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    [Nekros/Primary] The Great Tree Ark

    Nekros
    Nekros

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    First Magic: Arc of the Great Tree Shark
    Second Magic: Arc of Netzach
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    Completed [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 11th October 2015, 4:20 pm


    The Great Tree Ark.
    Nekros - Lost Anceint Magic


    Description


    The Great Tree Ark is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magi. The magic itself is a powerful magic based around the planet, heat, and nature. Certain aspects that contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other tree based plants vegetation.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Heat Manipulation:
    Heat Manipulation: The Great Tree magic, allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Nature Manipulation:
    Nature Manipulation: The Nature Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create plant life from the ground. Trees can be manipulated in various ways, from growing out of the ground to changing shape into various objects or forms, to basic manipulation and movement. The same goes for other plant life that stems from trees such as vines, moss, and leaves. With greater strength, greater the manipulation possibilities. Unfortunately, this magic does not apply to flowers.


    Planetary Magic Manipulation:
    Planetary Magic Manipulation: The other portion of the Great Tree Ark magic that allows the user to manipulate and control the properties of the earth/planet. The manipulation, more or less, affects the natural magical energy that resides within the planet itself. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Another instance of this manipulation could be shifting the magic enough to cause a vacuum that would drain mages and items of it’s magic. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated. This manipulation and control does not allow for things like manipulating the ground into a mountain or shaping the ground into different forms and such.

    Strengths, Weaknesses, & Other


    • S: Many forms of and types of manipulation. (Planetary, Nature, and Heat.)
    • S: Targeting: Single-Target, Multiple-Target, or AoE.
    • W: When the user tries to continue fighting (4 posts) after MP has reached 0, the user's body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death. These effects may be averted by other magics, if they are strong enough.
    • W: The trees, vines, and leafs are not immune to fire and can still burn.

    Type Bonuses
    • Lost Primary Benefit: +2 Durations & +15% MP costs
    • Ancient Auxiliary Benefit: +15% to Spell Damage


    The Sinful Horseman Benefits
    • +1 Signature Spell Slot
    • + 1 Spell Slot per rank.


    Unique Abilities & Passives


    Unique Ability - Planetary Shark:
    Planetary Shark: The mightest of beasts, roaming the planet as it sees fit. The Planetary Shark ability grants the user to the ability to merge into the ground, becoming one with his or her surroundings. While submerged into the ground, the user can move around as if he were walking or running on land. The user is able to merge into most surfaces of natural materials such as stone, dirt, trees/wood. Only restriction really is that there must be enough space to do so. [I.E. Cannot merge into a wooden support beam of a house or anything…. Unless it’s like a massive man size tree trunk.] While connected to a planetary body, the mages sensory ability grows in strength as it pings through the world, reaching further than previous before and with better accuracy.

    Effects:
    • Merge with the planet/nature. [Stone, dirt, trees, wood, etc.] While merged, the user becomes harder to detect, requiring a mage to be at least one rank higher to do so. Limitations: Needs sufficient area to merge into. While merged, Speed is decreased to 75% of normal rank speed.
    • Sensory abilities increased and improved to be one rank higher than the users rank. [So D-rank mage can sense at a C-rank level and so on.]
    • Gains access to basic forms of the manipulation described in the description above.
    Passive Ability - Strength of a Magical World:
    Strength of a Magical World is a passive ability granted from being connected to a planet's magical supply. A fraction of its power surges and swells within the user, enhancing their own magical supply.

    Effect
    • +40% Spell Damage
    • Gives up a D-rank Spell Slot.


    Spells


    Signature Spell: B.L.E.V.E:
    ~Gained Through Sinful Horseman Lineage~
    B.L.E.V.E
    Rank: D - S Rank
    Type: Burst
    Damage:
    • D-rank: 62 DMG [40 + 15% [6] + 40% [16]]
    • C-rank: 93 DMG [60 +15% [9] +40% [24]]
    • B-rank: 124 DMG [80 +15% [12] +40% [32]]
    • A-rank: 155 DMG [100 +15% [15] +40% [40]]
    • S-rank: 186 DMG [120 +15% [18] +40% [48]]

    Range/Width:
    • D-rank: 15 Meter/10 Meter Width
    • C-rank: 25 Meter/20 Meter Width
    • B-rank: 40 Meter/35 Meter Width
    • A-rank: 65 Meter/60 Meter Width
    • S-rank: 90 Meter/80 Meter Width

    Speed: Static, nothing moves
    Duration: Instant
    Downside: -
    Description: B.L.E.V.E or Boiling Liquid Expanding Vapor Explosion is an extremely rapid heating of the moisture, water vapor, and hydrogen in the air to cause a massive explosion. The mage shifts a hand forward, open palmed, and focuses his magical energy into the given area of effect for this burst spell. The explosion is contained into the stated size/range cone of extreme heat and violence.
    Ref. Image: [Nekros/Primary] The Great Tree Ark Bleve
    D-Rank Spells:
    Sica:
    Sica
    Rank: D-rank
    Type: Single-Target
    Cost: 23 MP
    Damage: D-rank: 62 DMG [40 + 15% [6] + 40% [16]]
    Range: 60 Meters
    Speed: 60 Meters/Second
    Duration: Instant
    Downside: -
    Description: An entry leave spell, that enhances the nature of leaves to be similar of a sword or dagger. The edges become razor sharp and used as a slashing based weapon, able to cut skin and clothing. The mage can either conjure or use leafs off a nearby tree, the number of leaves being single digit.

    Budding Forest:
    Budding Forest
    Rank: D-rank
    Type: Area of Effect
    Cost: 23 MP
    Damage: -
    Range: 30 Feet Diameter.
    Speed: 15 Meters/Second
    Duration: Instant
    Downside: Doesn’t do any damage.
    Description: Whoosh! Suddenly, a little woodland area sprouts from the ground beneath. The Budding Forest spell is one that grows trees within a set area. The trees themselves don’t disappear and are permanent, but they don’t have any special durability or properties other than being a normal, ordinary tree. The trees summoned usually depends on the terrain, it’ll sprout and grow trees that are native to the biome. Forest full of pine trees? The spell will bring forth pine trees. Desert or sand? Palm based trees, etc.

    Root Shield:
    ~Gained through Sinful Horseman Lineage~

    Shielding of Nature
    Rank: D-rank
    Type: Single-Target.
    Cost: 23 MP
    Damage: 24 Shield Bash DMG [Equal to Strong Weapon]
    Durability: 80 HP
    Range: 10 meters
    Speed: 60 meter per second
    Duration: 5 posts/turns [3Base + 2 Lost Type]
    Downside:
    • Requires a tree or some sort of root around, enough for a shield.
    • Is not affected by Spell Damage increases.

    Description: As the name implies, it is a shield. The shield is made of root, bark, and wood. It gains the texture and feel of a tree… and for good reason. The user merges his hand into a tree, full or stumped, and pulls out a shield like construct. Of course, it needs something large enough for this. A tree with the thickness of an arm wouldn’t do. On the tree, you can see a mark left behind where the shield would have fit.

    Advanced Spell: Shark Teeth:
    Shark teeth
    Rank: D-rank+
    Type: Advanced Spell, Burst.
    Cost: 35 MP
    Damage: 93 DMG [60 +15% [9] +40% [24]]
    Range: 23 Meters
    Speed: 25 meters per second
    Duration: Instant
    Downside: -
    Description: Similar to Sica as this spell can be done with a tree or by conjuring. If done by tree, the mage aims and punches a tree. On the opposite side, several flakes of bark and wood fire off in a wide like spread [Something like bird shot for a shotgun]. The chunks that are sent flying are in the shape of sharks teeth of varying sizes. If done by conjuring, spells circles light up around the user's forearms and varying sized shark teeth sprout. Swinging his arms in the desired direction, the teeth launch forward.


    Last edited by Nekros on 6th March 2019, 7:16 am; edited 23 times in total
    Thorn
    Thorn

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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Thorn on 12th October 2015, 6:20 am

    greetings I will be grading your app.


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    [Nekros/Primary] The Great Tree Ark S6Eaz9K
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Thorn on 12th October 2015, 7:32 am

    @Nekros wrote:
    Primary Magic: Great Tree Arc
    Secondary Magic: ~
    Caster or Holder: Caster/Lost
    Description: The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and trees. Certain aspects the contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other vertical growing plants. However, Jaeger can only manipulate these three basic properties.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Jaeger uses this magic, for the most part, as an offensive and defensive magic, usually ignoring the supplementary aspects of it. Draining the magic and using said magic to regenerate his own supply or simply hold onto it just doesn't feel right to the young man. He prefers to keep it simpler and use it for attacking or defending. If the need arises, he has the option of minor supplementary spells, they are just not his thing.
    Strengths:

    • Tree/Leaf Manipulation (includes tree and leaf properties).
    • Earth/Planet Magic/Energy Manipulation.
    • Heat Manipulation.
    • Can raise trees from the ground.
    • Multi-target or single target.
    • Can effect large areas (Stronger the mage, larger the area).

    Weaknesses:

    • When the user tries to continue fighting (4 posts) after MP as reached 0, the users body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree.
    • Trees or leaves are not immune to fire and can burn.
    • Until hitting a specific level of unity or control of this magic (B-rank mage), all spells cost +2 MP.
    • Cannot summon trees in environments that are Extremely Cold or Extremely Heat.
    • Draining too much energy, Double the users capacity, has a chance to start the death petrifaction process.
    • When merging into a tree, mages with high sensory magic or abilities can still sense where the user is.

    Lineage:
    Knight of Black Ice
    Description: One of the Seven Knights of King Kuroryu, this Knight was the twin brother of Shinokishi. His name was never spoken - but he was feared as the brother of "Shinokishi" the great Knight of Death. He himself was also feared, but not to the extent of "Shinokishi." Unlike the other knights, this knight could rain sharp black ice down from the skies causing those around him to freeze. The king exiled him for accidentally killing hundreds of innocent civilians in a town with his ability
    Ability: Upon activation, the user can summon black ice from the skies that strike his enemies in an area equal to 20 meters + 10 meters per rank beyond D.  Deals user ranked spell damage per post to those in its area.
    Usage: Can be used once per thread.  The raining of black ice lasts for 4 posts with the 4th post flash freezing the area and stunning everyone in it for a post. The user cannot use spells during this ability.

    Unique Abilities of Great Tree Arc:
    These are the unique abilities that come with the Great Tree Arc Magic.
    Great Tree Arc - Heat Manipulation:
    Great Tree Arc - Heat Manipulation: With The Great Tree Arc allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process ca be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Great Tree Arc - Trees/Leaves Manipulation:
    Great Tree Arc - Trees/Leaves Manipulation: The Trees and Leaves Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create trees from the ground. The trees that are naturally apart of the world have more limits to what can be manipulated, such as they cannot be made into any other shapes. The trees that Jaeger summons or produces himself can be changed into different shapes such as giant fists. With this side of the magic, the user can also control and manipulate leaves for various purposes such as slashing weapons or leaf shuriken. However, that is the limit to what can be manipulated. Users of the Great Tree Arc cannot manipulate flowers, vines, or any other plants.
    Passive: Tree Merging - The tree merging ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.so tree merging seems more like a spell
    the manipulation of the tree want be so big at D rank like you wont be able to manipulate a whole tree maybe a root or a branch also its ever you manipulate the tree the leaves or the growth cant have all 3 at D rank bit to powerful
    the manipulation would be an active ability so it needs strengths and weaknesses and I would sergest a duration and cooldown

    Great Tree Arc - Earth/Planet Manipulation:
    Great Tree Arc - Earth/Planet Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and somewhat control the properties of the earth/plane. The manipulation, more or less, effects the natural magic energy that resides within the planet. Of course, the user cannot manipulate the energy under him and effect lands 100's of miles away. As well, the user can't just rip ground out and manipulate it or make a giant rock fist. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them.
    this would be an active ability so it needs strengths and weaknesses and I would sergest a duration and cooldown
    D-Rank Spells:
    Lesser Bleve:
    Name: Lesser Bleve
    Rank: D-Rank
    Type: Instant||Offensive
    Duration: Instant
    Cool-down: 3 post
    Description: The Lesser Bleve spell is a low ranking explosive spell using heat manipulation of Jaegers magic. The intense increase of heat in a focused area cause the hydrogen/water vapor in the air to rapidly expand and explode. The explosion that occurs is usually released from the palm and is in the shape of a half sphere. The diameter of the opening is 5 foot and extends out another couple feet as it fades. When his by this explosion, the victim suffers D-rank Damage, chance to get very minor burns, and a possible concussion from the sudden force.
    Strengths:
    [/color]
    [/color]

    • The Explosion is done near instantaneously so there  isn't any warning on what's coming.
    • It is good for close range battles.
    • Not only can it be used to cause damage to opponents, As an explosion, it can be used for demolitions work.



    Weaknesses:



    • Horrible when out of close ranged combat.
    • Can't use in extremely heated environments like deserts due to there being very little water natural vapor in the air.
    • Directional. The blast only takes place in the area in the direction the palm is pointing.
      need one more weakness than strengths



    Leaf Slash:
    Name: Leaf Slash
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cool-down: 2 post
    Description: A simple spell using the Tree/Leaf manipulation ability of The Great Tree Arc. While it isn't too impressive, it does show some basic control and manipulation of the leaves and the magic. What the spell does is take a few leaves, enhance them with magic so that their sharpness and sturdiness are amplified. With this, the leaves are made into slashing weapons.
    Strengths:



    • Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.



    Weaknesses:



    • While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
    • Directional. The leafs only cut in the direction the users hand waves.



    Moving Tree:
    Name: Moving Tree
    Rank: D-Rank
    Type: Offensive||Defensive||Supplementary
    Duration: 2 post
    Cool-down: 3 post
    Description: The Moving Tree spell is another basic spell for The Great Tree Arc. The spell allows the user to manipulate and control tree branches and their roots. If for offense, the branches are used like blunt weapons, such as a club or mace. The roots act more like whips, giving a nice sting and lash to its victims. They can also be used for supplementary purposes, primarily to capture unsuspecting opponents or victims before they know what's going on.
    Strengths:


    • The roots and branches can be used offensively, defensively, and supplementary.
    • The roots are flexible and can be seen as whip like.


    Weaknesses:


    • The tree branches have more of a limit to what they can do than vines.
    • User cannot make trees walk around with this low level spell.
      needs one more weakness than strength




    Sapling Summoning:
    Name: Sapling Summoning
    Rank: D-Rank
    Type: Supplementary
    Duration: Instant
    Cool-down: 3 post
    Description: The Sapling summoning and other variants are really the only supplementary spells that Jaeger likes to use. The spell allows the user to summon a few trees from the ground beneath him. The trees are nothing out of the ordinary, nothing huge or anything that'd stand out. They are just everyday trees.
    Strengths:


    • The trees summoned can be uses in conjunction with other Great Tree spells or Passives.
    • Stays up until the user wills it away or is destroyed


    Weaknesses:


    • Can be chopped or cut down.
    • Has no extra endurance to withstand blasts or fires.
      needs one more weakness than strength





    _____________________________________________________________________________________

    [Nekros/Primary] The Great Tree Ark S6Eaz9K
    Nekros
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    First Magic: Arc of the Great Tree Shark
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 12th October 2015, 9:00 am

    Well, I guess I can understand having strengths and weaknesses attached, but making the unique abilities into active abilities? Wouldn't that just eliminate the use and need of spells? If I can just use my unique tree manipulation ability.. I wouldn't really need a spell that does the same thing. The way I'm seeing it as, adding a duration and cool-down would just turn the unique abilities into spells that don't have magic costs and I wouldn't need spells to manipulate said subject matter.
    Thorn
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Thorn on 12th October 2015, 9:12 am

    well they become active when they are powerful but not powerful enough to be a spell and yes but you only have 3 active or passive ability's a passive is something the char has wings or me i can make plants dance something that dose no damage but is useful to have

    a active is something that can coarse damage or is essential to the magic these need duration and cooldown as to balance yours more


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    [Nekros/Primary] The Great Tree Ark S6Eaz9K
    Nekros
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 12th October 2015, 3:25 pm

    Okay, Revisions have been made! I have changed a bit due to my own misunderstanding of what unique abilities were supposed to be.

    -Added the previous "Unique abilities" as description material to describe each manipulation type.
    -Added Three new Unique Abilities.
    -Added in Weaknesses in the spells where needed.
    Thorn
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Thorn on 13th October 2015, 8:24 am

    TREE MERGING: with a cooldown it becomes an active ability witch means you need strengths and weaknesses

    NATURE'S CHILD: would only work for B ranks and lower and it would work out 50% D rank 30% for C rank stuff and 10% B rank.

    EARTHLAND'S EYE: same as tree merging


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    [Nekros/Primary] The Great Tree Ark S6Eaz9K
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 13th October 2015, 8:54 am

    Edits Made.
    Thorn
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Thorn on 13th October 2015, 9:15 am

    MOVING TREE: will only be able to move one root or branch


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    First Magic: Arc of the Great Tree Shark
    Second Magic: Arc of Netzach
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 13th October 2015, 9:26 am

    Edits made...
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Thorn on 13th October 2015, 9:31 am

    Approved - have fun


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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Guest on 1st February 2016, 2:05 pm

    Unlocked at user's request.
    Nekros
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 7th February 2016, 8:50 pm

    Edits Made After Reaching C-rank.

    • Deleted a portion of the description relating to Jaeger not liking the Supplementary portion of the magic.
    • Added in vines to possible manipulation/creation list.
    • Renamed Tree Merging to One with the Tree.
    • Changed Earthlands Eye to increase/the Character Perk: Sensory. Sensory pretty much did the same thing as the older version.
    • Edited Natures Child effect to a baseline Resistance/Defense of 50%
    • Added New Unique Ability: One with Earthland.
    • Changed Moving Tree to Will of the Tree Signature Spell.
    • Added Heat of the Fire Signature Spell (Purchased and sacrificed a Strong Armor slot for this).
    • Bumps Lesser Bleve to C-rank, increased it's Range and added in a burn per post Damage.
    • Added 2 Other C-rank Spells: Merge and Vine Whip.
    • Added Root Shield as a D-rank Spell.
    • Changed Names of Leaf Slash and Sapling Summon to "Sica" and "Tree Summon".
    • Edited Sica's and Tree Summons Descriptions a bit.
    • Last thing is random but fun: Added in Color coded names to the spells for a Rarity like classification effect.
    Yvonne
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Yvonne on 7th February 2016, 9:37 pm

    Edits were discussed. Approved.


    _____________________________________________________________________________________


    [Nekros/Primary] The Great Tree Ark QoRmBvD
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Guest on 28th January 2017, 9:48 am

    Unlocked upon users request ^^

    Spoiler:
    @Nekros wrote:
    Primary Magic: Great Tree Arc
    Secondary Magic: ~
    Caster or Holder: Lost/Caster
    Description
    The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and trees. Certain aspects the contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other vertical growing plants. However, Jaeger can only manipulate these three basic properties.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Great Tree Arc - Heat Manipulation:
    Great Tree Arc - Heat Manipulation: With The Great Tree Arc allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Great Tree Arc - Trees Manipulation:
    Great Tree Arc - Trees Manipulation: The Trees Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create trees from the ground. The trees that are naturally apart of the world have more limits to what can be manipulated, such as they cannot be made into any other shapes. The trees that Jaeger summons or produces himself can be changed into different shapes such as giant fists. With this side of the magic, the user can also control and manipulate leaves or vines for various purposes such as slashing weapons or leaf shuriken. However, that is the limit to what can be manipulated. Users of the Great Tree Arc cannot manipulate flowers or other plants. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated.

    Great Tree Arc - Earth/Planet Manipulation:
    Great Tree Arc - Earth/Planet Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and somewhat control the properties of the earth/plane. The manipulation, more or less, effects the natural magic energy that resides within the planet. Of course, the user cannot manipulate the energy under him and effect lands 100's of miles away. As well, the user can't just rip ground out and manipulate it or make a giant rock fist. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated.
    Strengths:

    • Tree/Leaf Manipulation (includes Tree, Leaf, and Vine properties).
    • Earth/Planet Magic/Energy Manipulation.
    • Heat Manipulation.
    • Can raise trees from the ground.
    • Targeting: Single Target, Multiple Targets, or AoE.

    Weaknesses

    • When the user tries to continue fighting (4 posts) after MP as reached 0, the users body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death.
    • Trees or leaves are not immune to fire and can burn.
    • Until hitting a specific level of unity or control of this magic (B-rank mage), all spells cost +2 MP.
    • Cannot summon trees in environments that are Extremely Cold or Extremely Heat.
    • Draining too much energy, Double the users capacity, has a chance to start the death petrifaction process.
    • When merging into a tree, mages with high sensory magic or abilities can still sense where the user is.


    Lineage:
    Knight of Black Ice
    Description: One of the Seven Knights of King Kuroryu, this Knight was the twin brother of Shinokishi. His name was never spoken - but he was feared as the brother of "Shinokishi" the great Knight of Death. He himself was also feared, but not to the extent of "Shinokishi." Unlike the other knights, this knight could rain sharp black ice down from the skies causing those around him to freeze. The king exiled him for accidentally killing hundreds of innocent civilians in a town with his ability
    Ability: Upon activation, the user can summon black ice from the skies that strike his enemies in an area equal to 20 meters + 10 meters per rank beyond D.  Deals user ranked spell damage per post to those in its area.
    Usage: Can be used once per thread.  The raining of black ice lasts for 4 posts with the 4th post flash freezing the area and stunning everyone in it for a post. The user cannot use spells during this ability.

    Unique Abilities
    Unique Ability – One with the Tree:
    One with the Tree: The One with the Tree ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.
    Strengths:

    • Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).

    Weaknesses:

    • Can be detected by magical sensory spells.
    • When tree is damage beyond recognition, the user will be forced out. (EX. When the tree burns burns down, exploded, etc).

    Cost: (Follows Spell Cost vs Wizard rank guide for D-rank spells)
    Cool-Down: 2 Posts After Emerging from tree.

    Unique Ability - Nature's Child:
    Nature's Child: Being one with a rather powerful Nature/Planetary Magic such as Great Tree Arc, the user can be seen as a Child of Nature and the Planet. As a Child of Mother Nature and such, the user has gained resistance to nature based spells and magics. What Mother wouldn't try and protect their child?
    Effect: Gain 50% Damage resistance to Nature based magics/spells. Nature is defined as plants, trees, flowers, ect. Does not include earth, fire or any other elements.

    Unique Ability - Earthland's Eye:
    Earthland's Eye: Earthland's Eye is an ability that enhances a wizards natural sensing ability. This comes through being connected to the planet, being in-tune with the magic that flows with in Earthland. The magic fills the user and reaches out to find sources of magic and locates them. The Effect of this ability has doubled the Character Perk: Sensory's range. As well, it knocks the rank attributes down by one (B-rank becomes C, A-rank becomes B, and so on).

    Unique Ability – One with Earthland:
    One with Earthland: The One with Earthland is an ability much like One with the Tree. The user, Jaeger, merges into the ground and becomes one with Earthland. Being connected to the planet, with this particular ability, can be used to hide and travel. However, it does not, at this point, give any bonuses to controlling the planets magic.
    Strengths:

    • Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...) and low-ranking sensing.
    • Can be used for fast traveling.

    Weaknesses:

    • Can be detected by magical sensory spells of B-rank and higher.
    • Is not used as any sort of bonuses for control or damage.
    • The user cannot move miles upon miles in mere moments with the traveling aspect of the ability.

    Cost: (Follows Spell Cost vs Wizard rank guide for C-rank spells)
    Cool-Down: 2 Posts After Emerging from the ground.

    Spells
    Signature Spells:
    Signature Spell:
    (Traded a Strong Level Armor Slot for This)
    Heat of the Fire
    Rank: C-rank to B-rank
    Type: Signature/Supplementary/Defensive
    Duration: -
    Cool-down: -
    Description: The Heat of the Fire spell allows the user to just manipulate the heat around them or in an effected area. It is a multi-purpose spell that generally focuses on supplementary or defensive uses such as warming one self during the night or melting ice and snow. It can also be used in the opposite direction. If it gets too hot, the heat can be manipulated to lower the temperature down. At Base (C-rank), the range of this is a 15 foot radius around the user or effected area. At B-rank, the radius ups to 12 feet.
    Strengths:

    • Can heat up or cool-down the effected area.
    • Signature Spell: No Duration, Cool-down, or MP Cost.

    Weaknesses:

    • Limited Range of a 6 or 12 foot radius around the targeted area.
    • Cannot Manipulate the heat from Fire (Dragon/God/Demon) Slayer magics.
    • Does not work against Absolute Zero Temperature.


    Signature Spell:
    Will of the Tree
    Rank: C-rank to S-rank
    Type: Signature/Multi-Purpose
    Duration: -
    Cool-Down: -
    Description: The Will of the Tree spell is the Great Tree Arcs basic tree manipulation spell. This spell allows for the user to control every aspect of a tree (Branches, Vienjs, Roots, Trunk, ect). Even the branches, though more limited in control with this spell, can be effected. The branches, trunk, vines, and roots can be used to wrap, whip, club, beat, and just about anything else that the user needs them to. The Effective range of control is a 35 foot radius around the user + 35 feet per rank up. The leafs control is rather limited through this particular spell. It can only Sway them and move them erratically. This could be used as an excellent  Cover technique to escape from a situation. The leafs themselves do no damage.
    Strengths:

    • Control all the aspects of a tree.
    • Branches, trunk, and roots can do damage equal to the spell/users rank.

    Weaknesses:

    • If the user moves out of range of a currently controlled tree, it goes back to normal.
    • The Trees are in no way granted any sort of immunity to harmful elements.
    • The leafs controlled by this spell cannot do any damage.
    • Until B-rank: Controlling more than two trees Divides his focus. Causes a 5% MP cost for each tree if more than two trees are being controlled.


    D-Rank Spells:
    Sica:
    Sica
    Rank: D-Rank
    Type: Offensive
    Duration: 2 Post Duration
    Cool-down: 3 posts
    Description: Sica is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions.
    Strengths:

    • Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.

    Weaknesses:

    • While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
    • Directional. The leafs only cut in the direction the users hand waves.


    Tree Summon:
    Tree Summon
    Rank: D-Rank
    Type: Supplementary
    Duration: Instant
    Cool-down: 3 post
    Description: Tree Summon is a supplementary spell that summons a single, average tree in the location of the users choice. The type of tree summoned is dependent to the region the spell is used. If the area is full of pine trees,  the tree summoned would be an ordinary Pine Tree.
    Strengths:

    • The trees summoned can be uses in conjunction with other Great Tree spells or Passives.
    • Becomes a a part of the environment. Only Special part of this is that the user is able to un-summon or wither the tree to nothingness.

    Weaknesses:

    • Can be chopped or cut down.
    • Has no extra endurance to withstand blasts or fires.
    • Only 1 tree can be summoned per spell use. If the user wants another tree, they'd have to pay the cost again to get another tree.


    Root Shield:
    Root Shield
    Rank: D-rank
    Type: Defensive
    Duration: Instant
    Cool-Down: 2 Posts
    Description: The Root Shield spell does what its name implies, creates a shielding made of roots. The roots emerge form the ground that is in front of the user and forms a large user sized X. The roots are thick and pointed at the tips. Takes Two D-ranks worth of Damage or 1 D-rank fire damaging spell.Strengths:

    • Defends the user from forward attacks.

    Weaknesses:

    • Only Blocks from one direction.
    • Cannot manipulate the roots afterwards.


    C-rank Spells:
    Lesser Bleve:
    Lesser Bleve
    Rank: C-rank[/b]
    Type: Instant||Offensive
    Duration: Instant
    Cool-down: 3 posts
    Description: The Lesser Bleve spell is an explosive spell using heat manipulation of the Great Tree Arc Magic. The intense increase of heat in a focused area cause the hydrogen/water vapor in the air to rapidly expand and explode. The explosion that occurs is usually released from the palm and is in the shape of a half sphere/cone. The Radius of the opening is 15 foot and extends out about 20 feet. There is a faded zone of explosion another 2 feet out from the damage zone (does half damage here)When hit by this explosion, the victim suffers C-rank Damage, minor burns that deal 25% damage for 2 turns, and a possible concussion from the sudden force.
    Strengths:

    • The Explosion is done near instantaneously so there isn't any warning on what's coming.
    • It is good for close range battles.
    • Not only can it be used to cause damage to opponents, as an explosion, it can be used for demolitions work.

    Weaknesses:

    • Horrible when out of close ranged combat.
    • Can't use in extremely heated environments like deserts due to there being very little natural water vapor in the air.
    • Directional. The blast only takes place in the area in the direction the palm is pointing.
    • Can be countered by AoE Frost spells of one rank above or higher.


    Merge:
    Merge
    Rank: C-rank
    Type: Multipurpose
    Duration:b 3 Posts
    Cool-Down: 4 Posts
    Description: The Merging spell allows the user to merge with tree roots, branches, and trunks. However, unlike the ability to fully merge, this spell is more like a partial merge as Jaeger, the user, would merge the branches, roots, or any other part of the tree into his body to use as a weapon, shield, or armor. The tree parts used can block 2 C-rank spells of damage. However, if the spells are fire based, the armor will be destroyed after 1 C-rank worth of damage.
    Strengths:

    • Multi-Purpose – Can be Defensive or Offensive.
    • Different Damage Types – Slash, blunt, lashing, Piercing, Ect.

    Weaknesses:

    • Cannot use One with the Tree Ability while this is Active.
    • Cannot replace broken wood without using the spell again.
    • Does no elemental based damage.


    Vine Whip:
    Vine Whip
    Rank: C-rank
    Type: Offensive
    Duration: 2 Posts
    Cool-Down: 3 Posts
    Description: A Simple C-rank spell that summons a pair of vines, usually one ott he left and one to the right of the user, from the ground to attack a target. The vines have a 15 Foot range of attack, for a total of a 30 foot Diameter circle. The vines are long and green with a small bulb at the ends of them.
    Strengths:

    • Vines are Flexible and Agile.

    Weaknesses:

    • Can be can be easily cut by 1 C-rank slashing attack.
    • Can be burned to a crisp by 1 D-rank Fire Spells.

    Nekros
    Nekros

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    Character Sheet
    First Magic: Arc of the Great Tree Shark
    Second Magic: Arc of Netzach
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 28th January 2017, 2:29 pm

    Bought a Shark Slayer Lacrima from Forgotten/Kagami a while back. Went through and updated my magic.

    Update + "New" Magic is complete.
    • Merged Great Tree Arc with a Shark Slayer Lacrima.
    • Added in Slayer Abilities.
    • Tweaked Strengths and Weaknesses.
    • Changed One with Earthland to "Land Shark" and updated its description and S/W's.
    • Added in "Shark Teeth" to my list of D-ranks, making a total of 4 for Default.
    • Updated Lineage to my approved custom Lineage of "The Sinful Horseman".
    • Tweaked and updated the manipulation descriptions.
    • Formatting changes.
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Guest on 29th January 2017, 7:19 pm

    All right. I spoke to admins about this because I wasn't certain myself and I just now got an answer on it, but. . . unfortunately, Great Tree Arc and Shark Slayer lacrima cannot be mixed. You have to have one or the other.
    Nekros
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    First Magic: Arc of the Great Tree Shark
    Second Magic: Arc of Netzach
    Third Magic:

    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 1st February 2017, 6:49 am

    Fine.

    Updates
    - Removed slayer based descriptions, strengths, and weaknesses.
    - Changed the name back to The Great Tree Arc
    - Left the naming conventions that reference sharks as its not dependent on slayer magic.
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Guest on 3rd February 2017, 9:37 am

    [Nekros/Primary] The Great Tree Ark S1SnyFE
    Aura
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Aura on 24th April 2018, 8:50 am

    Unlocked upon the user's request:
    @Nekros wrote:


    The Great Tree Arc.

    Nekros - Lost Magic - Secondary Magic: Arc of Netzach.


    Description


    The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and nature. Certain aspects that contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other tree based plants vegetation.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Heat Manipulation:
    Heat Manipulation: The Great Tree magic, allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Nature Manipulation:
    Nature Manipulation: The Nature Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create plant life from the ground. Trees can be manipulated in various ways, from growing out of the ground to changing shape into various objects or forms, to basic manipulation and movement. The same goes for other plant life that stems from trees such as vines, moss, and leaves. With greater strength, greater the manipulation possibilities. Unfortunately, this magic does not apply to flowers.


    Planetary Magic Manipulation:
    Planetary Magic Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and control the properties of the earth/planet. The manipulation, more or less, affects the natural magical energy that resides within the planet itself. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Another instance of this manipulation could be shifting the magic enough to cause a vacuum that would drain mages and items of it’s magic. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated. This manipulation and control does not allow for things like manipulating the ground into a mountain or shaping the ground into different forms and such.

    Strengths & Weaknesses




    • S: Many forms of and types of manipulation. (Planetary, Nature, and Heat.)
    • S: Targeting: Single-Target, Multiple-Target, or AoE.
    • W: When the user tries to continue fighting (4 posts) after MP has reached 0, the user's body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death. This effects may be averted through other magics.
    • W: The trees, vines, and leafs are not immune to fire and can still burn.
    • W: Until hitting a specific level of unity or control of this magic (B-rank mage), all spells cost +2% MP.


    Lineage:
    Name: The Sinful Horseman
    Description: The Sinful Horseman? Oh what a tale. The very bloodline dates back centuries, possibly even millenniums ago. It’s a rare family, I reckon those who have it don’t even know what it is that flows through their veins. What is it? Why, it’s the blood of a Demon. No no, not like the ones of the country of Sin, something much more horrifying. These sorts of demons ar the corrupted souls of the living. Damned for all eternity to live the rest of their afterlife in Hell. In their lifetime, they would have committed great sin and wrong doing. Like what? Well… you know, murdering, pillaging, creating sorrow, and much more. There are way too many ways to get sent to hell, now that I think about it.

    Ah, where was I… Oh yes! There was a man, name forgotten throughout time, who was particularly horrid. The only title left of him is “The Sinful Horseman”. He was a king; and a particularly tyrannous one at that. He ruled his lands with a cruel fist.  How they despised this man, every fiber of their withered being sent hatred his way. The king would take anything and everything he wanted from the citizens. Their food was his, their wealth was taken, even their wives and daughters were eventually grabbed away from their families. The King was a Glutton, amongst all else, this was his greatest sin. He just couldn’t get enough! His desire, his lust, his hunger for everything is what made this Lineage so…. Demonizing.

    But why is he called “The Sinful Horseman”? The Gluttony takes the part of the sin…The horseman? Where he had his gluttony, the rest of the nation was poor and in a famine. The citizens were withering away, slowly starving to death as their “King” had plenty. Their crops slowly wilted as the farmers began to perish. The trade started to run dry as the merchants were being taken by death. As the years went by, even the kings… source of women was going barren. The nation was dead and the King? Well, he was the last alive, metaphorically.

    The last of the people revolted. Their mobs being filled with thing and ghoulish guardsmen, Deprived husbands, and abused women. Their lives were over, none of them could argue this fact. Was it right? Of course not! It was all deplorable. As the Population dwindled, an assassination started to form. The King loved his food and it was their best chance to rid the kingdom while they still draw breath.

    To cut a long story short…. Sort of, the King was poisoned and died in his sin. While his death was needed, the secretly fostered children were escorted out of the country to forever carry on his bloodline. As for the dead king, his soul dropped into the pits of hell, it’s magic changing and forming it into a demon of sufficient nature. Not only did he become One of the Four Horseman, but he was cast as Gluttony itself. The magic that cursed his soul was so great… it cursed the blood of his descendants for all time. The effects would differ from generation to generation, evolving if you will, but the main focus and curse of this Bloodline will always be The Sinful Horseman.
    Curse of Insanity:
    Curse of Insanity: The mind is a complex thing, hard to understand as it differs slightly from person to person. So many different factors play into a minds stability and personality. The fears, mental constitution, even something as simple as what a person likes to do as a hobby. What happens when a mind just snaps? Even that isn’t necessarily the same from person to person. Some may go on a rampage while some can just shut down. The Curse of Insanity is the result of one person snapping and making the best of his situation. With his magic having a need to feed, it is released as a need to feast on the sanity and mental stability of all those that enter within it’s range. The aura withers and chips away at the fortitude and mental constitution, slowly making them go insane. The effects of insanity are different for each with in range. One could imagine their fears coming true, constant visions of events and scenes that aren’t having (such as the death of a loved one).
    Cost: N/a, Always on.
    Effects:

    • Distractions/Hallucinations of all senses.
    • +15% MP cost to all within range (that is not the wielder).
    • Aura Range: 12 meter Radius (D-rank) + 8 meter per rank up.

    Drawbacks:

    • Can affect allies.
    • Mages of a higher rank suffer from only 50% of the effects. [Meaning, they only suffer a +7% MP to all spell costs]


    Curse of Withering:
    Curse of the Withering: The Curse of the Withering is a rather nasty piece of work. The body is made up of components that require nutrients to live and operate. The organs, flesh, bones, and nerves, they all need nourishment to continue their functions. This ability begins to wither that flesh, those nerves and the bones. They slowly begin to deteriorate and draining the body of it’s nutrients. It is withering the tissue away to nothingness, rotting the living to its very core.  The person affected would begin to feel drained, as if they hadn’t eaten anything in awhile. That feeling would slowly grow into a starvation-esque feel before the pain started to set in. This ability takes the form of an AoE Arua and effects start to take when people come into contact with the arua’s diameter.
    Cost: N/a, Always on.
    Effects:

    • Deals 50% spell damage of Users Rank (Ex. C-rank Mage: this ability would do 20 hp damage per post).
    • Aura Range: 12 meter Radius (D-rank) + 8 meters per rank up.
    • Can affect allies.


    A Gluttons Resistance:
    A Glutton’s Resistance: The Gluttons Resistance comes isn’t as it seems. Rather than resisting blocking damage, the glutton eats an incoming spell, absorbing part of its magic. The spell still hits and does damage, but for less than intended. The likely way, those who use this, have theorized that this ability gets its name through the absorbed magical energy, it acts as a buffer or resistant force against the rest of the spell.
    Effects: Reduces spell damage by 25%.

    The Gluttonous Pit:
    The Gluttonous Pit:  Always hungry, never being satisfied with your bodies most desired source of fuel, in this case, magic. The people of this lineage have a constant hunger, a need to consume magic energy for himself. The hunger causes the body to automatically feed through the pores, taking magic from the planet. Being this, the user is always regenerating their magical supply, even at the cost of the plants.
    Effects: + 2% MP every Post.

    Unique Abilities


    Unique Ability – One with the Tree:
    One with the Tree: The One with the Tree ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.

    • S: Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).
    • W: Can be detected by magical sensory spells.
    • W: When the tree is damaged beyond recognition, the user will be forced out. (EX. When the tree burns burns down, exploded, etc).

    Cost: (Follows Spell Cost vs Wizard rank guide for D-rank spells)
    Cooldown: 2 Posts after fully emerging from the tree.
    Unique Ability - Nature's Child:
    Nature's Child: Being one with a rather powerful Nature/Planetary Magic such as Great Tree Arc, the user can be seen as a Child of Nature and the Planet. As a Child of Mother Nature and such, the user has gained resistance to nature based spells and magics. What Mother wouldn't try and protect their child?
    Effect: Gain 50% Damage resistance to Nature based magics/spells. Nature is defined as plants, trees, flowers, etc. Does not include earth, fire or any other elements.
    Unique Ability - Earthland's Eye:
    Earthland's Eye: Earthland's Eye is an ability that enhances a wizards natural sensing ability. This comes through being connected to the planet, being in-tune with the magic that flows with in Earthland. The magic fills the user and reaches out to find sources of magic and locates them. The Effect of this ability has doubled the Character Perk: Sensory's range. As well, it knocks the rank attributes down by one (B-rank becomes C, A-rank becomes B, and so on). Can stack with a slayers natural senses.
    Unique Ability – Land Shark:
    Land Shark: Land Shark, or One with Earthland, is an ability much like One with the Tree. The user, Jaeger, merges into the ground and becomes one with Earthland or whatever planet they are on. The user is effectively a land shark, swimming through its natural habitat. While merged, it is very difficult to be sensed by any means. Their magic is effectively mixed in with the planets, leaving the mage there without a trace.

    • S: Tough to detect: It is harder to detect a mage that is merged with the planet. Normal senses such as smell, sight, hearing, etc, are nullified as the user doesn’t make a smell or sound. Users magic is blended into the planet, essentially allowing them to just vanish.
    • W: Is not used as any sort of bonuses for control or damage.
    • W: The user cannot move miles upon miles in mere moments with the traveling aspect of the ability. It doesn’t allow for that sort of speed boost.
    • W: To go from a merge with the planet to a tree, user must pay the MP costs for “One with the Tree”. No free merge switching. Also applies to go from tree to planet, mage must pay the cost of this ability.

    Cost: (Follows Spell Cost vs Wizard rank guide for C-rank spells)
    Cooldown: 3 Posts After Emerging from the ground.


    Spells


    Signature Spell:
    (Traded a Strong Level Armor Slot for This)
    Heat of the Fire
    Rank: C-rank to B-rank
    Type: Signature/Supplementary/Defensive
    Duration: -
    Cooldown: -
    Description: The Heat of the Fire spell allows the user to just manipulate the heat around them or in an affected area. It is a multi-purpose spell that generally focuses on supplementary or defensive uses such as warming one self during the night or melting ice and snow. It can also be used in the opposite direction. If it gets too hot, the heat can be manipulated to lower the temperature down. At Base (C-rank), the range of this is a 15 foot radius around the user or affected area. At B-rank, the radius ups to 12 feet.

    • S: Can heat up or cooldown the affected area.
    • S: Signature Spell: No Duration, Cool-down, or MP Cost.
    • W: Limited Range of a 6 or 12 foot radius around the targeted area.
    • W: Cannot Manipulate the heat from Fire (Dragon/God/Demon) Slayer magics.
    • W: Does not work against Absolute Zero Temperature.


    Signature Spell:
    Will of the Tree
    Rank: C-rank to S-rank
    Type: Signature/Multi-Purpose
    Duration: -
    Cooldown: -
    Description: The Will of the Tree spell is the Great Tree Arcs basic tree manipulation spell. This spell allows for the user to control every aspect of a tree (Branches, Vines, Roots, Trunk, ect). Even the branches, though more limited in control with this spell, can be effected. The branches, trunk, vines, and roots can be used to wrap, whip, club, beat, and just about anything else that the user needs them to. The Effective range of control is a 35 foot radius around the user + 35 feet per rank up. The leafs control is rather limited through this particular spell. It can only Sway them and move them erratically. This could be used as an excellent  cover technique to escape from a situation. The leafs themselves do no damage.

    • S:Control all the aspects of a tree.
    • S:Branches, trunk, and roots can do damage equal to the spell/users rank.
    • W: If the user moves out of range of a currently controlled tree, it goes back to normal.
    • W: The Trees are in no way granted any sort of immunity to harmful elements.
    • W: The leafs controlled by this spell cannot do any damage.
    • W: Until B-rank: Controlling more than two trees Divides his focus. Causes a 5% MP cost for each tree if more than two trees are being controlled.


    D-Rank Spells:
    Sica:
    Sica
    Rank: D-Rank
    Type: Offensive
    Duration: 2 Post Duration
    Cooldown: 3 posts
    Description: Sica is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions.

    • S: Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
    • W: While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
    • W: Directional. The leafs only cut in the direction the user’s hand waves.


    Tree Summon:
    Tree Summon
    Rank: D-Rank
    Type: Supplementary
    Duration: Instant
    Cooldown: 3 post
    Description: Tree Summon is a supplementary spell that summons a single, average tree in the location of the users choice. The type of tree summoned is dependent to the region the spell is used. If the area is full of pine trees,  the tree summoned would be an ordinary Pine Tree.

    • S: The trees summoned can be used in conjunction with other Great Tree spells or Passives.
    • S: Becomes a part of the environment. Only Special part of this is that the user is able to un-summon or wither the tree to nothingness.

    [*]W: Can be chopped or cut down.
    [*]W: Has no extra endurance to withstand blasts or fires.
    [*]W: Only 1 tree can be summoned per spell use. If the user wants another tree, they'd have to pay the cost again to get another tree.
    [/list]

    Root Shield:
    Root Shield
    Rank: D-rank
    Type: Defensive
    Duration: Instant
    Cooldown: 2 Posts
    Description: The Root Shield spell does what its name implies, creates a shielding made of roots. The roots emerge from the ground that is in front of the user and forms a large user sized X. The roots are thick and pointed at the tips. Takes Two D-ranks worth of Damage or 1 D-rank fire damaging spell.

    • S: Defends the user from forward attacks.
    • W: Only Blocks from one direction.
    • W: Cannot manipulate the roots afterwards.


    Shark Teeth:
    Shark teeth
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 2 Post
    Description: The Shark Teeth spell utilizes a tree that is there naturally or has been summoned. The user gets behind it and punches the tree. Once connected, the force of the punch propels 10 smallish chunks of tree out flying in the direction it punched. The chunks look like little shark teeth. The shards have an effective range of 30 feet before they begin to fall. Does 1.50x normal D-rank damage within the 30 feet. Does no damage afterwards.

    • S: Extremely damaging at close range.
    • W: Once out of effective range, does no damage.
    • W: Requires a tree or some form of wood.


    C-rank Spells:
    Lesser Bleve:
    Lesser Bleve
    Rank: C-rank
    Type: Offensive
    Duration: Instant
    Cooldown: 3 posts
    Description: The Lesser Bleve spell is an explosive spell using heat manipulation of the Great Tree Arc Magic. The intense increase of heat in a focused area cause the hydrogen/water vapor in the air to rapidly expand and explode. The explosion that occurs is usually released from the palm and is in the shape of a half sphere/cone. The Radius of the opening is 15 foot and extends out about 20 feet. There is a faded zone of explosion another 2 feet out from the damage zone (does half damage here)When hit by this explosion, the victim suffers C-rank Damage, minor burns that deal 25% damage for 2 turns, and a possible concussion from the sudden force.

    • S: The Explosion is done near instantaneously so there isn't any warning on what's coming.
    • S: It is good for close range battles.
    • S: Not only can it be used to cause damage to opponents, as an explosion, it can be used for demolitions work.
    • W: Horrible when out of close ranged combat.
    • W: Can't use in extremely heated environments like deserts due to there being very little natural water vapor in the air.
    • W: Directional. The blast only takes place in the area in the direction the palm is pointing.
    • W: Can be countered by AoE Frost spells of one rank above or higher.


    Merge:
    Merge
    Rank: C-rank
    Type: Multipurpose
    Duration:b 3 Posts
    Cooldown: 4 Posts
    Description: The Merging spell allows the user to merge with tree roots, branches, and trunks. However, unlike the ability to fully merge, this spell is more like a partial merge as Jaeger, the user, would merge the branches, roots, or any other part of the tree into his body to use as a weapon, shield, or armor. The tree parts used can block 2 C-rank spells of damage. However, if the spells are fire based, the armor will be destroyed after 1 C-rank worth of damage.

    • S: Multi-Purpose – Can be Defensive or Offensive.
    • S: Different Damage Types – Slash, blunt, lashing, Piercing, Ect.
    • W: Cannot use One with the Tree Ability while this is Active.
    • W: Cannot replace broken wood without using the spell again.
    • W: Does no elemental based damage.


    Vine Whip:
    Vine Whip
    Rank: C-rank
    Type: Offensive
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: A Simple C-rank spell that summons a pair of vines, usually one ott he left and one to the right of the user, from the ground to attack a target. The vines have a 15 Foot range of attack, for a total of a 30 foot Diameter circle. The vines are long and green with a small bulb at the ends of them.

    • S: Vines are Flexible and Agile.
    • W: Can be can be easily cut by 1 C-rank slashing attack.
    • W: Can be burned to a crisp by 1 D-rank Fire Spells.



    _____________________________________________________________________________________




    And be she but Small,
    she is Fierce


    [Nekros/Primary] The Great Tree Ark GWsGXSQ

    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


    D~4 ||C~4 ||B~2 ||A~ ||S~

    Slots: 4/6



    Nekros
    Nekros

    Quality Badge Level 1- Quality Badge Level 2- X-Mas Event Participant- 1 Year Anniversary- Player 
    Lineage : The Sinful Horseman
    Position : None
    Posts : 329
    Guild : N/A
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 100

    Character Sheet
    First Magic: Arc of the Great Tree Shark
    Second Magic: Arc of Netzach
    Third Magic:

    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 24th April 2018, 5:05 pm

    Edits Made
    -Removed link to Secondary magic.
    -Removes Signature Spells.
    -Removed C-rank Spells.
    -Removed Natures Child Unique Ability.
    -Lineage is in possible review for revamp/tweaks/editing. Will request to update at a later point with the reworked lineage.

    Edits were made as this character/account will be/is reset to D-rank after role-playing absence.
    Aura
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Legal Guild Ace- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Player 
    Lineage : Gingerbread Man
    Position : None
    Posts : 1121
    Guild : Sabertooth 《Ace》
    Cosmic Coins : 150
    Dungeon Tokens : 0
    Age : 23
    Experience : 8,562.5

    Character Sheet
    First Magic: 2nd Generation - Fire Dragon Slayer
    Second Magic: Gravitational Crash (TBA)
    Third Magic:

    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Aura on 1st May 2018, 8:11 am

    Approved:
    @Nekros wrote:


    The Great Tree Arc.

    Nekros - Lost Magic


    Description


    The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and nature. Certain aspects that contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other tree based plants vegetation.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Heat Manipulation:
    Heat Manipulation: The Great Tree magic, allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Nature Manipulation:
    Nature Manipulation: The Nature Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create plant life from the ground. Trees can be manipulated in various ways, from growing out of the ground to changing shape into various objects or forms, to basic manipulation and movement. The same goes for other plant life that stems from trees such as vines, moss, and leaves. With greater strength, greater the manipulation possibilities. Unfortunately, this magic does not apply to flowers.


    Planetary Magic Manipulation:
    Planetary Magic Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and control the properties of the earth/planet. The manipulation, more or less, affects the natural magical energy that resides within the planet itself. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Another instance of this manipulation could be shifting the magic enough to cause a vacuum that would drain mages and items of it’s magic. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated. This manipulation and control does not allow for things like manipulating the ground into a mountain or shaping the ground into different forms and such.

    Strengths & Weaknesses




    • S: Many forms of and types of manipulation. (Planetary, Nature, and Heat.)
    • S: Targeting: Single-Target, Multiple-Target, or AoE.
    • W: When the user tries to continue fighting (4 posts) after MP has reached 0, the user's body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death. This effects may be averted through other magics.
    • W: The trees, vines, and leafs are not immune to fire and can still burn.
    • W: Until hitting a specific level of unity or control of this magic (B-rank mage), all spells cost +2% MP.


    Lineage:
    Name: The Sinful Horseman
    Description: The Sinful Horseman? Oh what a tale. The very bloodline dates back centuries, possibly even millenniums ago. It’s a rare family, I reckon those who have it don’t even know what it is that flows through their veins. What is it? Why, it’s the blood of a Demon. No no, not like the ones of the country of Sin, something much more horrifying. These sorts of demons ar the corrupted souls of the living. Damned for all eternity to live the rest of their afterlife in Hell. In their lifetime, they would have committed great sin and wrongdoing. Like what? Well… you know, murdering, pillaging, creating sorrow, and much more. There are way too many ways to get sent to hell, now that I think about it.

    Ah, where was I… Oh yes! There was a man, name forgotten throughout time, who was particularly horrid. The only title left of him is “The Sinful Horseman”. He was a king; and a particularly tyrannous one at that. He ruled his lands with a cruel fist.  How they despised this man, every fiber of their withered being sent hatred his way. The king would take anything and everything he wanted from the citizens. Their food was his, their wealth was taken, even their wives and daughters were eventually grabbed away from their families. The King was a Glutton, amongst all else, this was his greatest sin. He just couldn’t get enough! His desire, his lust, his hunger for everything is what made this Lineage so…. Demonizing.

    But why is he called “The Sinful Horseman”? The Gluttony takes the part of the sin…The horseman? Where he had his gluttony, the rest of the nation was poor and in a famine. The citizens were withering away, slowly starving to death as their “King” had plenty. Their crops slowly wilted as the farmers began to perish. The trade started to run dry as the merchants were being taken by death. As the years went by, even the kings… source of women was going barren. The nation was dead and the King? Well, he was the last alive, metaphorically.

    The last of the people revolted. Their mobs being filled with thing and ghoulish guardsmen, Deprived husbands, and abused women. Their lives were over, none of them could argue this fact. Was it right? Of course not! It was all deplorable. As the Population dwindled, an assassination started to form. The King loved his food and it was their best chance to rid the kingdom while they still draw breath.

    To cut a long story short…. Sort of, the King was poisoned and died in his sin. While his death was needed, the secretly fostered children were escorted out of the country to forever carry on his bloodline. As for the dead king, his soul dropped into the pits of hell, it’s magic changing and forming it into a demon of sufficient nature. Not only did he become One of the Four Horseman, but he was cast as Gluttony itself. The magic that cursed his soul was so great… it cursed the blood of his descendants for all time. The effects would differ from generation to generation, evolving if you will, but the main focus and curse of this Bloodline will always be The Sinful Horseman.
    Curse of Insanity:
    Curse of Insanity: The mind is a complex thing, hard to understand as it differs slightly from person to person. So many different factors play into a minds stability and personality. The fears, mental constitution, even something as simple as what a person likes to do as a hobby. What happens when a mind just snaps? Even that isn’t necessarily the same from person to person. Some may go on a rampage while some can just shut down. The Curse of Insanity is the result of one person snapping and making the best of his situation. With his magic having a need to feed, it is released as a need to feast on the sanity and mental stability of all those that enter within it’s range. The aura withers and chips away at the fortitude and mental constitution, slowly making them go insane. The effects of insanity are different for each with in range. One could imagine their fears coming true, constant visions of events and scenes that aren’t having (such as the death of a loved one).
    Cost: N/a, Always on.
    Effects:

    • Distractions/Hallucinations of all senses.
    • +15% MP cost to all within range (that is not the wielder).
    • Aura Range: 12 meter Radius (D-rank) + 8 meter per rank up.

    Drawbacks:

    • Can affect allies.
    • Mages of a higher rank suffer from only 50% of the effects. [Meaning, they only suffer a +7% MP to all spell costs]


    Curse of Withering:
    Curse of the Withering: The Curse of the Withering is a rather nasty piece of work. The body is made up of components that require nutrients to live and operate. The organs, flesh, bones, and nerves, they all need nourishment to continue their functions. This ability begins to wither that flesh, those nerves and the bones. They slowly begin to deteriorate and draining the body of it’s nutrients. It is withering the tissue away to nothingness, rotting the living to its very core.  The person affected would begin to feel drained, as if they hadn’t eaten anything in awhile. That feeling would slowly grow into a starvation-esque feel before the pain started to set in. This ability takes the form of an AoE Arua and effects start to take when people come into contact with the arua’s diameter.
    Cost: N/a, Always on.
    Effects:

    • Deals 50% spell damage of Users Rank (Ex. C-rank Mage: this ability would do 20 hp damage per post).
    • Aura Range: 12 meter Radius (D-rank) + 8 meters per rank up.
    • Can affect allies.


    A Gluttons Resistance:
    A Glutton’s Resistance: The Gluttons Resistance comes isn’t as it seems. Rather than resisting blocking damage, the glutton eats an incoming spell, absorbing part of its magic. The spell still hits and does damage, but for less than intended. The likely way, those who use this, have theorized that this ability gets its name through the absorbed magical energy, it acts as a buffer or resistant force against the rest of the spell.
    Effects: Reduces spell damage by 25%.

    The Gluttonous Pit:
    The Gluttonous Pit:  Always hungry, never being satisfied with your bodies most desired source of fuel, in this case, magic. The people of this lineage have a constant hunger, a need to consume magic energy for himself. The hunger causes the body to automatically feed through the pores, taking magic from the planet. Being this, the user is always regenerating their magical supply, even at the cost of the plants.
    Effects: + 2% MP every Post.

    Unique Abilities


    Unique Ability – One with the Tree:
    One with the Tree: The One with the Tree ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.

    • S: Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).
    • W: Can be detected by magical sensory spells.
    • W: When the tree is damaged beyond recognition, the user will be forced out. (EX. When the tree burns burns down, exploded, etc).

    Cost: (Follows Spell Cost vs Wizard rank guide for D-rank spells)
    Cooldown: 2 Posts after fully emerging from the tree.
    Unique Ability - Earthland's Eye:
    Earthland's Eye: Earthland's Eye is an ability that enhances a wizards natural sensing ability. This comes through being connected to the planet, being in-tune with the magic that flows with in Earthland. The magic fills the user and reaches out to find sources of magic and locates them. The effect of this ability has strengthened the mages sensory ability. Using the earthland magic, the users sensory is 75% more effective in range and power. (Example: D-ranks Sensor ability has a range of 100 meter it is now 175 meters.)
    Unique Ability – Land Shark:
    Land Shark: Land Shark, or One with Earthland, is an ability much like One with the Tree. The user, Jaeger, merges into the ground and becomes one with Earthland or whatever planet they are on. The user is effectively a land shark, swimming through its natural habitat. While merged, it is very difficult to be sensed by any means. Their magic is effectively mixed in with the planets, leaving the mage there without a trace.

    • S: Tough to detect: It is harder to detect a mage that is merged with the planet. Normal senses such as smell, sight, hearing, etc, are nullified as the user doesn’t make a smell or sound. Users magic is blended into the planet, essentially allowing them to just vanish.
    • W: Is not used as any sort of bonuses for control or damage.
    • W: The user cannot move miles upon miles in mere moments with the traveling aspect of the ability. It doesn’t allow for that sort of speed boost.
    • W: To go from a merge with the planet to a tree, user must pay the MP costs for “One with the Tree”. No free merge switching. Also applies to go from tree to planet, mage must pay the cost of this ability.

    Cost: (Follows Spell Cost vs Wizard rank guide for C-rank spells)
    Cooldown: 3 Posts After Emerging from the ground.


    Spells


    D-Rank Spells:
    Sica:
    Sica
    Rank: D-Rank
    Type: Offensive
    Duration: 2 Post Duration
    Cooldown: 3 posts
    Description: Sica is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions. Each leaf/blade does 10 HP damage.

    • S: Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
    • W: While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
    • W: Directional. The leafs only cut in the direction the user’s hand waves.


    Tree Summon:
    Tree Summon
    Rank: D-Rank
    Type: Supplementary
    Duration: Instant
    Cooldown: 1 post
    Description: Tree Summon is a supplementary spell that summons a single, average tree in the location of the users choice. The type of tree summoned is dependent to the region the spell is used. If the area is full of pine trees,  the tree summoned would be an ordinary Pine Tree.

    • S: The trees summoned can be used in conjunction with other Great Tree spells or Passives.
    • S: Becomes a part of the environment. Only Special part of this is that the user is able to un-summon or wither the tree to nothingness.

    [*]W: Can be chopped or cut down.
    [*]W: Has no extra endurance to withstand blasts or fires.
    [*]W: Only 1 tree can be summoned per spell use. If the user wants another tree, they'd have to pay the cost again to get another tree.
    [/list]

    Root Shield:
    Root Shield
    Rank: D-rank
    Type: Defensive
    Duration: Instant
    Cooldown: 2 Posts
    Description: The Root Shield spell does what its name implies, creates a shielding made of roots. The roots emerge from the ground that is in front of the user and forms a large user sized X. The roots are thick and pointed at the tips. Takes Two D-ranks worth of Damage or 1 D-rank fire damaging spell.

    • S: Defends the user from forward attacks.
    • W: Only Blocks from one direction.
    • W: Cannot manipulate the roots afterwards.


    Shark Teeth:
    Shark teeth
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 2 Post
    Description: The Shark Teeth spell utilizes a tree that is there naturally or has been summoned. The user gets behind it and punches the tree. Once connected, the force of the punch propels 10 smallish chunks of tree out flying in the direction it punched. The chunks look like little shark teeth. The shards have an effective range of 30 feet before they begin to fall. Does 1.50x normal D-rank damage within the 30 feet. Does no damage afterwards.

    • S: Extremely damaging at close range.
    • W: Once out of effective range, does no damage.
    • W: Requires a tree or some form of wood.



    [Nekros/Primary] The Great Tree Ark BolcTS8


    _____________________________________________________________________________________




    And be she but Small,
    she is Fierce


    [Nekros/Primary] The Great Tree Ark GWsGXSQ

    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


    D~4 ||C~4 ||B~2 ||A~ ||S~

    Slots: 4/6



    Aura
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Legal Guild Ace- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Player 
    Lineage : Gingerbread Man
    Position : None
    Posts : 1121
    Guild : Sabertooth 《Ace》
    Cosmic Coins : 150
    Dungeon Tokens : 0
    Age : 23
    Experience : 8,562.5

    Character Sheet
    First Magic: 2nd Generation - Fire Dragon Slayer
    Second Magic: Gravitational Crash (TBA)
    Third Magic:

    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Aura on 8th May 2018, 10:33 am

    Unlocked:
    @Nekros wrote:


    The Great Tree Arc.

    Nekros - Lost Magic


    Description


    The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and nature. Certain aspects that contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other tree based plants vegetation.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Heat Manipulation:
    Heat Manipulation: The Great Tree magic, allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Nature Manipulation:
    Nature Manipulation: The Nature Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create plant life from the ground. Trees can be manipulated in various ways, from growing out of the ground to changing shape into various objects or forms, to basic manipulation and movement. The same goes for other plant life that stems from trees such as vines, moss, and leaves. With greater strength, greater the manipulation possibilities. Unfortunately, this magic does not apply to flowers.


    Planetary Magic Manipulation:
    Planetary Magic Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and control the properties of the earth/planet. The manipulation, more or less, affects the natural magical energy that resides within the planet itself. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Another instance of this manipulation could be shifting the magic enough to cause a vacuum that would drain mages and items of it’s magic. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated. This manipulation and control does not allow for things like manipulating the ground into a mountain or shaping the ground into different forms and such.

    Strengths & Weaknesses




    • S: Many forms of and types of manipulation. (Planetary, Nature, and Heat.)
    • S: Targeting: Single-Target, Multiple-Target, or AoE.
    • W: When the user tries to continue fighting (4 posts) after MP has reached 0, the user's body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death. This effects may be averted through other magics.
    • W: The trees, vines, and leafs are not immune to fire and can still burn.
    • W: Until hitting a specific level of unity or control of this magic (B-rank mage), all spells cost +2% MP.


    Lineage:
    Name: The Sinful Horseman
    Description: The Sinful Horseman? Oh what a tale. The very bloodline dates back centuries, possibly even millenniums ago. It’s a rare family, I reckon those who have it don’t even know what it is that flows through their veins. What is it? Why, it’s the blood of a Demon. No no, not like the ones of the country of Sin, something much more horrifying. These sorts of demons ar the corrupted souls of the living. Damned for all eternity to live the rest of their afterlife in Hell. In their lifetime, they would have committed great sin and wrongdoing. Like what? Well… you know, murdering, pillaging, creating sorrow, and much more. There are way too many ways to get sent to hell, now that I think about it.

    Ah, where was I… Oh yes! There was a man, name forgotten throughout time, who was particularly horrid. The only title left of him is “The Sinful Horseman”. He was a king; and a particularly tyrannous one at that. He ruled his lands with a cruel fist.  How they despised this man, every fiber of their withered being sent hatred his way. The king would take anything and everything he wanted from the citizens. Their food was his, their wealth was taken, even their wives and daughters were eventually grabbed away from their families. The King was a Glutton, amongst all else, this was his greatest sin. He just couldn’t get enough! His desire, his lust, his hunger for everything is what made this Lineage so…. Demonizing.

    But why is he called “The Sinful Horseman”? The Gluttony takes the part of the sin…The horseman? Where he had his gluttony, the rest of the nation was poor and in a famine. The citizens were withering away, slowly starving to death as their “King” had plenty. Their crops slowly wilted as the farmers began to perish. The trade started to run dry as the merchants were being taken by death. As the years went by, even the kings… source of women was going barren. The nation was dead and the King? Well, he was the last alive, metaphorically.

    The last of the people revolted. Their mobs being filled with thing and ghoulish guardsmen, Deprived husbands, and abused women. Their lives were over, none of them could argue this fact. Was it right? Of course not! It was all deplorable. As the Population dwindled, an assassination started to form. The King loved his food and it was their best chance to rid the kingdom while they still draw breath.

    To cut a long story short…. Sort of, the King was poisoned and died in his sin. While his death was needed, the secretly fostered children were escorted out of the country to forever carry on his bloodline. As for the dead king, his soul dropped into the pits of hell, it’s magic changing and forming it into a demon of sufficient nature. Not only did he become One of the Four Horseman, but he was cast as Gluttony itself. The magic that cursed his soul was so great… it cursed the blood of his descendants for all time. The effects would differ from generation to generation, evolving if you will, but the main focus and curse of this Bloodline will always be The Sinful Horseman.
    Curse of Insanity:
    Curse of Insanity: The mind is a complex thing, hard to understand as it differs slightly from person to person. So many different factors play into a minds stability and personality. The fears, mental constitution, even something as simple as what a person likes to do as a hobby. What happens when a mind just snaps? Even that isn’t necessarily the same from person to person. Some may go on a rampage while some can just shut down. The Curse of Insanity is the result of one person snapping and making the best of his situation. With his magic having a need to feed, it is released as a need to feast on the sanity and mental stability of all those that enter within it’s range. The aura withers and chips away at the fortitude and mental constitution, slowly making them go insane. The effects of insanity are different for each with in range. One could imagine their fears coming true, constant visions of events and scenes that aren’t having (such as the death of a loved one).
    Cost: N/a, Always on.
    Effects:

    • Distractions/Hallucinations of all senses.
    • +15% MP cost to all within range (that is not the wielder).
    • Aura Range: 12 meter Radius (D-rank) + 8 meter per rank up.

    Drawbacks:

    • Can affect allies.
    • Mages of a higher rank suffer from only 50% of the effects. [Meaning, they only suffer a +7% MP to all spell costs]


    Curse of Withering:
    Curse of the Withering: The Curse of the Withering is a rather nasty piece of work. The body is made up of components that require nutrients to live and operate. The organs, flesh, bones, and nerves, they all need nourishment to continue their functions. This ability begins to wither that flesh, those nerves and the bones. They slowly begin to deteriorate and draining the body of it’s nutrients. It is withering the tissue away to nothingness, rotting the living to its very core.  The person affected would begin to feel drained, as if they hadn’t eaten anything in awhile. That feeling would slowly grow into a starvation-esque feel before the pain started to set in. This ability takes the form of an AoE Arua and effects start to take when people come into contact with the arua’s diameter.
    Cost: N/a, Always on.
    Effects:

    • Deals 50% spell damage of Users Rank (Ex. C-rank Mage: this ability would do 20 hp damage per post).
    • Aura Range: 12 meter Radius (D-rank) + 8 meters per rank up.
    • Can affect allies.


    A Gluttons Resistance:
    A Glutton’s Resistance: The Gluttons Resistance comes isn’t as it seems. Rather than resisting blocking damage, the glutton eats an incoming spell, absorbing part of its magic. The spell still hits and does damage, but for less than intended. The likely way, those who use this, have theorized that this ability gets its name through the absorbed magical energy, it acts as a buffer or resistant force against the rest of the spell.
    Effects: Reduces spell damage by 25%.

    The Gluttonous Pit:
    The Gluttonous Pit:  Always hungry, never being satisfied with your bodies most desired source of fuel, in this case, magic. The people of this lineage have a constant hunger, a need to consume magic energy for himself. The hunger causes the body to automatically feed through the pores, taking magic from the planet. Being this, the user is always regenerating their magical supply, even at the cost of the plants.
    Effects: + 2% MP every Post.

    Unique Abilities


    Unique Ability – One with the Tree:
    One with the Tree: The One with the Tree ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.

    • S: Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).
    • W: Can be detected by magical sensory spells.
    • W: When the tree is damaged beyond recognition, the user will be forced out. (EX. When the tree burns burns down, exploded, etc).

    Cost: (Follows Spell Cost vs Wizard rank guide for D-rank spells)
    Cooldown: 2 Posts after fully emerging from the tree.
    Unique Ability - Earthland's Eye:
    Earthland's Eye: Earthland's Eye is an ability that enhances a wizards natural sensing ability. This comes through being connected to the planet, being in-tune with the magic that flows with in Earthland. The magic fills the user and reaches out to find sources of magic and locates them. The effect of this ability has strengthened the mages sensory ability. Using the earthland magic, the users sensory is 75% more effective in range and power. (Example: D-ranks Sensor ability has a range of 100 meter it is now 175 meters.)
    Unique Ability – Land Shark:
    Land Shark: Land Shark, or One with Earthland, is an ability much like One with the Tree. The user, Jaeger, merges into the ground and becomes one with Earthland or whatever planet they are on. The user is effectively a land shark, swimming through its natural habitat. While merged, it is very difficult to be sensed by any means. Their magic is effectively mixed in with the planets, leaving the mage there without a trace.

    • S: Tough to detect: It is harder to detect a mage that is merged with the planet. Normal senses such as smell, sight, hearing, etc, are nullified as the user doesn’t make a smell or sound. Users magic is blended into the planet, essentially allowing them to just vanish.
    • W: Is not used as any sort of bonuses for control or damage.
    • W: The user cannot move miles upon miles in mere moments with the traveling aspect of the ability. It doesn’t allow for that sort of speed boost.
    • W: To go from a merge with the planet to a tree, user must pay the MP costs for “One with the Tree”. No free merge switching. Also applies to go from tree to planet, mage must pay the cost of this ability.

    Cost: (Follows Spell Cost vs Wizard rank guide for C-rank spells)
    Cooldown: 3 Posts After Emerging from the ground.


    Spells


    D-Rank Spells:
    Sica:
    Sica
    Rank: D-Rank
    Type: Offensive
    Duration: 2 Post Duration
    Cooldown: 3 posts
    Description: Sica is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions. Each leaf/blade does 10 HP damage.

    • S: Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
    • W: While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
    • W: Directional. The leafs only cut in the direction the user’s hand waves.


    Tree Summon:
    Tree Summon
    Rank: D-Rank
    Type: Supplementary
    Duration: Instant
    Cooldown: 1 post
    Description: Tree Summon is a supplementary spell that summons a single, average tree in the location of the users choice. The type of tree summoned is dependent to the region the spell is used. If the area is full of pine trees,  the tree summoned would be an ordinary Pine Tree.

    • S: The trees summoned can be used in conjunction with other Great Tree spells or Passives.
    • S: Becomes a part of the environment. Only Special part of this is that the user is able to un-summon or wither the tree to nothingness.

    [*]W: Can be chopped or cut down.
    [*]W: Has no extra endurance to withstand blasts or fires.
    [*]W: Only 1 tree can be summoned per spell use. If the user wants another tree, they'd have to pay the cost again to get another tree.
    [/list]

    Root Shield:
    Root Shield
    Rank: D-rank
    Type: Defensive
    Duration: Instant
    Cooldown: 2 Posts
    Description: The Root Shield spell does what its name implies, creates a shielding made of roots. The roots emerge from the ground that is in front of the user and forms a large user sized X. The roots are thick and pointed at the tips. Takes Two D-ranks worth of Damage or 1 D-rank fire damaging spell.

    • S: Defends the user from forward attacks.
    • W: Only Blocks from one direction.
    • W: Cannot manipulate the roots afterwards.


    Shark Teeth:
    Shark teeth
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 2 Post
    Description: The Shark Teeth spell utilizes a tree that is there naturally or has been summoned. The user gets behind it and punches the tree. Once connected, the force of the punch propels 10 smallish chunks of tree out flying in the direction it punched. The chunks look like little shark teeth. The shards have an effective range of 30 feet before they begin to fall. Does 1.50x normal D-rank damage within the 30 feet. Does no damage afterwards.

    • S: Extremely damaging at close range.
    • W: Once out of effective range, does no damage.
    • W: Requires a tree or some form of wood.



    _____________________________________________________________________________________




    And be she but Small,
    she is Fierce


    [Nekros/Primary] The Great Tree Ark GWsGXSQ

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    Nekros
    Nekros

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    Character Sheet
    First Magic: Arc of the Great Tree Shark
    Second Magic: Arc of Netzach
    Third Magic:

    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Nekros on 8th May 2018, 10:39 am

    Edits
    ~Took out the weakness that increased MP cost for the magic. As the way MP worked and no longer was a percentage, the 2% increase was virtually nothing to the costs now. As well as the rules no longer required more weaknesses than strengths. So it was decided to just remove it.
    Aura
    Aura

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    Character Sheet
    First Magic: 2nd Generation - Fire Dragon Slayer
    Second Magic: Gravitational Crash (TBA)
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    Completed Re: [Nekros/Primary] The Great Tree Ark

    Post by Aura on 8th May 2018, 11:20 am

    Approved:
    @Nekros wrote:


    The Great Tree Arc.

    Nekros - Lost Magic


    Description


    The Great Tree Arc is a magic lost throughout history for one reason or another. However, it is still found on a scroll or two that are extremely rare to find. Luckily enough for Jaeger, he was a part of a temple that had a scroll with this magic so he could learn it. The magic itself is a powerful magic based around the planet, heat, and nature. Certain aspects that contribute to nature around the world. The planet gives the soil, and is the foundation. The heat manipulation allows for temporarily temperature correct climates, and the trees provide structure for vines, mosses, and other tree based plants vegetation.

    The manipulation ranges from moving branches on a natural growing tree to boiling the hydrogen within the air to cause explosions. It all depends on the users level of unity and mastery of the magic. From the variety of manipulation, control, and power, it's easy to see why this magic was a target for those trying to get rid of strong magic and lose it for the ages to come.

    Heat Manipulation:
    Heat Manipulation: The Great Tree magic, allows for the manipulation of heat within a given area. The heat is able to get hot enough to cause the water vapor in the air to rapidly expand and explode. This process can be done slowly without anyone releasing it or one can rapidly heat a single point to cause instant explosions.

    Nature Manipulation:
    Nature Manipulation: The Nature Manipulation ability is the portion of the magic that allows Jaeger to manipulated, control, and even create plant life from the ground. Trees can be manipulated in various ways, from growing out of the ground to changing shape into various objects or forms, to basic manipulation and movement. The same goes for other plant life that stems from trees such as vines, moss, and leaves. With greater strength, greater the manipulation possibilities. Unfortunately, this magic does not apply to flowers.


    Planetary Magic Manipulation:
    Planetary Magic Manipulation: The other portion of the Great Tree Arc magic that allows the user to manipulate and control the properties of the earth/planet. The manipulation, more or less, affects the natural magical energy that resides within the planet itself. An example of manipulating the earth's energy is compacting its energy enough into the trees and causing explosions with them. Another instance of this manipulation could be shifting the magic enough to cause a vacuum that would drain mages and items of it’s magic. Of course the greater Rank the Wizard, the stronger the manipulation and more can be manipulated. This manipulation and control does not allow for things like manipulating the ground into a mountain or shaping the ground into different forms and such.

    Strengths & Weaknesses




    • S: Many forms of and types of manipulation. (Planetary, Nature, and Heat.)
    • S: Targeting: Single-Target, Multiple-Target, or AoE.
    • W: When the user tries to continue fighting (4 posts) after MP has reached 0, the user's body starts to be taken over by the magic. Once the process has started, there is no stopping it. When the process is complete, the wizard will have turned into a tree, meaning Death. This effects may be averted through other magics.
    • W: The trees, vines, and leafs are not immune to fire and can still burn.


    Lineage:
    Name: The Sinful Horseman
    Description: The Sinful Horseman? Oh what a tale. The very bloodline dates back centuries, possibly even millenniums ago. It’s a rare family, I reckon those who have it don’t even know what it is that flows through their veins. What is it? Why, it’s the blood of a Demon. No no, not like the ones of the country of Sin, something much more horrifying. These sorts of demons ar the corrupted souls of the living. Damned for all eternity to live the rest of their afterlife in Hell. In their lifetime, they would have committed great sin and wrongdoing. Like what? Well… you know, murdering, pillaging, creating sorrow, and much more. There are way too many ways to get sent to hell, now that I think about it.

    Ah, where was I… Oh yes! There was a man, name forgotten throughout time, who was particularly horrid. The only title left of him is “The Sinful Horseman”. He was a king; and a particularly tyrannous one at that. He ruled his lands with a cruel fist.  How they despised this man, every fiber of their withered being sent hatred his way. The king would take anything and everything he wanted from the citizens. Their food was his, their wealth was taken, even their wives and daughters were eventually grabbed away from their families. The King was a Glutton, amongst all else, this was his greatest sin. He just couldn’t get enough! His desire, his lust, his hunger for everything is what made this Lineage so…. Demonizing.

    But why is he called “The Sinful Horseman”? The Gluttony takes the part of the sin…The horseman? Where he had his gluttony, the rest of the nation was poor and in a famine. The citizens were withering away, slowly starving to death as their “King” had plenty. Their crops slowly wilted as the farmers began to perish. The trade started to run dry as the merchants were being taken by death. As the years went by, even the kings… source of women was going barren. The nation was dead and the King? Well, he was the last alive, metaphorically.

    The last of the people revolted. Their mobs being filled with thing and ghoulish guardsmen, Deprived husbands, and abused women. Their lives were over, none of them could argue this fact. Was it right? Of course not! It was all deplorable. As the Population dwindled, an assassination started to form. The King loved his food and it was their best chance to rid the kingdom while they still draw breath.

    To cut a long story short…. Sort of, the King was poisoned and died in his sin. While his death was needed, the secretly fostered children were escorted out of the country to forever carry on his bloodline. As for the dead king, his soul dropped into the pits of hell, it’s magic changing and forming it into a demon of sufficient nature. Not only did he become One of the Four Horseman, but he was cast as Gluttony itself. The magic that cursed his soul was so great… it cursed the blood of his descendants for all time. The effects would differ from generation to generation, evolving if you will, but the main focus and curse of this Bloodline will always be The Sinful Horseman.
    Curse of Insanity:
    Curse of Insanity: The mind is a complex thing, hard to understand as it differs slightly from person to person. So many different factors play into a minds stability and personality. The fears, mental constitution, even something as simple as what a person likes to do as a hobby. What happens when a mind just snaps? Even that isn’t necessarily the same from person to person. Some may go on a rampage while some can just shut down. The Curse of Insanity is the result of one person snapping and making the best of his situation. With his magic having a need to feed, it is released as a need to feast on the sanity and mental stability of all those that enter within it’s range. The aura withers and chips away at the fortitude and mental constitution, slowly making them go insane. The effects of insanity are different for each with in range. One could imagine their fears coming true, constant visions of events and scenes that aren’t having (such as the death of a loved one).
    Cost: N/a, Always on.
    Effects:

    • Distractions/Hallucinations of all senses.
    • +15% MP cost to all within range (that is not the wielder).
    • Aura Range: 12 meter Radius (D-rank) + 8 meter per rank up.

    Drawbacks:

    • Can affect allies.
    • Mages of a higher rank suffer from only 50% of the effects. [Meaning, they only suffer a +7% MP to all spell costs]


    Curse of Withering:
    Curse of the Withering: The Curse of the Withering is a rather nasty piece of work. The body is made up of components that require nutrients to live and operate. The organs, flesh, bones, and nerves, they all need nourishment to continue their functions. This ability begins to wither that flesh, those nerves and the bones. They slowly begin to deteriorate and draining the body of it’s nutrients. It is withering the tissue away to nothingness, rotting the living to its very core.  The person affected would begin to feel drained, as if they hadn’t eaten anything in awhile. That feeling would slowly grow into a starvation-esque feel before the pain started to set in. This ability takes the form of an AoE Arua and effects start to take when people come into contact with the arua’s diameter.
    Cost: N/a, Always on.
    Effects:

    • Deals 50% spell damage of Users Rank (Ex. C-rank Mage: this ability would do 20 hp damage per post).
    • Aura Range: 12 meter Radius (D-rank) + 8 meters per rank up.
    • Can affect allies.


    A Gluttons Resistance:
    A Glutton’s Resistance: The Gluttons Resistance comes isn’t as it seems. Rather than resisting blocking damage, the glutton eats an incoming spell, absorbing part of its magic. The spell still hits and does damage, but for less than intended. The likely way, those who use this, have theorized that this ability gets its name through the absorbed magical energy, it acts as a buffer or resistant force against the rest of the spell.
    Effects: Reduces spell damage by 25%.

    The Gluttonous Pit:
    The Gluttonous Pit:  Always hungry, never being satisfied with your bodies most desired source of fuel, in this case, magic. The people of this lineage have a constant hunger, a need to consume magic energy for himself. The hunger causes the body to automatically feed through the pores, taking magic from the planet. Being this, the user is always regenerating their magical supply, even at the cost of the plants.
    Effects: + 2% MP every Post.

    Unique Abilities


    Unique Ability – One with the Tree:
    One with the Tree: The One with the Tree ability is one of the signature abilities of the magic. The user, in this case Jaeger, can merge himself with trees that already exist in nature or merge with ones that he summons himself. By hiding in a tree, the user can avoid detection by normal means such as eye sight or hearing. As mentioned in the magics weaknesses, mages with heightened senses or sensory are able to sense the user or feel their presence.

    • S: Can hide and be undetectable from major senses (EX. Sight, hearing, smell, etc...).
    • W: Can be detected by magical sensory spells.
    • W: When the tree is damaged beyond recognition, the user will be forced out. (EX. When the tree burns burns down, exploded, etc).

    Cost: (Follows Spell Cost vs Wizard rank guide for D-rank spells)
    Cooldown: 2 Posts after fully emerging from the tree.
    Unique Ability - Earthland's Eye:
    Earthland's Eye: Earthland's Eye is an ability that enhances a wizards natural sensing ability. This comes through being connected to the planet, being in-tune with the magic that flows with in Earthland. The magic fills the user and reaches out to find sources of magic and locates them. The effect of this ability has strengthened the mages sensory ability. Using the earthland magic, the users sensory is 75% more effective in range and power. (Example: D-ranks Sensor ability has a range of 100 meter it is now 175 meters.)
    Unique Ability – Land Shark:
    Land Shark: Land Shark, or One with Earthland, is an ability much like One with the Tree. The user, Jaeger, merges into the ground and becomes one with Earthland or whatever planet they are on. The user is effectively a land shark, swimming through its natural habitat. While merged, it is very difficult to be sensed by any means. Their magic is effectively mixed in with the planets, leaving the mage there without a trace.

    • S: Tough to detect: It is harder to detect a mage that is merged with the planet. Normal senses such as smell, sight, hearing, etc, are nullified as the user doesn’t make a smell or sound. Users magic is blended into the planet, essentially allowing them to just vanish.
    • W: Is not used as any sort of bonuses for control or damage.
    • W: The user cannot move miles upon miles in mere moments with the traveling aspect of the ability. It doesn’t allow for that sort of speed boost.
    • W: To go from a merge with the planet to a tree, user must pay the MP costs for “One with the Tree”. No free merge switching. Also applies to go from tree to planet, mage must pay the cost of this ability.

    Cost: (Follows Spell Cost vs Wizard rank guide for C-rank spells)
    Cooldown: 3 Posts After Emerging from the ground.


    Spells


    D-Rank Spells:
    Sica:
    Sica
    Rank: D-Rank
    Type: Offensive
    Duration: 2 Post Duration
    Cooldown: 3 posts
    Description: Sica is an entry level spell of the Great Tree Arc Magic. The spell itself isn't flashy or impressive, however it does show and demonstrate the particular control of the magic. The spell either uses 5 leafs in the area or conjures 5 leafs. The leafs are then enhanced into blade like weapons that are about as study as iron swords/daggers. The leaves are then used in slashing like motions. Each leaf/blade does 10 HP damage.

    • S: Can cut through Paper, clothing, a few top layers of skin, and any other thing substance that can be easily cut.
    • W: While the leaves can cut at this level, the enhancement is low. The slashing leaves cannot cut through metal, thick logs, rocks, or anything else that could be hard to cut.
    • W: Directional. The leafs only cut in the direction the user’s hand waves.


    Tree Summon:
    Tree Summon
    Rank: D-Rank
    Type: Supplementary
    Duration: Instant
    Cooldown: 1 post
    Description: Tree Summon is a supplementary spell that summons a single, average tree in the location of the users choice. The type of tree summoned is dependent to the region the spell is used. If the area is full of pine trees,  the tree summoned would be an ordinary Pine Tree.

    • S: The trees summoned can be used in conjunction with other Great Tree spells or Passives.
    • S: Becomes a part of the environment. Only Special part of this is that the user is able to un-summon or wither the tree to nothingness.

    [*]W: Can be chopped or cut down.
    [*]W: Has no extra endurance to withstand blasts or fires.
    [*]W: Only 1 tree can be summoned per spell use. If the user wants another tree, they'd have to pay the cost again to get another tree.
    [/list]

    Root Shield:
    Root Shield
    Rank: D-rank
    Type: Defensive
    Duration: Instant
    Cooldown: 2 Posts
    Description: The Root Shield spell does what its name implies, creates a shielding made of roots. The roots emerge from the ground that is in front of the user and forms a large user sized X. The roots are thick and pointed at the tips. Takes Two D-ranks worth of Damage or 1 D-rank fire damaging spell.

    • S: Defends the user from forward attacks.
    • W: Only Blocks from one direction.
    • W: Cannot manipulate the roots afterwards.


    Shark Teeth:
    Shark teeth
    Rank: D-Rank
    Type: Offensive
    Duration: Instant
    Cooldown: 2 Post
    Description: The Shark Teeth spell utilizes a tree that is there naturally or has been summoned. The user gets behind it and punches the tree. Once connected, the force of the punch propels 10 smallish chunks of tree out flying in the direction it punched. The chunks look like little shark teeth. The shards have an effective range of 30 feet before they begin to fall. Does 1.50x normal D-rank damage within the 30 feet. Does no damage afterwards.

    • S: Extremely damaging at close range.
    • W: Once out of effective range, does no damage.
    • W: Requires a tree or some form of wood.




    [Nekros/Primary] The Great Tree Ark BolcTS8


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    And be she but Small,
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    [Nekros/Primary] The Great Tree Ark GWsGXSQ

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      Current date/time is 19th April 2019, 3:26 am