their techniques, a notable edge most shinobi from using Concealed Rivaling Blade is most specifically when it comes to close-range to mid-range combat, adding an added focus on speed and maneuverability without hindering their body by carrying a large blade, thus decreasing the time it takes to register an attack and the speed in which the opponent can react to it due to the spontaneous nature it has.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Offensive Reversal Technique
Description: A technique which relies on timing and oncoming attack, Offensive Reversal allows the shinobi to completely counter almost any non-physical attack back to its original owner. Created to deal with attacks the shinobi may be unable to evade or fully defend against, the Offensive Reversal technique is something the shinobi often does not use as they typically end an opponent, or are far too swift for such an attack to become a threat. But shinobi strive to be versatile and prepared for any situation, thus this technique was created. The process of this technique simply requires for the shinobi to expel their merged energies like a veil-like wall right in the path of an oncoming non-physical attack. Do to the fact this is a countering technique, the veil is released almost instantly, the shinobi willing its existence simply by performing the correct Kuji-Kiri at high speed. Once this veil has been created, it quickly enwraps the opposing attack, wrapping itself completely around the mass of eternano, enhancing its attack power, and then re-releasing right back at its original owner with twice the speed and power. This is indeed a useful technique when dealing with attacks that are magical in origin, especially those which are emitted from the opponent’s being, no matter the range of emission. The attack, as stated before, is enhanced in terms of both attack and speed, twofold to be exact, in order to become something that the target will not simply send back to the shinobi. It could be speculated that with the shinobi’s energies becoming apart of the countered attack, the shinobi steals it and then makes it more efficient. However as good of a defense as it it, Offensive Reversal is not perfect as for one thing, it cannot counter physical attacks, only the non-physical, and any spells that surpass the shinobi’s own power are harder to fully counter, let alone amplify.
Rank of Spell: B



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Doton: Mountain Form Technique
Description: A technique that allows the shinobi to control the hardness and solidity of their body and any object on their person, ranging from a scale from zero to ten. Indeed, like most reinforcement based magics and spells, the shinobi is capable of hardening their body in order to increase their defensive and offensive capabilities with each level of hardening increased. With Solidity, and depending on what level of hardness they are on, the shinobi’s defense is given a considerable boost, enabling them to not only withstand hits that would take out most, but also dish out hits that are ever harder. Furthermore, their Quirk appears not to only affect their skin, even their bones, muscles, and hairs seem to be hardened, and to a lesser degree, their organs as well. Depending on the level of hardness, the shinobi is capable of causing damage more than most, each hardness level increasing the level of damage they are able to deliver. With this, the shinobi is able to focus on offense, utilizing their hardened body to strike their opponents fiercely with solid punches or tight grapple holds, while also being able to keep the actual act of defending on a low level of priority, as their body’s hardness will ensure that worry is taken care of. The Quirk itself appears as a hexagonal-like shape pattern appear over the shinobi’s skin, appearing almost like scars, along with this pattern, the shinobi’s body becomes more physically solid and sharp with each level of hardness, even their hairs being a subject to this. As their body becomes harder they also appear to grow more and more resistant to damages such as burns, higher amount of heats being needed to be applied depending on the level of hardness, and with the sharpness, is even able to cut into their opponents as well. It should be noted that the shinobi’s Quirk works almost like a curtain, when used on the entirety of their body, the Quirk has more room to cover in order to defend him, but should they focus this “Solidity Curtain” over a specific body part, that body part will be far harder than it normally would if it was covered along with the rest of the shinobi’s body. As stated before, Solidity works on a scale from zero to ten and this scale can be comparable to Mohs Hardness Mohs Scale of Mineral Hardness, named after Friedrich Mohs, a mineralogist who invented a scale of hardness based on the ability of one mineral to scratch another. It is with this scale that the shinobi is able to accurately identify their level of hardness, though they seem to base this on metals for easier understanding. The levels of hardness which the shinobi identifies goes as 0 - Rubidium, 1 - Lithium, 2 - Cadmium, in which the shinobi’s base level of hardness is at as is any human’s, 3 - Copper, 4 - Iron, 5 - Cobalt, 6 - Titanium, 7 - Osmium, 8 - Chromium, 9 - Carborundum, 10 - Diamond. Like any hardening magic or spell, there is a level to how much damage the shinobi can take, each level having its own limit as one would expect. Breaking through these levels often causes the shinobi to be left open to an attack, requiring the shinobi a bit of time in order to recover and be able to re-harden themselves as well. It should be noted that materials that match the same level of whatever hardness level they are using will have a much better and faster chance at breaking that current level of hardness. With each level, they become less and less flexible as well, though not as much as one would expect, each level will restrain their mobility, thus lowering their speed quite a bit with each level, this often forcing the shinobi to only use a single level for a brief moment of time before deactivating the technique.
Rank of Spell: A



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Suiton: River Form Technique
Description: The sister technique to Mountain Form, River Form allows the shinobi to make their bodies softer, lighter, and much more flexible. As stated before, in Mountain Form, with each level of hardness, the shinobi’s defensive and offensive capabilities increase notably with each shift in level, however were they to go down the scale from their base level, a interesting benefit will be born. Shifting down from their base causes the shinobi’s body to become softer, lighter, more flexible with the sacrifice of their offensive and defensive capabilities. At level one, they are capable of bending their body in ways that would match that of a olympic contortionist, allowing them to twist their body beyond the normal limits of physiology, although still only from the joints. Their now hypermobile joints, muscles, tendons and physiology in general allow them perform near-boneless looking contortions without stress or damage and stay in any position they choose as long they need without effort or strain. At level 0, the shinobi appears to become almost eel like in terms of their body softness and flexibility, giving them an extreme hypermobility, moving their body parts in ways that are normally impossible, and bend in ways they were not meant to, going so far as to allow them to fit into even smaller spaces than level 1, also allowing them to escape almost any hold and dodge attacks in unbelievable ways. Furthermore with the lowered hardness of their body, the shinobi’s muscles become soft to the point where they’re almost sponge-like, allowing them to absorb most impacts with ease. Of course with Levels one and zero, while they may become less susceptible to blunt attacks and grapples, the shinobi becomes even more susceptible to cutting and piercing attacks, taking more damage from them the softer their body becomes.
Rank of Spell: A



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Demon Strand Technique
Description: A fairly strong technique which allows the shinobi to release wires composed of their energies. A incredibly versatile magic with many uses, Demon Strand is a technique which relies upon the shinobi crafting incredibly thin, tensile, and razor sharp wire made from their own energies, which can then be released from the shinobi’s hands and fingers. The range of uses the shinobi has access to with this technique is indeed something worthwhile, so much so that in most cases this is the shinobi’s go to technique. Among it’s more practical uses involves the solidity and sharpness of the Demon Strand wires, making each and every single strand the shinobi generates a nigh-invisible blade with a absurd length, cutting ability, and level of control. Indeed in the shinobi’s hands, each strand might as well be considered a weapon that is capable of cutting through many materials effortlessly as though its was a hot knife through warm butter, the bisected surface often appearing as astoundingly smoothe as though it was carefully sanded down into a flat surface. With this in mind, the shinobi is able to single handedly unleash a multitude of cuts and slashes from the wires they are capable of controlling through hand movements and a subtle telekinesis-like manipulation. The length of each wire can extend as far as seven meters, allowing for a great attack range along with its other uses. The tensile strength of each wire makes it hard to break through physical means, the more magical having a much more likely chance of succeeding, though when bundled and weaved together, the shinobi is capable of creating strong defenses composed of many steel-like wires. Despite their cutting power, the shinobi is able to make their wires completely dull, taking away any offensive capabilities should their target be something they do not wish to harm. Other than its offensive and defensive capabilities, Demon Strand also has more practical uses, among them being used for setting up trip wires for traps or even being used like a tightrope for the shinobi to walk along, both ends of the wire magically connecting to two separate surfaces to allow this. The strands, when brought together can take on different shapes such as rope, limbs, sashes, drills, nets, and many more. However as strong as it is, Demon Strand loses its tensile strength and durability the longer it extends, not only that but magical weapons and attacks have a much better chance at cutting a single wire.
Rank of Spell: A



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Revolving Koma Bullet Technique
Description: A technique that begins with the shinobi spinning on a single leg, moving at such speeds they become like a koma top, from here, a blitz of kunai suddenly fly from the shinobi's spinning being. Typically the shinobi will first use futon to increase their speed of movement and the lightness of their body, ensuring that the technique is fully capable of being performed. Once the necessities for the technique have been made, the user will balance on a single foot, their other knee bent and other foot against the balancing knee, and then with the speed and lightness granted to them from the Fu Branch, they will give themselves access to the Ka branch and begin to rapidly spin on their balancing foot. In a matter of milliseconds the shinobi will spin at such speeds they become a single and constantly rotating blur of pure speed, the blurry colors of their outfit being the only true thing that is visible.It’s practically common for most to mistake the shinobi for a miniature twister as they spin about, their speed causing mild winds to blow about, kicking up any particles near the shinobi.The technique is not just about looks however, as the second the shinobi deems it ready, a blitz of kunai will fire out of their spinning blurry form, knives shooting in all directions in a 360 degree radius. The kunai will fire not only what’s around the user, but also above them, truly becoming what is known as a “AOE” attack that threatens all things near the shinobi. The rate of speed each kunai is flown easily matches that of a actual bullet, hence the name “Revolving Koma Bullet.” With the kunais being magic in nature and their dangerous levels of momentum, they are capable of breaching and piercing into most materials and defenses, and if not completely blow through then certainly stab into. The results of the technique, from its blitz of kunai, always results in a area, along with its objects and any who are unfortunate enough to find themselves in said area, being absolutely pincushioned with magical kunai, becoming absolutely obliterated. There is a stronger variation of the Revolving Koma Bullet technique, but what it loses in fanned out destruction, it gains in concentrated destruction. Indeed, the second variation of this technique involves the shinobi instead focusing every single kunai to hit a single target, riddling them with one kunai after another like gatling gun. With so much damage being focused on a single target, it is not unusual for there to be little remains of the target as a flurry of kunai rain a concentrated destruction upon them. By slightly shifting their weight in various directions, the shinobi is also capable of moving around the battlefield, completely devoiding them from being restricted to a single spot and unleash flurries of kunai from different positions, the speed at which they move being quite notable as well. However there is one downfall to the Revolving Koma Bullet technique, and that is the the shinobi’s point of balance, their foot. Indeed when their balance has been upset the shinobi has no choice but to stop as the upset in balance will ultimately affect their aim and speed, making the technique much less effective and inconsistent.
Rank of Spell: A



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Revolving Koma Blade Technique
Description: The sister technique of the Revolving Koma Bullet technique, which involves the use of the Concealed Rivaling Blade technique to turn the shinobi into a spinning bladed top that chases the opponent to lacerate them. Like with Revolving Koma Bullet, the shinobi will first utilize Fu to make themselves lighter and faster, then through the use of Concealed Rivaling Blade, they will produce two 60cm long blades composed of eternano protruding from their elbows. With these razor sharp blades now created, the shinobi will place their forearms on top of one another, horizontally, in front of their chest, allowing for the blades to point in two seperate directions. Then once the shinobi takes on the same pose as they do with the Revolving Koma Bullet technique, they will begin to rapidly spin on their balancing leg, spinning faster and faster until the shinobi becomes a rapidly spinning blur, both blades seemingly become on sharp ring that spins with the shinobi in its center. Once this has been done, the shinobi will ever so slightly shift their weight in any direction they wish, their momentum and spinning form allowing them to move in that direction at incredible speeds, easily becoming something difficult to avoid thanks to sheer speed alone. But what truly makes this technique dangerous are the blades the shinobi made. Thanks to their sharpness, the shinobi is able to lacerate most things the blades come into contact with, and with their length taken into account, the shinobi need not worry about upsetting their balance or speed by accidentally spinning their body against something, as the blades will simply push the spinning shinobi away from whatever is not their target, not before lacerating it of course. The blades are capable of cutting through, if not that then certainly lacerate, most materials and defenses, the momentum of the shinobi adding onto their cutting ability. Once the shinobi starts spinning, it is highly advised to simply avoid them and forget defense; as stated before, the blades are intensely sharp but with there being two of them, the technique creates a constant combo of slashes which widdle down before eventually cutting through their target, each strike from either blade piling up more and more damage. There is a variation of the technique that, rather than spinning on the shinobi’s foot and acting as a top, involves the the dependency of the blades’ lengths to allow for the shinobi to race on a surface like a wheel. It is during this variation that the shinobi will first stick one blade into the ground, forearms still on top of one another horizontally, and pull their knees up into the chest, disallowing for the legs to be ram into anything, and will then shift their weight before slamming the other blade into the the ground at a extreme speed. The shinobi, with their lightness and speed still enhanced, will continue pattern of movement until they become a constantly moving bladed wheel of destruction. During this technique, the shinobi becomes increasingly fast, rolling about the area and lacerating whatever surface they move on like a living circular saw. Unlike most techniques, both Revolving Koma techniques can be used in tandem with one another without the need to cease one and then activate the next as both are virtually the same technique, just with different functions.
Rank of Spell: A


Recycled_Memes

Kio no Tenshi


Hirio of the Hoh




Hirio of the Hoh


PostPosted: Tue Apr 09, 2019 3:08 pm



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Kuton: Surface Change At Will Technique
Description: A illusory technique where the shinobi is able to turn a large piece of cloth into varying surfaces that could be considered environmental hazards. Being among the few Ninpo techniques which requires a physical medium, Surface Change At WIll requires the use of a large square cloth, comparable to a king sized blanket in size. With it out, the shinobi will throw or lay the cloth down on a surface before throwing kunai at each of its corners to pin it down. With the cloth set up, all the shinobi needs to do is perform the correct kuji-kiri of the Ku branch and envision the technique activating. This will cast an ultra realistic illusion over the cloth, a very specific one which cause the cloth to take on the properties of different environmental hazards. Indeed, once the technique has been casted, the surface of the cloth can become many different things that will utterly convince the target that what is agitating their senses is completely real. There is a number of environmental hazards the shinobi can choose from to cast over this cloth, molten lava, deep and chilling water, a slick surface, a spike pit, even quicksand. Even though whatever surface it takes on as a form is not real whatsoever, the illusion is able to convince the target otherwise. Even if they are just standing on the cloth, completely unharmed, they will fully believe that they are in danger, the illusion completely consuming their senses. Indeed with this, the target could believe they’re drowning, being consumed by lava, or even impaled by multiple spikes. In most cases the mental damage the illusions cause have the potential to knock the target unconscious, at times even causing mental trauma, however this is likely do to prolonged exposure to the false environmental hazard. Their five traditional senses are not the only senses agitated, but their sense of pain as well, the target easily feeling whatever kind of pain the environmental hazard would hold. However, the second the target is made aware that illusion is in fact an illusion and is able to completely accept it as such, they will no longer be under its influence.
Rank of Spell: A



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Phoenix's Hell Spiral
Description: A technique that utilizes both the Hawk’s Plume and Fireball techniques which entraps the opponent in a spiral of flames. The shinobi first begins by casting the Hawk’s Plume technique, creating a great mass of feathers which quickly move in a spiraling formation towards the target. The vortex of feathers will quickly entrap the opponent, becoming either a vertical or horizontal column composed of a plumage that will quickly close up any exits. Each feather is sharp enough to cause considerable cuts onto whatever solid they may interact with, flesh especially being susceptible to this. However the goal behind this step is to not place the opponent into a blender made up of feathers, but instead trap them within a mass of flammable materials. The moment the shinobi is ready, they use the Fireball technique to release a mass of flames towards the feathers, which will quickly catch aflame. The moment the ball of flame makes contact with even a single feather, the entire vortex of feathers combust violently. As they light aflame, the vortex will move to enclose on the trapped opponent, completely enveloping them in intensely hot flames while the feather remnants cut them from various angles. The flaming knives that are the feathers will continue to cut up and scorch the opponent for a set amount of time before dispersing into embers and ash, leaving the opponent in a heavily burned and cut state. Of course, the shinobi is free to keep the feathers from enclosing on the opponent, simply using it as a way to keep their target stuck in one place. The best way to counteract this technique of course is water, and plenty of it to completely put the flames out before they can even begin to hurt the opponent.
Rank of Spell: S



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Crane's Soaring Beak Technique
Description: A technique which utilizes the wires of the Demon Strand technique, or in most cases a scarf, to create a makeshift drill which the shinobi will use to pierce the target in one of two ways. The shinobi begins by first releasing a great deal of Demon Strands from one of their hands, have each one line next to one another to form a sash composed of the wires. Following its creation, the shinobi will then mentally command and move the sash to coil around the arm it originated from, spiraling around it before it takes on the form of a drill, taking a knifehand gesture underneath. With the drill formed, the shinobi will grab ahold of their drilling foreharm, before focusing intently, pulsing gathered inner energies outwards while taking in natural energy, visually, this appears as if the shinobi has been set alight, engulfing their entire body in both inner and outer energy. From here, they will command the demon cloth to begin to rapidly spin its drill shaped form clockwise,reaching an intense speed and rate of rpm suiting for a high powered drill. They then focus a majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where the shinobi is standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel them forward at incredible speeds before utilizing Trackless Step to further increase their speed, treading across the ground and kicking up a great deal of dust and small amounts of debris as they rapidly move forward; their body that's shrouded in magical and spiritual energies, while in motion, constantly emits immense amounts of spiritual energy, which is more than enough to release a continuous volley of impact shockwaves that are formed through their movements, trailing behind them as it causes damage to anything they pass. Once they are halfway from their target, the shinobi focuses and condenses the exploding energies into the Demon Strand Drill, making it glow a intense scarlet with a green aura coating over it. The energies is so condensed that the light it emits is almost blinding, easily brightening the immediate area as the shinobi’s hand becomes naught but a glow red and green silhouette. After the final focusing, the shinobi kicks their speed into overdrive, forcing the propeling energies to blast over its maximum, making the shinobi practically a blur as they deliver a devastatingly explosive jab with their cloth drill right into the target’s sternum. Upon contact with the enemy, the shinobi unleashes the full might of Crane’s Soaring Beak, resulting in them dealing a powerful drilling jab that can annihilate almost any defensive measures in their way, dealing a great sum of pinpoint damage to the target’s chest while releasing a massive impactful shockwave, easily blowing away the surrounding area. At the moment of impact, the shinobi's contact with the adversary results in a powerful release of the katon based energies shrouding their drill shrouded hand, causing it to spread out and deal further damage alongside the initial jab and first impact by causing the opponent and the surrounding environment to be enveloped into a large explosion comprised of the shinobi’s katon based energies. If one could describe this technique, it would be utilizing the Ultimate Spear from the Spear and Shield Paradox to deal out an assassin. It goes without saying that the shinobi can do this even from the air, either flying at or dive booming their target with the technique. The shinobi is also able to utilize the technique via creating the drill around both of their legs and drop kicking the target.
Rank of Spell: S



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Katon: Mountain Hurricane Hammer Throw Technique
Description: A technique which utilizes the Demon Strand technique to quickly constrict the target tightly, and then hurl them around before releasing them into a powerful throw. The shinobi begins the technique by first increasing the speed of their movements, including any technique they may use, before then using the Demon Strand Technique and releasing twin thick streams composed of Demon Strands, appearing as sashes, out at the opponent. The moment the shinobi releases the strands, their intense speed is further enhanced by Futon, the streams of magical wire racing at the target at extreme speeds. Both sashes will zoom past the opponent on both sides, the wires losing any of their cutting ability before they wrap themselves around the enemy; constricting their movements and putting them in a bind. Once captured, the shinobi is able to pull the target towards themselves or otherwise drag them into a position of their own choice. Once constricted, the shinobi begins to swing the target around, and even into solid objects such as buildings and the earth itself as they begin to spin the target higher and higher into the air. With each full rotation the shinobi will spin faster before eventually taking on the same stance as the Revolving Koma techniques, the shinobi’s form becoming a blur as they spin rapidly like a top with the help of Futon. This increase to break neck speed causes the target be hurled around even faster, to the point that escape during this point of the technique would mostly likely do just as much damage as the technique being finished. The second the target is at a suiting height, the shinobi reels back the strands at such speed the target starts spinning themselves until they become a human drill. As the shinobi let’s go, the target will fly into the ground at a spiraling arc, often causing the upper half of their bodies to drill into whatever surface they hit. This throw can be done with one arm, however do so weakens the constriction and the target’s rpm.
Rank of Spell: S



Character's Name: Saigou Momochi
Spell's Magic Type: Caster
Spell's Name: Shadow's Great Harmony Technique
Description: Supposedly one of the few secret techniques a Shinobi can learn, Shadow’s Great Harmony is a technique which grants the shinobi access to all five branches simultaneously, without the use of any kuji-kiri, for a brief moment of time, allowing for the shinobi to become the ultimate killing machine of the shadows. Perceived as one of the greatest techniques to have ever been created within Ninpo, Shadow’s Great Harmony is a technique taught to a Shinobi in the event there is no hope of escape or victory, a true trump card to be used in the most dire of straits. The technique begins with the shinobi first creating the initial channeling kuji-kiri, bringing in and merging more inner and outer energy than they normally would, causing a great swirling aura to encompass them. Then when a adequate amount of energies has been channeled, the shinobi then perform all five elemental Kuji-Kiri in rapid succession, faster than most could see before finishing it with a sixth kuji-kiri, one which represents Zai, or control. With this done, the shinobi will be given access to all five branches of Ninpo simultaneously, taking away the need to perform the necessary kuji-kiri in order to use any of the branches’ techniques. This allows for the Shinobi to use techniques in rapid succession without this worry, keeping their enemies guessing as to what technique they will use next and how it will effect the battle, the indicator no longer being apart of the equation. The buffs associated with each branch seem to simultaneously happen all at once as well, increasing the shinobi’s speed, lightness, durability, endurance, flexibility, and attack all at once while also making them much more perceptible thanks to the Ku branch. Furthermore, the techniques of the shinobi gain a great boost in effectiveness and efficiency, not only making them stronger but cost less to perform while maintaining the same output. This is became the shinobi, thanks to the technique, becomes something akin to an self efficient engine, constantly taking in outer energies and merging it with their inner energies, constantly fueling the shinobi with a consistent source of energy. However there is a reason why the shinobi must only use this as a last resort. The strain of having all five branches be opened to them, along with their attribute and technique boosts, and the constant use of energies is great enough to render a shinobi weakened to the point of barely being able to move their body, let alone cast a technique. It is because of this that the shinobi must be absolutely sure the situation is appropriate for the technique, that they are confident they can defeat whatever requires them to utilize the Shadow’s Great Harmony Technique. In most cases, the shinobi will use any remaining time they have with the technique to flee should the opponent be more resilient than originally imagined. Luckily, whether it is thanks to the technique itself or adrenaline, there is a brief moment of time between the technique expiring and the drawbacks kick where the shinobi is still able bodied enough to make a swift escape with at least one technique.
Rank of Spell: Ultimate


Recycled_Memes

Kio no Tenshi
PostPosted: Sun Oct 13, 2019 5:14 pm


Celestial Devil Slayer [15]

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Rage
Description: The basic Devil's Rage attack of Celestial Devil Slayer Magic, and the first spell that any Devil Slayer learns when training under their Devil parent. It is the hyperresonance ability of a Devil, attuned to the element of the stars. When performing Celestial Devil's Roar, Älskare utilizes his enhanced lung capacity in order to gather and condense ambient eternano from within the atmosphere and store it momentarily within his mouth- from here, Älskare attunes the eternano gathered by merging them with his energy in order to induce the usual fusion to being power into the current realm; this results in Älskare utilizing his magical energy in order to manipulate the kinetic energy of eternano to assert absolute dominance over celestial energy, raising the motion of any target through their mere presence in order to ignite it; Älskare draws more and more celestial energies into his mouth, until he has gathered enough to the point that just by propelling it outwards. Once this is done, Älskare will release massive blast of energy spewing forth from his mouth towards the target; in the case of Celestial Devil's Roar which, of course, as its name would suggest, is based around celestial energy, this has the effect of releasing the celestial energy in the form of an extremely large and destructive sparking blast composed of stardust which has enough strength to blast through solid cement. This roar has two modes, one that is a laser composed of celestial energy while the other is a onyx whirlwind composed of glittering stardust. [[Reaches upwards of twenty feet at C-Rank, and upwards of two-hundred feet at S-Rank.]]
Rank of Spell: C~S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Starry Fist
Description: Celestial Devil's Starry Fist is a basic Celestial Devil Slayer Magic spell that is the celestial-derived equivalent to other punching Devil Slayer spells; effectively, Celestial Devil's Starry Fist allows Älskare to imbue his fist with stardust and strike forward with an destructive punch that releases a fist-sized explosion of celestial energy.
Rank of Spell: C~S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Meteor Shower
Description: An alternate version of Celestial Devil's Rage where multiple blasts of celestial energy are launched towards the target at once, splitting from an enormous wave of celestial energy into countless smaller ones. When performing Celestial Devil's Meteor Shower, Älskare first inhales, gathering celestial energy within his mouth; adding his own magical power into the mixture to serve as a propellant to the stardust; charging it up for a few moments. Once the charging phase has been completed, Älskare unleashes a mighty roar that unleashes an enormous amount of starry energy which transfigures into a cascade of onyx glittering beams reminiscent of shooting stars. [[Reaches upwards of 150 feet.]]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Meteor Fist
Description: Celestial Devil's Meteor Fist is a Celestial Devil Slayer Magic spell and a variant of Celestial Devil's Starry Fist where Älskare launches countless punches per second, resembling a meteoric storm raining down upon the opponent. To begin, he user shapes stardust in the form of a sphere around his hand, giving off the resemblance of their fist simply becoming immersed in stardust. Once this process has been completed, Älskare strikes forth with both of his arms rapidly at speeds beyond mortal comprehension, releasing innumerable punches that impact upon the enemy hundreds of times per second. This vicious volley of blows, said to possess the power of a meteoric storm, smash into the frame of Älskare's helpless opponent.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Rings of Saturn
Description: This spell allows Älskare to generate rings composed of starry energy in which he can used to enhance already existing spells. Upon creating one of these rings, a transparent field will fill the empty space in the middle of the ring. This transparent field acts as an amplifier to spells that travel through it, boosting them up by one Spell Rank. The rings could alternatively carry close range spells, making them into long range ones. However after a single use, this spell requires a cool down of 10 posts.
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Rings of Saturn: Meteor Fist
Description: A long ranged attack, Älskare will first generate three Saturn Rings, then he will begin to cast Celestial Devil's Meteor Fist. A smaller one will go over his fist and a larger one will go over his forearm while a large one will be in front of him. The ring over his forearm will begin to spin clockwise, while the ring around his fist will start to spin counterclockwise. As the rings spin, celestial eternano will begin to be charged around his entire upper arm and compact the Celestial Devil's Meteor Fist. Once the rings spin fast enough and enough Eternano is gathered, Älskare will reel back his upper forearm and thrust it forward, launching forth the spinning rings with Celestial eternano keeping the rings together like a missile as it flies through the third ring. [[Reaches up to 45 feet.]]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Rings of Saturn: Cosmic Rage
Description: Älskare will begin this spell by creating a Saturn Ring a few feet away from his face. He will first inhale, gathering stardust within his mouth; adding his own magical power into the mixture to serve as a propellant to the starry energy; charging it up for a few moments. Once the charging phase has been completed, Älskare unleashes the mighty roar through the ring that unleashes an enormous amount of glittering onyx energy that takes the form of a crackling wave of stardust that shoots forth instantly, blasting the opponent with immense power. While Celestial Devil's Saturn Ring: Cosmic Rage does indeed possess incredible strength, speed, and a wide area-of-effect, the spell's true power lies in the fact that it possesses the a delayed effect if the initial blast should fail, wherein the target will be blasted by residual effects left over by the wave of starlight. While not as overwhelming as the initial blast, the after-effect can catch foes off guard. The might displayed by Rings of Saturn: Cosmic Rage is more than enough to deal massive damage. [[Reaches up to three hundred feet.]]
Rank of Spell: S-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Aquarius; Celestial Starfall
Description: By calling upon the power of the constellation of Aquarius, Älskare is able to summon a sort of "waterfall" of stars upon his opponents, causing a downpour of celestial energy to pour over them. This celestial energy is incredibly dangerous, able to cause burns which are relatable to a 2nd degree burn, if one stays stuck in it long enough. Though it disappears after the attack is used. [[Covers up to twenty feet in radius around the user.]]
Rank of Spell: A-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Pisces; Celestial Fish
Description:By calling upon the power of the constellation of Pisces, Älskare is able to summon a large pair of celestial fish, created entirely of celestial energy. These fish are roughly the size of the Pisces which can be summoned by Celestial Spirit Mages. All they really do is "swim" around the battlefield, occasionally shoot a stream of celestial energy from their mouth, and are able to cause 2nd degree burns if contact is made with them, or 1st degree burns if one is hit with one of their "jets" of celestial energy.
Rank of Spell: B-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Aries; Celestial Horns
Description: By calling upon the power of the constellation of Aries, Älskare is able to summon a large pair of horns (three feet in length, ten inches in diameter, before growing smaller in length to the tip) from the sides of his head. They do not stick straight up though, but instead seem to curl into a spiral shape, reminiscent of a ram's own horns. With these horns, he's able to ram his head into an opponent or object, causing both blunt damage and moderate burning, due to the horns being created by celestial energy. Works well in conjunction with Taurus; Celestial Speed.
Rank of Spell: C-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Taurus; Celestial Speed
Description: By calling upon the power of the constellation of Taurus, Älskare is able to gather celestial energy on his feet, seeming to shape them into that of a bull's. With this, he has greatly enhanced speed, being able to run up to 75 mph (the same speed as a Cheetah). Although the downfall to this is that, due to how fast he runs, he has difficulty turning, so he can mostly only run in a straight line. Which does, in a way, make it useful for quick getaways, or when used in conjunction with other abilities.
Rank of Spell: B-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Cancer; Celestial Pincers
Description: By calling upon the power of the constellation of Cancer, Älskare is able to summon a pair of pincers on each if his hands, which are roughly twice his size, and created from celestial energy. With these pincers, he's able to grab an opponent or object, and get quite a good grip on them. The amount of crushing force he has is equal to 9,000 Newtons (roughly lower than the crushing bite force of a Bull Shark). Oddly enough, the celestial energy from this attack doesn't burn victims, and instead they must face the crushing force.
Rank of Spell: S-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Scorpio; Celestial Stinger
Description: By calling upon the power of the constellation of Scorpio, Älskare is able to summon a scorpion's tail from his waist (behind him, located at his tailbone), created from celestial energy. With this stinger, he is able to stab his opponent, and pierce through their skin unless they used Magic to harden it. It is also unable to pierce through steel, unless empowered somehow. Although it does not produce any poison, it can leave opponents feeling as if fire is running through their veins. [[The tail is roughly ten feet long.]]
Rank of Spell: A-Rank

Character's Name:Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil's Zodiac: Sagittarius; Celestial Arrows
Description: By calling upon the power of the constellation of Sagittarius, Älskare is able to summon a bow and arrow, created from the celestial energies. The arrows seem to be unlimited, and are limited only by how much Magic Power he has left in his body. These arrows, although powerful, cannot pierce through any sorts of metals, unless they are somehow empowered. But cause intense burning wherever they made contact with the enemy.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Celestial Devil Slayer
Spell's Name: Celestial Devil Force
Description: Celestial Devil Drive is the exclusive Drive of a Celestial Devil Slayer. This brings out the true capabilities of a Devil Slayer. It's pretty much an enhanced version of Devil Force, meaning that along with Devil Force, there is this. This enhances Älskare's physical prowess, along with his speed, making him almost three times better. When this ability is used, Älskare will be surrounded by an celestial energy, making it seem as if he is possessed by a phantom of celestial energy. This "shield", or aura, emulates very powerful surges of celestial energy, causing anyone too close to the user to be buffeted by cosmic energy and miniature stars. This makes it much like a defensive form, than an offensive form. Älskare receives peak physical ability, and enters an enhanced state of speed and awareness. This form is said to be the true "power that kills Devils". It's possible to perform completely new spells, along with greatly enhanced versions of them, while in this form. [[Lasts 10 posts.]]
Rank of Spell: Ultimate



Blessing: Master of the Void [10]

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Fragmente von Schmerz (Fragments of Pain)
Description: Lysande slams his foot onto the ground, causing the abyss to form a straight line up to twenty feet in front of him. From this abyss come sharp spikes, which shoot up suddenly in a jagged line, piercing through anything which may be above the abyss at the time. This abyss doesn't swallow anything, though, so it's safe to stand on... except for the spires.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Abgrundlose Kette (Abyssal Chain)
Description: Lysande is able to create a chain made of voidal energy from one of his two hands, which he can use to latch onto enemies or different surfaces. He can use this to pull objects towards him, or pull himself to objects. When used on a living person or animal, it slowly sucks away their lifeforce, giving it to him.
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Fragmente des Abgrunds (Fragments of the Abyss)
Description: Lysande distorts reality and corrupts his surroundings with the power of The Void. Through this, he's able to unleash fragments of the broken space in frenzied chaos. These fragments seem to take the shape of large daggers, all directed at either one or multiple enemies. The released power explodes and deals damage to enemies on contact.
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Wand der Leere (Void Wall)
Description: Lysande expands the surrounding space and opens a rift in the dimensions to conjure a force field that returns a portion of incoming damage to the attacker. This barrier is able to protect up to ten people who are standing near Lysande when he conjures it.
Rank of Spell: C-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Voidaler Strahl (Voidal Beam)
Description: Lysande holds out his hand, gather voidal energy within it. He then sends out a beam of this voidal energy, seeming to rupture time and space itself in order to attack his target. Despite this, it can still be blocked by a hardy enough shield or barrier, nullifying this attack.
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Säule des Chaos (Pillar of Chaos)
Description: Lysande unleashes a rushing torrent of dark energy that was given form with the twisted power of the Void in the form of a chaotic pillar. The violent burst of energy consumes everything in its wake, within twenty feet of where it's used. The pillar seems to stay for some time (or four posts), staying the same size and not growing, but continuing to "devour" anything that may come within its reach.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Mund der Leere (Mouth of the Void)
Description: Release all corruption from within and plunge the area in absolute chaos. Doing this causes the Eye of The Void to appear behind Lysande, effectively acting as a black hole, and sucking in and destroying/damaging all enemies and objects within a thirty foot radius. Anything that may have survived being sucked up and pummeled by any of the debris is spat back out of the Void before it closes, leaving them to be either healed or killed.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Reise durch die Leere (Journey Through the Void)
Description: Lysande is able to create what seems to be portals or rifts, which take the shape of The Eye of the Void. He's able to travel long distances (up to five miles) through these portals, and take others with him. If he has an area completely memorized down to each detail, he can open a portal straight there, and take others with him, too. Though there are very few places that he knows this well, one of them being his own home.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name:
Description: Lysande is able to focus the power of the Void into a solid object, which happens to take the form of a scythe. This scythe seems to carry the powers of the Void, being able to swallow objects smaller than it into the void. For reference,the void powers don't work on humans or animals, although they can still be harmed by the weapon, since it can still act as an actual scythe. It's about two feet taller than Lysande is.
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Blessing: Master of the Void
Spell's Name: Ende der Welt (The End of the World)
Description: Lysande calls upon a massive scythe, created using the hidden power of the Void, to rip the dimensions apart and open a fissure to the nether reaches of The Void. This fissure appears int he form of the eye which Lysande's left one looks like usually, and the ones that seems to appear behind him. The Void appears to be roughly fifty feet across, and about twenty feet high. The overflowing chaos and malice from The Void pours in through the fissure and engulfs everything within one hundred feet of the user into The Void. Death is usually certain in this case, although it is quite possible to survive if you manage to escape from the Void's gaping maw before it closes. This is possible by using Light or Holy magics to counter the Void, using speed based or flying magics to run or fly out, or even countering it with another Ultimate-Rank spell. Once the Void closes, it seems to leave a "tear" in the fabric of reality, which cannot be opened again. [[Lasts three posts, can only be used once every RP day.]]
Rank of Spell: Ultimate



Arcana Magic [22]

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: 0. The Fool
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 of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: I. The Magician
Description: This card gives Älskare an effect much like opening his Second Origin. This does, of course, means he has to go through the excruciating process one does when opening their own Second Origin. This acts like a temporary copy of one's Second Origin, allowing them extra an "extra" magic container for as long as it lasts. This magic container is only about half the size of Second Origin's though, meaning the Magic is about half as powerful as the "true" Second Origin. Though either way, Älskare will be severely exhausted after usage, and unable to move around much or use Magic or Spells for a bit (six posts). [Lasts for five posts.]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: II. The High Priestess
Description: Using this card can either turn out to be an incredibly risky gambit, or a great reward. When used, this card allows Älskare to use a completely random Spell. This Spell could either be very powerful, or incredibly crappy. It's not known what Spell he will use, and the possibilities are possibly unlimited. [This Spell is Dice-Roll Based. From 1~50. 1~10 is C-Rank, 11~20 is B-Rank. 21~30 is A-Rank. 31~40 is S-Rank. 41~50 is also C-Rank.]]
Rank of Spell: C~S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: III. The Empress
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. If an opponent has a strong will, has recently harmed or killed, or is just an angry person, this card will have no effect on them. Reaches upwards of fifty feet in diameter around the user. [Lasts for three posts.]
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: IV. The Emperor
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). If one is in a calm or relaxed state, or has a strong will, this card will have no effect on them. Reaches upwards of fifty feet in diameter around the user. [Lasts for three posts.]
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: V. The Heirophant
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 of Spell: C-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: VI. The Lovers
Description: Upon using this card, Älskare can use a sort of "Attraction" spell on his opponent. Doing so causes his opponent to become too charmed by him to continue battling against him or his friends. It can cause them to turn on their (the enemy's) allies. This card does not work on one who has swore their loyalty to another, or happen to already be in love or married.
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: VII. The Chariot
Description: This card can either greatly enhance Älskare's speed to superhuman levels, or summon a vehicle for him 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. [Based on an RNG. From 1~20. Odd numbers are a vehicle, even numbers are superspeed.] [Lasts for three posts.]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: VIII. Strength
Description: The use of this card causes Älskare 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. [Lasts for five posts.]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: IX. The Hermit
Description: Using this card transports Älskare to a cave hidden away from all other life. It's great to use if he's feeling stressed, or is surrounded by people who are screaming and yelling. It's also great for escape, since the enemy likely thinks he teleported away. He can also take anyone he's touching, and anyone that person is touching, etc. with him. He can stay as long as he needs, but cannot leave unless through transportation again. It's also great for storing things in.
Rank of Spell: C-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: X. Wheel of Fortune
Description: Using this card can either give Älskare or his 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. [RNG and Dice Roll based. RNG Numbers are 1~40. Odd numbers are bad things, even numbers are good. Dice Roll Numbers are 1~10. 1~5 are material objects, 6~10 are attack boosts.]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XI. Justice
Description: Using this card causes both Älskare and his 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 heavy blunt force damage from an unseen force.
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XII. The Hanged Man
Description: Using this card will cause great confusion among Älskare's targets if they are not prepared for this card's effects. Upon use, this card gives the illusion of reversing 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. Though the opponent must look at this card for the effects to take place. [Lasts for five posts.]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XIII. Death
Description: Using this card summons a small undead army in front of Älskare, consisting of about twenty undead. Though none of them can use Magic, they seem to be impervious to most Magic attacks. But they can be easily torn apart by physical attacks and any "holy" or "light" based magic spells. Meaning if you use Requip and summon a sword, it can damage them. Or if you're a Light/White Dragon Slayer and use your roar, it'll send them back to where they came. But if you try and blast them with fire, it will have no effect.
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XIV. Temperance
Description: Using this card causes Älskare's target to seemingly become (temporarily) insane. In truth, it causes the voice of their (the enemy's) 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 Älskare's speaking in their head. Effects, either way, are temporary. This Spell can be blocked out if one has some sort of mind protection, or just doesn't look at the card, since it relies upon one to look at the card first. [Lasts for five posts.]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XV. The Devil
Description: Using this card causes Älskare to undergo temporary changes into a Demon, much like Satan Soul. This causes him to undergo changes into a Demon known as the Celestial Qilin, granting him lightning and fire powers/attributes. It's easily referable to the power of a Dual-Element Fire/Lightning Dragon Slayer's power, as they are able to from together both fire and lightning in their attacks. Its known abilities are a punch empowered by both lightning and fire, a "roar" or "bellow" which unites both elements in the Älskare's mouth before he releases them towards his opponent, and a "halberd" created of both fire and lightning, which he throws at his opponent. [Lasts for seven posts, unless he exits the form earlier. It also makes him doubly weak to Devil Slayer Magic.]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XVI. The Tower
Description: Using this card causes a large, labyrinthine tower to appear under Älskare, rocketing him skywards and trapping him 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. The tower can also be broken before without having to go through the fifteen floors, thus bypassing the floors and rendering the tower useless. [Lasts for ten posts]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XVII. The Star
Description: Upon using this card, Älskare is able to summon a meteor to fall from the sky and crash upon the battlefield. It causes medium-range (about fifty feet in diameter) destruction, and is able to kill any too close (about twenty feet) 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, as will the deaths.
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XVIII. The Moon
Description: The effects of this card depend upon the moon's current phase, making it useful only at nighttime. During a full moon, Älskare's power, both physical and magical, is quadrupled. During a gibbous moon (waning or waxing), his power is tripled. During a quarter moon (either), his power is doubled. During a crescent moon, his power multiplies by one and a half. During a new moon, there is no change. During a lunar eclipse, his power fluctuates wildly. Can only be used once a night (rp time), and lasts only ten posts.
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XIX. The Sun
Description: The effects of this card depend on the sun's current positioning, making it useful from sunup until sundown. Directly at noon, Älskare's physical and magical power is quadrupled. From midmorning to midafternoon, his power is tripled. During morning/afternoon, his power is doubled. At early morning and sunset, his power is multiplied by one and a half. Whenever the sun isn't in the sky, there is no change. During a solar eclipse, his power fluctuates wildly. Can only be used once a day (rp time), and lasts only ten posts.
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XX. Judgement
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 be moved, it's rather large, and covers a wide area. It'd be best not to be anywhere in front of Älskare when this spell is used. ["Wide area" refers to its width/diameter being about fifteen feet, and its able to travel upwards of eighty feet from the user.]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Arcana Magic
Spell's Name: XXI. The World
Description: Possibly the strongest spell and card in the entire arsenal of Arcana Magic. Using this card teleports Älskare, and those around him, to a completely different location somewhere in the world. It can either be randomized, or an exact location if the user focuses hard enough. Though if random, no one knows where, exactly, they would be ending up at. [Currently a system is under construction for this. Until its finished, this card isn't to be used.]
Rank of Spell: S-Rank



Weaver of Souls [7]


Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Phantasmic Blade
Description: Älskare holds out one of his hands, as if holding a sword or other object. Then with his free hand, he puts all of his fingers together, starting from as high as he can reach to as low as he can reach. When he does this, a sword is created in his hand, which he can use to cut his enemies. Due to his main magic being lightning, he can possibly paralyze his opponent, and send lethal shocks throughout their body. [[Lasts six posts.]]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Repentance
Description: Älskare calms his mind, closing his eyes and thinking of a sort of projectile. He then holds up one of his arms, hand enclosed in a fist. Once he opens his eyes, he also opens his hand, causing these projectiles to fly at his opponent. [[Reaches up to twenty feet.]]
Rank of Spell: B-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Enslavement of Chains
Description: Älskare holds out both of his hands, sending phantasmic chains from his open palms. If these chains make contact with the enemy, it wraps around them and their arms. While it is possible to break free, it's very difficult. It'd take a strong spell to break free. [[Lasts 10 posts.]]
Rank of Spell: C-A Rank (Rank is dependent upon strength of the chains; B~Ultimate can break C-Rank chains, A~Ultimate can break B-Rank Chains, S~Ultimate can break A-Rank Chains, or multiple spells of the same rank can break the chains; one could also brute force their way out if their physical strength is high enough)

Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Soul Synch
Description: Älskare has the ability to grab the soul from purgatory (ghosts, wandering souls, etc.) and temporarily make them his ally. The soul will become a phantasmic being (still able to be harmed) imbued with Älskare's main element (celestial). Due to this, the soul will be able to use strong Celestial based magic/spells (not anything like Requip or Celestial Keys) to attack with. If there are no souls around, Älskare can create a phantasmic being (above still applies) which is weaker, and unable to last as long as a soul of the dead. They can only use weaker Lightning magic/spells to attack. These beings are not permanent, and will disappear either after their time is up, or Älskare decides to send them back from where they came. Artifically created beings can use C~B-Rank spells, while actual souls given form can use C~A-Rank spells. [[Lasts 7 posts unless destroyed.]]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Judgement
Description: Älskare, concentrating his magic to the fingertips of either his left or right hand, lifts it from below his waist to above his head. To know if this magic is the one being cast, his main element will seem to "drip" from his fingers. When his hand reaches the highest point above his head, a small beam shoots from his fingers, before arching outwards and coming down in larger beams. [[Covers an area of thirty feet around him.]]
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Shield of Aegis
Description: Älskare can create a phantasmic shield in front of himself, which can be used to block out any weaker attacks. Though if attacked enough, the shield can break earlier than expected. It can shrink or grow to protect between one and six people. [[Lasts 10 posts unless destroyed.]]
Rank of Spell: C~S-Rank (Rank of shield bases how much damage it can take, with S-Rank easily obliterating C~A-Rank shields, with at least three S-Rank attacks to destroy an S-Rank shield)

Character's Name: Älskare Värld
Spell's Magic Type: Weaver of Souls
Spell's Name: Spears of the Underworld
Description: Älskare summons spearheads from the his palms, before shoving his hands into the ground. When he does this, spears shoot out from the ground, up to ten feet in the air, before going back into the ground. Älskare can control these spears and move them wherever he wants, but with certain rules. He must have his hands on the ground when doing this, and the spears can only go out to thirty feet, getting weaker and fainter the further away they are. [[Lats 4 posts.]]
Rank of Spell: S-Rank



Shinigami Eyes [6]

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

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

Character's Name: Älskare Värld
Spell's Magic Type: Shinigami Eyes
Spell's Name: Soul Perception
Description: Älskare has the ability to see a person's soul, and the string attached which gives them life. If Älskare, or some unnatural force were to cut the string, then the owner of the soul would die on the spot. Though for one to cut the string, they would need either the "Three Fates' Golden Scissors" or "Death's Scythe" (both of which are nonexistent). But it is possible for the user to protect the string and soul of another. It also allows them to be able to see ghosts, wandering souls, etc.
Rank of Spell: A-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Shinigami Eyes
Spell's Name: Ethereal Scissors of the Fates
Description: Älskare has the ability to summon a pair of ethereal scissors. He's able to summon it in varying sizes, and use it for attacks. He's also the only one that can touch and use them. It would be impossible for anyone else, unless someone copied his powers, to use them. They're much more effective when fighting ethereal creatures, such as ghosts. Älskare also has the ability to directly sever the strings which connect people to each other (emotion-wise). Though he still cannot mess with someone's soul string. The scissors aren't strong enough for that. [[Lasts 5 posts.]]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Shinigami Eyes
Spell's Name: Ethereal Scythe of the Grim Reaper
Description: Älskare has the ability to summon an ethereal scythe. He's able to summon it in varying sizes, and use it for attacks. He's also the only one that can touch and use it. It would be impossible for anyone else, unless someone copied his powers, to use it. It's much more effective when fighting ethereal creatures, such as ghosts. Älskare also has the ability to inflict an aura of "death" upon his ethereal scythe. Doing so causes any living organism it touches (with the exception of other humans and animals) to die. And not just plainly die. The organism's body slowly withers before turning to dust. [[Lasts 5 posts.]]
Rank of Spell: S-Rank

Character's Name: Älskare Värld
Spell's Magic Type: Shinigami Eyes
Spell's Name: Ethereal Shield of the Phoenix
Description: Älskare has the ability to summon an ethereal shield. He's able to summon it in varying sizes, and use it for attacks. He's also the only one that can touch and use it. It would be impossible for anyone else, unless someone copied his powers, to use it. Älskare also has the ability to inflict an aura of "life" upon his ethereal shield. Doing so will cause any organism that touches it to be healed, or brought back to life (humans and animals excluded from resurrection). It heals the most grievous of wounds, unless the person is right at death's doorstep. [[Lasts 5 posts.]]
Rank of Spell: S-Rank

Arcalentis

Wily Trickster


Recycled_Memes
Captain

Newbie Noob

PostPosted: Mon Oct 14, 2019 12:02 pm


Arcalentis
::SPELLS::
APPROVED!
 
PostPosted: Sun Jan 19, 2020 9:49 pm



Character's Name: Ethan Elementia Junatsu
Weapon Name: Nullblade
WeaponAppearance: NullBlade
Weapon Type: Great Sword
Weapon Ability: Magic Nullifcation, anything that comes into contact with this Blade has its Magic Nullified while being Wielded. However, usage of this Weapon also has the Poor Effect of Draining the User of their Mana.
Rank of Weapon/Armor: A Rank

Character's Name: Ethan Elementia Junatsu
Magic Item Name: Attaché Ring
Item Appearance: The Ring
Item Type: Magic Ring
Item Ability: Capable of being used as Magic Storage, giving the Wearer Access to a Treasure Trove of Magic Items and Weapons that are located or placed by the User in El Dorado. Magically transports the item in a faint blue glow or a glow based on the Users Aura. Created with Arc of Embodiment to allow Users a Storage similar to 'Re:Equip Magic.' Was created but not given out due to Null wanting to wait and it being in the shape of a Ring. Misunderstandings can insue. (Things kept within the Space should be put in a Spoiler somewhere on there Format. Weapons in Elementias Spell List would be avaliable using this Ring, and 'Traced' Items as well. )
Rank of Item: B-Rank


Character's Name: Ethan Elementia Junatsu
Item Name: White Lotus
Item Appearance:
White Lotus
Item Type: Magic Staff
Item Ability: Null Created this Item to function as his own way of working as a Healer within the Guild, seeing his Allies constantly getting Injured and after numerous times of being poisoned by a certain persons cooking he decided to create a Staff with the Ability to use White Magic. Each Spell it can use recharges after One Week, and has 30 charges within it.
Holy:The Only Attack Spell that this Staff can use, firing Beams of Holy Light that follow the Target. Has only 5 Charges.
Purification: A Spell that Purifies the Body of any Diseases,Toxins,or curses ailing the Targets Body. Is also capable of removing a Unwelcome Spirit from the Targets Body or Mind Control.
Heal: A Basic healing spell that creates a Regenerative force that overwhelms the users body increasing their own Natural Healing while also Restoring the Blood of the Target. Effective.
Dispel: Dispels any Illusions, harmful curses, or any Dark Magic spell placed on the Target Object, was added after encontering a Cursed Sword that cause the user to undergo a Berserker Transformation.
Item Rank: A



More Items Will be made in the coming Days ^O^ But these for now!
Kio no Tenshi

Haraaaa

Ethan Kirito Soul

Newbie Seeker

6,225 Points
  • Gaian 50
  • Dressed Up 200
  • Hygienic 200

Recycled_Memes
Captain

Newbie Noob

PostPosted: Mon Jan 20, 2020 2:35 pm


Ethan Kirito Soul

Character's Name: Ethan Elementia Junatsu
Weapon Name: Nullblade
WeaponAppearance: NullBlade
Weapon Type: Great Sword
Weapon Ability: Magic Nullifcation, anything that comes into contact with this Blade has its Magic Nullified while being Wielded. However, usage of this Weapon also has the Poor Effect of Draining the User of their Mana.
Rank of Weapon/Armor: A Rank

Character's Name: Ethan Elementia Junatsu
Magic Item Name: Attaché Ring
Item Appearance: The Ring
Item Type: Magic Ring
Item Ability: Capable of being used as Magic Storage, giving the Wearer Access to a Treasure Trove of Magic Items and Weapons that are located or placed by the User in El Dorado. Magically transports the item in a faint blue glow or a glow based on the Users Aura. Created with Arc of Embodiment to allow Users a Storage similar to 'Re:Equip Magic.' Was created but not given out due to Null wanting to wait and it being in the shape of a Ring. Misunderstandings can insue. (Things kept within the Space should be put in a Spoiler somewhere on there Format. Weapons in Elementias Spell List would be avaliable using this Ring, and 'Traced' Items as well. )
Rank of Item: B-Rank


Character's Name: Ethan Elementia Junatsu
Item Name: White Lotus
Item Appearance:
White Lotus
Item Type: Magic Staff
Item Ability: Null Created this Item to function as his own way of working as a Healer within the Guild, seeing his Allies constantly getting Injured and after numerous times of being poisoned by a certain persons cooking he decided to create a Staff with the Ability to use White Magic. Each Spell it can use recharges after One Week, and has 30 charges within it.
Holy:The Only Attack Spell that this Staff can use, firing Beams of Holy Light that follow the Target. Has only 5 Charges.
Purification: A Spell that Purifies the Body of any Diseases,Toxins,or curses ailing the Targets Body. Is also capable of removing a Unwelcome Spirit from the Targets Body or Mind Control.
Heal: A Basic healing spell that creates a Regenerative force that overwhelms the users body increasing their own Natural Healing while also Restoring the Blood of the Target. Effective.
Dispel: Dispels any Illusions, harmful curses, or any Dark Magic spell placed on the Target Object, was added after encontering a Cursed Sword that cause the user to undergo a Berserker Transformation.
Item Rank: A



More Items Will be made in the coming Days ^O^ But these for now!


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PostPosted: Wed Jan 29, 2020 1:39 pm


Character Name: Null Elementia
Item Name: Pearl of Rán
Item Appearence: Pearl on Necklace
Item Type: Magic Amulet
Item Ability: A Blue Orb that has been turned into a Pendent, it has a bizarre Symbol etched into it and seems to give off Magical Energy while being worn. Gives the Wearing the Ability to Breath Underwater and to cast the Spell 'Aqualung' up to 15 Times before needing to Recharge. And allows the user to create a infinite amount of pure Drinking Water. Is also capable of Storing One Water Related Spell of the Users Creation.
Rank of Item: B

Item Name:Gauntlets of Brigit
Item Appearence:Gauntlets
Item Type: Gauntlets
Item Ability: A Nigh Unbreakable Silver Pair of Gauntlets with a large Red Gemstone placed on top of the hand. The Palms have a bizzare symbol etched into them, and upon being worn will immediatly give the Wearer a Strong Warmth preventing them from feeling cold. The User Gains the Ability to create a Shield of Flames(15 Charges Before Recharging) preventing them from taking damage from Fire and the ability to make sparks with a Snap of their Fingers. It also has the Bizarre effect of giving the User Enhanced Strength, enough to lift up large Pillars and magic vehicles with ease.
Rank of Item: A

Item Name:Gaeas Jade Ribbon
Item Type: Magic Ring
Item Appearence:
Item Ability:A Ribbon with yet another Insignia embroided onto it, the Jade color seems to represent Nature itself. It has the Unique ability to allow the user to manipulate Nature to the extent of Growing Plants quickly, healing others, and giving them a Immunity to Body Altering Toxins, forcing their body to remain 'Natural.' (Immunity to Poisons, Alcohol, and all manner of Drugs that effect ones body.)
Rank of Item: B

Item Name: Tarkovs Crystal
Item Appearance: Orb
Item Type: Magical Orb
Item Ability: This Crystal Ball for a lack of a better Description is capable of viewing events that are happening around certain individuals who carry what appears to be Small Crystalline Marbles. The User of the Orb focuses on the Person in question, and the Marble will glow for a moment as a Sign of Warning/ asking Permission, it was a method created for people to watch things from afar similar to how one would broadcast a Television Signal. It always seems to view things from a Odd Position, usually from a few feet away and moves around in a Cinematic Manner. It does this by Manipulating the Ethernano in the Air somehow, but it works. Apparently the original variant of this was called 'The Three Fates Eye' and didnt require the connection to Marbles.
Rank of Item: A


Item Name: Divine Amulet of Psykhe
Item Type: Magic Amulet
Item Appearence: Amulet
Item Ability: This Magical Amulet was inspired after hearing Legends of Acnologia being capable of ripping the Souls from his Victims and devouring them, and created after a Interaction with a Mage who ripped out the Souls of the Five Elementia Sisters.The Amulet keeps the Wearers Soul from being forced to leave its body. The User must have Bonded with the Item over a long period of time such as Years and cannot be destroyed easily. Its name was Derived from the Goddess Psykhe from Greek Mythology, she was the Goddess of Soul. This is the only Ability that this Amulet Holds, also holds within the Amulet a glowing Crystal based on the Wearers Aura.. ((Shown to Kaya and she liked this idea))
Rank of Item: S
Item Name: Ruby Armlet
Item Appearence:
https://cdn.thingiverse.com/renders/22/37/ae/c4/bb/2333acb8b2443e3183b1dd61b8cebc79_display_large.jpg
Item Type: Magic Armlet
Item Ability: This soft, smooth metal band adjusts to the size of the wearer's bicep when worn. It tightens to be firm but not enough to cut off circulation. The band is always warm to the touch, but never hot enough to burn. The slot at the side of the band is set with a single ruby which reflects light in an eye catching way. Giving immunity to Non-Magical Fire, and a slight Resistance to Magical Flames. Flames Created by a SLayer Magic are not able to be Resisted with this Band. (There is a Hidden Slot on the Inside of the Band that the Creator knows of and might hide something extra inside.)
Rank of Item: A
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PostPosted: Sat Feb 01, 2020 8:23 pm


Ethan Kirito Soul
Approved.
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