To make everyone's life easier, I've put the code for my re-working of each ability underneath the original. Please look to the code below for each edited version.
If a spell does not have code under it, that means I believe it should still be acceptable after the updates but I'll leave them up in case that isn't so.
Djinn Abilities
Spells
If a spell does not have code under it, that means I believe it should still be acceptable after the updates but I'll leave them up in case that isn't so.
Djinn Abilities
- Djinn Equip Ability:
Name: Marx Vanish
Tier: B
Cost: 30 Magoi
Type: Perfect Illusion
Class: Supplementary
Range: 30m
Duration: 3 posts
Cool-Down: 5 posts
Description: This is an illusion spell which can grant perfect invisibility to the user or target for up to three turns. The user will still interact with the environment around them making it possible to detect their presence and location using environmental clues or other non-visual detection methods. The spell works on creatures and objects alike up to a scale of 15m in size. If the target of the spell moves out of the 30m range(with the castor of the spell at its center), the spell will automatically cancel. If the target of the spell takes B-tier damage then the spell will end.
- Code:
[b]Name:[/b] Marx Vanish
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Type:[/b] Perfect Illusion
[b]Class:[/b] Supplementary
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 posts; Sustained +1
[b]Description:[/b] This is an illusion spell which can grant perfect invisibility to the user or target for up to three turns. The user will still interact with the environment around them making it possible to detect their presence and location using environmental clues or other non-visual detection methods. The spell works on creatures and objects alike up to a scale of 15m in size. If the target of the spell moves out of the 30m range(with the castor of the spell at its center), the spell will automatically cancel. If the target of the spell takes B-tier damage then the spell will end.
Name: Marx Canvas
Tier: B
Cost: 30 Magoi; 15 sustained
Type: Perfect Illusion
Class: Supplementary
Range: 30m
Duration: 3 posts
Cool-Down: 5 posts
Description: This spell allows the user to recreate the surroundings of an area up to 15m in diameter so long as it is within 30m of the user. The surroundings do not truly morph or change as it is all just a big illusion, however the illusion is not limited to visual stimuli. The caster can also produce illusory sounds in the surroundings as well. A B tier light or water spell can distort this illusion for the turns that they are active.
- Code:
[b]Name:[/b] Marx Canvas
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 sustained
[b]Type:[/b] Perfect Illusion
[b]Class:[/b] Supplementary
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 posts; Sustained +1
[b]Description:[/b] This spell allows the user to recreate the surroundings of an area up to 15m in diameter so long as it is within 30m of the user. The surroundings do not truly morph or change as it is all just a big illusion, however the illusion is not limited to visual stimuli. The caster can also produce illusory sounds in the surroundings as well. A B tier light or water spell can distort this illusion for the turns that they are active.
Name: Marx Communication
Tier: A
Cost: 40 magoi; 20 sustained
Type: Perfect Illusion
Class: Supplementary
Range: 40m
Duration: 5 posts
Cool-Down: 7 posts
Description: This spell allows a group of up to 25 people within 40m of the castor to communicate mentally. Light magic reads the electromagnetic signals for speech moving through the target's brain and interprets the information into sound magic which plays their words inside other target's ears. This allows a group of people to talk to one another in the heat of combat without actually needing to speak. If someone has suffered damage to the ears or is deaf by nature then while their own words can still be heard by others, they themselves will be unable to receive messages. This spell is very dangerous for everyone involved as all of their thoughts are translated into sound allowing it to be used to "read minds" to the limit of verbal thoughts. It can NOT be used to read ones subconscious or determine their next plan of action in combat unless they think it "aloud" to themselves. The spell will also always connect the castor's mind to all the targets involved making it a two way street allowing them to "read" his mind as well.
- Code:
[b]Name:[/b] Marx Communication
[b]Tier:[/b] A
[b]Cost:[/b] 40 magoi | 20 sustained
[b]Type:[/b] Perfect Illusion
[b]Class:[/b] Supplementary
[b]Range:[/b] 40m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 7 posts; Sustained +1
[b]Description:[/b] This spell allows a group of up to 25 people within 40m of the castor to communicate mentally. Light magic reads the electromagnetic signals for speech moving through the target's brain and interprets the information into sound magic which plays their words inside other target's ears. This allows a group of people to talk to one another in the heat of combat without actually needing to speak. If someone has suffered damage to the ears or is deaf by nature then while their own words can still be heard by others, they themselves will be unable to receive messages. This spell is very dangerous for everyone involved as all of their thoughts are translated into sound allowing it to be used to "read minds" to the limit of verbal thoughts. It can NOT be used to read ones subconscious or determine their next plan of action in combat unless they think it "aloud" to themselves. The spell will also always connect the castor's mind to all the targets involved making it a two way street allowing them to "read" his mind as well.
Name: Marx Divide
Tier: A
Cost: 40 magoi
Type: Perfect Illusion
Class: Offensive
Range: 25m
Duration: 1 post
Cool-Down: 7 posts
Description: When cast, the blade of Marax's weapon equip grows in length to be a massive 25m long sword. This blade is made from light and sound magic condensed so tightly together that its as if the illusion were real. This massive blade can then be swung for a single attack. This sword deals A-tier cutting damage allowing it to crush bones and impale through bodies if no bone is met. The wounds left behind by this attack are cauterized from the intense heat of the light magic leaving behind 3rd degree burns.
- Code:
[b]Name:[/b] Marx Divide
[b]Tier:[/b] A
[b]Cost:[/b] 40 magoi | 20 Sustained
[b]Type:[/b] Perfect Illusion
[b]Class:[/b] Offensive
[b]Range:[/b] 25m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 7 posts; Sustained +1
[b]Description:[/b] When cast, the blade of Marax's weapon equip grows in length to be a massive 20 to 25m long sword. This blade is made from light and sound magic condensed so tightly together that its as if the illusion were real. This massive blade can then be swung for a single attack. This sword deals A-tier cutting damage allowing it to crush bones and impale through bodies if no bone is met. The wounds left behind by this attack are cauterized from the intense heat of the light magic leaving behind 3rd degree burns.
((This next ability is the extra one granted for the full djinn equip so it costs half magoi and has a cool down of 3 posts))
Name: Marx Replication
Tier: A
Cost: 20 magoi; 10 sustained
Type: Perfect Illusion
Class: Offensive
Range: 40m
Duration: 5 posts
Cool-Down: 3 posts
Description: When cast this spell allows the user to create illusory clones made partially solid. The user can clone anything up to 20 times so long as its scale does not exceed 5m. These clones can be of objects or people and are capable of dealing D-tier damage. D-tier damage is also all that is required to destroy one of the clones. If a clone moves 40m away from the castor it fades into nothingness. Each clone can move around according to the castor's will at a speed of 20m/s.
- Code:
[b]Name:[/b] Marx Replication
[b]Tier:[/b] A
[b]Cost:[/b] 20 magoi | 10 sustained
[b]Type:[/b] Perfect Illusion
[b]Class:[/b] Offensive
[b]Range:[/b] 40m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 posts; Sustained +1
[b]Description:[/b] When cast this spell allows the user to create illusory clones made partially solid. The user can clone anything 15 to 20 times so long as its scale does not exceed 5m. These clones can be of objects or people and are capable of dealing D-tier damage. D-tier damage is also all that is required to destroy one of the clones. If a clone moves 40m away from the castor it fades into nothingness. Each clone can move around according to the castor's will at a speed of 20m/s. At the start of the users sustained turns, the number of replicas will replenish to 20.
Spells
- D-Tier:
- Name: Forecast
Tier: D
Cost: 10 Magoi
Element: Water
Class: Supplementary || Clairvoyance
Range: N/A
Duration: Instant
Cool-Down: Only one use per thread
Description: This spell is unique as it does not include many commands to the rukh. Most of the spell is accomplished by listening to the rukh instead of giving it orders. The magician casting the spell gathers blue rukh at the tip of his/her staff and asks them what the weather will be like. The rukh will then react based on an accurate forecast. If it is sunny, the water will fade away. If it is rainy, the water will drip from the staff. If a serious storm is coming, the water will swirl around the staff violently. This spell does not give the user the right to decide what the weather will be outside of their own non-mission threads meaning it can only be used in the owners own social rps.
- Code:
[b]Name:[/b] Wet Ball
[b]Tier:[/b] D
[b]Cost:[/b] 10 Magoi | 5 Sustained
[b]Element:[/b] Water
[b]Class:[/b] Supplementary
[b]Range:[/b] 10m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 2 Posts; Sustained +1
[b]Description:[/b] The magician makes a few simple commands to the rukh causing them to form a 1 to 5m sphere of water to appear nearby. This sphere can move around at 10m/s within its range.
Name: Calling Waters
Tier: D
Cost: 10 Magoi
Element: Water
Class: Supplementary
Range: Close, 5m
Duration: One Turn
Cool-Down: 2 Turns
Description: The magician orders the rukh to gather water from the atmosphere. 10 gallons of water then manifests in the air in front of the user. Once the 10 gallons forms in the shape of a large blob of water, the user may choose any spot within 5 meters of themselves to drop it. The resulting splash of water can be enough to soak a small group of people or knock over small children and animals weighing less than 60lbs.
- Code:
[b]Name:[/b] Calling Waters
[b]Tier:[/b] D
[b]Cost:[/b] 10 Magoi
[b]Element:[/b] Water
[b]Class:[/b] Supplementary
[b]Range:[/b] 10m
[b]Duration:[/b] One Turn
[b]Cool-Down:[/b] 2 Turns
[b]Description:[/b] The magician orders the rukh to gather water from the atmosphere. A 5m sphere of water then manifests in the air in front of the user. Once the sphere forms in the shape of a large blob of water, the user may choose any spot within 10 meters of themselves to drop it. The resulting splash of water can be enough to soak a small group of people or knock over small children and animals weighing less than 60lbs.
Name: Whip
Tier: D
Cost: 10 Magoi; 5 sustained
Element: Water
Class: Offensive
Range: 5m
Duration: 2 posts
Cool-Down: 2 posts
Description: The user swipes their staff through the air and commands the rukh to form a 5 meter long whip from the tip of their staff/wand. The whip can wrap around a target upon hitting it or bat away D-tier attacks before being broken. If the user sustains their magoi for the technique, the water whip will reform using water from the atmosphere at the beginning of their next post if the duration has not yet run out. When the whip reforms, it will do so in a neutral position as oppsed to reforming in the exact place it was before being destroyed. The whip can move at 5m/s. If the whip catchs a target it will deal minor D-tier cuts from tiny water blades.
- Code:
[b]Name:[/b] Whip
[b]Tier:[/b] D
[b]Cost:[/b] 10 Magoi | 5 sustained
[b]Element:[/b] Water
[b]Class:[/b] Offensive
[b]Range:[/b] 5m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 2 posts; Sustained +1
[b]Description:[/b] The user swipes their staff through the air and commands the rukh to form a 1 to 5 meter long whip from the tip of their staff/wand. The whip can wrap around a target upon hitting it or bat away D-tier attacks before being broken. If the user sustains their magoi for the technique, the water whip will reform using water from the atmosphere at the beginning of their next post if the duration has not yet run out. When the whip reforms, it will do so in a neutral position as opposed to reforming in the exact place it was before being destroyed. The whip can move at 5m/s. If the whip catches a target it will deal minor D-tier cuts from tiny water blades.
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 moving away at 10m/s. 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: Ring
Tier: D
Cost: 10 Magoi | 5 Sustained
Element: Sound
Class: Supplementary
Range: 10m
Duration: 3 turns
Cool-Down: 4 turns
Description: The user generates 5 spheres of green rukh around the head of their staff that are 0.5m in diameter. The spheres are then flung towards a target at 10m/s and can then be moved freely within a 10m area around the caster. Upon striking a target, a sphere will stick to their body and move to their head. Anything inside the sphere is subjected to a loud ringing sound that cancels out any outside noise and causes a minor headache.
- Code:
[b]Name:[/b] Ring
[b]Tier:[/b] D
[b]Cost:[/b] 10 Magoi | 5 Sustained
[b]Element:[/b] Sound
[b]Class:[/b] Supplementary
[b]Range:[/b] 10m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 2 turns; Sustained +1
[b]Description:[/b] The user generates 5 spheres of green rukh around the head of their staff that are 0.5m in diameter. The spheres are then flung towards a target at 10m/s and can then be moved freely within a 10m area around the caster. Upon striking a target, a sphere will stick to their body and move to their head. Anything inside the sphere is subjected to a loud ringing sound that cancels out any outside noise and causes a minor headache.
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 is 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.
- C-Tier:
- Name: Stubborn Current
Tier: C
Cost: 20 magoi on cast; 10 sustain
Element: Water
Class: Offensive
Range: 10m
Duration: Up to 2 Turns
Cool-Down: 3 Turns
Description: This spell uses a few simple commands to make water condense at the tip of the users staff before being released in a high pressure stream moving 15m/s. This stream of water twists and churns as it crashes forwards with enough force to knock a target back at least 5m. If a large object is swept up with the stream or the target is pushed back into a sturdy surface, the impact can potentially crack or break bone. The stream can be guided to turn and change direction so long as it hasn't left 10 meters of the user. The stream itself is 2m in diameter and will cease if something cuts off the flow from the users staff. Knocking the staff from the users hand is another method of stopping this spell.
- Code:
[b]Name:[/b] Stubborn Current
[b]Tier:[/b] C
[b]Cost:[/b] 20 magoi on cast | 10 sustain
[b]Element:[/b] Water
[b]Class:[/b] Offensive
[b]Range:[/b] 10m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Turns; Sustained +1
[b]Description:[/b] This spell uses a few simple commands to make water condense at the tip of the users staff before being released in a high pressure stream moving 15m/s. This stream of water twists and churns as it crashes forwards with enough force to knock a target back at least 5m. If a large object is swept up with the stream or the target is pushed back into a sturdy surface, the impact can potentially crack or break bone. The stream can be guided to turn and change direction so long as it hasn't left 10 meters of the user. The stream itself is 2m in diameter and will cease if something cuts off the flow from the users staff. Knocking the staff from the users hand is another method of stopping this spell.
Name: Mist
Tier: C
Cost: 20 Magoi | 10 Sustained
Element: Water
Class: Supplementary
Range: 20m
Duration: Sustained
Cool-Down: 3 Posts; Sustained +1
Description: The user speaks the name of the spell and commands water in the are to condense into a thick foggy mist. The mist cloud surrounds the caster in a 10m diameter and makes it impossible to see their exact location. On the other hand, the caster is aware of anything that moves within the mist and displaces water particles. The mist can diffuse 1 C-tier light magic and cool off up to 1 B-tier heat magic(Due to elemental strength). Using lightning magic of any kind on this spell will instantly hit anyone still inside of the cloud when shocked, this includes the original caster of the spell(due to elemental weakness). The cloud expands at a rate of 15m/s and can be moved around at the same speed within a range of 20m.
Name: Flood Fill
Tier: C
Cost: 20 Magoi
Element: Water
Class: Supplementary
Range: 20m
Duration: 3 posts
Cool-Down: 4 posts
Description: The user points their staff at a hollow object or construct and sends their magoi towards it at a speed of 15m/s. Upon reaching the target, the magoi enters the hollowed space and begins generating water. The water can fill up to 10m of space and can be moved around at will inside the hollow target at a speed of 15m/s. This does not work on humans or beasts but can work on life forms created by the caster through life magic.
Name: Frost Bite
Tier: C
Cost: 20 Magoi; 10 sustained
Element: Ice
Class: Supplementary
Range: 5m
Duration: 3 posts
Cool-Down: 3 posts
Description: This spell include 8 different commands to form an elegant spell with a simple effect. First the Rukh gather water from the atmosphere in the form of two water balls which spin around the staff of the caster. When he/she has decided on a target, the water balls are released at a speed of 15m/s toward two limbs. If the water balls connect, they will spread across the entire limb and then freeze solid into casts of ice which grows thicker by freezing more water from the atmosphere. It requires C rank impact or a heat magic spell to free the limbs without simply waiting for them to thaw in 3 turns.
- Code:
[b]Name:[/b] Frost Bite
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi; 10 sustained
[b]Element:[/b] Ice
[b]Class:[/b] Supplementary
[b]Range:[/b] 5m
[b]Duration:[/b] 3 posts
[b]Cool-Down:[/b] 3 posts
[b]Description:[/b] This spell include 8 different commands to form an elegant spell with a simple effect. First the Rukh gather water from the atmosphere in the form of two water balls which spin around the staff of the caster. When he/she has decided on a target, the water balls are 1 to 5m in size and are released at a speed of 15m/s toward two limbs. If the water balls connect, they will spread across the entire limb and then freeze solid into casts of ice which grows thicker by freezing more water from the atmosphere. It requires C rank impact or a heat magic spell to free the limbs without simply waiting for them to thaw in 3 turns. The two frozen limbs suffer from C-tier immobilization and during sustained turns another pair of water orbs appear.
Name: Crackle
Tier: C
Cost: 20 Magoi
Element: Ice
Class: Offensive
Range: 20m
Duration: 1 post
Cool-Down: 3 posts
Description: The user aims their staff or hand at a target and chants the spell name which imposes several commands upon the rukh to pull water from the atmosphere to form into a 3m long spike cluster of ice. This spike is then fired at the speed of 15m/s towards the target. On impact, the spiky cluster deals C-tier damage in the form of sheer impact and the sharpness of the ice spikes.
Name: Icicle Rain
Tier: C
Cost: 20 Magoi | 10 Sustained
Element: Water | Ice
Class: Offensive
Range: 20m
Duration: 3 Posts
Cool-Down: 4 Posts
Description: The user generates water above their staff from magoi and gathers more from the atmosphere in order to form ten 1m long spikes of ice. These spikes can then be fired up to 20m away at 15m/s dealing D-tier piercing damage. If all ten icicles hit a single target then a total of C-tier damage will be dealt. Each turn a new volley of ice spikes will form and can be aimed once more to fire another wave until the spell ends.
- Code:
[b]Name:[/b] Icicle Rain
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi | 10 Sustained
[b]Element:[/b] Water | Ice
[b]Class:[/b] Offensive
[b]Range:[/b] 20m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] The user generates water above their staff from magoi and gathers more from the atmosphere in order to form ten 1m long spikes of ice. These spikes can then be fired up to 20m away at 15m/s dealing D-tier piercing damage. If all ten icicles hit a single target then a total of C-tier damage will be dealt. Each turn a new volley of ice spikes will form and can be aimed once more to fire another wave until the spell ends.
Name: Slippery Step
Tier: C
Cost: 20 Magoi | 10 Sustained
Element: Water | Ice
Class: Supplementary
Range: Self
Duration: 5 Posts
Cool-Down: 6 Posts
Description: The caster commands the rukh to generate a track of ice just wide enough for their feet up to 10m in length that extends in any direction. This track extends at a speed of 15m/s and is followed by a stream of water that runs along its surface pushing the user and anyone else riding it for an instant burst of speed. The speed depends on the direction of travel. Moving on a flat or downward slope, the user gains a burst of speed at 15m/s, however upward slopes of 45 degrees or more will slow the burst of speed to 10m/s. It is impossible to move upwards on a slope of 60 degrees or greater. So long as magoi is sustained, the user can extend the track once more and gain an additional burst of speed once per turn.
- Code:
[b]Name:[/b] Slippery Step
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi | 10 Sustained
[b]Element:[/b] Water | Ice
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] The caster commands the rukh to generate a track of ice just wide enough for their feet up to 10m in length that extends in any direction. This track extends at a speed of 15m/s and is followed by a stream of water that runs along its surface pushing the user and anyone else riding it for an instant burst of speed. The speed depends on the direction of travel. Moving on a flat or downward slope, the user gains a burst of speed at 15m/s, however upward slopes of 45 degrees or more will slow the burst of speed to 10m/s. It is impossible to move upwards on a slope of 60 degrees or greater. So long as magoi is sustained, the user can extend the track once more and gain an additional burst of speed once per turn.
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 15m/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.
- Code:
[b]Name:[/b] Cold Shock
[b]Tier:[/b] C
[b]Cost:[/b] 20
[b]Element:[/b] Concussive Magic | Sound + Ice
[b]Class:[/b] Offensive
[b]Range:[/b] 20m
[b]Duration:[/b] 3 posts
[b]Cool-Down:[/b] 4 posts
[b]Description:[/b] 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 15m/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. The spell will fade away within three turns of its creation assuming it fails to find or reach a target.
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 range is defined by a 10m diameter cone in the direction the user points their staff traveling up to 20m in one direction. 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. The sound wave moves at 15m/s.
- Code:
[b]Name:[/b] Equilibrium
[b]Tier:[/b] C
[b]Cost:[/b] 20
[b]Element:[/b] Sound
[b]Class:[/b] Supplementary
[b]Range:[/b] 20m
[b]Duration:[/b] 3 posts
[b]Cool-Down:[/b] 4 posts
[b]Description:[/b] 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 range is defined by a 10m diameter cone in the direction the user points their staff traveling up to 20m in one direction. 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. If the victim wanted to move their right hand to cut with a held sword, they would do so with their left hand instead. The 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. The sound wave moves at 15m/s and its effects linger for 3 turns.
Name: Gravity Lift, Stage 1
Tier: C
Cost: 20 Magoi on cast | 10 sustain
Element: Gravity
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 3 posts; Sustained +1
Description: A magician lowers the influence of gravity around their body. This gives them the ability to lift off, hover, and soar through the sky at a maximum speed of 5m/s. They can control the force of gravity around their body at any given moment, able to slow down, speed up, or stop flying completely.
- B-Tier:
- Name: Slipping Sleet
Tier: B
Cost: 30 Magoi
Element: Water/Ice
Class: Supplementary
Range: 30ms
Duration: One Turn
Cool-Down: 5 Turns
Description: This spell requires a source of water be within 5 meters of their body before use. It cannot be cast from the water in the atmosphere. The magician commands the rukh to flow in the direction of their staff forming a 3 meter wide stream along the ground. The rukh touching the ground then freeze to form a long slippery walk way of ice that is incredibly smooth. The water remaining above the slippery ice is then told to recede back towards the caster. Anyone standing on the path will then be washed towards the castor at a speed of 20m/s. The spells purpose is to pull a target closer to the caster and works best on charging opponents.
- Code:
[b]Name:[/b] Slipping Sleet
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi
[b]Element:[/b] Water/Ice
[b]Class:[/b] Supplementary
[b]Range:[/b] 30ms
[b]Duration:[/b] One Turn
[b]Cool-Down:[/b] 5 Turns
[b]Description:[/b] The magician commands the rukh to flow in the direction of their staff forming a 3 meter wide stream along the ground. The rukh touching the ground then freeze to form a long slippery walk way of ice that is incredibly smooth. The water remaining above the slippery ice is then told to recede back towards the caster. Anyone standing on the path will then be washed towards the castor at a speed of 20m/s. The spells purpose is to pull a target closer to the caster and works best on charging opponents. The distance the path can be made extends from 10 to 15m away.
Name: Flood Domain
Tier: B
Cost: 30 Magoi; 20 sustained
Element: Water
Class: Supplementary
Range: 30m
Duration: 3 Posts
Cool-Down: 5 Posts
Description: The caster uses water magic to produce a large 15m sphere of water around them. This sphere can be moved within a 30m radius of the user at a speed of 20m/s. In order to move this massive sphere of water, the caster must be standing still. However if they are happy with it's location they are free to move around in the water at will. Inside this sphere of water the currents are constantly spinning and churning which toss around anyone unable to move faster than 5m/s under water. 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. 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 A-tier to evaporate enough water to break free where as lightning magic used on this ability will hit anyone inside the water.
- Code:
[b]Name:[/b] Flood Domain
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 sustained
[b]Element:[/b] Water
[b]Class:[/b] Supplementary
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 Posts; Sustained +1
[b]Description:[/b] The caster uses water magic to produce a large 15m sphere of water around them. This sphere can be moved within a 30m radius of the user at a speed of 20m/s. In order to move this massive sphere of water, the caster must be standing still. However if they are happy with it's location they are free to move around in the water at will. Inside this sphere of water the currents are constantly spinning and churning which toss around anyone unable to move faster than 5m/s under water. This disorientates its victims rendering them unable to tell which way is up and which way is down as they are tossed about at 20m/s. 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. 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 the castors next post. Lightning magic used on this ability will hit anyone inside the water.
Name: Deep Freeze
Tier: B
Cost: 30 Magoi
Element: Ice | Water
Class: Supplementary
Range: 20m
Duration: 4 posts
Cool-Down: 5 posts
Description: The caster uses water magic to gather a large 15m blob of water and then sends it towards a target at a speed of 20m/s. Upon catching someone, the sphere of water quickly centers itself on its prey and then the entire thing freezes over solid. The tomb of ice will last for 4 posts and freeze the targets entire body. C-tier heat magic and above can thaw the deep freeze sooner.
- Code:
[b]Name:[/b] Deep Freeze
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi
[b]Element:[/b] Ice | Water
[b]Class:[/b] Supplementary
[b]Range:[/b] 20m
[b]Duration:[/b] 4 posts
[b]Cool-Down:[/b] 5 posts
[b]Description:[/b] The caster uses water magic to gather a large 10 to 15m blob of water and then sends it towards a target at a speed of 20m/s. Upon catching someone, the sphere of water quickly centers itself on its prey and then the entire thing freezes over solid. The tomb of ice will last for 4 posts and freeze three of the targets limbs leaving only one still able to move within an air gap inside the tomb. C-tier heat magic and above can thaw the deep freeze sooner.
Name: Frozen Horn
Tier: B
Cost: 20 Magoi
Element: Ice
Class: Offensive
Range: Self
Duration: 4 Posts
Cool-Down: 5 Posts
Description: The caster manifests ice from water in the atmosphere around their staff in the shape of a sharpened Rampaging Unicorn Horn that is 3m long. This ice coating will deal B rank cutting damage on a clean hit but will shatter in contact with an equal ability or two C-tiers. The ice forms at a rate of 20m/s.
Name: Glacial Arc
Tier: B-tier
Cost: 30 Magoi
Element: Ice
Class: Offensive
Range: 20m
Duration: Instant
Cool-Down: 5 posts
Description: The user swipes their staff horizontally through the air leaving a curving arc of ice in its wake. The arc grows to be 5 meters wide and sharpens before flying towards a target at 20m/s. On impact the ice blade will break bones and cut deeply into flesh.
Name: Carnival of Bubbles
Tier: B
Cost: 30 Magoi | 15 Sustained
Element: Cavitation | Water + Sound
Class: Offensive
Range: 30m
Duration: 3 Posts
Cool-Down: 5 Posts
Description: The user points their staff at a nearby water source and sends their magoi towards it at a rate of 20m/s. Upon reaching a water source, the rukh is commanded to form 5 cavitation bubbles within an area of 15m. These bubbles then burst dealing impact damage from the shockwave as well as burning damage from the intense heat generated from the act of cavitation. Each bubble only deals D-tier damage by itself however if three hit a target C-tier damage will be dealt and if all five hit a single target then B-tier damage will be dealt.
- Code:
[b]Name:[/b] Carnival of Bubbles
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Element:[/b] Cavitation | Water + Sound
[b]Class:[/b] Offensive
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 Posts; Sustained +1
[b]Description:[/b] The user points their staff at a nearby water source and sends their magoi towards it at a rate of 20m/s. Upon reaching a water source, the rukh is commanded to form 5 cavitation bubbles within an area of 15m. These bubbles then burst dealing impact damage from the shockwave as well as burning damage from the intense heat generated from the act of cavitation. Each shockwave is 3m in diameter and each bubble is 1m in size. The bubbles only deals D-tier damage by themselves however if three hit a target C-tier damage will be dealt and if all five hit a single target then B-tier damage will be dealt.
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 moving at a speed of 20m/s. Being hit with this shockwave can send a full grown human back several meters.
Name: Gravity Lift, Stage 2
Tier: B
Cost: 30 on cast | 15 sustain
Element: Gravity
Class: Supplementary
Range: Self
Duration: Sustained
Cool-Down: 5 posts; Sustained +1
Description: A magician lowers the influence of gravity around their body. This gives them the ability to lift off, hover, and soar through the sky at a maximum speed of 10m/s. They can control the force of gravity around their body at any given moment, able to slow down, speed up, or stop flying completely.
Name: Groping Feelers
Tier: B
Cost: 30 Magoi | 15 Sustained
Element: Life
Class: Offensive/Supplementary
Range: 30m
Duration: 4 posts
Cool-Down: 5 posts
Description: The user generates purple rukh with their magoi and commands it to use nearby microscopic life as base components in creating a new life form. The beast created is a mass of plant-like flesh that has 5 smooth tentacles each 3m in length. (Reference Image) Each tentacle has the girth of a grown man's arm and can move freely in all directions. Each tentacle is hollow and can move around at 20m/s to both move this beast around as well as to lash out at enemy targets. The tentacles can squeeze a target to crush it, the force of this squeezing deals damage based on how many of the tentacles are actively grasping a target. Individually they can cause D-tier bruising, three together can crack bones with C-tier damage, and all five working together can deal B-tier damage breaking bones. Alternatively instead of dealing damage the beast can attempt to paralyze it's victim by holding their limbs in place and putting pressure on their nerves. The severity of paralysis increases in tier by the number of tentacles being used at the same scale as damage. It only takes D-tier damage to destroy a tentacle or B-tier damage to kill the beast if striking it's bulbous head where the tentacles meet, however so long as magoi is sustained the creature will reform at the start of the next turn.
- Code:
[b]Name:[/b] Groping Feelers
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Element:[/b] Life
[b]Class:[/b] Offensive
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 posts; Sustained +1
[b]Description:[/b] The user generates purple rukh with their magoi and commands it to use nearby microscopic life as base components in creating a new life form. The beast created is a mass of plant-like flesh that has 5 smooth tentacles each 3m in length. ([url=http://fc00.deviantart.net/fs70/i/2011/252/4/e/baby_tentacle_monster_by_frostyx999-d49dery.jpg][b]Reference Image[/b][/url]) Each tentacle has the girth of a grown man's arm and can move freely in all directions. Each tentacle is hollow and can move around at 20m/s to both move this beast around as well as to lash out at enemy targets. The tentacles can squeeze a target to crush it, the force of this squeezing deals damage based on how many of the tentacles are actively grasping a target. Individually they can cause D-tier bruising, three together can crack bones with C-tier damage, and all five working together can deal B-tier damage breaking bones. It only takes D-tier damage to destroy a tentacle or B-tier damage to kill the beast if striking it's bulbous head where the tentacles meet, however so long as magoi is sustained the creature will reform at the start of the next turn.
Name: School of Animosity
Tier: B
Cost: 30 Magoi | 15 Sustained
Element: Life
Class: Offensive
Range: 30m
Duration: 4 posts
Cool-Down: 5 posts
Description: The caster uses their magoi to generate life magic and commands the rukh to use nearby microscopic life as a base to create a school of 1m long plant creatures that resemble fish. (Reference Image) This spell creates 15 fish in total and each one can deal and receive D-tier damage in the form of small cuts from either biting or ramming into a target with their sharp bodies before being destroyed. They can move through the air at 10m/s and move through the water at 15m/s. Each turn, new fish are generated next to the caster until they reach their max number again so long as magoi is sustained.
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[b]Name:[/b] School of Animosity
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Element:[/b] Life
[b]Class:[/b] Offensive
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 posts; Sustained +1
[b]Description:[/b] The caster uses their magoi to generate life magic and commands the rukh to use nearby microscopic life as a base to create a school of 1m long plant creatures that resemble fish. ([url=http://fc07.deviantart.net/fs71/f/2013/309/2/9/indoor_fish_1_by_daedalus_net-d6t573f.png][b]Reference Image[/b][/url]) This spell creates 15 fish in total and each one can deal and receive D-tier damage in the form of small cuts from either biting or ramming into a target with their sharp bodies before being destroyed. They can move through the air at 15m/s and move through the water at 20m/s. Each turn, new fish are generated next to the caster until they reach their max number again so long as magoi is sustained.
- A-tier:
- 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 25m/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.
- Code:
[b]Name:[/b] Deep Blue
[b]Tier:[/b] A
[b]Cost:[/b] 40 Magoi | 20 Sustained
[b]Element:[/b] Water
[b]Class:[/b] Offensive
[b]Range:[/b] 40m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 7 posts; Sustained +1
[b]Description:[/b] The caster summons a massive 20 to 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 25m/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.