Upgrading the following spells by 1 tier:
To:
Name: Water Dowsing
Tier: B
Cost: 30|15 Magoi Initial|Sustain
Element: Water
Class: Offensive
Range: 30 meters
Duration: 1-3 posts
Cool-Down: 5 posts
Description: Digging deep into the ground the caster is able to draw water from the soil and further underground from the aquifer directly. This water bursts out of the ground in a geyser motion, which would move upwards at 20 m/s. The size of the geyser would be up to 15 meters in diameter. Enough water to create a very small lake can be pulled up. It takes 10 seconds for the water to finish coming up. The upward explosion of this water carries with it stone and dirt, dealing B tier damage to anything caught within it. It may be sustained in the next post opening another hole in the ground and violently spewing forth water.
Name: State Transmutation
Tier: C
Cost: 20|10 Magoi Initial|Sustain
Element: Water/Ice
Class: Supplementary
Range: 20 m
Duration: 1-3 posts
Cool-Down: 3-4 posts
Description:
This spell can change the 3 states of water; water, ice and mist. At this level the states can be interchanged freely. Converts up to 523 cubic meters of water (10 meter diameter sphere, which would be the size of a studio room) within 15 meters of the user, which converts at a rate of 15 cubic m/s.
Name: Water Gills
Tier: C
Cost: 20|10 Magoi Initial|Sustain
Element: Water
Class: Supplementary
Range: 20 meters
Duration: 1-4 posts
Cool-Down: 3-5 posts
Description: This spell allows up to 10 individuals within 20 meters of the caster to breath under water. It does so by creating a bubble of air around the mouth and nose and eyes that is approximately .3 meters in diameter, absorbing oxygen from the water around it which originates from the wand/staff and moves to the targets at 15 m/s.
As for new abilities:
Name: Ice Explosion
Tier: A
Cost: 40 Magoi
Element: Concussion Magic (Ice+Sound)
Class: Offensive/Supplementary
Range: 40 meters
Duration: 1 post
Cool-Down: 7 posts
Description:
Concussion Magic: This combination of ice and sound creates concussions by using ice as shrapnel and sound magic as a violent force to shatter the ice and send it flying by producing multiple sonic booms in one place. All Concussion magic deals disorientation and brief deafness for one post to anyone caught in its effective range.
This spell creates a 1 meter diameter ball of ice that moves at the behest of the caster at a rate of 25 m/s. At the caster's will, the ball of ice explodes, blasting shrapnel and loud noise within a 25 meter diameter dealing A tier damage to anything caught within the explosion.
Name: Pressure Crusher
Tier: B
Cost: 30|15 Magoi Initial|Sustain
Element: Water
Class: Offensive
Range: 7.5 meter radius
Duration: 1-2 posts
Cool-Down: 5 posts
Description: The user sends magoi out in a pulsation from their body, commanding the Rukh to create and maintain intense water pressure on any water that the pulsation crosses. The pulsation's starting point is created starting from an orb with a 2 meter radius from the user. The pulsation's effect goes outward in a 7.5 meter radius at 20 m/s from its point of origin. Anything caught in the pulsation takes B tier crushing damage before the effect is gone. If sustained, the effect is removed quickly and those who were in the spell's range take another B tier of damage from a phenomenon called 'the bends'.
Name: Ikken Hissatsu: Deep Sea Harpoon (River Styx Style)
Tier: A
Cost: 40|20 Stamina Initial|Sustain
Weapon Type: Body (Magoi Manipulation)
Class: Offensive
Range: Close
Duration: 1-2 posts
Cool-Down: 14 posts
Description: The user's arm becomes enforced by magoi, making it into a powerful weapon. The strength of this magoi supports every aspect of the arm, from the shoulder all the way to the tips of the fingers. The user of this technique shoots their hand through an opponent at 25 m/s and can potentially remove any 1 organ if the technique is not disrupted. The technique may be sustained in the next post in order to attempt the attack again.
Name: Nage Waza
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Offensive/Supplementary
Range: Close
Duration: 1 post
Cool-Down: 5 posts
Description: The user of this technique grasps an opponent with the use of one to two hands in order to throw them to the ground at a rate of up to 20 m/s, up to a distance of 15 meters away. The force of the impact causes up to B tier damage.
Name: Ukemi
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Defensive/Supplementary
Range: Close
Duration: 1 post
Cool-Down: 5 posts
Description: The user prevents up to A tier damage from a single attack, redirecting/redistributing blunt impact damage from the attack. If such a blow would send the user to the ground, the user may stand back up on their feet at 20 m/s.
Name: Shime waza
Tier: B
Cost: 30|15 Stamina Initial|Sustain
Weapon Type: Body
Class: Offensive
Range: Close
Duration: 1-2 posts
Cool-Down: 5 posts
Description: Using one to two hands, the user places the opponent into a blood choke at 20 m/s by compressing one or both carotid arteries, and optionally the jugular veins while not compressing the airway. This keeps oxygen from going to their brain and dealing B tier damage through suffocation. This may be sustained in the next post to re-secure the choke hold and deal another B tier of damage to the opponent.
- Water Dowsing:
- Name: Water Dowsing
Tier: C
Cost: 20 Magoi
Element: Water
Class: Supplementary
Range: 20 meters
Duration: 1 post to 4 posts.
Cool-Down: 3 to 5 posts
Description: Digging deep into the ground the caster is able to draw water from the soil and further underground, possibly from the aquifer directly. Water gathered this way can either take form in slowly rising to the top or bursting out of the ground in a geyser motion, which would move at 15 m/s. The size of the geyser would be up to 10 meters in diameter. Enough water to create a very small lake can be pulled up. It takes 10 seconds for the water to finish coming up if it is pulled up in the manner of the Geyser. It takes much longer to be pulled up via a slower, less destructive means.
- State Transmutation:
- Name: State Transmutation
Tier: D
Cost: 10 Magoi, 5 sustained
Element: Water
Class: Supplementary
Range: 10 meters
Duration: 1-3 posts
Cool-Down: 2-4 posts
Description: This spell can change the 3 states of water; water, ice and mist. At this level, water can be changed into ice or mist, but mist can only be condensed into water, and ice can only be melted to water. Converts up to 125 cubic meters of water (5 meter diameter sphere, which would be the size of a studio room) within 10 meters of the user, which converts at a rate of 10 cubic m/s (the size of a small crowd of 5 people).
- Water Gills:
- Name: Water Gills
Tier: D
Cost: 10 Magoi, 5 sustain
Element: Water
Class: Supplementary
Range: Self
Duration: 1-4 posts
Cool-Down: 2-5 posts after sustain has been broken
Description: In short, the spell allows you to breath under water. It does so by creating a bubble of air around the mouth and nose, absorbing oxygen from the water around it.
To:
Name: Water Dowsing
Tier: B
Cost: 30|15 Magoi Initial|Sustain
Element: Water
Class: Offensive
Range: 30 meters
Duration: 1-3 posts
Cool-Down: 5 posts
Description: Digging deep into the ground the caster is able to draw water from the soil and further underground from the aquifer directly. This water bursts out of the ground in a geyser motion, which would move upwards at 20 m/s. The size of the geyser would be up to 15 meters in diameter. Enough water to create a very small lake can be pulled up. It takes 10 seconds for the water to finish coming up. The upward explosion of this water carries with it stone and dirt, dealing B tier damage to anything caught within it. It may be sustained in the next post opening another hole in the ground and violently spewing forth water.
Name: State Transmutation
Tier: C
Cost: 20|10 Magoi Initial|Sustain
Element: Water/Ice
Class: Supplementary
Range: 20 m
Duration: 1-3 posts
Cool-Down: 3-4 posts
Description:
This spell can change the 3 states of water; water, ice and mist. At this level the states can be interchanged freely. Converts up to 523 cubic meters of water (10 meter diameter sphere, which would be the size of a studio room) within 15 meters of the user, which converts at a rate of 15 cubic m/s.
Name: Water Gills
Tier: C
Cost: 20|10 Magoi Initial|Sustain
Element: Water
Class: Supplementary
Range: 20 meters
Duration: 1-4 posts
Cool-Down: 3-5 posts
Description: This spell allows up to 10 individuals within 20 meters of the caster to breath under water. It does so by creating a bubble of air around the mouth and nose and eyes that is approximately .3 meters in diameter, absorbing oxygen from the water around it which originates from the wand/staff and moves to the targets at 15 m/s.
As for new abilities:
Name: Ice Explosion
Tier: A
Cost: 40 Magoi
Element: Concussion Magic (Ice+Sound)
Class: Offensive/Supplementary
Range: 40 meters
Duration: 1 post
Cool-Down: 7 posts
Description:
Concussion Magic: This combination of ice and sound creates concussions by using ice as shrapnel and sound magic as a violent force to shatter the ice and send it flying by producing multiple sonic booms in one place. All Concussion magic deals disorientation and brief deafness for one post to anyone caught in its effective range.
This spell creates a 1 meter diameter ball of ice that moves at the behest of the caster at a rate of 25 m/s. At the caster's will, the ball of ice explodes, blasting shrapnel and loud noise within a 25 meter diameter dealing A tier damage to anything caught within the explosion.
Name: Pressure Crusher
Tier: B
Cost: 30|15 Magoi Initial|Sustain
Element: Water
Class: Offensive
Range: 7.5 meter radius
Duration: 1-2 posts
Cool-Down: 5 posts
Description: The user sends magoi out in a pulsation from their body, commanding the Rukh to create and maintain intense water pressure on any water that the pulsation crosses. The pulsation's starting point is created starting from an orb with a 2 meter radius from the user. The pulsation's effect goes outward in a 7.5 meter radius at 20 m/s from its point of origin. Anything caught in the pulsation takes B tier crushing damage before the effect is gone. If sustained, the effect is removed quickly and those who were in the spell's range take another B tier of damage from a phenomenon called 'the bends'.
Name: Ikken Hissatsu: Deep Sea Harpoon (River Styx Style)
Tier: A
Cost: 40|20 Stamina Initial|Sustain
Weapon Type: Body (Magoi Manipulation)
Class: Offensive
Range: Close
Duration: 1-2 posts
Cool-Down: 14 posts
Description: The user's arm becomes enforced by magoi, making it into a powerful weapon. The strength of this magoi supports every aspect of the arm, from the shoulder all the way to the tips of the fingers. The user of this technique shoots their hand through an opponent at 25 m/s and can potentially remove any 1 organ if the technique is not disrupted. The technique may be sustained in the next post in order to attempt the attack again.
Name: Nage Waza
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Offensive/Supplementary
Range: Close
Duration: 1 post
Cool-Down: 5 posts
Description: The user of this technique grasps an opponent with the use of one to two hands in order to throw them to the ground at a rate of up to 20 m/s, up to a distance of 15 meters away. The force of the impact causes up to B tier damage.
Name: Ukemi
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Defensive/Supplementary
Range: Close
Duration: 1 post
Cool-Down: 5 posts
Description: The user prevents up to A tier damage from a single attack, redirecting/redistributing blunt impact damage from the attack. If such a blow would send the user to the ground, the user may stand back up on their feet at 20 m/s.
Name: Shime waza
Tier: B
Cost: 30|15 Stamina Initial|Sustain
Weapon Type: Body
Class: Offensive
Range: Close
Duration: 1-2 posts
Cool-Down: 5 posts
Description: Using one to two hands, the user places the opponent into a blood choke at 20 m/s by compressing one or both carotid arteries, and optionally the jugular veins while not compressing the airway. This keeps oxygen from going to their brain and dealing B tier damage through suffocation. This may be sustained in the next post to re-secure the choke hold and deal another B tier of damage to the opponent.
Last edited by Garret on 29/08/14, 08:31 pm; edited 2 times in total