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    Coquendum Magus

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    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Lineage : YinYang Monkey Spirit
    Position : None
    Posts : 905
    Guild : Black Rose
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Age : 24
    Experience : 5,031.75

    Character Sheet
    Character Name: Magna Victus
    Primary Magic: Coquendum Magus
    Secondary Magic: Cerberus Slayer

    Coquendum Magus

    Post by Shard on 13th May 2016, 5:50 am

    Magic

    Primary Magic: Coquendam magus
    Secondary Magic: Cerberus Slayer Lacrima
    Caster or Holder: Holder
    Description: Rather than a name for the magic coquendam magus is the name people have called its wielders the Victus family. It translates directly to Cooking Magician. The wielders of this magic use spells all named after cooking terms whether it be a cooking utensil or a cooking technique. As such this magic does not follow a particular element like fire or water. No, it brings together a multitude of spells like ingredients in a recipe.

    These techniques are perhaps why the Victus family are so good at cooking because despite the fact that they are able to use this offensively they are able to also use all of the spells for actual cooking. Perhaps they will use a fire spell to perfectly sear some meat or a ranged slicing technique to perfectly dissect some meat. As a side effect of this magic all users gain a perfect eidetic memory. This means the user has a flawless memory allowing them to perfectly memorize everything they have ever read, seen, smelt, tasted or heard. This is particularly effective for cooking.

    This is however a holder magic that is focused through his trademark bandana that he normally wear around his brow or on his arm.

    User's of this magic can apply various stacks via their spells. One example of this is a heat stack which are applied via his cooking-fire techniques. These do nothing unless another spell is applied. All stacks last three posts when mage is D rank. This duration increments by 1 each time the user ranks up. As a B rank mage it is currently five posts.
    Strengths:

    • Variable: It has a variety of spells of various elements meaning it is hard to defend against. It focuses mostly on heat and cold spells.
    • Secondary: Can be used for cooking as well as fighting
    • Stacks: Stacks are the strongest part of this magic and can dish out a lot of damage very quickly especially when combined with fusions.

    Weaknesses:

    • Slayers: The strongest spells of this magic are elemental and thus slayers can be a big problem.
    • Earth magic: Due to the fact that earth magic can easily counter the cold and heat it can often be used to disrupt the strongest of spells
    • Stack conflicts: Stacks can conflict cancelling eachother out and preventing them being used effectively.
    • Holder: As a holder magic the user cannot cast any of their spells without the bandanna he  normally wears around his brow being somewhere on his body.

    Lineage:

    Yin-Yang Monkey Spirit

    Description: Magna was once just an ordinary human with magical abilities. The only thing that really made him stand out was his habit of fusing spells together and the fact that it all related to cooking. However, little did he know, but deep within him resided two animal spirits in a constant state of harmony and conflict. A true yin-yang relationship. After joining Black Rose and becoming an ace he was told to bathe in a pool of special liquid. This spiritual water caused those dormant animal spirits to awaken and his body to change. He gained the monkey tail and pads that are now a trademark of the Asura, as Magna has come to be known. The awakening of these spirits revealed that the reason why he had been so focused on fusion. The twin spider monkeys Frosty and Toasty, as he calls them, work together uniting their seperate powers to perform greater feats, much like Magna himself unites his spells to create stronger feats.

    After gaining the power of the cerberus slayer and becoming even more in tune with spirits, especially the two within him, the true power of the twin monkeys was unlocked allowing him a much greater knowledge of spell fusion. This boost allowed him to unite spells more easily and to greater effect as well as providing a greater knowledge of magic in itself. What's more the spirits themselves now absorb magic from the atmosphere much as Magna does and thus he regenerates magic power a lot faster than other mages.

    Over time as his skill with fusions and magic grew the spirits began to teach him secret techniques of fire and ice. So great in fact that he began to develop new spells from it. In the future more knowledge would be provided and his skill and magic was sure to flourish further.

    However, there was a flaw in this seemingly perfect almost symbiotic relationship. His skill with fusions became so great that he lost sight of basic spells and thus his efficiency with them decreased making them cost more.

    Abilities:

    • The user gains an extra spell slot of each rank up to S, but these must relate to 'heat' 'cold' or a combination of the two. These can be applied to either primary or secondary magic. These user cannot combine these slots to get a high rank and if they are not high enough rank to use them then they cannot use them.
    • The user is a master of fusion spells and this is reflected in this. The cost of each item within a spell fusion is reduced by 2%. This stacks with any 'cost reductions' provided via other sources. This ability however will not drop the cost of either spell used in the fusion below 1% (unless it was already 0% such as a D rank being used by an S rank mage) Unfortunately, this makes non-fused spells cost 2% more, even ones that were free(excluding signatures).
    • The user has a modified MP regen allowing them to restore 25% mp over the course of five posts with 5% being restored each post. This replaces the users normal 10% regen. The user cannot have any other form of MP regen modifications.
    • The cooldown of spells when fused is reduced by 1. This stacks with other cooldown reductions. However, no spell can drop below one post in cooldown no matter how many cooldown reductions are used. This excludes signature spells, which would normally have a cooldown of 0 if they were not used in a fusion and instead signature spells can only be used once per post if used in a spell fusion.
    • The user is able to perform spell fusion with weapon spells and unison raid with the user's pet. These will follow the costs of a spell of that rank if Magna himself was to use them rather than being a 'free' component



    Usage:

    • Extra spell slots
    • All other effects are passives

    Unique Abilities:


    • Stacks: By utilising certain spells the user can place 'stacks' on a target. When certain criteria is made these stacks are applied doing damage, debuffs etc. For more information see the notes on stacks section.
    • God's sense:  This is a non-combat ability. The user is able to perfectly identify ingredients in dishes by taste, aroma and hearing. This allows them to perfectly identify when an ingredient is ready and also allows them to maximise the taste of their dishes because they can bring out the most of everything. Due to the fact this enhances his sense of smell and hearing it also makes him a more effective tracker and can be considered to be a 40% boost to those stats.

    • Fusion Cuisine: As someone who understands the subtleties of mixing ingredients together to create something greater than their parts Magna has found a way to take spell fusions and make them not only stronger, but more efficient. As such fused spells for him rather than being the damage of the stronger spell and half the damage of the weaker spell are instead calculated as such: (1st spell + 75% of 2nd spell). So for example a D rank spell would be 20+15 instead of 20+10. This fusion boost only applies to one fusion per post.

      In terms of the cost of the spells. For a normal Spell Fusion the cost is MP of the full amount of the stronger spell and half that of the smaller spell rounded down. In magna's case this is then dropped by 1%. So for two D ranks fused together it would normally be 7% for the spell fusion. In Magna's case it is 6%.
    • Fusion Expertise: With this the user has gained enough expertise in fusing spells to allow him to fuse three spells rather than two. However, this cannot stack with the boost of fusion cuisine. The damage done calculates at 75% of spell 1, 50% of spell 2 and 25% of spell 3. So for D rank this would be 15+10+5.
    • Cold and Heat Resistance: Due to being a chef and one who has travelled to exotic and dangerous territories Magna has developed an innate resistance to cold and heat making him have a 25% resistance to spells that use heat or cold as a component(e.g. fire and ice) if they are of equal rank. If they are of a rank above this is reduced to 10% and two ranks above to 5%. Anything higher is 0%. One rank below is 33%, two ranks below is 50% and three ranks below is 75%.

    Note on stacks:

    Stacks are a key concept of this magic. By applying certain spells to a target the target will receive a stack which is defined in the spell. These stacks have a three post duration. However, if the same type of stack is applied again that stack duration is refreshed and increased by one.

    • Heat stacks by themselves are useless. However, if a cold spell is used by Magna to hit a target with heat stacks then extra damage will be applied and the heat stacks removed. The stronger the heat spell used the more the cold stacks will damage the target. Heat stacks cannot be applied to a target that has cold stacks applied. The amount of damage applied depends on the spell used to trigger the stacks and this is shown in the spell.

    • Cold stacks are different to heat stacks in that you want the duration to run out. If the duration runs out then the effect of the cold stacks is applied. This will cause a debuff of defense per stack as their body becomes frail. A target cannot have cold stacks applied if they already have heat stacks. Any heat based spell that hits a target with cold stacks will remove the cold stacks and do no extra effect.

      When the stacks activate  the target(s) will receive 5% physical defense debuff x number of stacks. This is equivalent to the user's rank in debuff.

      This can be absolutely devastating, but it can also be easily removed by the person being hit with a heat spell or somehow heating themselves up sufficiently. Generally, the spell to heat them up must be equal to the user of this magic. The exception are spells that apply heat stacks which will immediately cancel out cold stacks without applying any effect.

    • Lightning stacks, much like cold stacks, require the duration to run out. When it does the effect is applied. In this case, again much like cold stacks a debuff is caused. In this case the debuff is to speed as the muscles are sapped by the electricity preventing the target moving as fast.

      When the stacks activate  the target(s) will receive 5% physical speeed debuff x number of stacks. This is equivalent to the user's rank in debuff.

      This can be removed in several ways. If the target is holding a metal object such as a pole that is stuck into the earth when the stacks activate then this will neutralise the effect. Being hit with an earth spell that is the equivalent rank of the user of the magic. This or another perfect insulator such as truly pure water without any impurities, rubber or the like.

    D:


    Grease is the word:

    Type: Coating
    Duration: Until washed off or otherwise removed
    Cooldown: 3 posts
    Description: With this the user magically conjors up a large spray bottle of oil above the target area and lets loose a might barrage of oil enough to cover a 30m radius thickly. This has no direct offensive purposes by itself. No, instead it is designed to make the floor slippery and to make people slippery. This could be used against a weapon using mage, for example, to make their hands so slippery they can't wield their weapon.

    What's particularly interesting about this spell is that the oil doesn't wear off per say. No, instead it stays until removed. This could be done with a water spell, going for a swim, burning it off(not advisable as any fire spell used on the oil will ignite it and boost the damage of the flames by 20hp), blown off or many other ways. Generally a D rank spell will remove it providing it makes sense. E.g. a D rank earth spell...doesn't make sense to remove oil.

    Magna has even been known to use this on himself to get himself out of a grip though unlike most he is not effected by this spell's negative qualities unless someone was to set it on fire.
    Strengths:

    • Lasts until removed
    • Makes things slippery, making it harder to keep grip
    • Can be ignited to boost the fire spell's damage by 1 D rank, or if using natural fire to cause 1 D rank of damage.

    Weaknesses:

    • Makes opponent hard to grip
    • Could soak allies
    • Could soak himself and make himself a tad flammable
    • Can be washed away easily by any water spell or with natural water or any sense making D rank spell.

    Wine and Dine:

    Type: Coating
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Similar to the Grease is the word technique technique in that it conjures up a large bottle of liquid. However, this time the liquid is alcohol. Normally a red wine, but this is up to the user's preference. It can be white, red, rose, mulled, blessed or even a non-wine related alcohol such as vodka.

    Those doused in this alcohol will receive a 20% balance, accuracy and speed reduction if C rank and slur their words more with a tendancy to fall over, 40% if D rank where they become barely intelligible and often fall over. A B rank will slur their words slightly, but no real other negative effect.

    Strangely though the targets get a boost of strength equal to the lost speed.  20% for C and 40% for D.

    This has a 30m radius.
    Strengths:

    • Reduces speed, balance and accuracy of targets
    • Makes it harder for them to communicate
    • Is flammable and will boost fire damage by 1 D rank, or if natural fire cause it to 1 D rank of damage.

    Weaknesses:

    • No effect on A ranks or above
    • Can effect allies easily
    • Boosts targets strength
    • Can easily douse himself by accident if he is too close to a target

    100 Degree Flame:


    Type: Fire
    Duration: 1 post
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small fireball (3m in size) from their hand which travels 45 meters and covers this distance in a second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds a stack of 'heat' to those hit directly by the flame and half a stack to those hit by the area of effect.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.


    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    0 Degree Freeze:

    Type: Cooking Cooling
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of cold(3m in size) from their hand which travels 45m and does so in one second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second.  This applies one stack of cold to those hit by the initial strike and 1/2 a stack of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is  removed 10hp damage will be done.
    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    Smoking:

    Type: Preparation
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user forms a small sphere of black smoke on their hand which they throw at the ground. It explodes outwards into a 35m radius of thick smoke made from the sawdust of the manuka tree is sent out. This smoke is thick and dense causing those caught in it to have their vision obscured, to cough and splutter and have their eyes water. This is especially useful on aquatic creatures who are more heavily effected by it.
    Strengths:

    • Obscures the vision of targets
    • Can cause targets to cough and splutter
    • Large area

    Weaknesses:

    • Can be easily blown away by a D rank wind spell
    • Can obscure allies vision
    • Obscures own vision(though doesn't cause the other effects)
    • A rank mages and above can see through the smoke as if its nothing.

    Cooking Pit:

    Type: Trap
    Duration: 3 posts
    Cooldown: 5 posts
    Description: This can be used in two ways either offensive or defensive. The user slams their hands on the ground and it drops away in a 30m radius beneath a target within 50m range. This pit is 20m deep and the top will seal until broken, opened by the user or the spell wears off. In the offensive manner this pit will start to heat up. The first post the target is trapped they will receive 5hp ranks of damage, then the post after they will receive 10hp damage and finally they will receive 20hp damage totally 35hp damage. In the defensive manner the user will drop the ground away from beneath themselves or an ally to hide them temporarily from an attack or even a natural occurrence e.g. an avalance would roll right over the top (though this might trap the user if they aren’t careful)

    If used offensively then when the duration is over the targets are forcibly flung upward and outwards, which could be used for a secondary trap.
    Strengths:

    • Traps opponents
    • Does damage over time
    • Is quite deep so targets might not be able to break free

    Weaknesses:

    • Can be broken free of by two D ranks
    • Earth techniques are twice as effective against this
    • Those who have digging based techniques can easily escape
    • If target is quick could avoid being dropped into the pit

    Pepper Spray:


    Type: Blinding
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and forms a large pepper grinder in their hands which they quickly grind to send a large wave of black pepper out. This launches a spray of pepper in a cone in front of the user with the cone at its widest point being 45m and the total length of the cone being 45m which it covers in a second. D ranks – blinded for three posts, C ranks – blinded for two, blurry vision for 1, B ranks – every so lightly blurred vision, but not enough to really effect anything.

    This also causes 10hp damage to all those who receive blindness.
    Strengths:

    • Blinds targets
    • Good aoe
    • Does mild damage

    Weaknesses:

    • Can easily blind allies
    • Can be blown away by D rank wind spells
    • Doesn't effect mages above B rank and barely B rank either
    • Only damages those that it blinds

    Lightning Butter Knife:

    Type:  Melee Enhancement
    Duration: 2 posts
    Cooldown: 3 posts
    Description:  By using the raw calorific energy stored within food the user is able to generate a small static charge of electricity around their hand adding a numbing effect to their strikes. This charge can swap freely between hands. The effect of this is to increase melee damage by 5hp as well as add 0.25 lightning stacks per strike.
    Strengths:

    • Increases melee damage
    • Adds lightning stacks

    Weaknesses:

    • Close range only
    • Lightning slayers could eat it
    • Very small boost

    Thermal Vision:

    Type: Buff
    Duration: 3 posts
    Cooldown: 4 posts
    Description:  A skill learned from his former ally Okura Jin, but never fully mastered. This can temporarily allow Magna to alter his version to allow him to see thermal energy. What’s more he can identify the exact temperature of something by looking at it. This allows for him to see hidden enemies, but he mostly uses this in cooking to give him an edge. The flaw with this technique is that sudden large changes in heat can be blinding and can leave the user dazed.
    Strengths:

    • Allows for tracking
    • Allows for seeing hidden enemies

    Weaknesses:

    • Sudden heat changes can be blinding
    • Intense amounts of heat can be blinding
    • Clever opponents could hide their heat making this useless.

    Scent of Confusion:

    Type: Distraction
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and generates patches of scent in ten areas within 60 meters. These patches of scent smell exactly like the user and anyone they are accompanied by. Those who have a scent 'clone' made of them will then become a lot harder to scent increasing the difficulty to find them by scent by 30%.

    Essentially this was designed to prevent him being tracked as easily by scent because not only is he harder to smell their are other areas to distract anyone. This has even been known to fool a slayer's nose.  

    If he is trying to hide more people than himself then the number of scent patches is divided by the number of people. So if its just him its ten. If there are two people then its five and so on.
    Strengths:

    • Hides scent
    • Creates scent duplicates to distract

    Weaknesses:

    • No offensive use
    • Far less effective on higher ranks
    • Doesn't erase scent entirely just makes them harder to track.
    • More people means fewer scent patches

    C:

    Velvet Revolution:

    Type: Strength and Endurance buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical strength by 30% and endurance by 20%. This has a tendency to make the target more susceptible to anger and berserk states. This is a single target spell and can only be used on people within 120m.  

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of ingredients can create a powerful strength boosting additive that he named after his group's favourite cake. He puts this additive of his dishes to help revive people's strength.

    However, in this case he uses it in a more condensed manner to boost their strength to higher levels.
    Strengths:

    • Boosts strength by 30%
    • Boosts endurance by 20%
    • If target is D rank then it boosts the stats more.

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical strength and stamina meaning if they are hit with a magical spell they will still receive full damage.

    Thunder Peppermint:

    Type: Speed and Stamina buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical speed and stamina by 30%. It also tends to provide mental clarity. This is a single target spell and can only be used on people within 120m.  

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of  peppermint can create a powerful speed boosting additive that he named thunder peppermint as it was said that inhaling it was like being struck by lightning. He puts this additive of his dishes to help wake people up.

    However, in this case he uses it in a more condensed manner to boost their speed to higher levels.
    Strengths:

    • Boosts speed by 30%
    • Boosts stamina by 30% allowing them to keep fighting despite injuries or exhaustion
    • If target is D rank then it boosts them by 60%

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical speed so spells move same speed.

    Eau De Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 4 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 90 meters. Each target is surrounded by the mist individually rather than one large AOE.

    The targets receive 60hp damage healing shared between them(so 30 each if two targets) and also get a single debuff of the rank healed and below removed (so a single target would get C rank and below debuffs removed, two would get 50% C and a full D removed and so on.)

    The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded. This will damage the user and any under the effect of the mist.


    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Mist is flammable which can be used to negate it
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs

    Plate:

    Type: Offensive
    Duration: Until all plates are used (3 posts maximum)
    Cooldown: 4 posts
    Description: With this the user forms up a number of plates. Up to eight in total which the user can hold in his hands through extreme skill or make float around him via telekinetic control. These are then thrown like discuses at a target. Unlike normal plates the edges of these are razor sharp and so slice through flesh quite well. They have a range of 90m, a speed of 67.5m/s and do 40hp divided by the number of plates each. As such a D rank barrier is enough to block them unless the user only summons up one in which case a C rank barrier is required.

    They can also be used for close range combat, though they aren't exactly suited for this and will disappear on impact with something
    Strengths:

    • Good range
    • High speed
    • Can be used at close range as a last resort weapon

    Weaknesses:

    • The more plates there are the weaker they are
    • Can be blocked by D rank barriers unless only a single plate is summoned
    • Can be shattered by D rank spells
    • Not really suited for close combat even if they can be used for them

    200 Degree Flame:

    Type: Fire
    Duration: 1 post
    Cooldown: 4 posts
    Description: With this the user points their hand at a target and launches a small fireball (4m in size) from their hand which travel 100m and do so in one second. This when it hits a target does 40hp damage and then spreads out doing 20hp damage  to everything with its 50m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies two stacks of heat to those hit by the initial strike and 1/2 stack of heat to those hit by the AOE.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed and the effect not applied.


    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    Negative 25 Degree Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(4m in size) from their hand which travels 100m and does so in one second. This when it hits a target does 40hp and then spreads out doing 20hp to everything with its 50m radius which it covers in a second. This applies two stack of cold to those hit by the initial strike and 1 stack of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is  removed 20hp damage will be done.

    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies
    • Only does extra damage if they have stacks of heat

    Eau de Rocio:

    Type: Debuff
    Duration: 4 posts
    Cooldown: 5 posts
    Description:  Using knowledge gleaned from much experimentation and to some extent luck Magna has developed a particular spice using his molecular gastronomy that mimics the effect of a legendary ingredient. This legendary ingredient was said to give one entire new perspectives when it came to food and in this case it does so by inverting the person’s gender both externally and internally. A rather niche spell for the most part and strong bodies (A rank and above) are resistant to it unless they let themselves be effected. The transformation is very rapid and will turn them into what they would have been had they followed the same or similar paths through life, but as the opposite gender. Magna mostly uses this for fun at parties, but it can have some uses in combat such as adding an extra weak spot, for infiltration or for temporarily throwing an opponent off. This spell can effect up to five individuals at once by enswirling them in the pink mist which is manipulated by the user though said targets must be within 90m

    The name comes from the word dewdrop because dew symbolises a new day and this symbolises a new experience.
    Strengths:

    • Can be used for infiltration
    • Can disorientate opponents and add extra weaknesses

    Weaknesses:

    • No real debuff effect
    • No real combat effect
    • Mostly for fun

    Tako No Yoroi:

    Type: Buff
    Duration: 3 posts
    Cooldown: 4 posts
    Description:  Another spell created in tribute to his lost ally Okura Jin. This technique mimics the technique ‘Emperor’s Armor’ but does it in a rather strange and unique way more befitting Magna’s style. With this the user forms from cold or heat energy(user’s decision) a pair of pauldrons upon their shoulders which link together at the back. They cannot swap between the temperature form. From these extend four tendrils of the same energy that take the form of octopus tentacles. The user can regulate the heat of these to some extent allowing them to do damage with burning/freezing or physical blows. When doing burning/freezing this is classified as temperature damage. These tendrils essentially function as ‘requip’ weapons and merely give him extra limbs to use. These do user rank melee damage + strong rank weapon boost if the user is using temperature damage otherwise it is just user rank. These last three posts.

    These will (if ‘temperature’ damage) is on dish out stacks of heat/cold. . From this spell alone the maximum amount of stacks that can be applied is one, no matter how many times the target hits. Each blow will add 1/8th. If the target has heat stacks on them and this is in cold mode then each blow will remove a stack of heat and do 10hp damage. If the target has cold stacks on and this is in heat mode then one cold stack will be removed for each blow. Normal stack rules apply meaning if the target has cold stacks heat stacks cannot be applied and vice versa.

    These tentacles have a range of 30m and are especially good at grabbing. Magna has even been known to use these to save people from falling, pull them out of harm’s away or grapple.
    Strengths:

    • Extra limbs allowing for multiple holds
    • Can apply/trigger stacks

    Weaknesses:

    • Limbs can be destroyed and don't regenerate. This takes two B ranks
    • Fire/ice slayer could eat it depending on form
    • Might just remove stacks

    Tenderizer :

    Type:  Charge up
    Duration: 3 posts maximum
    Cooldown: 7 posts
    Description: With this the user focuses and channels the calorific energy within their body to one of their arms. This renders the arm unusable for the duration and due to the concentration required the user is unable to use anything except signature spells whilst this is occuring. They are able to move, but their movement speed is reduced by 50%.

    Over time this will charge up that calorific energy allowing for one super powered punch. This does user rank melee damage plus extra force depending on how long its been charged. The blow causes a large shockwave that throws the target back and does 25% of the extra damage (so without the melee) to those caught in the shockwave. Note the spell is an enhancement to his physical strength so some of the damage isn't determined by the spell or its rank.

    So in effect the 'extra' damage is the damage of the spell itself.



    One post charge - 20 hp extra damage, 15 meters shockwave and knockback, 5hp to those caught in shockwave
    Two post charge - 35hp extra damage, 25 meters shockwave and knockback, 10hp to those caught in shockwave
    Three post charge - 50hp extra damage, 50 meters shockwave and knockback, 20hp to those cauhgt in shockwave.

    Those hit by the blow itself do not get hurt by the shockwave.


    Strengths:

    • Very powerful close range punch
    • Gets stronger

    Weaknesses:

    • Close range only
    • Could catch allies in shockwave
    • Makes arm useless whilst charging
    • Reduces spells he can cast whilst charging



    B:


    300 Degree Flame:

    Type: Fire
    Duration: 1 post
    Cooldown: 6 posts
    Description: With this the user points their hand at a target and launches a small fireball (5m in size) from their hand with a range of 100m which it covers in one second. This when it hits a target does 60hp and then spreads out doing 30hp ranks to everything with its 75m radius, which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies four stacks of heat to those hit by the initial strike and 2 stacks of heat to those hit by the AOE.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed and not activated.
    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies
    • Allies could be knocked into the area of effect and receive damage(as it lasts a post)

    Negative 50 Degree Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 5 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(5m in size) from their hand that travels at 100m per second and has a range of 100m. This when it hits a target does 60hp damage and then spreads out doing 30hp to everything with its 75m radius which it covers at 75 meters per second. This applies four stacks of cold to those hit by the initial strike and 2 stacks of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is  removed 30hp damage will be done.

    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    King Sleep Fragrance:

    Type: Sleep/Speed Debuff
    Duration: 3 posts
    Cooldown: 7 posts
    Description: This is his most powerful and advanced Molecular Gastronomy based technique. By careful experimentation he has found key components in many sedative ingredients to form a powerful mist that is said to be enough to put anyone to sleep.

    The user focused and spreads their hand launching a cloud of mist in front of them that has a 100m radius with them at the center or the edge which it covers at 75m/s. Those caught within this will normally only receive a 25% physical speed debuff as they feel sluggish and tired. Magna himself is immune to this.

    However, targets that have 2 B ranks worth of health left will be put to sleep for the remaining duration. Should they get down to this amount of health whilst King sleep is effect then they will be put to sleep.

    Strengths:

    • Great AOE
    • Speed debuff
    • Can put targets to sleep

    Weaknesses:

    • Half the debuff effect for each rank above the spells.
    • Can easily put allies to sleep
    • Can be blown away by a C rank wind spell
    • Linear direction

    Pressure:

    Type: Defensive
    Duration: 3 posts
    Cooldown: 7 posts
    Description: A pressure cooker uses pressure to cook something more quickly. By inverting this principle Magna can create a powerful barrier to defend those inside from harm. This barrier can be utilised in two fashions. Either to protect a single individual in which case it acts almost like a second skin or in the form of a dome which can expand up to 75m in radius.

    The dome barrier can take two spells of equal rank and the skin can take four. However, should the opponent use an air spell that is not A rank or above then the barrier will actually absorb the air and strengthen making it harder to break. However, no matter how strong it gets if A rank or above air spells are used it would still damage the barrier rather than boosting it.

    This does not defend against physical attacks. Only magical ones.

    Strengths:

    • Can be strengthened via air spells
    • Can protect a single individual greatly or multiple individuals

    Weaknesses:

    • Can be eaten by air slayers
    • Dome is stationary
    • Physical attacks go straight through it


    Blow Torch:

    Type: Fire Offensive
    Duration: Instant
    Cooldown: 5 posts
    Description: The principle of fire taken into another fashion. In cooking a blowtorch can be used to sear the edge of meat. Magna has used this to form an offensive technique that has six variants. This flame is fired from the tip of the finger so is very thin. However, he can choose to fire this from any number of fingers on one hand or from his fist. This widens the beam, but shortens the range. The width of the beam is equal to the width of the fingers/fist used.

    Ranges and damage:
    One finger - 200m, 60hp, two stacks of heat, 150m/s
    Two finger - 225m, 55hp, three stacks of heat, 140m/s
    Three finger -250m, 50hp, four stacks of heat, 130m/s
    Four finger - 275m, 45hp, five stacks of heat, 120m/s
    Five finger - 300m, 40hp, six stacks of heat, 110m/s
    Fist - 300m, 35hp, seven stacks of heat, 100m/s

    If the target has cold stacks applied then the heat stacks will not be applied and the cold stacks will be removed.

    Strengths:

    • Can decide on range, speed and width of beam
    • Powerful heat damage
    • Adds stacks of heat
    • Beam continues after hitting a target so could hit multiple targets if in a line

    Weaknesses:

    • Linear direction
    • Can be eaten by fire slayers
    • Cauterizes the wound caused so opponent won't bleed out
    • Wider beams do less damage
    • Could remove cold stacks

    Eau De Grande Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 5 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 150 meters. Each target is surrounded by the mist individually rather than one large AOE. This is the enhanced version using more raw magic power.

    The targets receive 80hp damage healing shared between them(so 40 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get A rank and below debuffs removed, two would get B and below removed etc).

    The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded.

    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Mist is flammable which can be used to negate it
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs

    Lightning Steak Knife:

    Type: Buff
    Duration: 3 posts
    Cooldown: 5 posts
    Description: An enhanced version of the butter knife technique now allowing for electricity to be channelled along the whole arm and now also the feet and leg. Like with butter knife it can be swapped freely between areas. It can also be focused to just a single point (such as a finger) or to a full limb. This adds piercing to the user’s physical blows as well as electric damage resulting in a 15hp damage increase to melee blows. This electricity can also be applied to weapons. This still applies 1/4 lightning stack per blow.
    Strengths:

    • Adds lightning stacks
    • Increases damage

    Weaknesses:

    • Could be eaten by lightning slayers
    • Could cause him to shock himself if he hit water
    • Close range

    Chef's Passion:

    Type: Buff
    Duration: 5 posts
    Cooldown: 7 posts
    Description:  A tribute to his lost ally Okura Jin Magna fashioned this technique to honour him and continue his legacy. The two worked together and taught eachother much. Magna enlightened Okura on the way of cooking whilst Okura further trained Magna in the ways of heat manipulation.

    This technique surrounds a number of people in an aura of heat that burns those who touch it from the outside for 8hp damage/number of aura wearers though it offers no other protection other than ‘damn that’s hot don’t want to touch that’. This will apply a heat stack/number of aura wearers on each hit. Fire/heat spells launched whilst in the aura will have all effects increased by 24%/number of aura wearers. Ice/cold spells launched whilst in the aura will have all effects reduced by 24%/number of aura wearers.

    Once three posts have passed the aura will suddenly invert to one of intense cold. This sudden change of heat will result in an explosion that will effect everyone not wearing the aura. The explosion in total from the various auras alone will do 30hp damage. However, should those caught in the blast have heat stacks applied they will get an extra 20 hp damage per stack.

    As a purely cosmetic effect the visible aura will take the shape of a chef’s uniform making it appear as if the wearer’s are ready to cook.

    Strengths:

    • Boosts fire/heat spells
    • Adds extra melee damage as well as burning damage if an opponent attacks

    Weaknesses:

    • Could accidentally burn allies by brushing against them
    • Weakens ice/cold spells
    • Weaker if more people are wearing it

    Signatures:

    I am the Eggman:

    Rank: D rank
    Type: Offensive
    Duration: -
    Cooldown:  -
    Description: Allows the user to fire off ‘eggs’ which can either be normal or rotten. These have a max range of 40m and will hit for 10hp damage. The range is covered in a second. If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strengths:

    • High speed
    • Rotten eggs could be used to distract opponent


    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be blocked by barriers of equal rank or above (D rank)

    Knife and Fork:

    Rank: User(Maxes at S)
    Type: Offensive
    Duration: -
    Cooldown:  -
    Description: With this the user can swing their arm and summon up razor sharp fork's and knives that are thrown at the target. These can either be made of metal or energy (this counts as radiant/light energy) Like normal weapons the user can strike multiple times in the same post with this. This is equal to user rank melee damage + 7 hp. D rank 12hp, 17hp C, 22hp B, 27hp at A, 32hp at B

    The range of this also increases depending on rank. At D rank it is 50 meters, at C rank it is 110 meters, at B rank it is 180 meters, at A rank it is 260 meters, at S rank it is 350 meters

    If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strangely, this can be combined with lower ranked spells and if so it will be reduced to that rank rather than its true rank. Meaning if it was normally B rank and was used to fuse with a C rank spell then it would count as a C rank spell. Its cooldown is determined by the rank of the spell it fuses with. Otherwise, being a signature spell, its a 0 post cooldown.
    Strengths:

    • High speed
    • High offensive power
    • Costs no mp

    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be eaten by metal slayers/light slayers depending on the version used
    • Can be blocked by barriers of 1 rank less than the spell rank(so if the spell is currently B it can be blocked by C)



    Last edited by Shard on 25th September 2017, 4:13 pm; edited 15 times in total


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    Character Sheet
    Character Name: Magna Victus
    Primary Magic: Coquendum Magus
    Secondary Magic: Cerberus Slayer

    Re: Coquendum Magus

    Post by Shard on 13th May 2016, 5:51 am

    https://www.fairytail-rp.com/t16229-coquendum-magus Original app

    I plan to put spell fusions in a seperate app as I want to make sure this is approvable first before I work on that rather extensive list.


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    Re: Coquendum Magus

    Post by Guest on 13th May 2016, 7:41 pm

    I give my stamp of approval!
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    Re: Coquendum Magus

    Post by Leila Vergious on 2nd September 2017, 2:53 am

    Moved and unlocked at user's request

    Spoiler:
    Shard wrote:Magic

    Primary Magic: Coquendam magus
    Secondary Magic: Cerberus Slayer Lacrima
    Caster or Holder: Holder
    Description: Rather than a name for the magic coquendam magus is the name people have called its wielders the Victus family. It translates directly to Cooking Magician. The wielders of this magic use spells all named after cooking terms whether it be a cooking utensil or a cooking technique. As such this magic does not follow a particular element like fire or water. No, it brings together a multitude of spells like ingredients in a recipe.

    These techniques are perhaps why the Victus family are so good at cooking because despite the fact that they are able to use this offensively they are able to also use all of the spells for actual cooking. Perhaps they will use a fire spell to perfectly sear some meat or a ranged slicing technique to perfectly dissect some meat. As a side effect of this magic all users gain a perfect eidetic memory. This means the user has a flawless memory allowing them to perfectly memorize everything they have ever read, seen, smelt, tasted or heard. This is particularly effective for cooking.

    This is however a holder magic that is focused through his trademark bandana that he normally wear around his brow or on his arm.

    User's of this magic can apply various stacks via their spells. One example of this is a heat stack which are applied via his cooking-fire techniques. These do nothing unless another spell is applied. All stacks last three posts when mage is D rank. This duration increments by 1 each time the user ranks up. As a B rank mage it is currently five posts.
    Strengths:

    • Variable: It has a variety of spells of various elements meaning it is hard to defend against.
    • Secondary: Can be used for cooking as well as fighting
    • Ranged supremacy: It is better suited for mid to long range combat.

    Weaknesses:

    • Close range: Not really suited to close combat.
    • Jack of all trades: They are not a master of any particular element so the spells might not be as impressive as they are less focused.
    • Physically frail: Users of this magic are for some reason physically frail. This makes it so they aren't able to take many blows physically. Endurance is half that of what it would be for a normal mage of their rank.
    • Holder: As a holder magic the user cannot cast any of their spells without the bandanna he wears around his brow.

    Lineage:
    Unique Abilities:

    • Can summon up various cooking utensils and ingredients for cooking. These are stored in a pocket space, much like requip mages. These can be used in combat, but only count as weak rank weapons.
    • God's sense:  This is a non-combat ability. The user is able to perfectly identify ingredients in dishes by taste, aroma and hearing. This allows them to perfectly identify when an ingredient is ready and also allows them to maximise the taste of their dishes because they can bring out the most of everything. Due to the fact this enhances his sense of smell and hearing it also makes him a more effective tracker and can be considered to be a 40% boost to those stats.

    • Fusion Cuisine: As someone who understands the subtleties of mixing ingredients together to create something greater than their parts Magna has found a way to take spell fusions and make them not only stronger, but more efficient. As such fused spells for him rather than being the damage of the stronger spell and half the damage of the weaker spell are instead calculated as such: (1st spell + 2nd spells) x 1.1. So for example a D rank spell would be (20+20)*1.1 which is 44 damage.

      In terms of the cost of the spells. For a normal Spell Fusion the cost is MP of the full amount of the stronger spell and half that of the smaller spell rounded down. In magna's case this is then dropped by 1%. So for two D ranks fused together it would normally be 7% for the spell fusion. In Magna's case it is 6%.
    • Fusion Expertise: A weakness of spell fusions is that it puts two spells on cooldown at once. However, with Magna's expertise in preparing his ingredients (in this case spells) he is able to reduce the cooldown of each spell used by one post. In the case of  spells(such as signatures) that have no cooldown and instead inherit the cooldown of the spell they are fused with this inherited cooldown will be reduced by 2. This is due to his mastery with those particular spells.
    • Cold and Heat Resistance: Due to being a chef and one who has travelled to exotic and dangerous territories Magna has developed an innate resistance to cold and heat making him have a 25% resistance to spells that use heat or cold as a component(e.g. fire and ice) if they are of equal rank. If they are of a rank above this is reduced to 10% and two ranks above to 5%. Anything higher is 0%. One rank below is 33%, two ranks below is 50% and three ranks below is 75%.

    D:

    1 Batter up:

    Type: Coating
    Duration: 2 posts
    Cooldown: 3 posts
    Description:  The user strikes a target with their fist causing them to be coated in a layer of sticky breadcrumbs/pancake batter (user's choice). This stickiness reduces physical movement speed for D ranks by 20% and C ranks for 15%. It also reduces B ranks by 10% and A rank's by 5%. It does not effect S ranks and above.

    This breadcrumbing effect can be enhanced through heating. If heated sufficiently (at least one C rank) then the effect is enhanced to 40% for D ranks, 30% for C ranks, 20% for B ranks and 10% for A ranks.
    Strengths:

    • Feels gross to target
    • Slows movement giving user a chance to escape or launch another attack
    • Can be enhanced via heat

    Weaknesses:

    • Can be washed away with a D rank water spell
    • Can be blasted away by two D ranks of other elements(except if its heat related)
    • No effect on A ranks or above normally
    • The stronger the opponent the less effective it is

    2 Grease is the word:

    Type: Coating
    Duration: Until washed off or otherwise removed
    Cooldown: 3 posts
    Description: With this the user magically conjors up a large spray bottle of oil above the target area and lets loose a might barrage of oil enough to cover a 10m radius thickly. This has no direct offensive purposes by itself. No, instead it is designed to make the floor slippery and to make people slippery. This could be used against a weapon using mage, for example, to make their hands so slippery they can't wield their weapon.

    What's particularly interesting about this spell is that the oil doesn't wear off per say. No, instead it stays until removed. This could be done with a water spell, going for a swim, burning it off(not advisable as any fire spell used on the oil will ignite it and boost the damage oof the flames by 20hp), blown off or many other ways. Generally a D rank spell will remove it providing it makes sense. E.g. a D rank earth spell...doesn't make sense to remove oil.

    Magna has even been known to use this on himself to get himself out of a grip
    Strengths:

    • Lasts until removed
    • Makes things slippery, making it harder to keep grip
    • Can be ignited to boost the fire spell's damage by 1 D rank, or if using natural fire to cause 1 D rank of damage.

    Weaknesses:

    • Makes opponent hard to grip
    • Could soak allies
    • Could soak himself
    • Can be washed away easily by any water spell or with natural water or any sense making D rank spell.

    3 Wine and Dine:


    Type: Coating
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Similar to the Grease is the word technique technique in that it conjures up a large bottle of liquid. However, this time the liquid is alcohol. Normally a red wine, but this is up to the user's preference. It can be white, red, rose, mulled, blessed or even a non-wine related alcohol such as vodka.

    Those doused in this alcohol will receive a 10% balance, accuracy and speed reduction if B rank and slur their words slightly, 20% if C rank and slur their words more with a tendancy to fall over, 40% if D rank where they become barely intelligible and often fall over. A ranks will receive a 5% balance, accuracy and speed reduction.

    Strangely though the targets get a boost of strength equal to the lost speed. So 5% for A, 10% for B, 20% for C and 40% for D.

    This has a 15m radius.

    Strengths:

    • Reduces speed, balance and accuracy of targets
    • Makes it harder for them to communicate
    • Is flammable and will boost fire damage by 1 D rank, or if natural fire cause it to 1 D rank of damage.


    Weaknesses:

    • No effect on A ranks or above
    • Can effect allies easily
    • Boosts targets strength
    • Can easily douse himself by accident if he is too close to a target

    4 Cooking Flame Low:


    Type: Fire
    Duration: 1 post
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small fireball (3m in size) from their hand. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 10m radius. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds a stack of 'heat' to those hit directly by the flame and half a stack to those hit by the area of effect.

    This has a 30m range which it covers in one second.
    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    5 Chill:

    Type: Cooking Cooling
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of cold(3m in size) from their hand. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 10m radius. For every stack of 'heat' the target has they receive 10hp of damage and then all stacks are removed.

    This has a 30m range which it covers in one second.
    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    6 Smoking:


    Type: Preparation
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user forms a small sphere of black smoke on their hand which they throw at the ground. It explodes outwards into a 15m radius of thick smoke made from the sawdust of the manuka tree is sent out. This smoke is thick and dense causing those caught in it to have their vision obscured, to cough and splutter and have their eyes water. This is especially useful on aquatic creatures who are more heavily effected by it.
    Strengths:

    • Obscures the vision of targets
    • Can cause targets to cough and splutter
    • Large area

    Weaknesses:

    • Can be easily blown away by a D rank wind spell
    • Can obscure allies vision
    • Obscures own vision(though doesn't cause the other effects)
    • A rank mages and above can see through the smoke as if its nothing.

    7 Brining:


    Type: Preparation
    Duration: 2 posts
    Cooldown: 4 posts
    Description: With this the user throws a single droplet of water at a target. When this hits the target it rapidly expands trapping them in a bubble of salt water maxing out at 10m. This of course prevents them moving unless they have sufficient strength(above C rank). It can be blasted apart easily by two D ranks of magic from inside or out. What is particularly interesting about this is that the salt in the water can intensify the pain of wounds causing 20hp each post if the user has an open wound. As its water it will also intensify the damage caused by any lightning spells that hit the bubble though they still might pop it. It increases this damage by 20hp.

    The droplet of water can be thrown a maximum of 15m in a linear direction which it covers in two seconds.
    Strengths:

    • Causes 20hp damage per post if enemy is already wounded
    • Prevents movement
    • Can dehydrate an opponents


    Weaknesses:

    • Only causes pain if they are already wounded
    • Can be broken by two D ranks of damage
    • Initial strike is tiny
    • Initial strike is quite slow


    8 Cooking Pit:


    Type: Trap
    Duration: 3 posts
    Cooldown: 5 posts
    Description: This can be used in two ways either offensive or defensive. The user slams their hands on the ground and it drops away in a 10m radius beneath a target within 30m range. This pit is 20m deep and the top will seal until broken, opened by the user or the spell wears off. In the offensive manner this pit will start to heat up. The first post the target is trapped they will receive 10hp ranks of damage, then the post after they will receive 15hp damage and finally they will receive 25hp damage totally 50hp damage. In the defensive manner the user will drop the ground away from beneath themselves or an ally to hide them temporarily from an attack or even a natural occurrence e.g. an avalance would roll right over the top (though this might trap the user if they aren’t careful)

    If used offensively then when the duration is over the targets are forcibly flung upward and outwards, which could be used for a secondary trap.
    Strengths:

    • Traps opponents
    • Does damage over time
    • Is quite deep so targets might not be able to break free

    Weaknesses:

    • Can be broken free of by two D ranks
    • Earth techniques are twice as effective against this
    • Those who have digging based techniques can easily escape
    • If target is quick could avoid being dropped into the pit

    9 Pan Flip:

    Type: Disorientation Trap
    Duration: Instant
    Cooldown: 2 posts
    Description: With this the user focuses and beneath a target within 10m a large frying pan forms which sends the target flying towards the nearest solid object that isn't a human, so for example a tree in the forest doing 20hp damage. If there are no objects then it does 0 damage. This sends them flying 10m. There is a slight delay before the flip and if the target is quick they can break it with a single D rank, unless fire based in which case it requires 1 C rank(or equivalent)
    Strengths:

    • Opponent is unlikely to be expecting it
    • Disorientating for target
    • Good for getting opponents away from them

    Weaknesses:

    • One target maximum
    • If there are no solid objects nearby it doesn't do any damage
    • Can only form frying pan within 10m
    • It can be broken before the target is flipped

    10 Pepper Spray:


    Type: Blinding
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and forms a large pepper grinder in their hands which they quickly grind to send a large wave of black pepper out. This launches a spray of pepper in a cone in front of the user with the cone at its widest point being 15m. D ranks – blinded for three posts, C ranks – blinded for two, blurry vision for 1, B ranks – blinding for one post, blurry vision for 2, A ranks – blurry vision for three posts, S rank and above – blurry vision for one post.


    This also causes 1/2 a D rank damage to all those who receive blindness.
    Strengths:

    • Blinds targets
    • Good aoe
    • Does mild damage

    Weaknesses:

    • Can easily blind allies
    • Can be blown away by D rank wind spells
    • Doesn't effect mages above A rank
    • Only damages those that it blinds

    C:

    Velvet Revolution:


    Type: Strength and Endurance buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user form a small amount of red dust upon their hand which is then inhaled by the target. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical strength and endurance by 30%.

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of ingredients can create a powerful strength boosting additive that he named after his group's favourite cake. He puts this additive of his dishes to help revive people's strength.

    However, in this case he uses it in a more condensed manner to boost their strength to higher levels.
    Strengths:

    • Boosts strength by 30%
    • Boosts endurance by 30%
    • If target is D rank then it boosts them by 60%

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical strength and stamina meaning if they are hit with a magical spell they will still receive full damage.

    Thunder Peppermint:

    Type: Speed and Stamina buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user form a small amount of green dust upon their hand which is then inhaled by the target. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical speed and stamina by 30%.

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of  peppermint can create a powerful speed boosting additive that he named thunder peppermint as it was said that inhaling it was like being struck by lightning. He puts this additive of his dishes to help wake people up.

    However, in this case he uses it in a more condensed manner to boost their speed to higher levels.
    Strengths:

    • Boosts speed by 30%
    • Boosts stamina by 30%
    • If target is D rank then it boosts them by 60%

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical speed so spells move same speed.

    Eau De Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 5 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop up to two targets.

    The targets receive 60hp damage healing shared between them(so 30 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get B rank and below debuffs removed, two would get C and below removed)

    The cloud is 15ft in diameter and can be formed within 10m of the user.


    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Could be intercepted by an opponent
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs


    Pickle:


    Type: Preparation
    Duration: 2 posts
    Cooldown: 4 posts
    Description: With this the user throws a single droplet of vinegar at a target. When this hits the target it rapidly expands trapping them in a bubble of vinegar. This of course prevents them moving unless they have sufficient strength(above B rank). It can be blasted apart easily by two C ranks of magic from inside or out. What is particularly interesting about this is that the acidity of the vinegar causes 20hp damage per post whilst the target is trapped. It can also intensify the pain of open wounds causing an extra 20hp damage each post if the user has an open wound. As its liquid it will also intensify the damage caused by any lightning spells that hit the bubble though they still might pop it. This increases the lightning damage by 40hp.

    The droplet of vinegar can be thrown a maximum of 30m in a linear direction which it covers in one second.
    Strengths:

    • Causes an extra 20hp damage per post if enemy is already wounded
    • Prevents movement
    • Causes  20hp damage per post


    Weaknesses:

    • Only causes  extra pain if they are already wounded
    • Can be broken by two C ranks of damage
    • Initial strike is tiny
    • Initial strike is quite slow

    Plate:

    Type: Offensive
    Duration: Until all plates are used (3 posts maximum)
    Cooldown: 4 posts
    Description: With this the user forms up a number of plates. Up to eight in total which the user can hold in his hands through extreme skill. These are then thrown like frisbees at a target. Unlike normal plates the edges of these are razor sharp and so slice through flesh quite well. They have a range of 50m and do 80hp divided by the number of plates each. As such a D rank barrier is enough to block them unless the user only summons up one in which case a C rank barrier is required.

    These cover their total range in a second. They can also be used for close range combat, though they aren't exactly suited for this.
    Strengths:

    • Good range
    • High speed
    • Can be used at close range as a last resort weapon

    Weaknesses:

    • The more plates there are the weaker they are
    • Can be blocked by D rank barriers unless only a single plate is summoned
    • Can be shattered by D rank spells
    • Not really suited for close combat even if they can be used for them

    Cooking Flame Medium:

    Type: Fire
    Duration: 1 post
    Cooldown: 4 posts
    Description: With this the user points their hand at a target and launches a small fireball (4m in size) from their hand. This when it hits a target does 40hp damage and then spreads out doing 30hp damage  to everything with its 10m radius. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds two stacks of 'heat' to those hit directly by the flame and one stack to those hit by the AOE which lasts three posts.

    This has a 50m range which it covers in one second.
    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies or self
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    Refridgerate:

    Type: Ice
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(4m in size) from their hand. This when it hits a target does 40hp and then spreads out doing 30hp to everything with its 20m radius. For every stack of 'heat' the target has they receive 20hp of damage and then all stacks are removed. Those caught in the AOE instead receive 10hp ranks of damage for each stack.

    This has a 50m range which it covers in one second.
    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    Tenderize:


    Type: Preparation
    Duration: Instant
    Cooldown: 4 posts
    Description: With this the user forms a large spiked wooden hammer 10m above a target whose head is round and is 7m in radius. This then slams down on the target and does 40 damage. The user can form this hammer anywhere within 10m of themselves(10m above target doesn't count). It slams down in a second and causes a tremor which can throw D and C rank mages off their feet as well as make B ranks less stable.
    Strengths:

    • Fast
    • Large area of hit
    • Causes tremor to throw people off their feet

    Weaknesses:

    • Short range
    • Could easily throw allies off their feet
    • Could easily hit allies
    • Could throw self off feet



    B:

    High Score:

    Type: Cutting
    Duration:  Instant
    Cooldown: 5 posts
    Description:  The user sweeps their hand towards a target and the image of a rapid moving knife appears in energy. This launches off a wave of energy that when it hits a target perfectly cross hatches it.

    Strangely, this gets stronger the further it is from the user. If its within 5m of the user it only does 40hp. If its between 5-20m it does 60hp damage and if its 21m-50m it does 90hp. However, even if the power goes up to 90hp it can still easily be blocked or countered by a C rank spell. If it goes beyond 50m it instantly fizzles out.

    It also gets faster the further it gets from the user. It covers the first 5m in half a second, it covers the next 15m in another half a second and covers the final 30m in one quarter of a second.

    The cross hatch is itself 10ft wide and tall.
    Strengths:

    • Good max range
    • Hard to predict due to its changing speed
    • Target might underestimate it after seeing it once or overestimate it

    Weaknesses:

    • Far less effective at close range
    • Can be blocked by a single B rank spell(or C if within 5m) regardless of range
    • Slow speed at first gives opponents chance to dodge
    • Quite small in size

    Cooking Flame High:

    Type: Fire
    Duration: 1 post
    Cooldown: 6 posts
    Description: With this the user points their hand at a target and launches a small fireball (5m in size) from their hand. This when it hits a target does 60hp and then spreads out doing 45hp ranks to everything with its 20m radius. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds four stacks of 'heat' to those hit directly by the flame and two stack to those hit by the AOE. These stacks last three posts

    This has a 70m range which it covers in one second.
    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies or self
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 5 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(5m in size) from their hand. This when it hits a target does 60hp damage and then spreads out doing 45hp to everything with its 30m radius. For every stack of 'heat' the initial target has they receive 40hp damage and then all stacks are removed. Those caught in the AOE receive 20hp rank for each stack.

    This has a 70m range which it covers in one second.
    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat


    Shallow Fry:

    Type: Cooking
    Duration: 3 posts
    Cooldown: 6 posts
    Description: This begins similarly to the brine technique in that the user flicks a single droplet. However, this time the droplet is oil. When said oil droplet hits a target it expands rapidly to form a dome of a maximum of 10m (it expands enough to cover the target's body until it reaches its max). This dome consists of boiling oil that rapidly scalds the opponent all over doing 45hp damage per post for three posts.

    Those trapped within the oil find it difficult to move. However, A ranks and above can break free through raw strength and it can be blasted apart by two B ranks from the inside or outside.

    The droplet of oil can be thrown a maximum of 50m in a linear direction which it covers in one seconds.

    If the target is on fire when this is used then the effect is increased by the strength of the flames. However, if the flame is above B rank in power it will instead negate the oils effect entirely by evaporating it.
    Strengths:

    • User could trick opponent into thinking he is using brining and then use this or vice versa
    • Traps target
    • Damage over time effect
    • Can be enhanced by flames

    Weaknesses:

    • Would wash away other oil or water coatings
    • Small droplet is easy to dodge(if you can see it)
    • Considered overly cruel by some so causes people to have had impressions of the user
    • Can be blocked by a single B rank spell unless fire based
    • A flame above B rank will burn the oil away instantly removing the damage of the oil

    King Sleep Fragrance:

    Type: Sleep/Speed Debuff
    Duration: 3 posts
    Cooldown: 7 posts
    Description: This is his most powerful and advanced Molecular Gastronomy based technique. By careful experimentation he has found key components in many sedative ingredients to form a powerful mist that is said to be enough to put anyone to sleep.

    The user focused and spreads their hand launching a cloud of mist in front of them that is 10mwide and has a 30m range. Those caught within this will normally only receive a 25% physical speed debuff as they feel sluggish and tired.

    However, targets that have 2 B ranks worth of health left will be put to sleep for the remaining duration. Should they get down to this amount of health whilst King sleep is effect then they will be put to sleep.

    Strengths:

    • Great AOE
    • Speed debuff
    • Can put targets to sleep

    Weaknesses:

    • Half the debuff effect for each rank above the spells.
    • Can easily put allies to sleep
    • Can be blown away by a C rank wind spell
    • Linear direction

    Chopsticks:

    Type: Grab
    Duration: 3 posts
    Cooldown: 7 posts
    Description: Magna forms his hand into a chopstick-grip forming a small pair of chopsticks in his hand. Shortly after he manifests a giant 15m long pair of chopsticks in midair that mimic the movements of his chopsticks. He doesn't have to continue to hold them like chopsticks. He can use the technique to pick up and immobilize his enemies, even holding multiple massive  beasts simultaneously.  Although incredibly strong constructs, they are truly chopsticks and splinter and crack when broken.

    These require 2 B ranks worth of damage to break. However, whilst using them to grab a target Magna cannot move. Due to requiring the user of the small chopsticks to remote control the larger ones it is quite difficult to master. Furthermore, if he is disarmed of the small chopsticks then the technique fails

    In terms of offensive power the two together count as a strong weapon. Seperately they only count as weak weapons.
    Strengths:

    • Can hold multiple targets
    • Can strike targets
    • Could put people off guard if they don't realise that the large pair of chopsticks have formed in the air above Magna.

    Weaknesses:

    • Whilst holding a target he cannot move
    • Hard to control because he has a small pair of chopsticks to control the big pair
    • Can be broken by 2 B ranks
    • Can be blocked by a single B rank


    Pressure:

    Type: Defensive
    Duration: 3 posts
    Cooldown: 7 posts
    Description: A pressure cooker uses pressure to cook something more quickly. By inverting this principle Magna can create a powerful barrier to defend those inside from harm. This barrier can be utilised in two fashions. Either to protect a single individual in which case it acts almost like a second skin or in the form of a a dome which can expand up to 30ft in radius.

    The dome barrier can take two spells of equal rank and the skin can take four. However, should the opponent use an air spell that is not A rank or above then the barrier will actually absorb the air and strengthen making it harder to break. However, no matter how strong it gets if A rank or above air spells are used it would still damage the barrier rather than boosting it.

    This does not defend against physical attacks. Only magical ones.

    Strengths:

    • Can be strengthened via air spells
    • Can protect a single individual greatly or multiple individuals

    Weaknesses:

    • Can be eaten by air slayers
    • Dome is stationary
    • Physical attacks go straight through it


    Blow Torch:

    Type: Fire Offensive
    Duration: Instant
    Cooldown: 5 posts
    Description: The principle of fire taken into another fashion. In cooking a blowtorch can be used to sear the edge of meat. Magna has used this to form an offensive technique that has six variants. This flame is fired from the tip of the finger so is very thin. However, he can choose to fire this from any number of fingers on one hand or from his fist. This widens the beam, but shortens the range. The width of the beam is equal to the width of the fingers/fist used.

    Ranges and damage:
    One finger - 100ft, 75hp
    Two finger - 90ft, 75hp
    Three finger -80ft, 70hp
    Four finger - 70ft, 65hp
    Five finger - 60ft, 60hp
    Fist - 50ft, 55hp

    Not only does this hit the target and burn through them it also applies a full six stacks of heat.

    Strengths:

    • Can decide on range and width of beam
    • Powerful heat damage
    • Adds stacks of heat

    Weaknesses:

    • Linear direction
    • Can be eaten by fire slayers
    • Cauterizes the wound caused so opponent won't bleed out
    • Widest beam does less than B rank damage.

    Signatures:

    I am the Eggman:

    Rank:
    Type: Offensive
    Duration: -
    Cooldown:  -
    Description: Allows the user to fire off ‘eggs’ which can either be normal or rotten. These have a max range of 20m and will hit for 10hp damage. The range is covered in a second. If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strengths:

    • High speed
    • Rotten eggs could be used to distract opponent


    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be blocked by barriers of equal rank or above (D rank)

    Knife and Fork:

    Rank: User(Maxes at S)
    Type: Offensive
    Duration: -
    Cooldown:  -
    Description: With this the user can swing their arm and summon up razor sharp fork's and knives that are thrown at the target. These can either be made of metal or energy (this counts as radiant/light energy) Like normal weapons the user can strike multiple times in the same post with this. The damage starts off (as a D rank) at 10hp per strike. For each rank up the user has it increases by 10hp so as maximum this could be doing 50hp damage (at S rank). At B rank it is doing 30hp.

    If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strangely, this can be combined with lower ranked spells and if so it will be reduced to that rank rather than its true rank. Meaning if it was normally B rank and was used to fuse with a C rank spell then it would count as a C rank spell.
    Strengths:

    • High speed
    • High offensive power
    • Costs no mp

    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be eaten by metal slayers/light slayers depending on the version used
    • Can be blocked by barriers of 1 rank less than the spell rank(so if the spell is currently B it can be blocked by C)



    ___________________________________________________________________





    "Roots below the earth claim no rewards for making the branches fruitful"

    Character | Directory | Magic


    Gold Lacrima valid until the 16th of October, 2018




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    Shard
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Lineage : YinYang Monkey Spirit
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    Posts : 905
    Guild : Black Rose
    Cosmic Coins : 10
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    Age : 24
    Experience : 5,031.75

    Character Sheet
    Character Name: Magna Victus
    Primary Magic: Coquendum Magus
    Secondary Magic: Cerberus Slayer

    Re: Coquendum Magus

    Post by Shard on 4th September 2017, 8:37 am

    Finished.
    Note for C and B I have used my extra slots from my lineage.


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    Need details on Magna. Click the below image:
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    Kite Wilhelm
    Demon King
    Demon King

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    Lineage : Power Of Apocalypse
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    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Re: Coquendum Magus

    Post by Kite Wilhelm on 7th September 2017, 12:08 pm

    Good day. My name is Kite Wilhelm and I shall be the one who is grading your magic for the duration of this application. "Any corrections will be in this color."


    Shard wrote:Magic

    Primary Magic: Coquendam magus
    Secondary Magic: Cerberus Slayer Lacrima
    Caster or Holder: Holder
    Description: Rather than a name for the magic coquendam magus is the name people have called its wielders the Victus family. It translates directly to Cooking Magician. The wielders of this magic use spells all named after cooking terms whether it be a cooking utensil or a cooking technique. As such this magic does not follow a particular element like fire or water. No, it brings together a multitude of spells like ingredients in a recipe.

    These techniques are perhaps why the Victus family are so good at cooking because despite the fact that they are able to use this offensively they are able to also use all of the spells for actual cooking. Perhaps they will use a fire spell to perfectly sear some meat or a ranged slicing technique to perfectly dissect some meat. As a side effect of this magic all users gain a perfect eidetic memory. This means the user has a flawless memory allowing them to perfectly memorize everything they have ever read, seen, smelt, tasted or heard. This is particularly effective for cooking.

    This is however a holder magic that is focused through his trademark bandana that he normally wear around his brow or on his arm.

    User's of this magic can apply various stacks via their spells. One example of this is a heat stack which are applied via his cooking-fire techniques. These do nothing unless another spell is applied. All stacks last three posts when mage is D rank. This duration increments by 1 each time the user ranks up. As a B rank mage it is currently five posts.
    Strengths:

    • Variable: It has a variety of spells of various elements meaning it is hard to defend against. It focuses mostly on heat and cold spells.
    • Secondary: Can be used for cooking as well as fighting
    • Stacks: Stacks are the strongest part of this magic and can dish out a lot of damage very quickly especially when combined with fusions.

    Weaknesses:

    • Slayers: The strongest spells of this magic are elemental and thus slayers can be a big problem.
    • Earth magic: Due to the fact that earth magic can easily counter the cold and heat it can often be used to disrupt the strongest of spells
    • Stack conflicts: Stacks can conflict cancelling eachother out and preventing them being used effectively.
    • Holder: As a holder magic the user cannot cast any of their spells without the bandanna he  normally wears around his brow being somewhere on his body.

    Lineage:

    Yin-Yang Monkey Spirit

    Description: Magna was once just an ordinary human with magical abilities. The only thing that really made him stand out was his habit of fusing spells together and the fact that it all related to cooking. However, little did he know, but deep within him resided two animal spirits in a constant state of harmony and conflict. A true yin-yang relationship. After joining Black Rose and becoming an ace he was told to bathe in a pool of special liquid. This spiritual water caused those dormant animal spirits to awaken and his body to change. He gained the monkey tail and pads that are now a trademark of the Asura, as Magna has come to be known. The awakening of these spirits revealed that the reason why he had been so focused on fusion. The twin spider monkeys Frosty and Toasty, as he calls them, work together uniting their seperate powers to perform greater feats, much like Magna himself unites his spells to create stronger feats.

    After gaining the power of the cerberus slayer and becoming even more in tune with spirits, especially the two within him, the true power of the twin monkeys was unlocked allowing him a much greater knowledge of spell fusion. This boost allowed him to unite spells more easily and to greater effect as well as providing a greater knowledge of magic in itself. What's more the spirits themselves now absorb magic from the atmosphere much as Magna does and thus he regenerates magic power a lot faster than other mages.

    Over time as his skill with fusions and magic grew the spirits began to teach him secret techniques of fire and ice. So great in fact that he began to develop new spells from it. In the future more knowledge would be provided and his skill and magic was sure to flourish further.

    However, there was a flaw in this seemingly perfect almost symbiotic relationship. His skill with fusions became so great that he lost sight of basic spells and thus his efficiency with them decreased making them cost more.

    Abilities:

    • The user gains an extra spell slot of each rank up to S, but these must relate to 'heat' 'cold' or a combination of the two. These can be applied to either primary or secondary magic. These user cannot combine these slots to get a high rank and if they are not high enough rank to use them then they cannot use them.
    • The user is a master of fusion spells and this is reflected in this. The cost of each item within a spell fusion is reduced by 2%. This stacks with any 'cost reductions' provided via other sources. This ability however will not drop the cost of either spell used in the fusion below 1% (unless it was already 0% such as a D rank being used by an S rank mage) Unfortunately, this makes non-fused spells cost 2% more, even ones that were free(excluding signatures).
    • The user has a modified MP regen allowing them to restore 25% mp over the course of five posts with 5% being restored each post. This replaces the users normal 10% regen. The user cannot have any other form of MP regen modifications.
    • The cooldown of spells when fused is reduced by 1. This stacks with other cooldown reductions. However, no spell can drop below one post in cooldown no matter how many cooldown reductions are used. This excludes signature spells, which would normally have a cooldown of 0 if they were not used in a fusion and instead signature spells can only be used once per post if used in a spell fusion.
    • The user is able to perform spell fusion with weapon spells and unison raid with the user's pet. These will follow the costs of a spell of that rank if Magna himself was to use them rather than being a 'free' component



    Usage:

    • Extra spell slots
    • All other effects are passives

    Unique Abilities:


    • Can summon up various cooking utensils and ingredients for cooking. These are stored in a pocket space, much like requip mages. These can be used in combat, but only count as weak rank weapons.
    • God's sense:  This is a non-combat ability. The user is able to perfectly identify ingredients in dishes by taste, aroma and hearing. This allows them to perfectly identify when an ingredient is ready and also allows them to maximise the taste of their dishes because they can bring out the most of everything. Due to the fact this enhances his sense of smell and hearing it also makes him a more effective tracker and can be considered to be a 40% boost to those stats.

    • Fusion Cuisine: As someone who understands the subtleties of mixing ingredients together to create something greater than their parts Magna has found a way to take spell fusions and make them not only stronger, but more efficient. As such fused spells for him rather than being the damage of the stronger spell and half the damage of the weaker spell are instead calculated as such: (1st spell + 2nd spells) x 1.1. So for example a D rank spell would be (20+20)*1.1 which is 44 damage.

      In terms of the cost of the spells. For a normal Spell Fusion the cost is MP of the full amount of the stronger spell and half that of the smaller spell rounded down. In magna's case this is then dropped by 1%. So for two D ranks fused together it would normally be 7% for the spell fusion. In Magna's case it is 6%.
    • Fusion Expertise: A weakness of spell fusions is that it puts two spells on cooldown at once. However, with Magna's expertise in preparing his ingredients (in this case spells) he is able to reduce the cooldown of each spell used by one post. In the case of  spells(such as signatures) that have no cooldown and instead inherit the cooldown of the spell they are fused with this inherited cooldown will be reduced by 2. This is due to his mastery with those particular spells.
    • Cold and Heat Resistance: Due to being a chef and one who has travelled to exotic and dangerous territories Magna has developed an innate resistance to cold and heat making him have a 25% resistance to spells that use heat or cold as a component(e.g. fire and ice) if they are of equal rank. If they are of a rank above this is reduced to 10% and two ranks above to 5%. Anything higher is 0%. One rank below is 33%, two ranks below is 50% and three ranks below is 75%.

    Note on stacks:

    Stacks are a key concept of this magic. By applying certain spells to a target the target will receive a stack which is defined in the spell. These stacks have a three post duration. However, if the same type of stack is applied again that stack duration is refreshed and increased by one.

    • Heat stacks by themselves are useless. However, if a cold spell is used by Magna to hit a target with heat stacks then extra damage will be applied and the heat stacks removed. The stronger the heat spell used the more the cold stacks will damage the target. Heat stacks cannot be applied to a target that has cold stacks applied.
      "How much damage is applied per number of stacks? ”
    • Cold stacks are different to heat stacks in that you want the duration to run out. If the duration runs out then the effect of the cold stacks is applied. This will cause a small amount of damage per stack and a debuff of defense per stack as their body becomes frail. A target cannot have cold stacks applied if they already have heat stacks. Any heat based spell that hits a target with cold stacks will remove the cold stacks and do no extra effect.
      "So when this duration of these stack ends it does damge X number of stacks as well as Debuff percentage X number of stacks? ”
      When the stacks activate  the target(s) will receive 5hp damage per stack and 5% physical defense debuff per stack. This is equivalent to the user's rank in debuff.
      "Just to be clear the cold stack does 5 hp x number of stacks over the 3 post period as well as 5% physical debuff x number of stacks over the samme duration duration?”
    • Lightning stacks, much like cold stacks, require the duration to run out. When it does the effect is applied. In this case, again much like cold stacks, a small amount of damage is applied and a debuff is caused. In this case the debuff is to speed as the muscles are sapped by the electricity preventing the target moving as fast.
      "State the damage per stack as well as the debuff percentage per stack over the duration ”
      When the stacks activate the targets will receive 5hp damage per stack and 5% physical speed debuff per stack. This is equivalent to the user's rank in debuff.
      "Same question regarding the cold stacks.”

    "Just information for the user a system like this is perfectly fine but it needs to be in the UA section since it contributes to damage and instills debuffs to stats.”
    D:


    Grease is the word:

    Type: Coating
    Duration: Until washed off or otherwise removed
    Cooldown: 3 posts
    Description: With this the user magically conjors up a large spray bottle of oil above the target area and lets loose a might barrage of oil enough to cover a 30m radius thickly. This has no direct offensive purposes by itself. No, instead it is designed to make the floor slippery and to make people slippery. This could be used against a weapon using mage, for example, to make their hands so slippery they can't wield their weapon.

    What's particularly interesting about this spell is that the oil doesn't wear off per say. No, instead it stays until removed. This could be done with a water spell, going for a swim, burning it off(not advisable as any fire spell used on the oil will ignite it and boost the damage of the flames by 20hp), blown off or many other ways. Generally a D rank spell will remove it providing it makes sense. E.g. a D rank earth spell...doesn't make sense to remove oil.

    Magna has even been known to use this on himself to get himself out of a grip though unlike most he is not effected by this spell's negative qualities unless someone was to set it on fire.
    Strengths:

    • Lasts until removed
    • Makes things slippery, making it harder to keep grip
    • Can be ignited to boost the fire spell's damage by 1 D rank, or if using natural fire to cause 1 D rank of damage.

    Weaknesses:

    • Makes opponent hard to grip
    • Could soak allies
    • Could soak himself and make himself a tad flammable
    • Can be washed away easily by any water spell or with natural water or any sense making D rank spell.

    Wine and Dine:

    Type: Coating
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Similar to the Grease is the word technique technique in that it conjures up a large bottle of liquid. However, this time the liquid is alcohol. Normally a red wine, but this is up to the user's preference. It can be white, red, rose, mulled, blessed or even a non-wine related alcohol such as vodka.

    Those doused in this alcohol will receive a 10% balance, accuracy and speed reduction if B rank and slur their words slightly, 20% if C rank and slur their words more with a tendancy to fall over, 40% if D rank where they become barely intelligible and often fall over. A ranks will receive a 5% balance, accuracy and speed reduction.

    Strangely though the targets get a boost of strength equal to the lost speed. So 5% for A, 10% for B, 20% for C and 40% for D.

    This has a 30m radius.
    Strengths:

    • Reduces speed, balance and accuracy of targets
    • Makes it harder for them to communicate
    • Is flammable and will boost fire damage by 1 D rank, or if natural fire cause it to 1 D rank of damage.

    Weaknesses:

    • No effect on A ranks or above
    • Can effect allies easily
    • Boosts targets strength
    • Can easily douse himself by accident if he is too close to a target

    100 Degree Flame:


    Type: Fire
    Duration: 1 post
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small fireball (3m in size) from their hand which travels 45 meters and covers this distance in a second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds a stack of 'heat' to those hit directly by the flame and half a stack to those hit by the area of effect.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.


    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    0 Degree Freeze:

    Type: Cooking Cooling
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of cold(3m in size) from their hand which travels 45m and does so in one second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second.  This applies one stack of cold to those hit by the initial strike and 1/2 a stack of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is  removed 10hp damage will be done.
    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    Smoking:

    Type: Preparation
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user forms a small sphere of black smoke on their hand which they throw at the ground. It explodes outwards into a 35m radius of thick smoke made from the sawdust of the manuka tree is sent out. This smoke is thick and dense causing those caught in it to have their vision obscured, to cough and splutter and have their eyes water. This is especially useful on aquatic creatures who are more heavily effected by it.
    Strengths:

    • Obscures the vision of targets
    • Can cause targets to cough and splutter
    • Large area

    Weaknesses:

    • Can be easily blown away by a D rank wind spell
    • Can obscure allies vision
    • Obscures own vision(though doesn't cause the other effects)
    • A rank mages and above can see through the smoke as if its nothing.

    Cooking Pit:

    Type: Trap
    Duration: 3 posts
    Cooldown: 5 posts
    Description: This can be used in two ways either offensive or defensive. The user slams their hands on the ground and it drops away in a 30m radius beneath a target within 50m range. This pit is 20m deep and the top will seal until broken, opened by the user or the spell wears off. In the offensive manner this pit will start to heat up. The first post the target is trapped they will receive 5hp ranks of damage, then the post after they will receive 10hp damage and finally they will receive 20hp damage totally 35hp damage. In the defensive manner the user will drop the ground away from beneath themselves or an ally to hide them temporarily from an attack or even a natural occurrence e.g. an avalance would roll right over the top (though this might trap the user if they aren’t careful)

    If used offensively then when the duration is over the targets are forcibly flung upward and outwards, which could be used for a secondary trap.
    Strengths:

    • Traps opponents
    • Does damage over time
    • Is quite deep so targets might not be able to break free

    Weaknesses:

    • Can be broken free of by two D ranks
    • Earth techniques are twice as effective against this
    • Those who have digging based techniques can easily escape
    • If target is quick could avoid being dropped into the pit

    Pepper Spray:


    Type: Blinding
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and forms a large pepper grinder in their hands which they quickly grind to send a large wave of black pepper out. This launches a spray of pepper in a cone in front of the user with the cone at its widest point being 45m and the total length of the cone being 45m which it covers in a second. D ranks – blinded for three posts, C ranks – blinded for two, blurry vision for 1, B ranks – blinding for one post, blurry vision for 2, A ranks – blurry vision for three posts, S rank and above – blurry vision for one post.

    This also causes 10hp damage to all those who receive blindness.
    Strengths:

    • Blinds targets
    • Good aoe
    • Does mild damage

    Weaknesses:

    • Can easily blind allies
    • Can be blown away by D rank wind spells
    • Doesn't effect mages above A rank
    • Only damages those that it blinds

    Lightning Butter Knife:

    Type:  Melee Enhancement
    Duration: 2 posts
    Cooldown: 3 posts
    Description:  By using the raw calorific energy stored within food the user is able to generate a small static charge of electricity around their hand adding a numbing effect to their strikes. This charge can swap freely between hands. The effect of this is to increase melee damage by 5hp as well as add 0.25 lightning stacks per strike.
    Strengths:

    • Increases melee damage
    • Adds lightning stacks

    Weaknesses:

    • Close range only
    • Lightning slayers could eat it
    • Very small boost

    Thermal Vision:

    Type: Buff
    Duration: 3 posts
    Cooldown: 4 posts
    Description:  A skill learned from his former ally Okura Jin, but never fully mastered. This can temporarily allow Magna to alter his version to allow him to see thermal energy. What’s more he can identify the exact temperature of something by looking at it. This allows for him to see hidden enemies, but he mostly uses this in cooking to give him an edge. The flaw with this technique is that sudden large changes in heat can be blinding and can leave the user dazed.
    Strengths:

    • Allows for tracking
    • Allows for seeing hidden enemies

    Weaknesses:

    • Sudden heat changes can be blinding
    • Intense amounts of heat can be blinding
    • Clever opponents could hide their heat making this useless.

    Scent of Confusion:

    Type: Distraction
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and generates patches of scent in ten areas within 60 meters. These patches of scent smell exactly like the user and anyone they are accompanied by. Those who have a scent 'clone' made of them will then become a lot harder to scent increasing the difficulty to find them by scent by 30%.

    Essentially this was designed to prevent him being tracked as easily by scent because not only is he harder to smell their are other areas to distract anyone. This has even been known to fool a slayer's nose.  

    If he is trying to hide more people than himself then the number of scent patches is divided by the number of people. So if its just him its ten. If there are two people then its five and so on.
    Strengths:

    • Hides scent
    • Creates scent duplicates to distract

    Weaknesses:

    • No offensive use
    • Far less effective on higher ranks
    • Doesn't erase scent entirely just makes them harder to track.
    • More people means fewer scent patches

    C:

    Velvet Revolution:

    Type: Strength and Endurance buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical strength and endurance by 30%. This has a tendency to make the target more susceptible to anger and berserk states. This is a single target spell and can only be used on people within 120m.  

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of ingredients can create a powerful strength boosting additive that he named after his group's favourite cake. He puts this additive of his dishes to help revive people's strength.

    However, in this case he uses it in a more condensed manner to boost their strength to higher levels.
    Strengths:

    • Boosts strength by 30%
    • Boosts endurance by 30%
    • If target is D rank then it boosts them by 60%

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical strength and stamina meaning if they are hit with a magical spell they will still receive full damage.

    Thunder Peppermint:

    Type: Speed and Stamina buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical speed and stamina by 30%. It also tends to provide mental clarity. This is a single target spell and can only be used on people within 120m.  

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of  peppermint can create a powerful speed boosting additive that he named thunder peppermint as it was said that inhaling it was like being struck by lightning. He puts this additive of his dishes to help wake people up.

    However, in this case he uses it in a more condensed manner to boost their speed to higher levels.
    Strengths:

    • Boosts speed by 30%
    • Boosts stamina by 30%
    • If target is D rank then it boosts them by 60%

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical speed so spells move same speed.

    Eau De Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 4 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 90 meters. Each target is surrounded by the mist individually rather than one large AOE.

    The targets receive 60hp damage healing shared between them(so 30 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get B rank and below debuffs removed, two would get C and below removed).

    The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded.


    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Mist is flammable which can be used to negate it
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs

    Plate:

    Type: Offensive
    Duration: Until all plates are used (3 posts maximum)
    Cooldown: 4 posts
    Description: With this the user forms up a number of plates. Up to eight in total which the user can hold in his hands through extreme skill or make float around him via telekinetic control. These are then thrown like discuses at a target. Unlike normal plates the edges of these are razor sharp and so slice through flesh quite well. They have a range of 90m, a speed of 67.5m/s and do 80hp divided by the number of plates each. As such a D rank barrier is enough to block them unless the user only summons up one in which case a C rank barrier is required.

    They can also be used for close range combat, though they aren't exactly suited for this and will disappear on impact with something
    Strengths:

    • Good range
    • High speed
    • Can be used at close range as a last resort weapon

    Weaknesses:

    • The more plates there are the weaker they are
    • Can be blocked by D rank barriers unless only a single plate is summoned
    • Can be shattered by D rank spells
    • Not really suited for close combat even if they can be used for them

    200 Degree Flame:

    Type: Fire
    Duration: 1 post
    Cooldown: 4 posts
    Description: With this the user points their hand at a target and launches a small fireball (4m in size) from their hand which travel 100m and do so in one second. This when it hits a target does 40hp damage and then spreads out doing 30hp damage  to everything with its 50m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies two stacks of heat to those hit by the initial strike and 1 stack of heat to those hit by the AOE.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.


    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    Negative 25 Degree Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(4m in size) from their hand which travels 100m and does so in one second. This when it hits a target does 40hp and then spreads out doing 30hp to everything with its 50m radius which it covers in a second. This applies two stack of cold to those hit by the initial strike and 1 stack of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is  removed 20hp damage will be done.

    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies
    • Only does extra damage if they have stacks of heat

    Eau de Rocio:

    Type: Debuff
    Duration: 4 posts
    Cooldown: 5 posts
    Description:  Using knowledge gleaned from much experimentation and to some extent luck Magna has developed a particular spice using his molecular gastronomy that mimics the effect of a legendary ingredient. This legendary ingredient was said to give one entire new perspectives when it came to food and in this case it does so by inverting the person’s gender both externally and internally. A rather niche spell for the most part and strong bodies (A rank and above) are resistant to it unless they let themselves be effected. The transformation is very rapid and will turn them into what they would have been had they followed the same or similar paths through life, but as the opposite gender. Magna mostly uses this for fun at parties, but it can have some uses in combat such as adding an extra weak spot, for infiltration or for temporarily throwing an opponent off. This spell can effect up to five individuals at once by enswirling them in the pink mist which is manipulated by the user though said targets must be within 90m

    The name comes from the word dewdrop because dew symbolises a new day and this symbolises a new experience.
    Strengths:

    • Can be used for infiltration
    • Can disorientate opponents and add extra weaknesses

    Weaknesses:

    • No real debuff effect
    • No real combat effect
    • Mostly for fun

    Tako No Yoroi:

    Type: Buff
    Duration: 3 posts
    Cooldown: 4 posts
    Description:  Another spell created in tribute to his lost ally Okura Jin. This technique mimics the technique ‘Emperor’s Armor’ but does it in a rather strange and unique way more befitting Magna’s style. With this the user forms from cold or heat energy(user’s decision) a pair of pauldrons upon their shoulders which link together at the back. From these extend four tendrils of the same energy that take the form of octopus tentacles. The user can regulate the heat of these to some extent allowing them to do damage with burning/freezing or physical blows. These tendrils essentially function as ‘requip’ weapons and merely give him extra limbs to use. These do user rank melee damage + strong rank weapon boost if the user is using temperature damage otherwise it is just user rank. These last three posts.

    These will (if ‘temperature’ damage) is on dish out stacks of heat/cold. One quarter of a stack will be applied with each blow. If the target has heat stacks on them and this is in cold mode then each blow will remove a stack of heat and do 10hp damage. If the target has cold stacks on and this is in heat mode then one cold stack will be removed for each blow. Normal stack rules apply meaning if the target has cold stacks heat stacks cannot be applied and vice versa.

    These tentacles have a range of 30m and are especially good at grabbing. Magna has even been known to use these to save people from falling, pull them out of harm’s away or grapple.
    Strengths:

    • Extra limbs allowing for multiple holds
    • Can apply/trigger stacks

    Weaknesses:

    • Limbs can be destroyed and don't regenerate. This takes two B ranks
    • Fire/ice slayer could eat it depending on form
    • Might just remove stacks

    Tenderizer :

    Type:  Charge up
    Duration: 3 posts maximum
    Cooldown: 7 posts
    Description: With this the user focuses and channels the calorific energy within their body to one of their arms. This renders the arm unusable for the duration and due to the concentration required the user is unable to use anything except signature spells and D ranks spells whilst this is occuring.

    Over time this will charge up that calorific energy allowing for one super powered punch. This does user rank melee damage plus extra force depending on how long its been charged. The blow causes a large shockwave that throws the target back and does 25% of the extra damage (so without the melee) to those caught in the shockwave.

    One post charge - 20 hp extra damage, 15 meters shockwave and knockback, 5hp to those caught in shockwave
    Two post charge - 40hp extra damage, 25 meters shockwave and knockback, 10hp to those caught in shockwave
    Three post charge - 60hp extra damage, 50 meters shockwave and knockback, 20hp to those cauhgt in shockwave


    Strengths:

    • Very powerful close range punch
    • Gets stronger

    Weaknesses:

    • Close range only
    • Could catch allies in shockwave
    • Makes arm useless whilst charging
    • Reduces spells he can cast whilst charging



    B:


    300 Degree Flame:

    Type: Fire
    Duration: 1 post
    Cooldown: 6 posts
    Description: With this the user points their hand at a target and launches a small fireball (5m in size) from their hand with a range of 100m which it covers in one second. This when it hits a target does 60hp and then spreads out doing 45hp ranks to everything with its 75m radius, which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies four stacks of heat to those hit by the initial strike and 2 stacks of heat to those hit by the AOE.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.
    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies
    • Allies could be knocked into the area of effect and receive damage(as it lasts a post)

    Negative 50 Degree Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 5 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(5m in size) from their hand that travels at 100m per second and has a range of 100m. This when it hits a target does 60hp damage and then spreads out doing 45hp to everything with its 75m radius which it covers at 75 meters per second. This applies four stacks of cold to those hit by the initial strike and 2 stacks of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is  removed 40hp damage will be done.

    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    King Sleep Fragrance:

    Type: Sleep/Speed Debuff
    Duration: 3 posts
    Cooldown: 7 posts
    Description: This is his most powerful and advanced Molecular Gastronomy based technique. By careful experimentation he has found key components in many sedative ingredients to form a powerful mist that is said to be enough to put anyone to sleep.

    The user focused and spreads their hand launching a cloud of mist in front of them that has a 100m radius with them at the center or the edge which it covers at 75m/s. Those caught within this will normally only receive a 25% physical speed debuff as they feel sluggish and tired. Magna himself is immune to this.

    However, targets that have 2 B ranks worth of health left will be put to sleep for the remaining duration. Should they get down to this amount of health whilst King sleep is effect then they will be put to sleep.

    Strengths:

    • Great AOE
    • Speed debuff
    • Can put targets to sleep

    Weaknesses:

    • Half the debuff effect for each rank above the spells.
    • Can easily put allies to sleep
    • Can be blown away by a C rank wind spell
    • Linear direction

    Pressure:

    Type: Defensive
    Duration: 3 posts
    Cooldown: 7 posts
    Description: A pressure cooker uses pressure to cook something more quickly. By inverting this principle Magna can create a powerful barrier to defend those inside from harm. This barrier can be utilised in two fashions. Either to protect a single individual in which case it acts almost like a second skin or in the form of a dome which can expand up to 75m in radius.

    The dome barrier can take two spells of equal rank and the skin can take four. However, should the opponent use an air spell that is not A rank or above then the barrier will actually absorb the air and strengthen making it harder to break. However, no matter how strong it gets if A rank or above air spells are used it would still damage the barrier rather than boosting it.

    This does not defend against physical attacks. Only magical ones.

    Strengths:

    • Can be strengthened via air spells
    • Can protect a single individual greatly or multiple individuals

    Weaknesses:

    • Can be eaten by air slayers
    • Dome is stationary
    • Physical attacks go straight through it


    Blow Torch:

    Type: Fire Offensive
    Duration: Instant
    Cooldown: 5 posts
    Description: The principle of fire taken into another fashion. In cooking a blowtorch can be used to sear the edge of meat. Magna has used this to form an offensive technique that has six variants. This flame is fired from the tip of the finger so is very thin. However, he can choose to fire this from any number of fingers on one hand or from his fist. This widens the beam, but shortens the range. The width of the beam is equal to the width of the fingers/fist used.

    Ranges and damage:
    One finger - 200m, 60hp, two stacks of heat, 150m/s
    Two finger - 225m, 55hp, three stacks of heat, 140m/s
    Three finger -250m, 50hp, four stacks of heat, 130m/s
    Four finger - 275m, 45hp, five stacks of heat, 120m/s
    Five finger - 300m, 40hp, six stacks of heat, 110m/s
    Fist - 300m, 35hp, seven stacks of heat, 100m/s

    If the target has cold stacks applied then the heat stacks will not be applied and the cold stacks will be removed.

    Strengths:

    • Can decide on range, speed and width of beam
    • Powerful heat damage
    • Adds stacks of heat
    • Beam continues after hitting a target so could hit multiple targets if in a line

    Weaknesses:

    • Linear direction
    • Can be eaten by fire slayers
    • Cauterizes the wound caused so opponent won't bleed out
    • Wider beams do less damage
    • Could remove cold stacks

    Eau De Grande Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 5 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 150 meters. Each target is surrounded by the mist individually rather than one large AOE. This is the enhanced version using more raw magic power.

    The targets receive 80hp damage healing shared between them(so 40 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get A rank and below debuffs removed, two would get B and below removed etc).

    The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded.

    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Mist is flammable which can be used to negate it
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs

    Lightning Steak Knife:

    Type: Buff
    Duration: 3 posts
    Cooldown: 5 posts
    Description: An enhanced version of the butter knife technique now allowing for electricity to be channelled along the whole arm and now also the feet and leg. Like with butter knife it can be swapped freely between areas. It can also be focused to just a single point (such as a finger) or to a full limb. This adds piercing to the user’s physical blows as well as electric damage resulting in a 15hp damage increase to melee blows. This electricity can also be applied to weapons. This now applies 1/2 a stack of lightning for each blow rather than 1/4.
    Strengths:

    • Adds lightning stacks
    • Increases damage

    Weaknesses:

    • Could be eaten by lightning slayers
    • Could cause him to shock himself if he hit water
    • Close range

    Chef's Passion:

    Type: Buff
    Duration: 5 posts
    Cooldown: 7 posts
    Description:  A tribute to his lost ally Okura Jin Magna fashioned this technique to honour him and continue his legacy. The two worked together and taught eachother much. Magna enlightened Okura on the way of cooking whilst Okura further trained Magna in the ways of heat manipulation.

    This technique surrounds a number of people in an aura of heat that burns those who touch it from the outside for 8hp damage/number of aura wearers though it offers no other protection other than ‘damn that’s hot don’t want to touch that’. This will apply a heat stack/number of aura wearers on each hit. Fire/heat spells launched whilst in the aura will have all effects increased by 40%/number of aura wearers. Ice/cold spells launched whilst in the aura will have all effects reduced by 40%/number of aura wearers.

    Once three posts have passed the aura will suddenly invert to one of intense cold. This sudden change of heat will result in an explosion that will effect everyone not wearing the aura. The explosion in total from the various auras alone will do 60hp damage. However, should those caught in the blast have heat stacks applied they will get an extra 20 hp damage per stack.

    As a purely cosmetic effect the visible aura will take the shape of a chef’s uniform making it appear as if the wearer’s are ready to cook.

    Strengths:

    • Boosts fire/heat spells
    • Adds extra melee damage as well as burning damage if an opponent attacks

    Weaknesses:

    • Could accidentally burn allies by brushing against them
    • Weakens ice/cold spells
    • Weaker if more people are wearing it

    Signatures:

    I am the Eggman:

    Rank:
    Type: Offensive
    Duration: -
    Cooldown:  -
    Description: Allows the user to fire off ‘eggs’ which can either be normal or rotten. These have a max range of 40m and will hit for 10hp damage. The range is covered in a second. If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strengths:

    • High speed
    • Rotten eggs could be used to distract opponent


    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be blocked by barriers of equal rank or above (D rank)

    Knife and Fork:

    Rank: User(Maxes at S)
    Type: Offensive
    Duration: -
    Cooldown:  -
    Description: With this the user can swing their arm and summon up razor sharp fork's and knives that are thrown at the target. These can either be made of metal or energy (this counts as radiant/light energy) Like normal weapons the user can strike multiple times in the same post with this. This is equal to user rank melee damage + 7 hp. D rank 12hp, 17hp C, 22hp B, 27hp at A, 32hp at B

    The range of this also increases depending on rank. At D rank it is 50 meters, at C rank it is 110 meters, at B rank it is 180 meters, at A rank it is 260 meters, at S rank it is 350 meters

    If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strangely, this can be combined with lower ranked spells and if so it will be reduced to that rank rather than its true rank. Meaning if it was normally B rank and was used to fuse with a C rank spell then it would count as a C rank spell.
    Strengths:

    • High speed
    • High offensive power
    • Costs no mp

    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be eaten by metal slayers/light slayers depending on the version used
    • Can be blocked by barriers of 1 rank less than the spell rank(so if the spell is currently B it can be blocked by C)



    ___________________________________________________________________


    Name: Kite Wilhelm
    Position: Demon Slayer
    Primary Magic: Flame Demon Slayer
    Secondary Magic:Nether Flame Demon slayer
    Guild: Sabertooth
    Rank:A
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    Lineage : YinYang Monkey Spirit
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    Age : 24
    Experience : 5,031.75

    Character Sheet
    Character Name: Magna Victus
    Primary Magic: Coquendum Magus
    Secondary Magic: Cerberus Slayer

    Re: Coquendum Magus

    Post by Shard on 10th September 2017, 9:26 am

    Edited I think.


    ___________________________________________________________________
    Need details on Magna. Click the below image:
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    Kite Wilhelm
    Demon King
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    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Re: Coquendum Magus

    Post by Kite Wilhelm on 21st September 2017, 7:19 pm

    Good day. My name is Kite Wilhelm and I shall be the one who is grading your magic for the duration of this application. "Any corrections will be in this color."
    "”

    Shard wrote:Magic

    Primary Magic: Coquendam magus
    Secondary Magic: Cerberus Slayer Lacrima
    Caster or Holder: Holder
    Description: Rather than a name for the magic coquendam magus is the name people have called its wielders the Victus family. It translates directly to Cooking Magician. The wielders of this magic use spells all named after cooking terms whether it be a cooking utensil or a cooking technique. As such this magic does not follow a particular element like fire or water. No, it brings together a multitude of spells like ingredients in a recipe.

    These techniques are perhaps why the Victus family are so good at cooking because despite the fact that they are able to use this offensively they are able to also use all of the spells for actual cooking. Perhaps they will use a fire spell to perfectly sear some meat or a ranged slicing technique to perfectly dissect some meat. As a side effect of this magic all users gain a perfect eidetic memory. This means the user has a flawless memory allowing them to perfectly memorize everything they have ever read, seen, smelt, tasted or heard. This is particularly effective for cooking.

    This is however a holder magic that is focused through his trademark bandana that he normally wear around his brow or on his arm.

    User's of this magic can apply various stacks via their spells. One example of this is a heat stack which are applied via his cooking-fire techniques. These do nothing unless another spell is applied. All stacks last three posts when mage is D rank. This duration increments by 1 each time the user ranks up. As a B rank mage it is currently five posts.
    Strengths:

    • Variable: It has a variety of spells of various elements meaning it is hard to defend against. It focuses mostly on heat and cold spells.
    • Secondary: Can be used for cooking as well as fighting
    • Stacks: Stacks are the strongest part of this magic and can dish out a lot of damage very quickly especially when combined with fusions.

    Weaknesses:

    • Slayers: The strongest spells of this magic are elemental and thus slayers can be a big problem.
    • Earth magic: Due to the fact that earth magic can easily counter the cold and heat it can often be used to disrupt the strongest of spells
    • Stack conflicts: Stacks can conflict cancelling eachother out and preventing them being used effectively.
    • Holder: As a holder magic the user cannot cast any of their spells without the bandanna he normally wears around his brow being somewhere on his body.

    Lineage:

    Yin-Yang Monkey Spirit

    Description: Magna was once just an ordinary human with magical abilities. The only thing that really made him stand out was his habit of fusing spells together and the fact that it all related to cooking. However, little did he know, but deep within him resided two animal spirits in a constant state of harmony and conflict. A true yin-yang relationship. After joining Black Rose and becoming an ace he was told to bathe in a pool of special liquid. This spiritual water caused those dormant animal spirits to awaken and his body to change. He gained the monkey tail and pads that are now a trademark of the Asura, as Magna has come to be known. The awakening of these spirits revealed that the reason why he had been so focused on fusion. The twin spider monkeys Frosty and Toasty, as he calls them, work together uniting their seperate powers to perform greater feats, much like Magna himself unites his spells to create stronger feats.

    After gaining the power of the cerberus slayer and becoming even more in tune with spirits, especially the two within him, the true power of the twin monkeys was unlocked allowing him a much greater knowledge of spell fusion. This boost allowed him to unite spells more easily and to greater effect as well as providing a greater knowledge of magic in itself. What's more the spirits themselves now absorb magic from the atmosphere much as Magna does and thus he regenerates magic power a lot faster than other mages.

    Over time as his skill with fusions and magic grew the spirits began to teach him secret techniques of fire and ice. So great in fact that he began to develop new spells from it. In the future more knowledge would be provided and his skill and magic was sure to flourish further.

    However, there was a flaw in this seemingly perfect almost symbiotic relationship. His skill with fusions became so great that he lost sight of basic spells and thus his efficiency with them decreased making them cost more.

    Abilities:

    • The user gains an extra spell slot of each rank up to S, but these must relate to 'heat' 'cold' or a combination of the two. These can be applied to either primary or secondary magic. These user cannot combine these slots to get a high rank and if they are not high enough rank to use them then they cannot use them.
    • The user is a master of fusion spells and this is reflected in this. The cost of each item within a spell fusion is reduced by 2%. This stacks with any 'cost reductions' provided via other sources. This ability however will not drop the cost of either spell used in the fusion below 1% (unless it was already 0% such as a D rank being used by an S rank mage) Unfortunately, this makes non-fused spells cost 2% more, even ones that were free(excluding signatures).
    • The user has a modified MP regen allowing them to restore 25% mp over the course of five posts with 5% being restored each post. This replaces the users normal 10% regen. The user cannot have any other form of MP regen modifications.
    • The cooldown of spells when fused is reduced by 1. This stacks with other cooldown reductions. However, no spell can drop below one post in cooldown no matter how many cooldown reductions are used. This excludes signature spells, which would normally have a cooldown of 0 if they were not used in a fusion and instead signature spells can only be used once per post if used in a spell fusion.
    • The user is able to perform spell fusion with weapon spells and unison raid with the user's pet. These will follow the costs of a spell of that rank if Magna himself was to use them rather than being a 'free' component



    Usage:

    • Extra spell slots
    • All other effects are passives

    Unique Abilities:


    • Stacks: By utilising certain spells the user can place 'stacks' on a target. When certain criteria is made these stacks are applied doing damage, debuffs etc. For more information see the notes on stacks section.
    • God's sense: This is a non-combat ability. The user is able to perfectly identify ingredients in dishes by taste, aroma and hearing. This allows them to perfectly identify when an ingredient is ready and also allows them to maximise the taste of their dishes because they can bring out the most of everything. Due to the fact this enhances his sense of smell and hearing it also makes him a more effective tracker and can be considered to be a 40% boost to those stats.

    • Fusion Cuisine: As someone who understands the subtleties of mixing ingredients together to create something greater than their parts Magna has found a way to take spell fusions and make them not only stronger, but more efficient. As such fused spells for him rather than being the damage of the stronger spell and half the damage of the weaker spell are instead calculated as such: (1st spell + 2nd spells) x 1.1. So for example a D rank spell would be (20+20)*1.1 which is 44 damage.
      "Actually if spells are the same rank the second spell gets the half damage. So as in your example of of two D ranks it would actually be 20+10 since you half the second spell. So the damage would actually be 30 and with the boost you have given it would be 33.”

      In terms of the cost of the spells. For a normal Spell Fusion the cost is MP of the full amount of the stronger spell and half that of the smaller spell rounded down. In magna's case this is then dropped by 1%. So for two D ranks fused together it would normally be 7% for the spell fusion. In Magna's case it is 6%.

    • Fusion Expertise: A weakness of spell fusions is that it puts two spells on cooldown at once. However, with Magna's expertise in preparing his ingredients (in this case spells) he is able to reduce the cooldown of each spell used by one post. In the case of spells(such as signatures) that have no cooldown and instead inherit the cooldown of the spell they are fused with this inherited cooldown will be reduced by 2. This is due to his mastery with those particular spells.
      "Unfortunately I cannot allow the reduction of cooldowns.”
    • Cold and Heat Resistance: Due to being a chef and one who has travelled to exotic and dangerous territories Magna has developed an innate resistance to cold and heat making him have a 25% resistance to spells that use heat or cold as a component(e.g. fire and ice) if they are of equal rank. If they are of a rank above this is reduced to 10% and two ranks above to 5%. Anything higher is 0%. One rank below is 33%, two ranks below is 50% and three ranks below is 75%.
      "Two ranks above needs to be reduced to 0%”

    Note on stacks:

    Stacks are a key concept of this magic. By applying certain spells to a target the target will receive a stack which is defined in the spell. These stacks have a three post duration. However, if the same type of stack is applied again that stack duration is refreshed and increased by one.
    "You will need to cap the number of stacks you can apply to an opponent. For your cold stacks you have it at 5 hp per and 5% debuff per stack here. However spells down below seem to have it at half the rank of the spell that triggers the stack’s extra damage. If this is the case than id ask the cap it at 3 stacks total but increase the debuff percentage up to 10% per stack..”

    • Heat stacks by themselves are useless. However, if a cold spell is used by Magna to hit a target with heat stacks then extra damage will be applied and the heat stacks removed. "What is the percentage of ”The stronger the heat spell used the more the cold stacks will damage the target. Heat stacks cannot be applied to a target that has cold stacks applied. The amount of damage applied depends on the spell used to trigger the stacks and this is shown in the spell.

    • Cold stacks are different to heat stacks in that you want the duration to run out. If the duration runs out then the effect of the cold stacks is applied. This will cause a small amount of damage per stack and a debuff of defense per stack as their body becomes frail. A target cannot have cold stacks applied if they already have heat stacks. Any heat based spell that hits a target with cold stacks will remove the cold stacks and do no extra effect.

      When the stacks activate the target(s) will receive 5hp damage x number of stacks and 5% physical defense debuff x number of stacks.This is equivalent to the user's rank in debuff.

      This can be absolutely devastating, but it can also be easily removed by the person being hit with a heat spell or somehow heating themselves up sufficiently. Generally, the spell to heat them up must be equal to the user of this magic. The exception are spells that apply heat stacks which will immediately cancel out cold stacks without applying any effect.

    • Lightning stacks, much like cold stacks, require the duration to run out. When it does the effect is applied. In this case, again much like cold stacks, a small amount of damage is applied and a debuff is caused. In this case the debuff is to speed as the muscles are sapped by the electricity preventing the target moving as fast.

      When the stacks activate the target(s) will receive 10% physical defense debuff x number of stacks. This is equivalent to the user's rank in debuff.

      This can be removed in several ways. If the target is holding a metal object such as a pole that is stuck into the earth when the stacks activate then this will neutralise the effect. Being hit with an earth spell that is the equivalent rank of the user of the magic. This or another perfect insulator such as truly pure water without any impurities, rubber or the like.


    D:


    Grease is the word:

    Type: Coating
    Duration: Until washed off or otherwise removed
    Cooldown: 3 posts
    Description: With this the user magically conjors up a large spray bottle of oil above the target area and lets loose a might barrage of oil enough to cover a 30m radius thickly. This has no direct offensive purposes by itself. No, instead it is designed to make the floor slippery and to make people slippery. This could be used against a weapon using mage, for example, to make their hands so slippery they can't wield their weapon.

    What's particularly interesting about this spell is that the oil doesn't wear off per say. No, instead it stays until removed. This could be done with a water spell, going for a swim, burning it off(not advisable as any fire spell used on the oil will ignite it and boost the damage of the flames by 20hp), blown off or many other ways. Generally a D rank spell will remove it providing it makes sense. E.g. a D rank earth spell...doesn't make sense to remove oil.

    Magna has even been known to use this on himself to get himself out of a grip though unlike most he is not effected by this spell's negative qualities unless someone was to set it on fire.
    Strengths:

    • Lasts until removed
    • Makes things slippery, making it harder to keep grip
    • Can be ignited to boost the fire spell's damage by 1 D rank, or if using natural fire to cause 1 D rank of damage.

    Weaknesses:

    • Makes opponent hard to grip
    • Could soak allies
    • Could soak himself and make himself a tad flammable
    • Can be washed away easily by any water spell or with natural water or any sense making D rank spell.

    Wine and Dine:

    Type: Coating
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Similar to the Grease is the word technique technique in that it conjures up a large bottle of liquid. However, this time the liquid is alcohol. Normally a red wine, but this is up to the user's preference. It can be white, red, rose, mulled, blessed or even a non-wine related alcohol such as vodka.

    Those doused in this alcohol will receive a 10% balance, accuracy and speed reduction if B rank and slur their words slightly, 20% if C rank and slur their words more with a tendancy to fall over, 40% if D rank where they become barely intelligible and often fall over. A ranks will receive a 5% balance, accuracy and speed reduction.
    "This is a D rank spell so anything B rank or higher wouldn’t be affected by the effects of this spell.”

    Strangely though the targets get a boost of strength equal to the lost speed. So 5% for A, 10% for B, 20% for C and 40% for D.
    "Same as above since this is determined by the debuff provided by the spell.”
    This has a 30m radius.
    Strengths:

    • Reduces speed, balance and accuracy of targets
    • Makes it harder for them to communicate
    • Is flammable and will boost fire damage by 1 D rank, or if natural fire cause it to 1 D rank of damage.

    Weaknesses:

    • No effect on A ranks or above
    • Can effect allies easily
    • Boosts targets strength
    • Can easily douse himself by accident if he is too close to a target

    100 Degree Flame:


    Type: Fire
    Duration: 1 post
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small fireball (3m in size) from their hand which travels 45 meters and covers this distance in a second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This adds a stack of 'heat' to those hit directly by the flame and half a stack to those hit by the area of effect.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.


    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    0 Degree Freeze:

    Type: Cooking Cooling
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of cold(3m in size) from their hand which travels 45m and does so in one second. This when it hits a target does 20hp damage and then spreads out doing 15hp damage to everything with its 20m radius which it covers in a second. This applies one stack of cold to those hit by the initial strike and 1/2 a stack of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is removed 10hp damage will be done.
    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a D rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    Smoking:

    Type: Preparation
    Duration: 2 posts
    Cooldown: 3 posts
    Description: The user forms a small sphere of black smoke on their hand which they throw at the ground. It explodes outwards into a 35m radius of thick smoke made from the sawdust of the manuka tree is sent out. This smoke is thick and dense causing those caught in it to have their vision obscured, to cough and splutter and have their eyes water. This is especially useful on aquatic creatures who are more heavily effected by it.
    Strengths:

    • Obscures the vision of targets
    • Can cause targets to cough and splutter
    • Large area

    Weaknesses:

    • Can be easily blown away by a D rank wind spell
    • Can obscure allies vision
    • Obscures own vision(though doesn't cause the other effects)
    • A rank mages and above can see through the smoke as if its nothing.

    Cooking Pit:

    Type: Trap
    Duration: 3 posts
    Cooldown: 5 posts
    Description: This can be used in two ways either offensive or defensive. The user slams their hands on the ground and it drops away in a 30m radius beneath a target within 50m range. This pit is 20m deep and the top will seal until broken, opened by the user or the spell wears off. In the offensive manner this pit will start to heat up. The first post the target is trapped they will receive 5hp ranks of damage, then the post after they will receive 10hp damage and finally they will receive 20hp damage totally 35hp damage. In the defensive manner the user will drop the ground away from beneath themselves or an ally to hide them temporarily from an attack or even a natural occurrence e.g. an avalance would roll right over the top (though this might trap the user if they aren’t careful)

    If used offensively then when the duration is over the targets are forcibly flung upward and outwards, which could be used for a secondary trap.
    Strengths:

    • Traps opponents
    • Does damage over time
    • Is quite deep so targets might not be able to break free

    Weaknesses:

    • Can be broken free of by two D ranks
    • Earth techniques are twice as effective against this
    • Those who have digging based techniques can easily escape
    • If target is quick could avoid being dropped into the pit

    Pepper Spray:


    Type: Blinding
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and forms a large pepper grinder in their hands which they quickly grind to send a large wave of black pepper out. This launches a spray of pepper in a cone in front of the user with the cone at its widest point being 45m and the total length of the cone being 45m which it covers in a second. D ranks – blinded for three posts, C ranks – blinded for two, blurry vision for 1, B ranks – blinding for one post, blurry vision for 2, A ranks – blurry vision for three posts, S rank and above – blurry vision for one post.
    "At D rank B rank wouldn’t be blinded at all and A rank or highter wouldn’t have blurry vision. ”


    This also causes 10hp damage to all those who receive blindness.
    Strengths:

    • Blinds targets
    • Good aoe
    • Does mild damage

    Weaknesses:

    • Can easily blind allies
    • Can be blown away by D rank wind spells
    • Doesn't effect mages above A rank
      "Change to B rank.”
    • Only damages those that it blinds

    Lightning Butter Knife:

    Type: Melee Enhancement
    Duration: 2 posts
    Cooldown: 3 posts
    Description: By using the raw calorific energy stored within food the user is able to generate a small static charge of electricity around their hand adding a numbing effect to their strikes. This charge can swap freely between hands. The effect of this is to increase melee damage by 5hp as well as add 0.25 lightning stacks per strike.
    Strengths:

    • Increases melee damage
    • Adds lightning stacks

    Weaknesses:

    • Close range only
    • Lightning slayers could eat it
    • Very small boost

    Thermal Vision:

    Type: Buff
    Duration: 3 posts
    Cooldown: 4 posts
    Description: A skill learned from his former ally Okura Jin, but never fully mastered. This can temporarily allow Magna to alter his version to allow him to see thermal energy. What’s more he can identify the exact temperature of something by looking at it. This allows for him to see hidden enemies, but he mostly uses this in cooking to give him an edge. The flaw with this technique is that sudden large changes in heat can be blinding and can leave the user dazed.
    Strengths:

    • Allows for tracking
    • Allows for seeing hidden enemies

    Weaknesses:

    • Sudden heat changes can be blinding
    • Intense amounts of heat can be blinding
    • Clever opponents could hide their heat making this useless.

    Scent of Confusion:

    Type: Distraction
    Duration: 2 posts
    Cooldown: 3 posts
    Description: With this the user focuses and generates patches of scent in ten areas within 60 meters. These patches of scent smell exactly like the user and anyone they are accompanied by. Those who have a scent 'clone' made of them will then become a lot harder to scent increasing the difficulty to find them by scent by 30%.

    Essentially this was designed to prevent him being tracked as easily by scent because not only is he harder to smell their are other areas to distract anyone. This has even been known to fool a slayer's nose.

    If he is trying to hide more people than himself then the number of scent patches is divided by the number of people. So if its just him its ten. If there are two people then its five and so on.
    Strengths:

    • Hides scent
    • Creates scent duplicates to distract

    Weaknesses:

    • No offensive use
    • Far less effective on higher ranks
    • Doesn't erase scent entirely just makes them harder to track.
    • More people means fewer scent patches

    C:

    Velvet Revolution:

    Type: Strength and Endurance buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical strength and endurance by 30%. This has a tendency to make the target more susceptible to anger and berserk states. This is a single target spell and can only be used on people within 120m.

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of ingredients can create a powerful strength boosting additive that he named after his group's favourite cake. He puts this additive of his dishes to help revive people's strength.

    However, in this case he uses it in a more condensed manner to boost their strength to higher levels.
    Strengths:

    • Boosts strength by 30%
    • Boosts endurance by 30%
      "I’d ask you lower endurance to 20%”
    • If target is D rank then it boosts them by 60%
      "as in Strength and endurance both get boosted by 60%? If so that is too high. If you want the buff to D ranks to be comparable to the stats provided by this C rank spell you can do that but state it as so.”

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical strength and stamina meaning if they are hit with a magical spell they will still receive full damage.

    Thunder Peppermint:

    Type: Speed and Stamina buff
    Duration: 2 posts
    Cooldown: 6 posts
    Description: With this the user forms a swirl of red dust around a target which is then absorbed into the body via inhalation. The person who inhaled it, which can be himself, will feel a surge of strength go through their body boosting their physical speed and stamina by 30%. It also tends to provide mental clarity. This is a single target spell and can only be used on people within 120m.

    How does this relate to cooking you ask? Magna is a practioner of molecular gastronomy and over his life he has found that extracting certain parts of peppermint can create a powerful speed boosting additive that he named thunder peppermint as it was said that inhaling it was like being struck by lightning. He puts this additive of his dishes to help wake people up.

    However, in this case he uses it in a more condensed manner to boost their speed to higher levels.
    Strengths:

    • Boosts speed by 30%
    • Boosts stamina by 30% "What exactly are you targeting for “Stamina””
    • If target is D rank then it boosts them by 60%

    Weaknesses:

    • If an opponent is quick they could inhale it themselves before the target does
    • For each rank above B rank the amount of buff is halved
    • Short duration
    • Only boosts physical speed so spells move same speed.

    Eau De Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 4 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 90 meters. Each target is surrounded by the mist individually rather than one large AOE.

    The targets receive 60hp damage healing shared between them(so 30 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get B rank and below debuffs removed, two would get C and below removed). "Okay so B rank is too high. Change B to C rank and if you are still looking to divide the effects change then change C to 50% C and Full D. Also you can only remove one Debuff at a time with this spell.”


    The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. "Is the damage done to all in the AOE or to you the user.” This is something Magna is trying to find a way around, but so far he has not succeeded.


    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Mist is flammable which can be used to negate it
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs

    Plate:

    Type: Offensive
    Duration: Until all plates are used (3 posts maximum)
    Cooldown: 4 posts
    Description: With this the user forms up a number of plates. Up to eight in total which the user can hold in his hands through extreme skill or make float around him via telekinetic control. These are then thrown like discuses at a target. Unlike normal plates the edges of these are razor sharp and so slice through flesh quite well. They have a range of 90m, a speed of 67.5m/s and do 80hp divided by the number of plates each. ”80 hp is A rank damage. Lower this down to 40 since this is a C rank spell. ”As such a D rank barrier is enough to block them unless the user only summons up one in which case a C rank barrier is required.

    They can also be used for close range combat, though they aren't exactly suited for this and will disappear on impact with something
    Strengths:

    • Good range
    • High speed
    • Can be used at close range as a last resort weapon

    Weaknesses:

    • The more plates there are the weaker they are
    • Can be blocked by D rank barriers unless only a single plate is summoned
    • Can be shattered by D rank spells
    • Not really suited for close combat even if they can be used for them

    200 Degree Flame:

    Type: Fire
    Duration: 1 post
    Cooldown: 4 posts
    Description: With this the user points their hand at a target and launches a small fireball (4m in size) from their hand which travel 100m and do so in one second. This when it hits a target does 40hp damage and then spreads out doing 30hp damage "please lower the 30 down to 20.” to everything with its 50m radius which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies two stacks of heat to those hit by the initial strike and 1 stack of heat to those hit by the AOE. "Lower the AOE stack down to half a stack.”

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.


    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies
    • Could be knocked into the area of effect and receive damage(as it lasts a post)

    Negative 25 Degree Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 3 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(4m in size) from their hand which travels 100m and does so in one second. This when it hits a target does 40hp and then spreads out doing 30hp to everything with its 50m radius which it covers in a second. This applies two stack of cold to those hit by the initial strike and 1 stack of cold to those hit by the AOE.

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is removed 20hp damage will be done.

    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a C rank barrier
    • Area of effect could hurt allies
    • Only does extra damage if they have stacks of heat

    Eau de Rocio:

    Type: Debuff
    Duration: 4 posts
    Cooldown: 5 posts
    Description: Using knowledge gleaned from much experimentation and to some extent luck Magna has developed a particular spice using his molecular gastronomy that mimics the effect of a legendary ingredient. This legendary ingredient was said to give one entire new perspectives when it came to food and in this case it does so by inverting the person’s gender both externally and internally. A rather niche spell for the most part and strong bodies (A rank and above) are resistant to it unless they let themselves be effected. The transformation is very rapid and will turn them into what they would have been had they followed the same or similar paths through life, but as the opposite gender. Magna mostly uses this for fun at parties, but it can have some uses in combat such as adding an extra weak spot, for infiltration or for temporarily throwing an opponent off. This spell can effect up to five individuals at once by enswirling them in the pink mist which is manipulated by the user though said targets must be within 90m

    The name comes from the word dewdrop because dew symbolises a new day and this symbolises a new experience.
    Strengths:

    • Can be used for infiltration
    • Can disorientate opponents and add extra weaknesses

    Weaknesses:

    • No real debuff effect
    • No real combat effect
    • Mostly for fun

    Tako No Yoroi:

    Type: Buff
    Duration: 3 posts
    Cooldown: 4 posts
    Description: Another spell created in tribute to his lost ally Okura Jin. This technique mimics the technique ‘Emperor’s Armor’ but does it in a rather strange and unique way more befitting Magna’s style. With this the user forms from cold or heat energy(user’s decision) a pair of pauldrons upon their shoulders which link together at the back. From these extend four tendrils of the same energy that take the form of octopus tentacles. The user can regulate the heat of these to some extent allowing them to do damage with burning/freezing or physical blows. These tendrils essentially function as ‘requip’ weapons and merely give him extra limbs to use. These do user rank melee damage + strong rank weapon boost if the user is using temperature damage otherwise it is just user rank. These last three posts.

    These will (if ‘temperature’ damage) is on dish out stacks of heat/cold. "What is “temperature Damage? ”One quarter of a stack will be applied with each blow. "How many times can you strike with this to give tokens? Id ask you make this half a token total by the end of the duration. ” If the target has heat stacks on them and this is in cold mode then each blow will remove a stack of heat and do 10hp damage. If the target has cold stacks on and this is in heat mode then one cold stack will be removed for each blow. Normal stack rules apply meaning if the target has cold stacks heat stacks cannot be applied and vice versa. ”please since you have this having two different types of stacks being applied no triggering the stacks with this spell.”

    These tentacles have a range of 30m and are especially good at grabbing. Magna has even been known to use these to save people from falling, pull them out of harm’s away or grapple.
    Strengths:

    • Extra limbs allowing for multiple holds
    • Can apply/trigger stacks "since you have this using two types of stacks it should only apply the stacks.”

    Weaknesses:

    • Limbs can be destroyed and don't regenerate. This takes two B ranks
    • Fire/ice slayer could eat it depending on form
    • Might just remove stacks

    Tenderizer :

    Type: Charge up
    Duration: 3 posts maximum
    Cooldown: 7 posts
    Description: With this the user focuses and channels the calorific energy within their body to one of their arms. This renders the arm unusable for the duration and due to the concentration required the user is unable to use anything except signature spells and D ranks spells whilst this is occuring."Can the user move while the charging is taking place? If so I’d ask that no spells can be used during the charge. If he cannot move Id allow one D rank while charging.”

    Over time this will charge up that calorific energy allowing for one super powered punch. This does user rank melee damage plus extra force depending on how long its been charged. "Can the charge be disrupted by taking damage?”The blow causes a large shockwave that throws the target back and does 25% of the extra damage (so without the melee) to those caught in the shockwave.

    One post charge - 20 hp extra damage, 15 meters shockwave and knockback, 5hp to those caught in shockwave
    Two post charge - 40hp extra damage, 25 meters shockwave and knockback, 10hp to those caught in shockwave
    Three post charge - 60hp extra damage, 50 meters shockwave and knockback, 20hp to those cauhgt in shockwave
    "So the way this is worded is weird. A C rank spell deals 40 hp of damage. As it is worded with the three post charge you will be doing 100 damage which is S rank damage. The total amount of damage should be 60 hp which is 1.5X the damage. Adjust the numbers to match. Also at no charge this will do 30 hp.”


    Strengths:

    • Very powerful close range punch
    • Gets stronger

    Weaknesses:

    • Close range only
    • Could catch allies in shockwave
    • Makes arm useless whilst charging
    • Reduces spells he can cast whilst charging



    B:


    300 Degree Flame:

    Type: Fire
    Duration: 1 post
    Cooldown: 6 posts
    Description: With this the user points their hand at a target and launches a small fireball (5m in size) from their hand with a range of 100m which it covers in one second. This when it hits a target does 60hp and then spreads out doing 45hp ranks to everything with its 75m radius, which it covers in a second. This flame lasts the entire post meaning people can be knocked into the flames and receive damage. This applies four stacks of heat to those hit by the initial strike and 2 stacks of heat to those hit by the AOE.

    If the person has cold stacks applied then the heat stacks will not be applied. The cold stacks will also be removed.
    "Lower the AOE damage down to 30 hp”
    "By removed do you mean that it triggers the cold stacks or outright removes them?”
    Strengths:

    • Good range
    • Good speed
    • Area of effect

    Weaknesses:

    • Can be easily extinquished by any water, earth or wind spell
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies
    • Allies could be knocked into the area of effect and receive damage(as it lasts a post)

    Negative 50 Degree Freeze:

    Type: Ice
    Duration: Instant
    Cooldown: 5 posts
    Description: With this the user points their hand at a target and launches a small ball of liquid nitrogen(5m in size) from their hand that travels at 100m per second and has a range of 100m. This when it hits a target does 60hp damage and then spreads out doing 45hp to everything with its 75m radius which it covers at 75 meters per second. This applies four stacks of cold to those hit by the initial strike and 2 stacks of cold to those hit by the AOE.
    "Lower the AOE damage down to 30 hp.”

    If the person has heat stacks applied then the cold stacks will not be applied. The heat stacks will be removed and for every heat stack that is removed 40hp damage will be done.
    "Lower to 30 hp.”

    Strengths:

    • Can do extra damage if they have stacks of 'heat'
    • Good speed
    • Area of effect

    Weaknesses:

    • Short range
    • Can be easily blocked by a B rank barrier
    • Area of effect could hurt allies or self
    • Only does extra damage if they have stacks of heat

    King Sleep Fragrance:

    Type: Sleep/Speed Debuff
    Duration: 3 posts
    Cooldown: 7 posts
    Description: This is his most powerful and advanced Molecular Gastronomy based technique. By careful experimentation he has found key components in many sedative ingredients to form a powerful mist that is said to be enough to put anyone to sleep.

    The user focused and spreads their hand launching a cloud of mist in front of them that has a 100m radius with them at the center or the edge which it covers at 75m/s. Those caught within this will normally only receive a 25% physical speed debuff as they feel sluggish and tired. Magna himself is immune to this.


    However, targets that have 2 B ranks worth of health left will be put to sleep for the remaining duration. Should they get down to this amount of health whilst King sleep is effect then they will be put to sleep.

    Strengths:

    • Great AOE
    • Speed debuff
    • Can put targets to sleep

    Weaknesses:

    • Half the debuff effect for each rank above the spells.
    • Can easily put allies to sleep
    • Can be blown away by a C rank wind spell
    • Linear direction

    Pressure:

    Type: Defensive
    Duration: 3 posts
    Cooldown: 7 posts
    Description: A pressure cooker uses pressure to cook something more quickly. By inverting this principle Magna can create a powerful barrier to defend those inside from harm. This barrier can be utilised in two fashions. Either to protect a single individual in which case it acts almost like a second skin or in the form of a dome which can expand up to 75m in radius.

    The dome barrier can take two spells of equal rank and the skin can take four. However, should the opponent use an air spell that is not A rank or above then the barrier will actually absorb the air and strengthen making it harder to break. However, no matter how strong it gets if A rank or above air spells are used it would still damage the barrier rather than boosting it.

    This does not defend against physical attacks. Only magical ones.

    Strengths:

    • Can be strengthened via air spells
    • Can protect a single individual greatly or multiple individuals

    Weaknesses:

    • Can be eaten by air slayers
    • Dome is stationary
    • Physical attacks go straight through it


    Blow Torch:

    Type: Fire Offensive
    Duration: Instant
    Cooldown: 5 posts
    Description: The principle of fire taken into another fashion. In cooking a blowtorch can be used to sear the edge of meat. Magna has used this to form an offensive technique that has six variants. This flame is fired from the tip of the finger so is very thin. However, he can choose to fire this from any number of fingers on one hand or from his fist. This widens the beam, but shortens the range. The width of the beam is equal to the width of the fingers/fist used.

    Ranges and damage:
    One finger - 200m, 60hp, two stacks of heat, 150m/s
    Two finger - 225m, 55hp, three stacks of heat, 140m/s
    Three finger -250m, 50hp, four stacks of heat, 130m/s
    Four finger - 275m, 45hp, five stacks of heat, 120m/s
    Five finger - 300m, 40hp, six stacks of heat, 110m/s
    Fist - 300m, 35hp, seven stacks of heat, 100m/s

    If the target has cold stacks applied then the heat stacks will not be applied and the cold stacks will be removed.

    Strengths:

    • Can decide on range, speed and width of beam
    • Powerful heat damage
    • Adds stacks of heat
    • Beam continues after hitting a target so could hit multiple targets if in a line

    Weaknesses:

    • Linear direction
    • Can be eaten by fire slayers
    • Cauterizes the wound caused so opponent won't bleed out
    • Wider beams do less damage
    • Could remove cold stacks

    Eau De Grande Victoria:

    Type: Healing
    Duration: Instant
    Cooldown: 5 posts
    Description: Chateau Victoria is one of Magna's signature drinks and is one he has considered putting into his ultimate full course. However, whilst it was great and revived a person it was not really that useful in battle as it took time to brew. Using his knowledge of molecular gastronomy and magic Magna synthesised the core ingredients to form a golden mist which can envelop multiple targets within 150 meters. Each target is surrounded by the mist individually rather than one large AOE. This is the enhanced version using more raw magic power.

    The targets receive 80hp damage healing shared between them(so 40 each if two targets) and also get all debuffs of the rank healed and below removed (so a single target would get A rank and below debuffs removed, two would get B and below removed etc).

    The mist itself is flammable and takes a couple of seconds to take effect. If hit by a fire spell the mist will ignite and boost damage of said fire spell by 40hp and negate all healing. This is something Magna is trying to find a way around, but so far he has not succeeded.

    Strengths:

    • Heals damage
    • Multi-target
    • Remove debuffs

    Weaknesses:

    • Mist is flammable which can be used to negate it
    • If more than one target is healed then the healing is divided between them
    • If more then one target is healed then the debuff removal rank is reduced by one rank for each additional healed person
    • Cannot effect A rank and above debuffs

    Lightning Steak Knife:

    Type: Buff
    Duration: 3 posts
    Cooldown: 5 posts
    Description: An enhanced version of the butter knife technique now allowing for electricity to be channelled along the whole arm and now also the feet and leg. Like with butter knife it can be swapped freely between areas. It can also be focused to just a single point (such as a finger) or to a full limb. This adds piercing to the user’s physical blows as well as electric damage resulting in a 15hp damage increase to melee blows. This electricity can also be applied to weapons. This now applies 1/2 a stack of lightning for each blow rather than 1/4. "keep it at /4 stack please.”
    Strengths:

    • Adds lightning stacks
    • Increases damage

    Weaknesses:

    • Could be eaten by lightning slayers
    • Could cause him to shock himself if he hit water
    • Close range

    Chef's Passion:

    Type: Buff
    Duration: 5 posts
    Cooldown: 7 posts
    Description: A tribute to his lost ally Okura Jin Magna fashioned this technique to honour him and continue his legacy. The two worked together and taught eachother much. Magna enlightened Okura on the way of cooking whilst Okura further trained Magna in the ways of heat manipulation.

    This technique surrounds a number of people in an aura of heat that burns those who touch it from the outside for 8hp damage/number of aura wearers though it offers no other protection other than ‘damn that’s hot don’t want to touch that’. This will apply a heat stack/number of aura wearers on each hit. Fire/heat spells launched whilst in the aura will have all effects increased by 40%/number of aura wearers. "25% please” Ice/cold spells launched whilst in the aura will have all effects reduced by 40%/number of aura wearers.

    Once three posts have passed the aura will suddenly invert to one of intense cold. This sudden change of heat will result in an explosion that will effect everyone not wearing the aura. The explosion in total from the various auras alone will do 60hp damage. "30 hp.” However, should those caught in the blast have heat stacks applied they will get an extra 20 hp damage per stack.

    As a purely cosmetic effect the visible aura will take the shape of a chef’s uniform making it appear as if the wearer’s are ready to cook.

    Strengths:

    • Boosts fire/heat spells
    • Adds extra melee damage as well as burning damage if an opponent attacks

    Weaknesses:

    • Could accidentally burn allies by brushing against them
    • Weakens ice/cold spells
    • Weaker if more people are wearing it

    Signatures:

    I am the Eggman:

    Rank: "what Rank is this?”
    Type: Offensive
    Duration: -
    Cooldown: -
    Description: Allows the user to fire off ‘eggs’ which can either be normal or rotten. These have a max range of 40m and will hit for 10hp damage. The range is covered in a second. If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strengths:

    • High speed
    • Rotten eggs could be used to distract opponent


    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be blocked by barriers of equal rank or above (D rank)

    Knife and Fork:

    Rank: User(Maxes at S)
    Type: Offensive
    Duration: -
    Cooldown: -
    Description: With this the user can swing their arm and summon up razor sharp fork's and knives that are thrown at the target. These can either be made of metal or energy (this counts as radiant/light energy) Like normal weapons the user can strike multiple times in the same post with this. This is equal to user rank melee damage + 7 hp. D rank 12hp, 17hp C, 22hp B, 27hp at A, 32hp at B

    The range of this also increases depending on rank. At D rank it is 50 meters, at C rank it is 110 meters, at B rank it is 180 meters, at A rank it is 260 meters, at S rank it is 350 meters

    If this is used for a spell fusion then this is put on cooldown until the other component is also off cooldown.
    Strangely, this can be combined with lower ranked spells and if so it will be reduced to that rank rather than its true rank. Meaning if it was normally B rank and was used to fuse with a C rank spell then it would count as a C rank spell. "I would ask that it remain at the normal rank cooldown,”
    Strengths:

    • High speed
    • High offensive power
    • Costs no mp

    Weaknesses:

    • Linear direction
    • Does less damage than a normal spell of its rank
    • Can be eaten by metal slayers/light slayers depending on the version used
    • Can be blocked by barriers of 1 rank less than the spell rank(so if the spell is currently B it can be blocked by C)




    ___________________________________________________________________


    Name: Kite Wilhelm
    Position: Demon Slayer
    Primary Magic: Flame Demon Slayer
    Secondary Magic:Nether Flame Demon slayer
    Guild: Sabertooth
    Rank:A
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    Shard
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Lineage : YinYang Monkey Spirit
    Position : None
    Posts : 905
    Guild : Black Rose
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Age : 24
    Experience : 5,031.75

    Character Sheet
    Character Name: Magna Victus
    Primary Magic: Coquendum Magus
    Secondary Magic: Cerberus Slayer

    Re: Coquendum Magus

    Post by Shard on 26th September 2017, 2:03 am

    edits done i think


    ___________________________________________________________________
    Need details on Magna. Click the below image:

      Current date/time is 22nd November 2017, 4:53 pm