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    Mura's Spirit Bind Magic

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    Mura Kensho
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    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
    Position : None
    Posts : 875
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Mura's Spirit Bind Magic

    Post by Mura Kensho on 22nd September 2015, 11:53 pm

    Spirit Bind Magic





    Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
    Secondary Magic: Onmyōdō, The Way of Yin and Yang
    Caster or Holder: Caster
    Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a branch of spiritual conjuration that origins from the ancient ways of conjuring shikigamis, in which it drastically evolved into having the binding powers over any spirit. It's a magic that Mura Kensho had discovered a long time ago by simply training his ways to use magic as he found the ways of Ethernano, magic itself as the world of mages interesting. When activating this magic, it works by pulling spirits to this world's solid state through a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, and the result of a possessed medium is its increase of power and the unlocked opportunity of various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be. That is the major strenght of this branch of spirit conjuring magic.

    Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)

    Strengths:
    1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.

    2. This magic can deal extra damage to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals +25% the original effect/damage, and when slaying pure, wandering souls (who are mostly non-combative), it sends them right to the next world...

    3. It's exotic with its ability to boost a person's melee/tool power to the level of spells.

    4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize different elements by binding the spirits into them.

    5. It's very versatile and can quickly change forms, as well can the user switch between different spells quickly.

    Weaknesses:

    1. Ehm (uhm, mhm, hmh, hmm...), the magic requires that you "bind" a spirit into something. So you can't use a spell directly without binding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a binded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly binds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.

    5. You need at least one spirit and one medium to engage in combat.

    6. This magic focuses on the souls, both the user's and the opponent's; therefore, beings with no souls (for instance, undead) takes only ½ damage from this magic.

    Lineage:


    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a death (dark) mage uses for a spell to nullify it.
    Gains a user-ranked Dark-based signature spell.  (S-rank Max) It must be made in the magic app as normal in addition to spells made.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.


    Unique Abilities:

    1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 100 meters in radius.

    2. A Soul Is Hard To Heal: A passive that grants the user the power to not just damage one's flesh and skin, but maily one's soul. A boosted affection to the damage on any successfully hit opponent; by contacting his offensive spells, the target gains a 10% debuff on their endurance (it caps at 50%, and by 'endurance', it means that the target takes x% more damage from hits). Unless succesfully hit again, it lasts for 5 posts (when reaching 50%, the duration won't increase by more hits) and has a cooldown of 6 posts.

    3. Auric Influence: The mastery of his own soul appears in combat; Mura's mind and soul are often in what could be called a perfect harmony. Because of this spiritual and psychic mastery, he receives 5 MP per post in 2 posts, which can't go over 100% MP. It only happens when his mana pool is below that, and if having used a spell, then the ability is paused by one post as cooldown. Again, it happens in 2 posts, before the ability stops as well, so it's not permanently. Only when having stopped, and using a spell, then waiting for the cooldown, it will absorb mana once again. That is a calm control technique that the shaman has learned through many hours of meditation, both in complete silence and mid-combat.

    4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can also leak into other people and affect them once per try by a debuff of their movement by 20%, although he needs to stay inside of the person to keep it active. That ability lasts for 3 posts only and can only be used once; he can't damage the person while binded.
    He can only do this three times per thread and it takes 40% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.

    5. Ghost Slayer: This unique ability grants Mura a permanent +50% spellpower and debuff from his spells at any summoned creature or celestial spirits/normal spirits that he may face before his path. It also grants him a 50% resistance to any spells/attacks from any celestial spirit or summoned being.

    Signature Spells:


    Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Various, Supplementary Buff
    Duration: 4 posts max
    Cooldown: x posts that it's been activated
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, as in unlocking the other spells that the majority of this magic contains.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.

    2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.

    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.

    4. He can only use one spirit to buff himself with at a time.


    ----------------------------------------------------------------------------------------------------------

    Name: Spirit Bind: Sphere
    Rank: B
    Type: Defensive
    Duration: 2 posts
    Cooldown: 2 posts
    Description: While a spirit is in action, an invisible cloak is manifested around the user's body in the form of an invisible sphere that can expand into a radius of 100 meters max, granting them 2x a B-Rank spell damage power to be blocked before cracking away.

    Strengths:

    1. It's an efficient way to protect the user.

    2. It can catch the opponents in a surprise due to its transparent look.

    Weaknesses:

    1. People who have a special way to see the sphere deal 25% more damage to it.

    2. If broken, the user gains 5 HP damage due to the knockback.

    3. If the armor is broken too soon, then that adds an additional 2 HP damage per post that remained before the duration was over.


    ----------------------------------------------------------------------------------------------------------

    Name: True Aspect of Pluto (Shin Pluto no Yósó)
    Rank: B
    Type: Supplementary
    Duration: 5 posts
    Cooldown: 5 posts
    Description: As the aspect of the god of the underworld, Pluto, Mura can unlock its power that's been hidden deep within his soul. When that happens, his body will be covered in a sinister, dark aura of purplish, auric flames, expressing the presence of something darker than even devils; the king of darkness, Pluto, will grant its host with powering up all his spells in power by 50% for a short amount of time.
    Strengths:
    1. All his spells will be stronger for the duration.

    2. The dark forces are double as strong against light magics and mages.

    3. It spreads out fear and despair around its surroundings, most likely shocking those near him...

    Weaknesses:
    1. The user will be ½ as strong, as well as fragile, against God Slayers.

    2. Because of the influence from the god of the underworld, the user will often be distracted by the new personality that is slowly leaking out...

    3. He can only use it if he'd lost 10% of his health.

    4. It takes 2 HP per post when activated.
    Fusion Spells:
    Name The Way of Yin-Yang: Spirit Blessed By Buddha (Onmyōdō: Futsu Ni Shukufuku Sa Reta no Rei)
    Rank: C (D+D)
    Type: Various, Supplementary
    Fused Spells Spirit Bind: Unity (D) + Onmyōdō: Henjiru (D)
    Description: After having collected a spirit onto his palm, a wave of nature energy is transferred to the ghost’s spiritual structure. Its eyes will turn completely white as the nature energy settles, and its color will turn completely white with a black mist behind the white, clouded screen. Then, the user will launch the spirit into himself as usual for a Spirit Unity, but as his own soul unites with the other, the nature energy affects his physical prowess. The place where he launched the spirit into (ergo the body part that was functioning as a gate for the spirit to enter) will be ripped from clothes and reveal a david star on his skin. This spell grants him and his spells the nature element of whatever of the five elements that he’s in possession of (water, earth, metal, fire and wood). It also grants him a 50% spell damage power into the spells whose spirit key is used (ergo the spirit needed to do the specific spell).
    Duration: 5 posts
    Cooldown: 6 posts

    Strengths:
    1. It’s an efficient way to utilize his secondary powers with his primary as he can freely change the elements of his different spells during a turn.
    2. Because of the elemental nature that envelops him, he can effectively utilize the elemental (dis)advantages between him and the opponent.

    Weaknesses:
    1. He can only unite with one spirit at a time.
    2. It won’t help much against mages with an element that’s not a part of the five mentioned from ancient Taoism.
    3. If his spells are eaten by any kind of slayer, then it grants them 10% MP on top of what this spell costs in mana already.
    D Rank Spells:
    Kyuken-Style; Samurai's Grace:

    Name: Kyuken-Style: Samurai's Grace (Kyuken-ryú: Samurai no Yúyo)
    Rank: D
    Type: Non-Elemental, Counter
    Duration: Instant
    Cooldown: 2 posts
    Description:
    The user, with the boost from the techniques of Kyuken, the Heaven and Earth Swordsman, is capable of countering any spells or damage up this spell's rank in damage power by moving max 60 meters towards the enemy and landing a hit. It activates once a spell or attack of above-mentioned terms is about to contact the user while being noticed at least for a brief moment.

    Strengths:
    1. It's a long ranged attack and can reach up to 60 meters.

    2. It's a good counter with that range, so it helps him against distance-using opponents.

    3. He can use it swiftly and more versatile than other long-range spells because of its strange way.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.

    2. If the opponent is too far away, the spell won't be effective.

    3. It can't counter (block) spells higher ranked than its own rank, so C and B-Ranked spells will still deal damage to him.

    4. It can't be used if Kyuken isn't fused within Mura.

    Spirit Bind; Control:

    Name: Spirit Bind: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Various, Offensive
    Duration: 3
    Cooldown: 4
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spirit-auric form will be a good, solid, offensive form and can have many shapes and appearances, although it can't exceed the limit of 30 meters in size and radius. Being purely offensive, this spell does 1 D-Ranked melee damage per hit.
    Strengths:

    1. It can be used with any object that the user can hold in his hand.

    2. The bounded spirit's medium increases in damage.

    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. If made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.

    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).

    3. Other spirits/ethereal beings can break the user's spirit control.

    4. He can't use living things as a medium.

    Spirit Bind; Protect:

    Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
    Rank: D
    Type: Various, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells up to 3 D-Rank spells or 1 C-Rank spell.
    Strengths:

    1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.

    2. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.

    2. His spirit can't look around for Mura when using this move.

    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Kyuken-Style; Vacuum Buddha Slash:

    Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
    Rank: D
    Type: Offensive, Wind
    Duration: Instant
    Cooldown: 2 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 10 meters in width and 30 meters in height, and it moves with a speed of 22.5 meters per second.
    Strengths:
    1. The user can hit opponents further away from him.

    2. It's a fast spell and can quickly catch up to the target.

    3. It's 2x as strong against Lightning/Thunder Magic.

    Weaknesses:
    1. It's weak against Fire Magic (defense is only half as effective when hit by these types of spells).

    2. It's also weak against Metal Magic (defense is also only half as effective when hit by these types of spells).

    3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.

    4. It can't be used without the spirit of Kyuken.
    Jade Dragon Soul; Gem Slam:

    Name: Jade Dragon Soul: Gem Slam (Hisuiryurei: Hozon Suramu)
    Rank: D
    Type: Offensive, Emerald
    Duration: Instant
    Cooldown: 2 posts
    Description: With the soul of Zirconis, the user launches himself forward in a speed of 33,5 m/s and in a range of 60 meters, slamming his fist towards the target before him. The fist will be turned into pure jade during the launch, green and shiny in appearance, as well as tough and hard. It deals 1 D-Rank damage per hit.

    Strengths:

    1. It's a very wild spell and can slam through offensive and defensive spells of its own rank.

    Weaknesses:

    1. It can only be launched forward, which eases the attempt to dodge this spell.

    2. Magic stronger against the earth element is also stronger against this spell, granting them a 50% resistance against it.
    C Rank Spells:
    Spirit Bind; Embodiment:

    Name: Spirit Bind: Embodiment
    Rank: C
    Type: Various/Summon
    Duration: 4 posts
    Cooldown: 5 posts
    Description: The user binds a spirit into a medium, thus creates a full-body summon of the exact spirit. It'll have its previous appearance, although with a size of max 60x60 meters, only given by the type of spirit (if it's a human ghost, then the size is the same as the user). It can move 67,5 m/s, deal C-Rank damage in every hit and perform all its personal spells as a C-Rank spell (for example, Kyuken can perform Halo Blade, just with C-Rank lenght, speed and damage).
    As a summon, they also have a passive ability; they all cut down 20% of their successfully hit opponent's offensive damage once. It'll last until the duration has expired.

    Strengths:
    1. He can use the spell to outnumber a person.

    2. The summon can use all its 'personal' spells, which are all the spells that the user can perform with the help of that spirit.

    Weaknesses:
    1. Some of the spirits are nerfed in size, which are a disadvantage against bigger opponents.

    2. They aren't present for a long time.

    3. If the user takes more than two spells on himself from the opponent, this spell will cancel.

    Spirit Bind; Strong Control:

    Name: Spirit Bind: Strong Control (Seirei Musubu: Keishihai)
    Rank: C
    Type: Various
    Duration: 4
    Cooldown: 5
    Description: The user binds a spirit into a medium, typically a sword or something else, which boosts the wished medium's power and opens up an offensive spirit form with a size of max 60 meters in radius and size. The user can, for example, use this spell to create a weapon by using a spirit and another medium. It's an upgraded form of his Spirit Control from earlier, and can reach even more possibilities than earlier. Also, differently from the previous one, this doesn't need to be a very solid form; it an have many forms, such as flames and etc.

    Strengths:
    1. It's even stronger than the D-Rank version of Spirit Control.

    2. The user can mold the spirit form into many offensive forms, such as longer swords, tentacles, elements and etc.

    Weaknesses:
    1. The user still can't bind more than one spirit into one medium, without having another medium in possession. Therefore, binding two spirits in one medium is a no-go.

    2. Other spirits/ethereal beings with higher powers (for example celestial spirits and ghosts) can easily break the user's spirit control.

    3. He still can't use living things as a medium.
    Kyuken-Style; Charge:

    Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
    Rank: C
    Type: Wind, Supplementary
    Duration: Instant
    Cooldown: 3 post
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 120 meters away from him with the speed of 90 m/s.

    Strengths:

    1. The user of this spell will become one with the air; they'll be harder to spot.

    2. The user can move through defensive spells of a lower rank(s) easily.

    3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.

    Weaknesses:

    1. The user can only move in one, single direction. They can't change directions during the charge.

    2. The spell can be easily dodged by simply moving away from the direction that the user moves on.

    3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.

    4. The user can only use this spell if he's using Kyuken's spirit.

    Kyuken-Style; Stream:

    Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
    Rank: C
    Type: Wind, Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 60 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.

    Strengths:

    1. It launches the target 50 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 30 meters and opponents 2 ranks above would be immune to the launch.

    2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.

    3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.

    Weaknesses:
    1. The user can't move around when launching the hurricane.

    2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.

    3. The target can easily dodge by jumping back and attain a great distance from the user.

    4. The user can't use this spell if not using Kyuken's spirit.
    Jade Dragon Soul; Scythe Talon:

    Name: Jade Dragon Soul: Scythe Talon (Hisuiryurei: Ógamatsume)
    Rank: C
    Type: Offensive, Emerald
    Duration: 2 posts
    Cooldown: 3 posts
    Description: While having Zirconis' soul inside oneself, the user charges a green aura around his feet, which engulf themselves in jade by no time. With such a weapon, the user can swing, launch, charge and move his feet around with a speed of 67,5 m/s during the duration and in a max range of 90 meters. It deals 1 C-Rank damage per hit.

    Strengths:

    1. It's a very tough and destructive spell, easily breaking through anything of its own rank.

    Weaknesses:

    1. A spell of one rank higher can completely cancel out this spell, while still dealing its full amount of damage on the user.

    2. The user's speed will be decreased by 10% for the cooldown, due to his feet being strained.
    Jade Dragon Soul; Tail Whip:

    Name: Jade Dragon Soul: Tail Whip (Hisuiryurei: Ohoippu)
    Rank: C
    Type: Offensive/Defensive, Emerald
    Duration: Instant
    Cooldown: 3 posts
    Description: The user spins his legs around while laying himself on the ground, spawning emerald spikes form the ground that charges up from it. The spikes can travel in a range of max 60 meters around the user with a speed of 45 m/s. If used to hit or push the opponent back, it deals 1 C-Rank damage per hit. However, it can also be used to deflect other spells up to two spells of its rank (2 C-Rank spells).

    Strengths:

    1. It can both be used as an offensive and a defensive spell, making it versatile.

    Weaknesses:

    1. Due to its versatility, it comes with a price; spells of its own rank that hit it will deal 25% of their original spellpower towards the user.

    2. Other Earth Magic can easily break the spell; a C-Rank earth spell is enough.
    B Rank Spells:

    Spirit Bind; Great Soul:

    Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
    Rank: B
    Type: Various, Offensive
    Duration: 5
    Cooldown: 6
    Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 50x50 meter large appearance of the spirit itself that surrounds the user, bursting out from the medium itself. The spirit can be controlled by the user as he moves around with it in synchronization, and it can use various actions in a speed of 75 m/s and can reach a range of 100 meters around the position. Whilst having this spell activated, the user will always be found inside the golem. It deals 1 B-Rank damage per hit.

    Strengths:

    1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 20 meters or closer to each other.

    2. This spell can be controlled and directed by the user for 5 posts, before hitting anyone. That increases the chance of a successful hit.

    3. The spell can also block a spell of the same rank.

    Weaknesses:

    1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.

    2. The spell is big, but can easily be cancelled out by a spell of one rank higher.

    3. It can be easily dodged by stepping further away than the spell reaches.

    4. The spirit's power is halved on its back, which means that a C-Rank spell is enough to break it if hit on the back.
    Spirit Bind; Dual Control:

    Name: Spirit Bind: Dual Control (Seirei Musubu: Nishihai)
    Rank: B
    Type: Various
    Duration: 5 posts
    Cooldown: 6 posts
    Description: The user binds a spirit into 'two' mediums, typically a pair of swords or something else, which boosts the wished mediums' power by 60 (which is the damage of a B-Rank spell) and opens up an offensive spirit form with a size of max 100 meters in radius and size. Unlike the other spirit controls, this one's demand is having two mediums instead of one, which widens the versatility of this spell. It deals 1 B-Rank damage per hit.

    Strenghts:

    1. It's way stronger than the C and D-Rank versions of Spirit Control.

    2. The user has an even wider versatility due to the amount of mediums.

    Weaknesses:

    1. The user can't use living things or the parts of living beings (such as rotten flesh and etc.) as mediums.

    2. Spirits such as celestial spirits can easily break this spirit control, giving them a demand of max C-Rank amount of damage on it to break.

    3. The user can split one spirit into two mediums, but can't use three spirits with two mediums.
    Kyuken-Style; Halo Blade:

    Name: Kyuken-Style: Grand Halo Blade (Kyuken-ryú: Dai Gokójin)
    Rank: B
    Type: Offensive, AoE, Light
    Duration: Instant
    Cooldown: 5 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself without physically damaging anything but the very soul of its opponents, in a giant AoE shockwave that reaches 100 meters around the user and moves in a speed of 75 meters per second. The slashes are so precisely aimed that the user can exclude any target or area within the range, just in case if allies should be apparent. It deals 1 B-Rank damage per hit.
    Strengths:
    1. It's a very fast spell and can easily hit its opponent if standing close.

    2. It can easily break through defensive spells of the same rank without cancelling itself.

    3. It's double as strong against dark magic.

    Weaknesses:
    1. It's ½ as strong against earth magic.

    2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).

    3. You can only unlock the spell if using Kyuken's spirit.

    4. It's also ½ in power against other light magics.
    Jade Dragon Soul; Hail Uppercut:

    Name: Jade Dragon Soul; Hail Uppercut
    Rank: B
    Type: Offensive, Emerald
    Duration: Instant
    Cooldown: 4 posts
    Description: With the power of Zirconis' soul, the user launches his fist upwards in a quick 'uppercut', despite not having to stand near any foes. In an instant, a rise of greenish aura and splinters of emeralds erupt from the ground beneath him, covering an area of 100 meters in radius. The eruption starts from his own spot, and moves in all directions with a speed of 75 m/s. It deals 1 B-Rank damage per hit.

    Strengths:

    1. It's a very wide-spread spell and can easily hit multiple opponents.

    Weaknesses:

    1. No getting through defensive spells of the same rank this time.

    2. The eruption only moves with a speed of 10 m/s upwards; if jumping higher than that, you can actaully have a chance at evading it.
    Jade Dragon Soul; Crushing Fang:

    Name: Jade Dragon Soul; Crushing Fang
    Rank: B
    Type: Offensive, Emerald
    Duration: Instant
    Cooldown: 4 posts
    Description: The user, with the power of Zirconis, clashes his fist onto his open palm, causing an effect to happen around him in a radius of 100 meters; a giant form of greenish aura will appear, resembling the jaw of a dragon. Following his fist's movement, it will crush down from a height of 50 meters above him in a speed of 75 m/s on anyone nearby. It deals 1 B-Rank damage per hit as well...

    Strengths:

    1. It can easily hit multiple opponents at once, which can be useful for Mura.

    Weaknesses:

    1. It's not as wide as his other wide spells; therefore, a greater chance at evading it is clearly present.

    2. Somehow, due to Zirconis' taste, it only fully affects flesh-covered beings (such as humans and other beings with flesh, like skin and etc.) Beyond that will only gain 50% of the spell's damage.
    Jade Dragon Soul; Draco Roar:

    Name: Jade Dragon Soul: Jade Dragon's Breath
    Rank: B
    Type: Offensive, Emerald
    Duration: Instant
    Cooldown: 4 posts
    Description: The user breathes out a thin beam of shattering emeralds from his mouth, which will expand in size by will. It can expand up to a 90 meters in radius large beam and travel with a speed of 75 m/s within a range of 100 meters. Getting hit by this blizzard-like roar will result in the fragments sticking to the opponents' body and boosting all other Zirconis-based spells' damage by 50% for 5 posts. It deals one B-Rank damage per hit as well............
    Although, afer being used once, the second time will always be a troll; instead of dealing its full amount of damage, every second roar will cost 50% less spell damage power and, instead, remove the visible structure on clothes and any non-magical, inorganic object, thus 'nake-ify' the opponent for the rest of the thread.

    Strengths:

    1. It's a very destructive spell and can easily destroy other spells below its power.

    Weaknesses:

    1. It's actually quite easier to dodge than you think. Despite being large and mass-destructive, it's also a little slower than other spells, which might be enough for the opponent to dodge it.

    2. The debuffing effect doesn't work on Earth slayers, due to their ability to just suck in all the fragments as cornflakes.

    3. It only does its full amount of damage the first, then every second time used.


    Last edited by Mura Kensho on 26th August 2017, 5:48 am; edited 57 times in total


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    Bump Re: Mura's Spirit Bind Magic

    Post by Guest on 24th September 2015, 11:03 am

    Before I review this I just want to say that you can have a 4th spell if you'd like. Just let me know if you do and I'll postpone my review of your magic until you've added that in =]
    avatar
    Mura Kensho
    ===============
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    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
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    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 25th September 2015, 2:26 am

    Spell Template:

    Name: ( Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Duration:(How long does the spell last?)
    Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
    Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed,  Range,  Area of Effect,  and any applicable measurements (such as the size of a created barrier).  All of these are as appropriate.  Some spells wont have a speed,  some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
    Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
    Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
    Alright, done with the fourth spell


    Last edited by Mura Kensho on 11th July 2016, 7:08 am; edited 2 times in total


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    Bump Re: Mura's Spirit Bind Magic

    Post by Guest on 25th September 2015, 2:41 am

    Mura Kensho wrote:Magic


    Primary Magic: Spirit Bound Magic ( Seirei Musubu Mahou)
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Spirit Bound Magic is a magic that utilizes spirits, by bounding them into a medium.  It can be a sword or another weapon, or even yourself, increasing the power of the medium or a holder and resulting in a various types of spirit forms. By bounding the spirit into a medium, you open up abilities and spells to use the spirit's power for. You need at least one spirit and one medium, but you can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.

    Mura can use it in these ways; by bounding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bound a spirit into a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He gets the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.) Also, Mura can achieve the spirit of a slain enemy of his (if he'd slain a beast, he gets the beast's soul).

    Strengths:
    1. Spirits are everywhere, so you've always got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
    2. The magic is versatile in that you can utilize the spirits however you please. You can make many ways to utilize the spirits and create lots of forms for the spirit bound.
    3. You can use any type of spirits that are around regardless of whether they be human or otherwise.

    Weaknesses:

    1. Ehm, the magic requires that you "bound" a spirit into something. So you can't use a spell directly without bounding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a bounded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly bounds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. It's difficul to bound a new spirit for the first time. You need to have a decent trust to your spirit, and as well does teh spirit need to have a decent trust to you.

    Lineage:

    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host. The host can spend half of the magical energy a death mage uses for a spell to nullify it.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.

    Unique Abilities:

    1. By cooperating with his spirit, Mura can see movements around him when in combat, according to which way his spirit looks. Like having four eyes, but only in a distance of 10 meters.

    2. This magic also gives the user an unique ability to sense spirits even better than normal.

    3. He can shape into the form of his spirit, in order to disguise himself.

    4. This magic is capable of damaging spirits as well, as Mura uses it to slay and chase away evil spirits.



    D Rank Spells:
    Spirit Bound:
    Name: Spirit Bound: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Spirit Bound, Supplementary Buff
    Duration: 4
    Cooldown:5
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost of the user's speed and power by 25% each. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases the speed and power of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.
    2. His wide clairvoyance (the 10 meters around look) is cancelled when using this spell.
    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
    4. He can only use one spirit to buff himself with at a time.


    Spirit Bound:
    Name: Spirit Bound: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Spirit Bound, Offensive
    Duration:4
    Cooldown:5
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium.
    Damage: 20 HP
    Strengths:

    1. It can be used with any object that the user can hold in his hand.
    2. The bounded spirit's medium will be able to slay spirits, sending them to the Hereafter.
    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. It's not long-ranged, so distance is one of its weaknesses.
    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
    3. Other spirits can break the user's spirit control.
    4. He can't use living things as a medium.

    Spirit Bound:
    Name: Spirit Bound: Shield (Seirei Musubu: Mamoru)
    Rank: D
    Type: Spirit Bound, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit shield to protect the user from upcoming spells or giant fall damage.
    Strengths:

    1. It is able to block explosive attacks.
    2. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
    3. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.
    2. His spirit can't look around for Mura when using this move.
    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Spirit Bound:
    Name: Spirit Bound: Celestial Wave (Senrei Musubu: Tenshuuha)
    Rank: D
    Type: Spirit Bound, Offensive
    Duration: Instant
    Cooldown: 1
    Description:
    The user launches, by the help of his spirit, a wave of spiritual energy towards the target, dealing damage when hitting. The wave has a form of a crescent moon slash and has a wide of 15 meters.
    Strengths:

    1. It's a long ranged attack and can reach up to 15 meters.
    2. It's his only long ranged attack for now, so it helps him against distance-using opponents.
    3. It can cancel spells in its own rank, by hitting it.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.
    2. If the opponent is too far away, the spell won't hit
    3. It can't cancel (block) spells higher ranked.
    4. It's only half as effective against holy magic.

    Approved =]

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    Bump Re: Mura's Spirit Bind Magic

    Post by Guest on 17th February 2016, 8:06 am

    Unlocked at user's request. Remember to reapply it to the approval thread when finished.
    avatar
    Mura Kensho
    ===============
    ===============

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
    Position : None
    Posts : 875
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 17th February 2016, 9:01 am

    bump


    ___________________________________________________________________
    "Your sword is only as sharp as your soul..."
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    Peaceful Theme:

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    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Chatbox Moderator- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Banana- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
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    Character Sheet
    Character Name: Niyol
    Primary Magic: Soul
    Secondary Magic: Ice

    Bump Re: Mura's Spirit Bind Magic

    Post by Ninetails Derpfox on 21st February 2016, 11:05 am

    Alrighty, I'll be looking over your magic this time.
    Only got a few comments in this color.


    Mura Kensho wrote:Magic



    Primary Magic: Spirit Bind Magic ( Seirei Musubu Mahou)
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It mostly happens by binding them into a medium. This medium can be a sword or another weapon, or even yourself, increasing the power of the medium or a holder and resulting in a various types of spirit forms. By bounding the spirit into a medium, you open up abilities and spells to use the spirit's power for. You need at least one spirit and one medium, but you can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.

    Mura can use it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)

    Strengths:
    1. Spirits are everywhere, so you've always got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
    2. The magic is versatile in that you can utilize the spirits however you please. You can make many ways to utilize the spirits and create lots of forms for the spirit bound.
    3. You can use any type of spirits that are around regardless of whether they be human or otherwise.

    Weaknesses:

    1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without bounding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a bounded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly bounds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does teh spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (if the spell only lasts for one post, the spell won't work at all).

    Lineage:

    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host. The host can spend half of the magical energy a death mage uses for a spell to nullify it.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.

    Unique Abilities:

    1. By cooperating with his spirit, Mura can see movements around him when in combat, according to which way his spirit looks. Like having four eyes, but only in a distance of 15 meters. You can increase this to 30 meters now that you're C Rank, that is, if you want to.

    2. This magic also gives the user a wide variation of elements; that depends on what kind of souls the mage uses (if Mura uses a fire mage, he can unlock fire spells and etc.)

    3. Mura can achieve the spirit of a slain enemy of his, without any "starter-spirit" issues (if he'd slain a beast or a person, he gets its soul for free).

    4. Mura can pull his own soul out of his body, replacing it with another soul. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone nor can he clearly communicate with them. However, he can affect and move inorganic objects as normally as always. He can only do this twice per thread.



    D Rank Spells:
    Spirit Bound:
    Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Various, Supplementary Buff
    Duration: 4
    Cooldown:5
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost of the user's speed and power by 25% each. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases the speed and power of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.
    2. His wide clairvoyance (the 10 meters around look) is cancelled when using this spell.
    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
    4. He can only use one spirit to buff himself with at a time.


    Spirit Bound:
    Name: Spirit Bind: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Various, Offensive
    Duration:4
    Cooldown:5
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium.
    Damage: 20 HP
    Strengths:

    1. It can be used with any object that the user can hold in his hand.
    2. The bounded spirit's medium will be able to slay spirits, sending them to the Hereafter.
    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. It's not long-ranged, so distance is one of its weaknesses.
    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
    3. Other spirits can break the user's spirit control.
    4. He can't use living things as a medium.

    Spirit Bound:
    Name: Spirit Bind: Shield (Seirei Musubu: Mamoru)
    Rank: D
    Type: Various, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit shield to protect the user from upcoming spells or giant fall damage.
    Strengths:

    1. It is able to block explosive attacks.
    2. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
    3. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.
    2. His spirit can't look around for Mura when using this move.
    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Spirit Bound:
    Name: Spirit Bind: Celestial Wave (Senrei Musubu: Tenshuuha)
    Rank: D
    Type: Various, Offensive
    Duration: Instant
    Cooldown: 1
    Description:
    The user launches, by the help of his spirit, a wave of spiritual energy towards the target, dealing damage when hitting. The wave has a form of a crescent moon slash and has a wide of 15 meters.
    Strengths:

    1. It's a long ranged attack and can reach up to 15 meters.
    2. It's his only long ranged attack for now, so it helps him against distance-using opponents.
    3. It can cancel spells in its own rank, by hitting it.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.
    2. If the opponent is too far away, the spell won't hit.
    3. It can't cancel (block) spells higher ranked.
    4. It's only half as effective against holy magic.
    C Rank Spells:
    Spirit Bound:

    Name: Spirit Bind: Great Soul (Senrei Musubu: Korei)
    Rank: C
    Type: Various, Offensive
    Duration: 3
    Cooldown: 4
    Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 10x10 meter large appearance of the spirit itself, bursting out from the medium. The spirit will them get launched at the opponent in a range of 10 meters. You can increase the range if you like. The maximum range (normally but there are some exceptions) of a C Rank spell is 30 meters.

    Strengths:

    1. This spell is an AoE; it can hit multiple opponents, as long as they're 10 meters or closer to each other.

    2. This spell can be controlled and directed by the user for 3 posts, before hitting anyone. That increases the chance of a successful hit.

    3. The spell can also block a spell of the same rank.

    Weaknesses:

    1. The user can't move when using this spell, which makes him vulnerable for upcoming attacks.

    2. The spell is big, but can easily be cancelled out by a spell of one rank higher.

    3. It can be easily dodged by stepping further away than the spell reaches.

    4. The user can't launch the spirit backwards, meaning that the opponent can easily evade by moving behind the user.

    Spirit Bound:

    Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
    Rank: C
    Type: Wind, Offensive
    Duration: Instant
    Cooldown: 3 post
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges right through an opponent with a speed of 20 meters per second. The user will cut through the opponent's body, but leave a slash faster than the eye can follow.

    Strengths:

    1. The user of this spell will become one with the air; they'll be harder to spot.

    2. The user can move through defensive spells of a lower rank(s) easily.

    3. The spell can also cancel spells of the same rank by throwing away its damaging role and become a defensive.

    Weaknesses:

    1. The user can only move in one, single direction. They can't move as freely as normal.

    2. The spell can be easily dodged by simply moving away from the direction that the user moves on.

    3. The spell doesn't affect the target if it's defensive spell is of same rank or several ranks over the spell.

    4. The user can only use this spell if he's using Kyuken's spirit.

    Spirit Bound:

    Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
    Rank: C
    Type: Wind, Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.

    Strengths:

    1. It launches the target 20 meters up in the air, leaving them with no balance nor surface.
    During PvP, opponents 1 rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune.

    2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.

    3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.

    Weaknesses:
    1. The user can't move around when launching the hurricane.

    2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.

    3. The target can easily dodge by jumping back and attain a great distance from the user.

    4. The user can't use this spell if not using Kyuken's spirit.
    avatar
    Mura Kensho
    ===============
    ===============

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
    Position : None
    Posts : 875
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 21st February 2016, 11:15 am

    Bump


    ___________________________________________________________________
    "Your sword is only as sharp as your soul..."
    Other Siggies:



    Themes:
    Main Theme:
    Peaceful Theme:

    Samurai Theme:

    Ninetails Derpfox

    Moderator- Developer/GFX Artist- Chatbox Moderator- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Banana- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Have Alye On Your Friends List- Have Lord Fredericks On Your Friends List- 1 Year Anniversary- Player -
    Position : None
    Posts : 2261
    Cosmic Coins : 0
    Dungeon Tokens : 0

    Character Sheet
    Character Name: Niyol
    Primary Magic: Soul
    Secondary Magic: Ice

    Bump Re: Mura's Spirit Bind Magic

    Post by Ninetails Derpfox on 21st February 2016, 11:47 am


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    Bump Re: Mura's Spirit Bind Magic

    Post by Guest on 1st March 2016, 9:00 am

    Unlocked at user's request.
    Original:
    Mura Kensho wrote:Magic



    Primary Magic: Spirit Bind Magic ( Seirei Musubu Mahou)
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It mostly happens by binding them into a medium. This medium can be a sword or another weapon, or even yourself, increasing the power of the medium or a holder and resulting in a various types of spirit forms. By bounding the spirit into a medium, you open up abilities and spells to use the spirit's power for. You need at least one spirit and one medium, but you can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.

    Mura can use it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)

    Strengths:
    1. Spirits are everywhere, so you've always got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
    2. The magic is versatile in that you can utilize the spirits however you please. You can make many ways to utilize the spirits and create lots of forms for the spirit bound.
    3. You can use any type of spirits that are around regardless of whether they be human or otherwise.

    Weaknesses:

    1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without bounding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a bounded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly bounds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does teh spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (if the spell only lasts for one post, the spell won't work at all).

    Lineage:

    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host. The host can spend half of the magical energy a death mage uses for a spell to nullify it.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.

    Unique Abilities:

    1. By cooperating with his spirit, Mura can see movements around him when in combat, according to which way his spirit looks. Like having four eyes, but only in a distance of 30 meters.

    2. This magic also gives the user a wide variation of elements; that depends on what kind of souls the mage uses (if Mura uses a fire mage, he can unlock fire spells and etc.)

    3. Mura can achieve the spirit of a slain enemy of his, without any "starter-spirit" issues (if he'd slain a beast or a person, he gets its soul for free).

    4. Mura can pull his own soul out of his body, replacing it with another soul. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone nor can he clearly communicate with them. However, he can affect and move inorganic objects as normally as always. He can only do this twice per thread.



    D Rank Spells:
    Spirit Bound:
    Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Various, Supplementary Buff
    Duration: 4
    Cooldown:5
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost of the user's speed and power by 25% each. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases the speed and power of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.
    2. His wide clairvoyance (the 10 meters around look) is cancelled when using this spell.
    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
    4. He can only use one spirit to buff himself with at a time.


    Spirit Bound:
    Name: Spirit Bind: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Various, Offensive
    Duration:4
    Cooldown:5
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium.
    Damage: 20 HP
    Strengths:

    1. It can be used with any object that the user can hold in his hand.
    2. The bounded spirit's medium will be able to slay spirits, sending them to the Hereafter.
    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. It's not long-ranged, so distance is one of its weaknesses.
    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
    3. Other spirits can break the user's spirit control.
    4. He can't use living things as a medium.

    Spirit Bound:
    Name: Spirit Bind: Shield (Seirei Musubu: Mamoru)
    Rank: D
    Type: Various, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit shield to protect the user from upcoming spells or giant fall damage.
    Strengths:

    1. It is able to block explosive attacks.
    2. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
    3. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.
    2. His spirit can't look around for Mura when using this move.
    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Spirit Bound:
    Name: Spirit Bind: Celestial Wave (Senrei Musubu: Tenshuuha)
    Rank: D
    Type: Various, Offensive
    Duration: Instant
    Cooldown: 1
    Description:
    The user launches, by the help of his spirit, a wave of spiritual energy towards the target, dealing damage when hitting. The wave has a form of a crescent moon slash and has a wide of 15 meters.
    Strengths:

    1. It's a long ranged attack and can reach up to 15 meters.
    2. It's his only long ranged attack for now, so it helps him against distance-using opponents.
    3. It can cancel spells in its own rank, by hitting it.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.
    2. If the opponent is too far away, the spell won't hit.
    3. It can't cancel (block) spells higher ranked.
    4. It's only half as effective against holy magic.
    C Rank Spells:
    Spirit Bound:

    Name: Spirit Bind: Great Soul (Senrei Musubu: Korei)
    Rank: C
    Type: Various, Offensive
    Duration: 3
    Cooldown: 4
    Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 10x10 meter large appearance of the spirit itself, bursting out from the medium. The spirit will them get launched at the opponent in a range of 30 meters.

    Strengths:

    1. This spell is an AoE; it can hit multiple opponents, as long as they're 10 meters or closer to each other.

    2. This spell can be controlled and directed by the user for 3 posts, before hitting anyone. That increases the chance of a successful hit.

    3. The spell can also block a spell of the same rank.

    Weaknesses:

    1. The user can't move when using this spell, which makes him vulnerable for upcoming attacks.

    2. The spell is big, but can easily be cancelled out by a spell of one rank higher.

    3. It can be easily dodged by stepping further away than the spell reaches.

    4. The user can't launch the spirit backwards, meaning that the opponent can easily evade by moving behind the user.

    Spirit Bound:

    Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
    Rank: C
    Type: Wind, Offensive
    Duration: Instant
    Cooldown: 3 post
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges right through an opponent with a speed of 20 meters per second. The user will cut through the opponent's body, but leave a slash faster than the eye can follow.

    Strengths:

    1. The user of this spell will become one with the air; they'll be harder to spot.

    2. The user can move through defensive spells of a lower rank(s) easily.

    3. The spell can also cancel spells of the same rank by throwing away its damaging role and become a defensive.

    Weaknesses:

    1. The user can only move in one, single direction. They can't move as freely as normal.

    2. The spell can be easily dodged by simply moving away from the direction that the user moves on.

    3. The spell doesn't affect the target if it's defensive spell is of same rank or several ranks over the spell.

    4. The user can only use this spell if he's using Kyuken's spirit.

    Spirit Bound:

    Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
    Rank: C
    Type: Wind, Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.

    Strengths:

    1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.

    2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.

    3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.

    Weaknesses:
    1. The user can't move around when launching the hurricane.

    2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.

    3. The target can easily dodge by jumping back and attain a great distance from the user.

    4. The user can't use this spell if not using Kyuken's spirit.
    avatar
    Mura Kensho
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    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 2nd March 2016, 12:00 am

    bump


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    Bump Re: Mura's Spirit Bind Magic

    Post by Guest on 2nd March 2016, 1:52 pm

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    Bump Re: Mura's Spirit Bind Magic

    Post by Goddess Aliannah on 19th April 2016, 11:34 am

    Original:
    Mura Kensho wrote:Magic



    Primary Magic: Spirit Bind Magic ( Seirei Musubu Mahou)
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It mostly happens by binding them into a medium. This medium can be a sword or another weapon, or even yourself, increasing the power of the medium or a holder and resulting in a various types of spirit forms. By bounding the spirit into a medium, you open up abilities and spells to use the spirit's power for. You need at least one spirit and one medium, but you can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.

    Mura can use it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)

    Strengths:
    1. Spirits are everywhere, so you've always got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
    2. This magic gives the user the power of being able to damage spirits and spiritual beings, sending them directly to the Hereafter.
    3. You can use any type of spirits that are around regardless of whether they be human or otherwise.

    Weaknesses:

    1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without bounding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a bounded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly bounds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post).

    Lineage:

    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host. The host can spend half of the magical energy a death mage uses for a spell to nullify it.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.

    Unique Abilities:

    1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements around him when in combat, according to which way his spirit looks. Like having four eyes, but only in a distance of 30 meters.

    2. Variation of Elements: This magic also gives the user a wide variation of elements; that depends on what kind of souls the mage uses (if Mura uses a fire mage, he can unlock fire spells and etc.)

    3. Soul Trap: Mura can achieve the spirit of a slain enemy of his, without any "starter-spirit" issues (if he'd slain a beast or a person, he gets its soul for free).

    4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone nor can he clearly communicate with them. However, he can affect and move inorganic objects as normally as always. He can only do this twice per thread and it takes 50% of his endurance per try, making him more fragile to damage.



    D Rank Spells:
    Spirit Bound:

    Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Various, Supplementary Buff
    Duration: 4
    Cooldown:5
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.
    2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
    4. He can only use one spirit to buff himself with at a time.


    Spirit Bound:

    Name: Spirit Bind: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Various, Offensive
    Duration:4
    Cooldown:5
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spell boosts the medium's damage by 50%.
    Strengths:

    1. It can be used with any object that the user can hold in his hand.
    2. The bounded spirit's medium will be able to slay spirits, sending them to the Hereafter.
    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. It's not long-ranged, so distance is one of its weaknesses.
    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
    3. Other spirits can break the user's spirit control.
    4. He can't use living things as a medium.

    Spirit Bound:

    Name: Spirit Bind: Shield (Seirei Musubu: Mamoru)
    Rank: D
    Type: Various, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit shield to protect the user from upcoming spells or giant fall damage.
    Strengths:

    1. It is able to block explosive attacks.
    2. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
    3. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.
    2. His spirit can't look around for Mura when using this move.
    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Spirit Bound:
    Name: Spirit Bind: Celestial Wave (Senrei Musubu: Tenshuuha)
    Rank: D
    Type: Various, Offensive
    Duration: Instant
    Cooldown: 1
    Description:
    The user launches, by the help of his spirit, a wave of spiritual energy towards the target, dealing damage when hitting. The wave shoots out from the tip of the medium in a long ray.
    Strengths:

    1. It's a long ranged attack and can reach up to 15 meters.
    2. It's his only long ranged attack for now, so it helps him against distance-using opponents.
    3. It can cancel spells in its own rank, by hitting it.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.
    2. If the opponent is too far away, the spell won't hit.
    3. It can't cancel (block) spells higher ranked.
    4. It's only half as effective against holy magic.
    C Rank Spells:
    Spirit Bound:

    Name: Spirit Bind: Great Soul (Senrei Musubu: Korei)
    Rank: C
    Type: Various, Offensive
    Duration: 3
    Cooldown: 4
    Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 10x10 meter large appearance of the spirit itself, bursting out from the medium. The spirit will them get launched at the opponent in a range of 30 meters.

    Strengths:

    1. This spell is an AoE; it can hit multiple opponents, as long as they're 10 meters or closer to each other.

    2. This spell can be controlled and directed by the user for 3 posts, before hitting anyone. That increases the chance of a successful hit.

    3. The spell can also block a spell of the same rank.

    Weaknesses:

    1. The user can't move when using this spell, which makes him vulnerable for upcoming attacks.

    2. The spell is big, but can easily be cancelled out by a spell of one rank higher.

    3. It can be easily dodged by stepping further away than the spell reaches.

    4. The user can't launch the spirit backwards, meaning that the opponent can easily evade by moving behind the user.

    Spirit Bound:

    Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
    Rank: C
    Type: Wind, Offensive
    Duration: Instant
    Cooldown: 3 post
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges right through an opponent with a speed of 20 meters per second. The user will cut through the opponent's body, but leave a slash faster than the eye can follow.

    Strengths:

    1. The user of this spell will become one with the air; they'll be harder to spot.

    2. The user can move through defensive spells of a lower rank(s) easily.

    3. The spell can also cancel spells of the same rank by throwing away its damaging role and become a defensive.

    Weaknesses:

    1. The user can only move in one, single direction. They can't move as freely as normal.

    2. The spell can be easily dodged by simply moving away from the direction that the user moves on.

    3. The spell doesn't affect the target if it's defensive spell is of same rank or several ranks over the spell.

    4. The user can only use this spell if he's using Kyuken's spirit.

    Spirit Bound:

    Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
    Rank: C
    Type: Wind, Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.

    Strengths:

    1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.

    2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.

    3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.

    Weaknesses:
    1. The user can't move around when launching the hurricane.

    2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.

    3. The target can easily dodge by jumping back and attain a great distance from the user.

    4. The user can't use this spell if not using Kyuken's spirit.

    Unlocked requested by user


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    Mura Kensho
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    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 19th April 2016, 12:15 pm

    Bump


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    Mistress Venir

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    Bump Re: Mura's Spirit Bind Magic

    Post by Mistress Venir on 19th April 2016, 6:29 pm

    Hey there! It's Veni! It's been a while since I've graded magic so I ask that you try to be patient with me! First thing's first! All you did was add the Signature Spells right?  As A C-Rank you get one user ranked signature spell (So C-Rank) that levels with you until S-Rank and also a D-Rank signature spell. So one of your signature spells is going to have to be changed to D-Rank. Next up is edits (I swear there's not many!):

    • Alright both of your signature spells have multiple effects listed in the strengths. A signature spell has one effect. Yours have multiples for example:Dark Halo Blade you absorb mana AND you get a speed boost. So both of your spells need to be edited so that they only have one effect please!
    • The speed for Halo Blade should be lowered to 15m/s


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    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 20th April 2016, 7:33 am

    I think I did it. Bump


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    Bump Re: Mura's Spirit Bind Magic

    Post by Mistress Venir on 20th April 2016, 3:31 pm



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    Bump Re: Mura's Spirit Bind Magic

    Post by Heavens Empress Daiki on 11th May 2016, 10:55 am

    Topic unlocked upon creators request.

    Spoiler:
    Mura Kensho wrote:Magic



    Primary Magic: Spirit Bind Magic ( Seirei Musubu Mahou)
    Secondary Magic: Onmyōdō, The Way of Yin and Yang
    Caster or Holder: Caster
    Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a magic that Mura Kensho had discovered a long time ago. When possessing this magic, it works by binding spirits into a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (even the air can be a medium, although only when A-Ranked), or even yourself, increasing the power of the medium or a holder and resulting in various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You need at least one spirit and one medium in combat, but you can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.

    Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)

    Strengths:
    1. Spirits are everywhere, so you've always got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.
    2. This magic deals 30% more damage to unholy magics, such as death/dark magics and mages.
    3. It's very versatile and rapid, as the user can swiftly use the first spell after the other almost instantly.

    Weaknesses:

    1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without bounding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a bounded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly bounds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.

    Lineage:

    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host. The host can spend half of the magical energy a death mage uses for a spell to nullify it.
    Gains a user-ranked Dark-based signature spell.  (S-rank Max) It must be made in the magic app as normal in addition to spells made.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.

    Unique Abilities:

    1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements around him when in combat, according to which way his spirit looks. Like having four eyes, but only in a distance of 30 meters.

    2. Variation of Elements: This magic also gives the user a wide variation of elements; that depends on what kind of souls the mage uses (if Mura uses a fire mage, he can unlock fire spells and etc.)

    3. Healing Of The Soul: When fusing a spirit into himself, Mura can extract some of its earlier lifebar when it was alive. This means that he can heal up to 5% of his health in 3 posts after using a spirit on himself only.

    4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can only do this three times per thread and it takes 50% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.



    D Rank Spells:
    Spirit Bound:

    Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Various, Supplementary Buff
    Duration: 4
    Cooldown:5
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.
    2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.
    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.
    4. He can only use one spirit to buff himself with at a time.


    Spirit Bound:

    Name: Spirit Bind: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Various, Offensive
    Duration:4
    Cooldown:5
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spell boosts the medium's damage by 50%.
    Strengths:

    1. It can be used with any object that the user can hold in his hand.
    2. The bounded spirit's medium will be able to slay spirits, sending them to the Hereafter.
    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. It's not long-ranged, so distance is one of its weaknesses.
    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).
    3. Other spirits can break the user's spirit control.
    4. He can't use living things as a medium.

    Spirit Bound:

    Name: Spirit Bind: Shield (Seirei Musubu: Mamoru)
    Rank: D
    Type: Various, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit shield to protect the user from upcoming spells or giant fall damage.
    Strengths:

    1. It is able to block explosive attacks.
    2. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.
    3. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.
    2. His spirit can't look around for Mura when using this move.
    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Spirit Bound:

    Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
    Rank: D
    Type: Offensive, Wind
    Duration: Instant
    Cooldown: 2 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
    Strengths:
    1. The user can hit opponents further away from him.
    2. It's a fast spell and can quickly catch up to the target.
    3. It's 2x as strong against Lightning/Thunder Magic.
    Weaknesses:
    1. It's ½ as strong against Fire Magic.
    2. It's also ½ as strong against Metal Magic.
    3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.
    4. It can't be used without the spirit of Kyuken.
    C Rank Spells:
    Spirit Bound:

    Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
    Rank: C
    Type: Various, Offensive
    Duration: 3
    Cooldown: 4
    Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 10x10 meter large appearance of the spirit itself, bursting out from the medium. The spirit will them get launched at the opponent in a range of 30 meters.

    Strengths:

    1. This spell is an AoE; it can hit multiple opponents, as long as they're 10 meters or closer to each other.

    2. This spell can be controlled and directed by the user for 3 posts, before hitting anyone. That increases the chance of a successful hit.

    3. The spell can also block a spell of the same rank.

    Weaknesses:

    1. The user can't move when using this spell, which makes him vulnerable for upcoming attacks.

    2. The spell is big, but can easily be cancelled out by a spell of one rank higher.

    3. It can be easily dodged by stepping further away than the spell reaches.

    4. The user can't launch the spirit backwards, meaning that the opponent can easily evade by moving behind the user.

    Spirit Bound:

    Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
    Rank: C
    Type: Wind, Offensive
    Duration: Instant
    Cooldown: 3 post
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges right through an opponent with a speed of 20 meters per second. The user will cut through the opponent's body, but leave a slash faster than the eye can follow.

    Strengths:

    1. The user of this spell will become one with the air; they'll be harder to spot.

    2. The user can move through defensive spells of a lower rank(s) easily.

    3. The spell can also cancel spells of the same rank by throwing away its damaging role and become a defensive.

    Weaknesses:

    1. The user can only move in one, single direction. They can't move as freely as normal.

    2. The spell can be easily dodged by simply moving away from the direction that the user moves on.

    3. The spell doesn't affect the target if it's defensive spell is of same rank or several ranks over the spell.

    4. The user can only use this spell if he's using Kyuken's spirit.

    Spirit Bound:

    Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
    Rank: C
    Type: Wind, Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.

    Strengths:

    1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.

    2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.

    3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.

    Weaknesses:
    1. The user can't move around when launching the hurricane.

    2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.

    3. The target can easily dodge by jumping back and attain a great distance from the user.

    4. The user can't use this spell if not using Kyuken's spirit.
    Signature Spells:

    Name: Spirit Bind: Launch (Seirei Musubu: Chakushu)
    Rank: D
    Type: Various, Offensive
    Duration: Instant
    Cooldown: Signature Spell, still...
    Description:
    The user uses the power of a spirit to charge mana into a body part (his foot or arm), then launches a shot of pure mana towards the target.
    Strengths:

    1. It's a long ranged attack and can reach up to 15 meters.
    2. It's a good, long ranged attack, so it helps him against distance-using opponents.
    3. It can cancel spells in its own rank, by hitting it.
    4. He can use it swiftly and more versatile than other long-range spells.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.
    2. If the opponent is too far away, the spell won't hit.
    3. It can't cancel (block) spells higher ranked.
    4. It's only half as effective against holy magic.
    5. It can't be used if no spirit is infused with Mura (he can't use other mediums than himself to unlock this spell)


    Name: Kyuken-Style: Halo Blade (Kyuken-ryú: Gokójin)
    Rank: C
    Type: Offensive, AoE, Light
    Duration: Instant
    Cooldown: It's a signature spell...
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself, in a giant AoE shockwave that reaches 30 meters around the user and moves in a speed of 15 meters per second.
    Strengths:
    1. It's a very fast spell and can easily hit its opponent if standing close.
    2. It can easily break through defensive spells of the same rank without cancelling itself.
    3. It's 1,5x stronger against dark magic.
    Weaknesses:
    1. It's ½ as strong against earth magic.
    2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).
    3. You can only unlock the spell of using Kyuken's spirit.
    4. It's also ½ in power against other light magics.


    Name: Pluto-Style: Hell's Halo Blade (Pluto-ryú: Makai no Gokójin)
    Rank: C
    Type: Offensive, Supplementary, Dark
    Duration: Instant
    Cooldown: Signature Spell... you know
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman, and an evolutionary technique by him. By combining the dark forces of Pluto, and Kyuken’s swordsmanship abilities, the user slashes out in a similar fashion as a normal Halo Blade. However, these slashes are surrounded by dark, completely contradictory powers compared to the normal Halo Blade. It moves in a speed of 10 meters per second and reaches 30 meters.
    Strengths:
    1. It absorbs 5% Mana from the hit target, and trasfers this to the user. This can only happen three times per thread.
    2. The dark forces are double as strong against light magics and mages.
    3. It deals 2x damage to light magic.
    Weaknesses:
    1. It's ½ as strong against other dark magic.
    2. Unholy beings such as devils and evil beings only take ½ damage from this spell.
    3. It's not as fast as a normal Halo Blade, making it easier to dodge.
    4. It can't be used if not using Kyuken's spirit.


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    Mura Kensho
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    Lineage : Aspect of Pluto
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    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 11th May 2016, 11:41 am

    Bump


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    Bump Re: Mura's Spirit Bind Magic

    Post by Anastasia Isayev on 11th May 2016, 12:54 pm

    I was handed your application so I will be taking this on!
    So, my name is Anastasia and anything you see in this color are things I request edits on.
    So let's get to this, shall we?
    Mura Kensho wrote:
    Spirit Bind Magic


    Primary Magic: Spirit Bind Magic (Seirei Musubu Mahou)
    Secondary Magic: Onmyōdō, The Way of Yin and Yang
    Caster or Holder: Caster
    Description: Spirit Bind Magic is a magic that utilizes the power of spirits. It's a magic that Mura Kensho had discovered a long time ago. When activating this magic, it works by binding spirits into a medium. This medium can be a lot of things, from weapons and items to substances like trees or sand (or a holder), or even yourself, increasing the power of the medium and resulting in various types of spirit forms. By binding the spirit into a medium, you open up special abilities and spells to use the spirit's power for. You can use a spirit in many different mediums. The more magic power you use, the stronger the spirit forms will be.

    Mura mostly uses it in these ways; by binding (which is literally fusing the spirit into something) a spirit into himself, increasing his own power. Or he can bind a spirit into an object, mostly a weapon, increasing its power and shaping its form into a powerful being. He can also summon the spirit's full form by using his medium. He unlocks all the characteristic powers of the spirit, depending in what kind of spirit it is (for example, a bird gives flying powers, a samurai gives sword powers and etc.)

    Strengths:
    1. Spirits are widespread, so you mostly got the magical signature (the spirits) you require to cast your spells. Though you might get used to just one spirit, a friend of yours or something.

    2. This magic is effective to spiritual beings and ethereal existences such as summons and etc. When facing them in combat, it deals double the original effect/damage, and when slaying pure souls, it sends them right to the next world...
    I'm sorry to tell you that I can't allow you to have this as a strength. Dealing bonus damage to something is actually something that should be in a Unique Ability instead of a strength. While I am aware that it was approved with additional damage before (slightly different from this one) I can't approve this. However, if you do make a UA that allows you to deal extra damage to spiritual/ethereal beings, you could have "Deals bonus damage to spiritual/ethereal beings" as one of your strengths. However, I'm going to have to ask you to change this (you could always revert it back to what it was since I can't alter that, however)

    3. It's very versatile and rapid, as the user can swiftly use the first spell after the other almost instantly.

    4. The user can unlock various types of abilities by using different spirits/souls in his magic. Therefore, he can also utilize all elements by binding the spirits into them.

    Weaknesses:

    1. Ehm, the magic requires that you "bind" a spirit into something. So you can't use a spell directly without bounding a spirit first. Let's say that someone's attacking you. You can't block with a spell, without having a bounded spirit first, for example: "Mura spotted the fire ball heading towards him. He quickly bounds a spirit into his sword, creating a spirit shield to block the attack".

    2. Certain spirits won't bind to you if they consider you 'weak' or something. So don't think that you can utilize a dragon's soul as a D-rank mage.

    3. You can't use more than one spirit in one medium.

    4. This is called a "starter-spirit" issue; it's difficult to bind a new spirit for the first time. You need to have a decent trust to your spirit, and as well does the spirit need to have a decent trust to you. So if you try and use a completely random spirit out there, it'll only last half as long as the actual duration of the spell (unless if the spell only lasts for one post). This rule doesn't apply to spirits of slain beings.

    5. You need at least one spirit and one medium to engage in combat.

    Lineage:

    Aspect of Pluto:

    Description: Pluto. Long hailed as an evil deity, Pluto was the god over death given residence in the Underworld. Disliked by the other deities, Pluto sought the throne of Jupiter but success always eluded him to the end. Now,  the hand of death touches Pluto's host.

    Ability: The Aspect of Pluto grants it's host favour with the force of darkness. Their magic can only be consumed by god slayers. Dark magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a death mage uses for a spell to nullify it.
    Gains a user-ranked Dark-based signature spell.  (S-rank Max) It must be made in the magic app as normal in addition to spells made.

    Usage: Small passive,  3 post cooldown on nullification. Can only be done three times per thread.

    Unique Abilities:

    1. "Eyes On The Neck": By cooperating with his spirit, Mura can see movements beyond his perspective when in combat. Like having four eyes, but only in a distance of 30 meters in radius.

    2. Mana Of The Soul: Another ability granted by the spirits in the possession of Mura. When using a spirit bind into himself, he gains a 10% MP regen for every post in the duration (its limit is 30% MP). It can only happen once per thread.
    10% MP regen every post is FAR too much, even for site standards. I would like you to decrease the MP Regen down quite a bit. One thing you can do, which I have seen done and even use, myself, is:
    D Rank: 1% MP Regen per post
    C Rank: 2% MP Regen per post
    B Rank: 3% MP Regen per post
    A Rank: 4% MP Regen per post
    S Rank: 5% MP Regen per post
    Capping out at 5% MP Regen per post. This'll make it feel like your character's actually progressing and this can be stated as a passive without the need to cap it out at 30% MP.
    Either that or I'd like to ask you to change the ability since 10% MP per post is way too much for regen purposes


    3. Healing Of The Soul: When fusing a spirit into himself (That's the requirement to use this ability. Using other spells than these and it won't be active), Mura can extract some of its earlier lifebar when it was alive. This means that he can heal up to 10% of his health per post in duration of the spirit fusion, which caps at 50 HP being regenerated.
    I also can't approve this ability either. Healing 10% of your health all the way up to 50(%?) of your HP is a lot. If this was meant to be a flat 50 HP, that can be a bit different as it doesn't mean much at higher ranks. However, I would like you to follow the MP Regen that I listed above for HP regen as well. You could also make healing spells 10% more effective on you as well if you'd like. But with the way it is now, I can't approve this ability.

    4. Ethereal Force: Mura can turn his flesh and bones into a spirit himself. With this ability, he can move around freely, invulnerable and out of sight, but can't damage anyone. However, he can affect and move inorganic objects as normally as always. He can only do this three times per thread and it takes 50% of his endurance per try, making him more fragile to damage. However, in non-combat, he can use it freely.

    Signature Spells:

    Name: Spirit Bind: Launch (Seirei Musubu: Chakushu)
    Rank: D
    Type: Various, Offensive
    Duration: Instant
    Cooldown: Signature Spell, still...
    Description:
    The user uses the power of a spirit to charge mana into a body part (his foot or arm), then launches a shot of pure mana towards the target.

    Strengths:
    1. It's a long ranged attack and can reach up to 15 meters.

    2. It's a good, long ranged attack, so it helps him against distance-using opponents.

    3. It can cancel spells in its own rank, by hitting it.

    4. He can use it swiftly and more versatile than other long-range spells.

    Weaknesses:
    1. It can be dodged easily by getting jumped over.

    2. If the opponent is too far away, the spell won't hit.

    3. It can't cancel (block) spells higher ranked.

    4. It's only half as effective against holy magic.

    5. It can't be used if no spirit is infused with Mura (he can't use other mediums than himself to unlock this spell)


    Name: Kyuken-Style: Halo Blade (Kyuken-ryú: Gokójin)
    Rank: C
    Type: Offensive, AoE, Light
    Duration: Instant
    Cooldown: It's a signature spell...
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user makes a swift slash with his medium, pushing the air around him. The air track of his medium will then begin to light brightly around him, until it scatters in every direction around the user himself. These scattered lights will mold into slashes that charges through air, and even ground itself, in a giant AoE shockwave that reaches 30 meters around the user and moves in a speed of 15 meters per second.
    Strengths:
    1. It's a very fast spell and can easily hit its opponent if standing close.

    2. It can easily break through defensive spells of the same rank without cancelling itself.

    3. It's double as strong against dark magic.

    Weaknesses:
    1. It's ½ as strong against earth magic.

    2. The scattered light waves can easily be blocked by defending oneself with a defensive spell of higher ranks (one rank higher at least).

    3. You can only unlock the spell if using Kyuken's spirit.

    4. It's also ½ in power against other light magics.


    Name: Pluto-Style: Hell's Halo Blade (Pluto-ryú: Makai no Gokójin)
    Rank: C
    Type: Offensive, Supplementary, Dark
    Duration: Instant
    Cooldown: Signature Spell... you know
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman, and an evolutionary technique by him. By combining the dark forces of Pluto, and Kyuken’s swordsmanship abilities, the user slashes out in a similar fashion as a normal Halo Blade. However, these slashes are surrounded by dark, completely contradictory powers compared to the normal Halo Blade. It moves in a speed of 10 meters per second and reaches 30 meters.
    Strengths:
    1. It absorbs 5% Mana from the hit target, and trasfers this to the user. This can only happen three times per thread.

    2. The dark forces are double as strong against light magics and mages.

    3. It's very destructive and easily brings obliteration to the targeted area.

    Weaknesses:
    1. It's ½ as strong against other dark magic.

    2. Unholy beings such as devils and evil beings only take ½ damage from this spell.

    3. It's not as fast as a normal Halo Blade, making it easier to dodge.

    4. It can't be used if not using Kyuken's spirit.
    D Rank Spells:
    Spirit Bind; Unity:

    Name: Spirit Bind: Unity ( Seirei Musubu: Danketsu)
    Rank: D
    Type: Various, Supplementary Buff
    Duration: 4
    Cooldown:5
    Description: The user emerges a spirit into himself, unifying his spirit with the other. It results in a boost one of the user's melee stats (power or speed) by 50%. The user will get a characteristic look of the spirit that he/she is uniting with.

    Strengths:

    1. Boost: It increases either the power or the speed of the user, which is a great advantage in battle.

    2. New abilities: This spell gives the user a characteristic power that the spirit contains, for example flying ability, if the spirit's an eagle and etc.

    3. Speed Reflexes: This spell is very efficient and gives Mura a greater reflexion, making him able to dodge attacks that he wouldn't be able to dodge before.

    Weaknesses:

    1. It's a close combat spell, so distance is the opponent's advantage.

    2. He can only buff one stat at a time, and after using this spell twice (and used both power-boost and speed-boost), he will only be able to buff 25% of both stats at the same time.

    3. It doesn't boost Mura's defense, so he's still as weak to attacks as before.

    4. He can only use one spirit to buff himself with at a time.


    Spirit Bind; Control:

    Name: Spirit Bind: Control (Seirei Musubu: Shihai)
    Rank: D
    Type: Various, Offensive
    Duration:4
    Cooldown:5
    Description: The user unifies a spirit into a medium, typically a sword or another, which creates an enpowered spirit-formed weapon. The user can use this spell to create a weapon by using a spirit and another medium. The spell boosts the medium's damage by 50% or the amount of a D-Rank spell's damage (which is 20 HP).
    Sorry, but I can't approve the final part where you can add a D Rank's spell damage to your weapon. At your current rank, adding D Rank spell damage is a LOT. If you got rid of that portion, i could approve it
    Strengths:

    1. It can be used with any object that the user can hold in his hand.

    2. The bounded spirit's medium increses in damage.

    3. The user can control the medium at will, as long as the spirit is inside it.

    Weaknesses:

    1. Iif made into a long-range tool/weapon, it only reaches 10 meters, so a longer distance is one of its weaknesses.

    2. The user can't fuse more than one spirit into one medium, without having another medium in possession (it's called a double medium).

    3. Other spirits/ethereal beings can break the user's spirit control.

    4. He can't use living things as a medium.

    Spirit Bind; Protect:

    Name: Spirit Bind: Protect (Seirei Musubu: Mamoru)
    Rank: D
    Type: Various, Defensive
    Duration: 2
    Cooldown:3
    Description: The user's unified spirit medium (the spell on top) creates a spirit scale in front of the user and the wished ones to protect them from upcoming spells.
    Strengths:

    1. His spirit is the one who activates the shield when needed. Therefore, it can be created if the user isn't ready to block a fast attack.

    2. He's able to shield his teammates as well, as long as they're close to him.

    Weaknesses:

    1. Isn't good at blocking stronger attacks.

    2. His spirit can't look around for Mura when using this move.

    3. If Mura gets knocked back, the spell will break even if it haven't blocked anything.
    Kyuken-Style; Vacuum Buddha Slash:

    Name: Kyuken-Style: Vacuum Buddha Slash (Kyuken-ryú: Shinku Budda Giri)
    Rank: D
    Type: Offensive, Wind
    Duration: Instant
    Cooldown: 2 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user slashes forward with a medium of his with enough speed to create a vacuum wave charging at the target. The wave has a size of 3 meters in width and 10 meters in height, and it moves with a speed of 10 meters per second.
    Strengths:
    1. The user can hit opponents further away from him.

    2. It's a fast spell and can quickly catch up to the target.

    3. It's 2x as strong against Lightning/Thunder Magic.

    Weaknesses:
    1. It's ½ as strong against Fire Magic.

    2. It's also ½ as strong against Metal Magic.

    3. The user can only launch it at one direction, so if fighting multiple opponents, it's only able to hit one.

    4. It can't be used without the spirit of Kyuken.
    C Rank Spells:
    Spirit Bind; Great Soul:

    Name: Spirit Bind: Great Soul (Seirei Musubu: Korei)
    Rank: C
    Type: Various, Offensive
    Duration: 5
    Cooldown: 6
    Description: The user focuses a spirit into a medium, this time with even more power. The result is a giant, 10x10 meter large appearance of the spirit itself, bursting out from the medium. The spirit can be controlled by the user and use various actions in a range of 30 meters around the user.

    Strengths:

    1. This spell is an AoE; it can hit multiple opponents in one attack, as long as they're 10 meters or closer to each other.

    2. This spell can be controlled and directed by the user for 3 posts, before hitting anyone. That increases the chance of a successful hit.

    3. The spell can also block a spell of the same rank.

    Weaknesses:

    1. The user's exposed from below when using this spell, so any underground attacks will succeed in hitting him.

    2. The spell is big, but can easily be cancelled out by a spell of one rank higher.

    3. It can be easily dodged by stepping further away than the spell reaches.

    4. The user can't launch the spirit backwards, meaning that the opponent can easily evade by moving behind the user.

    Kyuken-Style; Charge:

    Name: Kyuken-Style: Charge (Kyuken-ryú: Shingeki)
    Rank: C
    Type: Wind, Supplementary
    Duration: Instant
    Cooldown: 3 post
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user charges towards a location 20 meters away from him in one second.

    Strengths:

    1. The user of this spell will become one with the air; they'll be harder to spot.

    2. The user can move through defensive spells of a lower rank(s) easily.

    3. The spell can be boosted by holding an offensive weapon that the user can use to take advantage of the speed and deal quick damage to the opponent.

    Weaknesses:

    1. The user can only move in one, single direction. They can't change directions during the charge.

    2. The spell can be easily dodged by simply moving away from the direction that the user moves on.

    3. The spell doesn't reach the target if he's/she's behind a defensive wall of a higher rank than this spell.

    4. The user can only use this spell if he's using Kyuken's spirit.

    Kyuken-Style; Stream:

    Name: Kyuken-Style: Stream (Kyuken-ryú: Taiga)
    Rank: C
    Type: Wind, Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: A spell that utilizes the sword arts of Kyuken, the Heaven and Earth Swordsman. The user spins around, creating a powerful hurricane with his medium. The hurricane reaches 20 meters in radius around the user and, if hitting successfully, catches the target, before the user jumps up and launches the hurricane up in the air. The hit target will follow the hurricane's massive impact.

    Strengths:

    1. It launches the target 20 meters up in the air, leaving them with no balance nor surface. Opponents one rank above this spell would be launched 10 meters and opponents 2 ranks above would be immune to the launch.

    2. The spell is an AoE and can reach out to multiple opponents at the same time. They all have to be 20 meters or less from the user.

    3. The spell can also play a defensive role and cancel out spell of the same rank or lower, however, it will lose its damaging power if then.

    Weaknesses:
    1. The user can't move around when launching the hurricane.

    2. The spell won't affect the targets if they're using a defensive spell of the same rank, or higher.

    3. The target can easily dodge by jumping back and attain a great distance from the user.

    4. The user can't use this spell if not using Kyuken's spirit.


    ___________________________________________________________________
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    Mura Kensho
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    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
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    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 12th May 2016, 9:22 am

    Hm... I think it's good for now. But something tells me it's not...

    Bump, anyways


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    Anastasia Isayev

    Moderator- Chatbox Moderator- Staff Quiz- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player-
    Lineage : Valkyrian
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    Posts : 2446
    Guild : Black Sails GM
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    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116
    Brownie Points : 69

    Character Sheet
    Character Name: Anastasia Isayev
    Primary Magic: Mechanized REquip
    Secondary Magic: Dragons' Champion

    Bump Re: Mura's Spirit Bind Magic

    Post by Anastasia Isayev on 12th May 2016, 2:15 pm



    ___________________________________________________________________
    [Character Approval] [Mechanized REquip Spells] [Dragons' Champion] [The Eye of Odin] [Bank]
    Wave your banner!  
    Join the Black Sails today!
    The Guild is Set to OPEN!  -- This means, feel free to join!
    avatar
    Mura Kensho
    ===============
    ===============

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
    Position : None
    Posts : 875
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 30th May 2016, 8:18 am

    Bump


    ___________________________________________________________________
    "Your sword is only as sharp as your soul..."
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    Themes:
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    Peaceful Theme:

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    avatar
    Mura Kensho
    ===============
    ===============

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dark Guild Ace- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- The Light- Senior [500]- Novice [250]- Player -
    Lineage : Aspect of Pluto
    Position : None
    Posts : 875
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 18
    Experience : 8,540.5

    Character Sheet
    Character Name: Mura Kensho
    Primary Magic: Spirit Bind Magic
    Secondary Magic: Onmyōdō (The Way of Yin and Yang)

    Bump Re: Mura's Spirit Bind Magic

    Post by Mura Kensho on 31st May 2016, 1:49 am

    Just edited my Linage sig :3


    Bumping again


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    Guest

    Bump Re: Mura's Spirit Bind Magic

    Post by Guest on 31st May 2016, 12:14 pm

    Uhm. . . what needs to be graded? Which of your signatures is the lineage signature?

    //is confused and needs help

      Current date/time is 19th November 2017, 5:15 pm