Last edited by Yakuroro on 14/09/15, 05:19 pm; edited 1 time in total
Last edited by Yakuroro on 14/09/15, 05:19 pm; edited 1 time in total
Last edited by Yakuroro on 14/09/15, 05:17 pm; edited 1 time in total
Last edited by Duquin on 07/09/17, 08:08 pm; edited 8 times in total
[b]Name:[/b] The Power Source
[b]Tier:[/b] N/A
[b]Cost:[/b] (See Below)
[b]Element:[/b] Life
[b]Class:[/b] Ritual
[b]Range:[/b] N/A
[b]Cool-Down:[/b] N/A
[b]Description:[/b] The Power Source is an advanced spell from Alma Torran which is used to power other Ritual Spells. This spell requires live human sacrifices in order to harvest the energy necessary to power other spells (1 thread an activity check showing the sacrifices being sacrificed). This spell costs a base 30,000 Huang to initially setup and an additional base 30,000 Huang each activity check after that in order to sustain it (Price Varies Based On Size).
[b]Name:[/b] Frozen Mold
[b]Tier:[/b] D
[b]Cost: [/b]N/A
[b]Element:[/b] Sound + Ice
[b]Class:[/b] Supplementary
[b]Range:[/b] >1m
[b]Duration:[/b] One Month IC
[b]Cool-Down:[/b] N/A
[b]Description:[/b] 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.
[b]Name:[/b] Cleansing Pool
[b]Tier:[/b] D
[b]Cost:[/b] N/A
[b]Element:[/b] Water + Sound
[b]Class:[/b] Social
[b]Range:[/b] 20m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 2 Posts; Sustained +1
[b]Description:[/b] The caster points their staff at a location and produces a ball of water 1 to 5m in diameter. This water is then heated with vibrations and can be an effective method of bathing oneself as the vibrating water also massages away dirt and other messes from the body. The body of water can be moved around at will and constantly heated so long at it is sustained or it can be dropped into a pool/tub. After sustaining is dropped the water stays hot for one post, becomes warm the next post, and settles to ambient temperature on a third post.
[b]Name:[/b] Phantom Veil
[b]Tier:[/b] D
[b]Cost:[/b] 10|5 Magoi/Stamina
[b]Element:[/b] Perfect Illusion[Sound + Light]
[b]Class:[/b] Supplementary
[b]Range:[/b] 10m
[b]Cool-Down:[/b] 2 posts +1
[b]Description:[/b] The user commands the rukh to cover a target within range such as himself, another person, or even an object. Light and Sound rukh surrounding the target are commanded to combine their efforts to cloak it in a perfect illusion of something else. This can't make the target invisible, but it can disguise it as anything of equal, or greater size. The upper limit for the size of what can be disguised with this spell is a scale of 5m. The veil travels and shrouds at a speed of 10m/s.
[b]Name:[/b] Tracking Dew
[b]Tier:[/b] D
[b]Cost:[/b] 10 Magoi | 5 Sustained
[b]Element:[/b] Clairvoyance
[b]Class:[/b] Supplementary
[b]Range:[/b] 10m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 2 Posts; Sustained +1
[b]Description:[/b] The user must obtain something which has been with their target for months OR some of their blood. By asking the rukh within the medium for directions, the user can track the owner to their current position. The rukh conveys which way to go by forming a trail of dew droplets in the environment up to 10m away from the caster. As they follow the trail it continues to spread until it reaches the individual they were tracking.
[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 blob moves at 10m/s and when dropped it results in a splash of water enough to soak a small group of people or knock over small children and animals weighing less than 60lbs.
[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 a D-tier ability 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.
[b]Name:[/b] Buzz
[b]Tier:[/b] D
[b]Cost:[/b] 10
[b]Element:[/b] Sound
[b]Class:[/b] Supplementary
[b]Range:[/b] 10m
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 2 posts
[b]Description:[/b] The caster creates a low tone buzzing sound from their staff moving away at 10m/s. The immediate area around the caster(.5m radius) is silent, however those 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.
[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.
[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.
[b]Name:[/b] Mist
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi | 10 Sustained
[b]Element:[/b] Water
[b]Class:[/b] Supplementary
[b]Range:[/b] 20m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 Posts; Sustained +1
[b]Description:[/b] 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.
[b]Name:[/b] Crackle
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi
[b]Element:[/b] Ice
[b]Class:[/b] Offensive
[b]Range:[/b] 20m
[b]Duration:[/b] 1 post
[b]Cool-Down:[/b] 3 posts
[b]Description:[/b] 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.
[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.
[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.
[b]Name:[/b] Gravity Lift, Stage 1
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi on cast | 10 sustain
[b]Element:[/b] Gravity
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 3 posts; Sustained +1
[b]Description:[/b] 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]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 crack and fracture bone on impact. 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.
[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] Sustained
[b]Cool-Down:[/b] 3 posts; Sustained +1
[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.
[b]Name:[/b] Cold Shock
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi | 10 sustained
[b]Element:[/b] Concussive Magic | Sound + 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 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. If sustained, a new ball of ice is made near the caster.
[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] Instant
[b]Cool-Down:[/b] 3 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.
[b]Name:[/b] Flood Fill
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi
[b]Element:[/b] Water
[b]Class:[/b] Supplementary
[b]Range:[/b] 20m
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 3 posts
[b]Description:[/b] 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 lasts 3 posts. This does not work on humans or beasts but can work on life forms created by the caster through life magic.
[b]Name:[/b] Reminiscing Visions
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Element:[/b] Clairvoyance
[b]Class:[/b] Supplementary
[b]Range:[/b] 30m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 Posts
[b]Description:[/b] The caster must obtain a sample of the target's flesh or blood in order to cast this spell. By using this as a medium, the caster can ask the rukh to reveal to himself and up to 15 others present within 30m of his person the past of the target individual. This allows the user to view past events they would otherwise be unable to witness. The past is viewed as if one were a third party perspective but is limited to events surrounding the perspective of the target individual.
[b]Name:[/b] Bending Veil
[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
[b]Description:[/b] The caster give the rukh a command to use water to bend light around themselves or one target granting full invisibility. So long as the target remains within the range of the magician, the spell will render them invisible to the naked eye and magician's of equal or lesser rank to the ability. The speed at which this spell moves from the caster to their target is 20m/s.
[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.
[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 as if it were a tier higher.
[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] 30m
[b]Duration:[/b] 1 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.
[b]Name:[/b] Glacial Arc
[b]Tier:[/b] B-tier
[b]Cost:[/b] 30 Magoi
[b]Element:[/b] Ice
[b]Class:[/b] Offensive
[b]Range:[/b] 20m
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 5 posts
[b]Description:[/b] 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.
[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.
[b]Name:[/b] Frozen Horn
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi
[b]Element:[/b] Ice
[b]Class:[/b] Offensive
[b]Range:[/b] Self
[b]Duration:[/b] 1 Post
[b]Cool-Down:[/b] 5 Posts
[b]Description:[/b] 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 or blunt damage when using the flat faces of the weapon. The horn will shatter in contact with an equal ability or two C-tiers. The ice forms at a rate of 20m/s. The ice lasts for 4 posts total.
[b]Name:[/b] Bubble Burst
[b]Tier:[/b] B
[b]Cost:[/b] 30
[b]Element:[/b] Cavitation Magic | Water + Sound
[b]Class:[/b] Offensive
[b]Range:[/b] 15m
[b]Duration:[/b] Instant
[b]Cool-Down:[/b] 5 posts
[b]Description:[/b] 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 3 to 5 meters.
[b]Name:[/b] Gravity Lift, Stage 2
[b]Tier:[/b] B
[b]Cost:[/b] 30 on cast | 15 sustain
[b]Element:[/b] Gravity
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 5 posts; Sustained +1
[b]Description:[/b] 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.
[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.
[b]Name:[/b] Resonance Wave
[b]Tier:[/b] A
[b]Cost:[/b] 40 Magoi | 20 Sustained
[b]Element:[/b] Cymatic | Water + Sound
[b]Class:[/b] Offensive
[b]Range:[/b] 40m
[b]Duration:[/b] Sustained
[b]Cool-Down:[/b] 7 turns
[b]Description:[/b] The magician points their staff at a target organism or body of water and generates a vibrating orb of magoi at the tip. The orb is negligible in size(0.1m diameter) and is fired off at 25m/s towards the target. Upon reaching a water source or the water abundant flesh of a life form, the orb enters and begins sending resonant vibrations resounding throughout the target. This can affect a scale of 20 to 25m or three limbs inside a targets body including the torso. A-tier abrasions are dealt externally or internally tearing up skin and muscle or shattering bone and internal organs.
[b]Name:[/b] Firm Shift
[b]Tier:[/b] D
[b]Cost:[/b] 10 Magoi | 5 Sutained
[b]Weapon Type:[/b] Tower Shield
[b]Class:[/b] Defensive
[b]Range:[/b] Self
[b]Cool-Down:[/b] 2 posts
[b]Description:[/b] Making use of a heavy weapon or shield, the user shifts their own weight behind it and takes on the brunt of an incoming attack. On impact, the user then shifts the force aside performing a parry capable of blocking up to C-tier damage. The defensive object is moved into place to receive the damage at 10m/s.
[b]Name:[/b] Turning Hill
[b]Tier:[/b] C
[b]Cost:[/b] 20 Magoi | 10 Sustained
[b]Weapon Type:[/b] Tower Shield
[b]Class:[/b] Defensive
[b]Range:[/b] Self
[b]Cool-Down:[/b] 3 posts
[b]Description:[/b] Making use of a heavy weapon or shield, the user shifts their own weight behind it and takes on the brunt of an incoming attack. On impact, the user then shifts the force aside performing a parry capable of blocking up to B-tier damage. The defensive object is moved into place to receive the damage at 15m/s.
[b]Name:[/b] Roling Mountain
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Weapon Type:[/b] Tower Shield
[b]Class:[/b] Defensive
[b]Range:[/b] Self
[b]Cool-Down:[/b] 5 Post
[b]Description:[/b] Making use of a heavy weapon or shield, the user shifts their own weight behind it and takes on the brunt of an incoming attack. On impact, the user then shifts the force aside performing a parry capable of blocking up to A-tier damage. The defensive object is moved into place to receive the damage at 20m/s.
[b]Name:[/b] Flowing Breath
[b]Tier:[/b] B
[b]Cost:[/b] 30 Magoi | 15 Sustained
[b]Weapon Type:[/b] Magoi Manipulation
[b]Class:[/b] Supplementary
[b]Range:[/b] Self
[b]Cool-Down:[/b] 10 posts
[b]Description:[/b] The user performs an internal breath circulating magoi throughout their body promoting increased blood flow. As the magoi enhances their muscles it grants them a temporary movement speed boost of 20m/s.
[b]Djinn:[/b] Marax
[b]Type:[/b] Sword
[b]Theme:[/b] Perfect Illusion
[b]Chant:[/b] "The Djinn of Mischief and Deceit! Heed my will and dwell in my body, Marax!"
[b]Cost:[/b] 10 on cast; 5 per post
[b]Cool-Down:[/b] 5 posts
[b]Appearance:[/b] In weapon equip form, Marax takes the shape of a wicked looking sword. Normally a two handed weapon, this 5ft long sword with a 4ft long blade almost looks like a standard short sword when held by the tall Imuchakk Yakuroro. There is an illusory haze around the surface of this deep purple blade that makes the air just a couple cm off the edge appear wavy as with a mirage. This effect is too small and close to the blade to be used in combat, but it is still noticable at a distance making it a question as to whether or not the blade is an illusion itself.
[b]Djinn:[/b] Marax
[b]Type:[/b] Longsword
[b]Theme:[/b] Perfect Illusion | Light + Sound
[b]Chant:[/b] "O' Djinn of Mischief and Deceit! Let my will bend reality and grant me the power to fool even the wise! Dwell in my body and let your power be unleashed!"
[b]Flight:[/b] 15m/s
[b]Cost:[/b] 20 on cast; 10 per post
[b]Cool-Down:[/b] 8 posts
[b]Appearance:[/b] The full Djinn Equip of Marax gives the user a rather menacing visual appearance. Their skin turns blue like that of a djinn and their body becomes clad in a dark purple armor. The head is covered in dark purple shadows making it impossible to see ones face save for six glowing eyes turned 90 degrees like the third eye most djinn possess. The weapon that comes with the djinn equip grows to be a total of 7 feet long with 1 foot dedicated to the handle. The illusory haze that was once surrounding the blade is replaced by the dark purple shadows covering the user's head. These shadows rise off the edge of the sword which now has jagged bits sticking out almost reminiscent of the branches on a rampaging unicorn horn.
[b]Name:[/b] Marx Shadow
[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 creates a perfect copy of the user or another target they have seen before. If the user has heard the targets voice the copy will replicate it perfectly as well. This clone has the durability of an A-tier ability and can move at 25m/s dealing A-tier damage once per post to any enemies it attacks.
[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 to be a massive 20 to 25m long sword. This blade takes on the appearance of a brilliant shining great sword of light wrapped in a glowing aura. This massive blade can then be swung at 25 m/s for a single attack. This sword deals A-tier cutting and burning damage. The wounds left behind by this attack are cauterized from the intense heat of the false light leaving behind 3rd degree burns.
[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.
[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.
[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.
Last edited by Yakuroro on 29/03/16, 04:07 pm; edited 14 times in total
[center][img]http://i.imgur.com/KRafgks.jpg?2[/img][/center]
[b]Name:[/b] Rampaging Unicorn Horn Slayer
[b]Tier:[/b] B-Tier
[b]Type:[/b] Greatsword
[b]Appearance:[/b] A 2 meter long greatsword forged from a slightly smaller weapon. The base core is made of Rampaging Unicorn Horn that weighs about 30 pounds. This is covered by a shell of tempered steel shaped into the general form of a sword. The hilt is 30 cm long with an insulated grip made from ray skin and wood. There is also a clean cloth wrapped several times around the grip to add frictional support. A raised portion at the bottom of the hilt helps prevent the sword slipping out of hands due to any unforeseen circumstances in battle.
[center][img]http://fc02.deviantart.net/fs71/f/2010/271/a/4/vongola_ring_sign_by_sinnguyen-d2znm0f.png[/img][/center]
[b]Djinn:[/b] Marax
[b]Theme:[/b] Perfect Illusion | Sound + Light
[b]Type:[/b] Ring
[b]Appearance:[/b] A purple metal ring with a shield face that has a mist pattern. The myst pattern is surrounded by the magic seal engraved upon all metal vessels. It is a perfect fit for Yakuroro's left index finger.
[center][img]http://static.trendme.net/pictures/items/webmaster-MagicFlyingCarpet_Ilustracije_full_2251_19259.png[/img][/center]
[b]Item Name:[/b]
Flying Carpet
[b]Type:[/b]
Magic Tool
[b]Description[/b]:
A magical flying carpet that allows the user to soar through the sky. It measures 2 meters in width, 3 in length, and about 20cm in terms of thickness, making it quite flexible. This magical carpet gives a 25% word count reduction on traveling topics. The carpet can fly at a speed of 25 m/s at to a height of 60 meters. The carpet can hold up to 5 people at a time before being weighed down. *The carpet is indestructible, however it can be taken by force by anyone and made their own property. Damage still goes through and around the carpet, but none is dealt to the object itself.
Magi: The World of Magic » Misc. » Archive » Archived Characters Information » Vault Archives » Yaku's Vault
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