- Jagged Flying Ice (D-Tier):
Name: Jagged Flying Ice
Tier: D
Cost: 10 Magoi
Element: Water (Ice Sub-Type)
Class: Offensive/Supplementary
Range: Up to 10 meters
Duration: 1-3 posts
Cool-Down: 2-4 posts
Description: A slab of ice is formed through guidance, which doesn't necessarily have a uniform appearance. Typically partially jagged, the ice is generally around 1.5-2 meters in length and 1 meter in thickness and 1 meter in width. Even with the name, the ice in question can be smoothed out into a more elegant form. It can be propelled up to 10m/s with its casting, however it cannot move farther than 10 meters from the user. If propelled into another person, it would deal D rank damage to that individual. So long as the user is within 10 meters of the spell, this spell can be sustained to propel it for a longer duration.
Changed to:
Name: Jagged Flying Ice
Tier: D
Cost: 10|5
Element: Water (Ice Sub-Type)
Class: Offensive
Range: 10 m
Duration: Sustain
Cool-Down: 2 posts or sustain+1
Description: The caster creates an object of ice from the water in the air that is between 1-5 meters in length, width and height. This is created within 1 meter of the caster, before it is propelled through the air at a rate of up to 10m/s. If this ice collides with a target, it conveys D-Tier damage and shatters. This spell may move around so long as it does not go further than 10 meters from the caster. The spell may be sustained to create a new block of ice with the same effect.
- Water Manipulation Technique (D-Tier):
- Name: Water Manipulation Technique
Tier: D
Cost: 10 Magoi 5 sustained
Element: Water
Class: Supplementary
Range: 10 Meters
Duration: 1-3 posts
Cool-Down: 2-4 posts after the sustain has been broken.
Description: Controls 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 moves at a rate of 10 m/s. This water can possibly slow or halt an individual who is moving against the current, or it could be used to blast an opponent away. The distance the opponent is blasted away is calculated by subtracting either their speed at the time of being hit or their Running Speed, if they braced for impact, from the speed of the water. If the number is 0, they are stopped in their tracks. If the number is a negative number, they are still able to move at that speed against the flow.
Changed to:
Name: Water Manipulation Technique
Tier: D
Cost: 10|5
Element: Water
Class: Supplementary
Range: 10 Meters
Duration: Sustained
Cool-Down: 2 posts or sustain+1
Description: By gathering the water within the area, the caster controls a stream of water that is 5 meters or below in length and 2.5 meters or below in diameter. This water can be moved around the caster so long as it doesn't travel more than 10 meters away from the caster. The water itself gathers and then moves at a rate of 10m/s. This spell may be sustained in order to continue the propulsion of the water, or in order to control a new body of water while releasing control on the old body of water.
- Water Gills (D-Tier):
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.
Changed to:
Name: Water Gills
Tier: D
Cost: 10|5
Element: Water
Class: Supplementary
Range: Self
Duration: Sustain
Cool-Down: 2 posts or sustain+1
Description: The caster creates a hollow bubble of water around their eyes, mouth and nose. This bubble filters oxygen from the nearby water and sends it into the hollow center, effectively allowing the caster to breathe underwater. This spell may be sustained to maintain the spell around the caster.
- Sound Inscription (D-Tier):
- Name: Sound Inscription
Tier: D
Cost: 10 Magoi
Element: Sound
Class: Supplementary (non combat)
Range: Close
Duration: 1 month
Cool-Down: 2 posts
Description:
The user is able to inscribe a series of sounds onto a piece of wood that plays back to those within 10 meters. Once completed, it plays back in a loop from the beginning. Anyone who can see Magoi/Rukh would be able to see the manipulations placed on that piece of wood. The sound does not pass through walls, floors or ceilings. The sounds must be something the user can remember clearly, and for this reason is most often sounds heard by the user very recently. The more clearly the sounds can be remembered, the higher quality the playback of the sound. This spell takes time to cast (At least 1 minute), and is therefore not practical to use during combat. When the spell expires, while it is no longer able to playback the sound, the spell can be refreshed to continue playing back the sound it was inscribed with previously even if the sound was no longer remembered clearly. The sound can be activated or deactivated via a verbal command. The commands for activating the sound and deactivating the sound are spoken aloud during the casting.
Changed to:
Name: Sound Inscription
Tier: D
Cost: 10
Element: Sound
Class: Supplementary (non combat)
Range: Close
Duration: 1 month
Cool-Down: 2 posts
Description:
The user is able to inscribe a series of sounds onto a piece of wood that plays back to those within 10 meters. Once completed, it plays back in a loop from the beginning. This creates a magical circle upon the wood that identifies it as magically based. The sound does not pass through walls, floors or ceilings. The sounds must be something the user can remember clearly, and for this reason is most often sounds heard by the user very recently. The more clearly the sounds can be remembered, the higher quality the playback of the sound. This spell takes time to cast (At least 1 minute), and is therefore not practical to use during combat. When the spell expires, while it is no longer able to playback the sound, the spell can be refreshed to continue playing back the sound it was inscribed with previously even if the sound was no longer remembered clearly. The sound can be activated or deactivated via a verbal command. The commands for activating the sound and deactivating the sound are spoken aloud during the casting. A verbal command that is repeated by the object cannot activate or deactivate the object.
- Pond Reflects (River Styx Style)(D-Tier):
- Name: Pond Reflects (River Styx Style)
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Defensive
Range: Close
Duration: Instant
Cool-Down: 2 posts
Description: A simple block performed with either the user's feet, knees, elbows or fists. The defense moves at a rate of 10m/s blocking up to 1 C tier of damage.
Changed to:
Name: Pond Reflects (River Styx Style)
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Defensive
Range: Close
Duration: Instant
Cool-Down: 2 posts
Description: A circular/rotational block performed with the user's hands. The defense moves at a rate of 10m/s blocking up to 1 C tier of damage.
- Tranquil Parry (River Styx Style)(D-Tier):
Name: Tranquil Parry (River Styx Style)
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Defensive
Range: Close
Duration: Instant
Cool-Down: 2 posts
Description: A simple block performed with either the user's feet, knees, elbows or fists. The defense moves at a rate of 10m/s blocking up to 1 C tier of damage.
Changed to:
Name: Tranquil Parry (River Styx Style)
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Defensive
Range: Close
Duration: Instant
Cool-Down: 2 posts
Description: A circular/rotational block performed with the user's feet. The defense moves at a rate of 10m/s blocking up to 1 C tier of damage.
- Pressurized Strike (River Styx Style) (D-Tier):
Name: Pressurized Strike (River Styx Style)
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 2 posts
Description: The user attacks in a straight forward manner, shooting their attack in a thrust motion at 10 m/s utilizing their feet, knees, elbows or fists. This strike deals D tier damage if it hits the opponent.
Changed to:
Name: Pressurized Strike (River Styx Style)
Tier: D
Cost: 10 Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 2 posts
Description: The user attacks with a thrust at 10 m/s using their hand. This strike deals D tier damage if it hits the opponent.
- Pressure Control (C-Tier):
Name: Pressure Control
Tier: C
Cost: 20 Magoi, 10 sustained
Element: Water
Class: Offensive/Supplementary
Range: 20 meters
Duration: 1-6 posts
Cool-Down: 3-7 posts
Description: When cast on land this spell can place pressure on a person through the use of condensed water that is already existing (ex. Water Manipulation is flowing around the opponent, then cast Pressure Control). It can also be used on a bleeding wound to slow a person from bleeding out. In water, it can be used to lighten the load of pressure from deep diving, or increase that load by an order of magnitude. This can either provide C tier damage, or prevent C tier damage from bleeding. The technique moves at 10m/s. Rather than targeting a person in the attack, the spell targets a condensed area the size of a person.
Changed to:
Name: Pressure Control
Tier: C
Cost: 20|10
Element: Water
Class: Offensive
Range: 20 meters
Duration: 1 post
Cool-Down: 3 posts
Description: When cast on land this spell can place pressure on a person through the use of condensed water that is already existing (Ex.: Water Manipulation Technique is flowing around the opponent.) Beginning at the caster's wand/staff, the spell moves away from the caster with their control at a speed of 15 m/s. When it comes into contact with an individual it deals C-Tier damage in the form of crushing damage. The size of this pressure is 1m in height and .5m in length and width, which can be manipulated freely on a 3 dimensional plane.
- Ice Phase (C-Tier):
Name: Ice Phase
Tier: C
Cost: 20 Magoi, 10 sustained
Element: Water (Ice subtype)
Class: Supplementary
Range: Self
Duration: 1-6 posts
Cool-Down: 3-7 posts.
Description: With the casting of this spell, the user is able to 'walk through' ice. The way this works is that a thin sheen of Magoi wraps around the caster, and as the caster is about to walk into the ice, it utilizes a combination of State Transmutation to turn the Ice the user is about to walk into to water, and then uses Water Manipulation Technique in order to move the water to the sides, and then behind the caster. Once the caster has passed, State Transmutation turns the water back into ice. The spell is strong enough to effect a large amount of ice and can be moved from it's original target at 15m/s. Do not be confused; the spell does not move unless directed to after being cast. It is cast on a single target and sticks to that target. It is simply that in it's casting it can move 15 m/s worth of movement from the caster, and may be sustained for longer duration/further movement in. The caster may actively chose whether or not a portion of the spell converts the ice over to water as they move forward, allowing them to temporarily 'create' staircases to walk up a mountain of ice.
Changed to:
Name: Ice Phase
Tier: C
Cost: 20|10
Element: Water (Ice subtype)
Class: Supplementary
Range: Self
Duration: Sustain
Cool-Down: 3 posts or sustain+1
Description: With the casting of this spell, the user is able to 'walk through' ice. This begins by the creation of a thin sheen of Magoi which wraps around the caster. This sheen of magoi comes with several commands given to the Rukh. Using a combination of State Transmutation and Water Manipulation Technique, the sheen of magoi first transmutes the ice that the caster is about to touch into water, simultaneously using the control over water to move it behind the user. When the water has passed behind the caster, it is once again transmuted into ice. The spell coats the user at a rate of 15 m/s. The caster may actively chose whether or not a portion of the spell converts the ice over to water as they move forward, allowing the caster to push up against ice even with the spell in effect. This spell may be sustained to continue providing its effects for a longer duration.
- State Transmutation (C-Tier):
- 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.
Changed to:
Name: State Transmutation
Tier: C
Cost: 20|10
Element: Water/Ice
Class: Supplementary
Range: 20 m
Duration: Sustain
Cool-Down: 3 posts or sustain+1
Description:
This spell can change the states of water; water and ice. Converts a volume of cubic meters of water equal to the size of a 15x15x15 cube within 15 meters of the user, which converts at a rate of 15 m/s. Upon sustain, this spell may continue to convert more volume.
- Ice Mirror (C-Tier):
Name:Ice Mirror
Tier: C
Cost: 20 Magoi
Element: Water (Ice sub-type)
Class: Supplementary
Range: Up to 20 meters away.
Duration: Instant
Cool-Down: 3 posts
Description: Garret utilizes Ice magic to create a mirror from existing water. If there is a nearby source of water, the mirror can be created instantly and moved from it's point of creation at a speed of 20 m/s before being set in a single place. If there is not an easy source of water nearby, it takes a few moments to form. The mirror's effect is normally only on one side, however both sides can be made to reflect images. The mirror can range in size, anywhere from the size of a small hand mirror to the height of a house.
Changed to:
Name:Ice Mirror
Tier: C
Cost: 20 Magoi
Element: Water (Ice sub-type)
Class: Supplementary
Range: 20m
Duration: 1 post
Cool-Down: 3 posts
Description: The caster gathers water from the environment at a rate of 15m/s, creating a mirror of ice. The mirror's effect may be on both sides. The size of the mirror is on a scale of anything less than 5x5x5m in size. The mirror can be propelled through the air at 15m/s or hover in place. C-Tier damage is required to break the ice.
- Grand Dive (C-Tier):
Name: Grand Dive
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.
Changed to:
Name: Grand Dive
Tier: C
Cost: 20|10
Element: Water
Class: Supplementary
Range: 20 meters
Duration: Sustain
Cool-Down: 3 posts or sustain+1
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, nose and eyes that is approximately .3 meters in diameter, absorbing oxygen from the water around it. The bubbles originate from the wand/staff and move to the targets at 15 m/s. This spell may be sustained in order to maintain the effects, however individual bubbles may be chosen to be cut off from the supply of magoi, thus removing them from being sustained.
- Controlled Sound (C-Tier):
Name: Controlled Sound
Tier: C
Cost: 20/10 Magoi Initial/Sustained
Element: Sound
Class: Supplementary
Range: 20 Meters
Duration: 1-3 posts
Cool-Down:3-4 posts
Description:
The user is able to control sounds made by up to 10 sources for the duration of the spell. The source of the sound does not have to be within range, but the spell only makes changes to sounds from that source within the range of up to 20 meters. This can range from negating a sound, to enhancing a sound or muffling a sound, increasing or decreasing its measurable scalar variables by up to 10 meters and changing its vector variables by up to 15 m/s. As long as the sound is still within the range of this spell, it can be sustained at its original strength. This will not allow spells to move at a rate faster than 15 m/s.
Changed to:
Name: Controlled Sound
Tier: C
Cost: 20/10
Element: Sound
Class: Supplementary
Range: 20 Meters
Duration: Sustain
Cool-Down:3 posts to sustain+1
Description:
The user is able to control sounds made by 10 different sources for the duration of the spell. The source of the sound does not have to be within range, but the spell only makes changes to sounds from that source within the range of up to 20 meters. This changes the sound itself to a sound of the caster's choice. Upon sustain, the caster may interchangeably choose new targets or continue to control the sounds of the previous targets.
- Tranquil Strike (River Styx Style) (C-Tier):
- Name: Tranquil Strike (River Styx Style)
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 3 posts
Description: The user's body is calm, projecting no intent to attack. The attack moves at 15 m/s, through either their feet, knees, elbows or fists. If the strike lands, it deals C-tier damage to the opponent.
Changed to:
Name: Tranquil Strike (River Styx Style)
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 3 posts
Description: The user's attack moves at 15 m/s, through the use of their elbow. If the strike lands, it deals C-tier damage to the opponent.
- Water Falls in Reverse (River Styx Style) (C-Tier):
Name: Water Falls in Reverse (River Styx Style)
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Supplementary
Range: 5 m or 10m
Duration: Instant
Cool-Down: 3 posts
Description: The user pushes off the ground with great strength, allowing him to jump up to 5 meters in an omnidirectional trajectory at 15m/s. Should the user manage to find a foot hold on something, such as a wall, they would be able to repeat this movement one more time.
Changed to:
Name: Water Falls in Reverse (River Styx Style)
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Supplementary
Range: Close
Duration: 1 post
Cool-Down: 3 posts
Description: The user pushes off the ground with great strength, allowing them to jump 1-5 meters in an omnidirectional trajectory at 15m/s. Should one of the user's feet collide with a solid surface, they are able to repeat this movement one more time.
- Fish Swims Upstream (River Styx Style) (C-Tier):
- Name: Fish Swims Upstream (River Styx Style)
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Defensive/Supplementary
Range: Close
Duration: Instant
Cool-Down: 3 posts
Description: The user parries a strike that was made against them at a rate of 15m/s with either their feet or fists. An attack blocked in this manner allows the user to 'swim past the opponent's flow' on the outside of the attack while utilizing fluid footwork, placing the user behind or past the opponent at a speed of 15m/s and up to 10 meters away.
Changed to:
Name: Fish Swims Upstream (River Styx Style)
Tier: C
Cost: 20 Stamina
Weapon Type: Body
Class: Defensive
Range: Close
Duration: Instant
Cool-Down: 3 posts
Description: The user steps to the outside of an attack and parries it with their hand/arm, deflecting B-Tier damage from the strike while simultaneously leaving the positioning of their hand near the neck of the opponent at a speed of 15m/s.
- Water Corrosion (River Styx Style) (C-Tier):
Name: Water Corrosion (River Styx Style)
Tier: C
Cost: 20/10 sustain Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: 2 posts
Cool-Down: 3 posts
Description: The user sends out a flurry of up to 10 D-tier blows at a speed of 15m/s meant to cause bruises. This is delivered in the form of a barrage of strikes through any combination of their feet, knees, elbows or fists. Should all ten blows strike the same person/target it would cause C-tier damage.
Changed to:
Name: Water Corrosion (River Styx Style)
Tier: C
Cost: 20
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 3 posts
Description:
The user sends out a kick at a speed of 15m/s. If it strikes the opponent, it would cause C-tier damage to the spot struck.
- Ice Mirror Maze (B-Tier):
Name: Ice Mirror maze
Tier: B
Cost: 30
Element: Water (Ice subtype)
Class: Supplementary
Range: 30 meters
Duration: 1-4 posts
Cool-Down: 5 posts
Description: Using a water-heavy environment, a large maze is created, complete with ceilings. The surfaces are reflective and show mirrored images, possibly showing the image of others in the maze even if they are nowhere near the person. The maze's size can be up to 15 meters in diameter.
Changed to:
Name: Ice Mirror maze
Tier: B
Cost: 30
Element: Water (Ice subtype)
Class: Supplementary
Range: 30 meters
Duration: Sustain
Cool-Down: 5 posts or sustain+1
Description: Using a water-heavy environment, a large maze is created at a rate of 20m/s. This maze is a single object that can be as complex or as simple as the user desires. The surfaces are reflective and show mirrored images, which could possibly show the image of others in the maze even if they are not near that person. Each of the maze's sides (Height, width, length) may be anywhere between 10-15m. B-Tier damage is required in order to break the ice. While sustained, this spell repairs and reforms structural damage to the maze.
- Controlling the Currents (B-Tier):
Name: Controlling the Currents
Tier: B
Cost: 30 Magoi, 15 Sustained
Element: Water
Class: Offensive/Supplementary
Range: 30 meters
Duration: 1-4 posts
Cool-Down: 5 posts
Description: Controls up to a 15 meter diameter sphere's worth of water, within 30 meters of the user, which moves at a rate of 20 m/s. This water can easily halt or push an individual who is moving against the current, or to blast that individual away. The distance the opponent is blasted away is calculated by subtracting either their speed at the time of being hit or their Running Speed, if they braced for impact, from the speed of the water. If the number is 0, they are stopped in their tracks. If the number is positive, they are carried with the flow at that m/s.
Changed to:
Name: Controlling the Currents
Tier: B
Cost: 30|15
Element: Water
Class: Supplementary
Range: 30 meters
Duration: Sustain
Cool-Down: 5 posts or sustain+1
Description:
The caster gathers water from the surroundings at a rate of 20m/s, controlling a 10-15m long stream of water that is 1-5m in diameter within 30 meters of the user. This water currents move at a rate of 20 m/s, and the user is able to create 1-5 separate currents within the single body of water.
- Jet Stream (B-Tier):
Name: Jet Stream
Tier: B
Cost: 30 Magoi
Element: Water
Class: Offensive
Range: 30 meters
Duration: 1 Post
Cool-Down: 5 posts
Description: Description: A high pressure stream of water shoots from the caster's staff/wand at a rate of 20 m/s. The spell is fairly painful and can cut with nearly surgical precision, dealing B-tier damage to an opponent. There are four beams in all and the size of each beam is up to 1m in diameter but may be as small as .025m, a.k.a. 1 inch in diameter. Each beam alone deals D-tier damage and can be fired with it's own unique trajectory according the the caster's will.
Changed to:
Name: Jet Stream
Tier: B
Cost: 30 Magoi
Element: Water
Class: Offensive
Range: 30 meters
Duration: 1 Post
Cool-Down: 5 posts
Description:
Two .1m spheres of water gather at a point within 1m of the caster. These two spheres quickly expand at a rate of 20m/s to the size of anywhere between .025m to 1m in diameter, shortly thereafter firing off a highly pressurized stream of water from each sphere that deals C-Tier damage in the form of cuts at a speed of 20m/s. If both streams hit the same target, it deals B-Tier damage. Each beam can be fired with it's own unique trajectory according the the caster's will.
- Pressure Crusher (B-Tier):
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'.
Changed to:
Name: Pressure Crusher
Tier: B
Cost: 30|15
Element: Water
Class: Offensive
Range: 7.5 meter radius
Duration: Sustain
Cool-Down: 5 posts or sustain+1
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 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'.
- Water Dowsing (B-Tier):
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.
Changed to:
Name: Water Dowsing
Tier: B
Cost: 30|15
Element: Water
Class: Offensive
Range: 30 meters
Duration: 1
Cool-Down: 5 posts
Description: The caster sends their Magoi digging deep into the ground, which gives the caster the ability 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 is 10-15 meters in diameter and 15m high. The upward explosion of this water carries with it stone and dirt, dealing B tier damage to anything caught within it.
- Sound Sphere (B-Tier):
Name: Sound Sphere
Tier: B
Cost: 30/15 Magoi Initial/Sustain
Element: Sound
Class: Supplementary
Range: 15 meter radius centered on self
Duration: 1-5 posts
Cool-Down:5-6 posts
Description:
The caster creates a sphere around himself that detects and relays all sound data that occurs within 7.5 meters of him (15m Diameter sphere). This includes direction, strength, tone, depth and any other variables a sound may be measured by. This information is provided in two ways: any information provided by the spell within 7.5 meters of him (15m Diameter sphere) of the user is done so through synesthesia, in the form of transparent images that occur in the mind and are superimposed on the sight that can be seen. Any further data beyond the 15 meter radius is done through extrapolation, which measures the weakening of the sound within the sphere as the sound moves and can inform the user of the approximate direction and distance the sound originated from. This only takes into account relevant data that the spell can detect within its 15 meter diameter. Ex. if there was a sound that came from 30 meters away, and there was a wall between the user and the sound at 25 meters away, the spell would not take into account that the sound traveled through a wall first, and would provide data as if the sound had come from a larger distance away. The user may choose to limit what kind of data is returned at time of casting. This information travels at a speed of 20m/s in front of whatever sound has entered the sphere. If an ability of higher speed passes through the sphere, the information trails behind the ability.
Changed to:
Name: Sound Sphere
Tier: B
Cost: 30|15
Element: Sound
Class: Supplementary
Range: 30m
Duration: Sustain
Cool-Down:5 posts or sustain+1
Description:
The caster creates a 15m diameter sphere that detects and relays all sound data that occurs within it back to the caster. This includes direction, strength, tone, depth and any other variables a sound may be measured by. This information is provided in two ways: through synesthesia, in the form of 'sight', in which the user can see the sounds and their movements with or without their eyes open, as well as in the form of hearing. The user may choose to limit what kind of data is returned at the time of casting. This information travels at a speed of 20m/s in front of whatever sound has entered the sphere. If an ability of higher speed passes through the sphere, the information trails behind the ability.
- Sealing the Magoi Meridians (River Styx Style) (B-Tier):
Name: Sealing the Magoi Meridians (River Styx Style)
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Supplementary
Range: Close (Within striking distance)
Duration: Instant
Cool-Down: 5
Description: The user strikes out at the opponent for 4 strikes at 20m/s. This technique can paralyze. Each strike paralyzes a limb of the body; the arms, the legs, or the body itself. This paralyzing lasts for 3 posts.
Changed to:
Name: Crescent Whirlpool (River Styx Style)
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Supplementary
Range: Close
Duration: Instant
Cool-Down: 5
Description: The user strikes out at the target at a speed of 20m/s with a crescent kick, backed by a large amount of force, dealing B-Tier damage to the target.
- Raging Current (River Styx Style) (B-Tier):
Name: Raging Current (River Styx Style)
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 5
Description: The user moves forward at a burst of speed at up to 20m/s up to 15 meters away, with their attack coming up shortly after they reach their target. The user does two C tier strikes with any combination of their feet, knees, elbows or fists to the opponent.
Changed to:
Name: Raging Current (River Styx Style)
Tier: B
Cost: 30 Stamina
Weapon Type: Body
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 5
Description: The user performs two C-Tier strikes with a combination of a punch and a knee to the opponent at a speed of 20m/s. If both strikes land, it delivers a total of B-Tier damage.
- Redirecting Blows (River Styx Style) (B-Tier):
Name: Redirecting blows (River Styx Style)
Tier: B
Cost: 30/15 sustained Stamina
Weapon Type: Body
Class: Defensive
Range: Close
Duration: 3 posts
Cool-Down: 5 posts
Description: The user enters a serene state of mind, taking note of the direction and speed the opponent's attack is moving. Moving at 20m/s , the user redirects the trajectory of up to 15 attacks that add up to A tier damage with any combination of their feet, knees, elbows or fists.
Changed to:
Name: Redirecting blows (River Styx Style)
Tier: B
Cost: 30|15
Weapon Type: Body
Class: Defensive
Range: Close
Duration: Sustained
Cool-Down: 5 posts or sustain+1
Description: The user takes note of the direction and speed the opponent's attack is moving and, moving at 20m/s, the user redirects the trajectory of up to 15 attacks that add up to A tier damage with circular/rotational movements of their arms.
- Ukemi (B-Tier):
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.
Changed to (No change):
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.
- Prison of Water and Ice (A-Tier):
- Name: Prison of Water and Ice
Tier: A
Cost: 40/20
Element: Water (With Ice Sub element)
Class: Supplementary
Range: 40 meters
Duration: 5 posts
Cool-Down: 7 posts
Description: The user calls upon the water that is in the area and creates a sphere of water that is up to 25 meters in diameter, which can be controlled and formed into any shape the user would like. The water is turned into ice, and may be compressed and pressurized. This spell's creation may move at a speed of up to 25m/s at the behest of the movements of the user's wand, and may move in any direction within 40 meters of the user. A B tier fire spell can melt the ice and destroy the prison. This spell Freezes opponents caught within for up to 5 posts. This spell may be sustained within 4 posts after the first in order to reform any structural damages that may take place during that time with water from the environment.
Changed to:
Name: Prison of Water and Ice
Tier: A
Cost: 40/20
Element: Water (With Ice Sub element)
Class: Supplementary
Range: 40 meters
Duration: Sustained
Cool-Down: 7 posts
Description: The user calls upon the water that is in the area and creates a sphere of water that is 15-25 meters in diameter, which can be controlled and formed into any shape the user would like. The water is turned into ice, and may be compressed and pressurized. This spell's creation may move at a speed of up to 25m/s at the behest of the movements of the user's wand, and may move in any direction within 40 meters of the user. A B tier fire spell can melt the ice and destroy the prison. This spell Freezes opponents caught within for up to 5 posts. This spell may be sustained in order to reform any structural damages and further move the prison of ice.
- Ice Explosion (A-Tier):
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.
Changed to (No change):
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.
- Ikken Hissatsu:
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.
Changed to:
Name: Ikken Hissatsu: Deep Sea Harpoon (River Styx Style)
Tier: A
Cost: 40|20
Weapon Type: Body (Magoi Manipulation)
Class: Offensive
Range: Close
Duration: Sustained
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. Sustaining the technique continues the manipulation of the magoi, allowing another strike.
Last edited by Garret on 26/09/14, 11:11 pm; edited 2 times in total