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Sound + Combination Magic

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1 Sound + Combination Magic on 07/03/14, 12:21 am

Duquin

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Name: Buzz
Tier: D
Cost: 10
Element: Sound
Class: Supplementary
Range: 10m
Duration: Instant
Cool-Down: 2 posts
Description: The caster creates a low tone buzzing sound from their staff. Anyone other than the caster within the ten meters will suddenly become very dizzy for a short instant halting their movements for a brief moment. To take a step in this condition will cause the target to trip and fall making it ideal for use on charging opponents. D-tier attacks and higher that are capable of producing sound or shockwaves can nullify this spell's effect.

Name: Frozen Mold
Tier: D
Cost: 10
Element: Sound + Ice
Class: Supplementary
Range: >1m
Duration: One Month IC
Cool-Down: N/A
Description: This is a non-combat spell which asks the rukh to create a large sheet of ice up to 15m wide and tall or as small as the page of a book. If this ice is pressed up against any king of writing, engravings, or other markings, sound magic use used to tell the ice particles to vibrate to create micro cracks in the surface which are an exact copy of what was scanned. Yakuroro can store up to the full 15mx15m sheet worth of text, symbols, and such to be reproduced at a later time. This allows him to copy passages from scrolls on magic for quick recollection and have anything else he's copied on hand for viewing. The tome of ice can be destroyed with normal human effort and does not even require a D-tier ability. If destroyed, the knowledge on the tome can still be recreated. However if it is broken while scanning something, the recording will fail.

Name: Cold Shock
Tier: C
Cost: 20
Element: Concussive Magic | Sound + Ice
Class: Offensive
Range: 20m
Duration: 3 posts
Cool-Down: 3 posts
Description: The user manifests a spike ball of finely sharpened icicles and can control its movements within a 20m radius around themselves. The ball moves at 10m/s and when it gets within 5m of a target it will create a 10m explosion sending a sonic boom and ice shrapnel in every direction. The shrapnel deals C-tier damage in the form of cuts half way into the muscle.

Name: Equilibrium
Tier: C
Cost: 20
Element: Sound
Class: Supplementary
Range: 20m
Duration: 3 posts
Cool-Down: 3 posts
Description: The user holds up their staff which then produces a loud ear piercing tone that plants a subconscious suggestion in those who are within its effective range. The suggestion is that the moment they set eyes on someone, left and right become reversed. This causes the opponent to see the world with their left and right axis backwards. The result is if the caster moved left, the victim would see the caster of the spell as if they were moving right instead. Suggestion only triggers when the target sets eyes on someone and only lasts one turn. If they close their eyes or otherwise don't look at anyone, the effect will not trigger.

Name: Bubble Burst
Tier: B
Cost: 30
Element: Cavitation Magic | Water + Sound
Class: Offensive
Range: 15m
Duration: Instant
Cool-Down: 5 posts
Description: The user commands sound rukh to create a sudden increase in force and pressure by creating a powerful sonic boom. This forces the phenomenon of cavitation bubbles to occur on a large scale. The result is an under water bubble that produces an incredible amount of heat and force upon bursting. Anything caught in the range of the bubble will suffer B-tier second degree burns; however lingering burning does not occur as with normal fire damage of the same tier. In addition to the burns, the shockwave produced can break bones and cause deafness to those in its effective range which is 15m. Being hit with this shockwave can send a full grown human back several meters.

Name: Deep Blue
Tier: A
Cost: 40; 20 Sustained
Element: Water
Class: Offensive/Supplementary
Range: 40m
Duration: 5 posts
Cool-Down: 7 posts
Description: The caster summons a massive 25 meter diameter sphere of water gather overhead or around themselves. So long as the user is standing still and has hold of their staff they can move this sphere of water within a 40m range of themselves at a speed of 20m/s. The waters inside the sphere are a all perfectly calm save for two 3m diameter currents. The caster can control the movements of these two currents within the sphere by making intricate movements with their staff. The currents flow at 15m/s and crash into underwater targets with B-tier force. Being swept up by the current alone does not deal damage. Broken bones and deep cuts will be the resulting injuries, but only if the target is forced into something solid by the current such as the ground or a wall. B-tier abilities and higher can be used to break free from the currents and displace enough water to take a breath, however so long as the caster has their staff and is sustaining magoi, the water sphere will fully reform in 1 post. Heat Magic Spells must be Ω-tier to evaporate enough water to break free where as lightning magic will hit anyone inside the water as if it were one tier higher. Non-Imuchakk caught in the spell can only hold their breath for two posts before blacking out and will drown if they are still in the water for a full third post.



Last edited by Yakuroro on 07/03/14, 02:20 pm; edited 1 time in total


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2 Re: Sound + Combination Magic on 07/03/14, 12:34 am

Caranore

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Approved.


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3 Re: Sound + Combination Magic on 07/03/14, 06:01 pm

Duquin

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4 Re: Sound + Combination Magic on 07/03/14, 08:07 pm

Adam

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wow
so app
very approve
such good job

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