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    Sei no Mahō [Conqueror Magic]

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    Hero Yamamoto
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Lineage : Hero of the Almighty
    Position : None
    Posts : 446
    Guild : Golden Phoenix - Diamond Ace
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Elyx Reiaki [Previous]
    Experience : 49,900
    Brownie Points : 1

    Character Sheet
    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 15th May 2016, 9:11 pm

    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding. The name of the Magic is derived from how its wielder cannot be impeded. They tower above all others and lead only from the front. Practitioners of this magic are unstoppable and the Magic can only be passed down through rigorous training that can be potentially fatal.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • This magic provides more utility against armored opponents to keep him from breaking his own bones

    Weaknesses:

    • Cannot use weapons or armor with this Magic [limited to magic items]
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic [Permanent]
    • The Magic loses potency when the caster is tired

    Lineage:

    英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]

    Wielder: Hero Yamamoto
    Note: As of 10/2016, Hero can only regain HP via an active spell of his own, a buff spell of his own, or the end of a thread/job.
    Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.

    This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.

    STORY ABILITIES

    Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This prevents him from permanent death, meaning that once his HP reaches zero, he will be reborn in the next thread that is started.

    Divine Intervention: Once per thread, Hero can attain vital/helpful information from an Earthbound God during a job; such Gods will appear as people or animals and will vanish after their advice is given. This information is given only as a hint for Hero to figure out on his own.

    COMBAT ABILITIES

    Hero's Domain (Melee only): This is an extension of the Forbidden Palace passive. All of Hero's strikes (only punches) count as AoE and deal 25% more damage as melee (applies after all other buffs have been calculated).

    Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage (or melee if he is not using spells), instead of the normal 75%. Within a 30-meter radius around him, AoE gets an additional damage bonus equal to [+10 damage as melee, regardless of user rank].

    It is Alright Now, For I Am Here: Due to Hero’s awakening and gradual changes in combat style and personality, he has become far more specialized, granting him a permanent 50% bonus to Strength and 25% bonus to Speed. Because of this, however, his HP regeneration is permanently locked.

    Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.

    Divine Permanence: This ability passively reduces the effectiveness of all debilitating type spells against Hero by 50%.

    Heroic Resolve: Hero’s resolve in the face of danger gives him a resilient Magic Pool. Hero is given +2% MP regeneration per post that persists through MP locking and allows him to regain MP through abilities even when his MP is locked or limited.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance.

    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to all forms of Speed.

    3. 征の贈り物 [Gift of the Conqueror] --- Movement-based utility signature spells gain the ability to replenish 2% MP per use. These particular spells cannot be used to deal damage on their own and Hero must sacrifice HP equal to half of the MP replenished upon each use, which stack. Said percentage will correlate to his maximum HP, rather than his current HP.

    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that he will in addition take 25% less damage from all types.

      NOTE: When hit with stun-specific or immobilize-specific abilities, Hero is unable to move for a brief couple of seconds before he can move again, giving the opponent an opportunity to attack. However, he will be unaffected by stun and immobilizing effects if they are at least two ranks below him.

    5. 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% (for PvE; 10% for PvP) melee damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets.

    6. 八幡の報復 [Retaliation of Yawata] --- Hero's mastery over manipulating the ethernano in his body has allowed him to induce hyperactivity, or a type of adrenaline, into his system which causes something similar to a chemical reaction that works like an explosion would. While this "reaction" is enabled, enemies whom hit him take damage as melee equivalent to one rank below his own which maxes at S-rank. This passive benefits from half of his totaled melee buff.

    SPELLS

    Growing Signature (S):

    Name Serious Series: Serious Strike
    Rank: S
    Type: Offensive; Utility
    Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 90 meters and its maximum width is 80 meters, making it capable of wiping out a decent-sized army at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch; this spell also benefits from melee damage buffs at the cost of not using the spell damage scale.

    When it comes to fending off natural disasters such as avalanches, thunderstorms, mudslides, etc. he can perform this spell as many times as necessary to keep allies and himself from harm.
    Duration: Instant
    Cooldown: Once per post
    Strengths:

    • This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.

    Weaknesses:

    • Can affect allies if they are in the way (when using it to attack)
    • AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Utility; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Instant
    Cooldown: Once per post
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Deals no damage on its own
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of his rank or lower who acknowledge his presence (within 15 meters of the user, in a circle). In PvP, this only works on opponents who are at least one rank below him.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active spell buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Boosts any/all spell buffs currently in effect by the user

    Weaknesses:

    • Cannot be used on allies
    • Makes the user tired for 1 post after the spell goes on cooldown

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee-based spell) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage to all opponents within range of the blast.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .2x melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function

    Name: Unbound Destruction
    Rank: C
    Type: Buff
    Description: Hero's ability to maximize his own physical potential, he can for a limited time increase his spell damage and melee damage by 25% for a limited time.
    Duration: 4 posts
    Cooldown: 5 posts
    Strengths:

    • This buff can stack with other buffs.

    Weaknesses:

    • Does not stack with other peoples' buffs and overrides buffs given by other people, if said buffs boost the same stats
    • Cannot be used to buff others


    B-rank Spells:

    Name: Touch... Down!
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
    Strengths:

    • Can be used with or without the spell fusion.

    Weaknesses:

    • When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
    • Can be easily dodged if quick enough to react.

    Name: 12 - 6 - 1 - Inch Impact
    Rank: B
    Type: Offensive; Charge
    Duration: Instant
    Cooldown: 4 posts
    Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional 75% damage (due to the moments it stops to charge more ethernano into the used arm) and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
    Strengths:

    • Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".

    Weaknesses:

    • Can be dodged if the opponent is higher than the user's rank.
    • This spell cannot be used in a combo unless it is used at the end of said combo.

    Name: Leap Quake
    Rank: B
    Type: Offensive; AoE; Charge-able
    Duration: Instant
    Cooldown: 5 posts
    Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 125% of B-rank damage. The longer in the air it is charged, the more damage the blast deals, up to 175% B-rank damage.
    Strengths:

    • Hits several enemies at once while expending little stamina at the same time.

    Weaknesses:

    • Can be dodged if the opponent(s) can determine the range of the spell.
    • Cannot be used in a combo.


    A-rank Spells:

    Name: 1,000,000% Delaware Detroit Smash
    Rank: A
    Type: Offense; Charge-able
    Duration: Instant
    Cooldown: 7 posts
    Description: Vast amounts of ethernano is gathered into either his right or left arm, shoulder and fist. Upon making direct contact with an opponent, all the pent-up pressure is expelled as a beam of pure energy that can penetrate armor [for PvE; for PvP, it pierces up to legendary armor and pierces defensive spells lower than Hero's rank]. This beam is 50 meters wide and travels 70 meters before dissipating. A direct hit from this beam instantly deals 150% A-rank spell damage and only hits each target in range once.
    Strengths:

    • This spell decimates single targets and has a wide enough area of effect upon contact that it can wipe out a small army
    • This spell ignores armor and other defensive buffs

    Weaknesses:

    • Requires direct contact with at least one target to work
    • Will deal full damage to everything in its path, including allies
    • This spell inflicts one hit of H-rank melee recoil damage to Hero

    Name: Heroic Battle Roar
    Rank: A
    Type: Offense; Charge-able
    Duration: Instant
    Cooldown: 7 posts
    Description: Ethernano is built up into Yamamoto's vocal cords and lungs while breathing inward through his nose. Upon expelling said ethernano, an ear-destroying roar rings through the air in a 75-meter radius around him, but that isn't the attack itself. The attacking portion of the spell is a large pure pressurized blast that blows straight forward. The blast is up to 75 meters wide at its maximum distance and travels 75 meters; it is capable of ruining the lives of a medium-sized militant force. If caught within range of the blast, up to 175% A-rank spell damage is dealt, depending on how long Hero gathered ethernano into his lungs. Any enemies who are lower in rank than Hero are thrown into the air, out of range of the blast radius.

    125% - 1-post charge
    150% - 3-post charge
    175% - 5-post charge

    Strengths:

    • A giant blast of raw pressure that is unblockable by opponents of lower rank than Hero

    Weaknesses:

    • Loses his voice for 5 posts
    • Can affect the hearing of himself and allies

    Name: Hachiman's Stride
    Rank: A
    Type: Support; AOE; Immobilize
    Duration: Instant
    Cooldown: 6 posts
    Description:
    Strengths:

    • ///

    Weaknesses:

    • ///
    • ///


    S-rank Spells:

    Name: The Conqueror's Spirit
    Rank: S
    Type: Offense; Buff
    Duration: 10 posts
    Cooldown: 11 posts
    Description: Hero gathers eternano into his body to unlock his limiters. Doing so gives him enough strength to fight anyone or anything without the use of his spell arsenal. His full strength becomes unhindered, giving him +75% melee damage which is added in after all other passive melee buffs have been calculated together. Additionally, for the duration of the spell, he gains a 25% bonus to Speed.
    Strengths:

    • For a limited time, Hero becomes a brawling super-juggernaut.

    Weaknesses:

    • Cannot use spells while this buff is active, thus locking the MP pool [can still use signature spells since they don't use MP]
    • HP does not regenerate while this spell is active

    Name: Leaving blank until a later time
    Rank: S
    Type: Offense
    Duration:
    Cooldown:
    Description:
    Strengths:

    • ///

    Weaknesses:

    • ///
    • ///


    H-rank Spells:

    Name: Parable of the Forbidden Chronicle
    Rank: H+
    Duration: 12 Turns
    Cooldown: Once Per Thread
    Type: Support
    Description: The user will summon a pillar of light in the shape of a topaz in front of them, this pillar reaching towards the skies and beyond, acting as a beacon for the duration. The radiance of the beacon gives guild members a special boost. All Golden Phoenix members within a 300-meter radius obtain a new set of eyes, those that are white as if they are blind. However, they could not see any better while they obtain these eyes. Their awareness and reaction time increase by 50% due to how much better than can interpret images in their head. They also make users resistant to the negative effects of opposing attacks, unless that attack is specifically an H-rank spell, no more, no less. Negative effects include blinding, burning, illusions, mental attacks, etc. The one who cast out this supportive spell can see through all affected Golden Phoenix members' health and Magic power, and can also see the same things for those who are not a member provided they are S-rank or lower.
    Strengths:

    • 50% Buffed Reaction Time
    • Resistance to opposing negative effects that don't belong to H-rank spells
    • The user can see others' magic power and MP if they have these eyes, or if they are someone else that is S-rank or lower.
    • The smallest bit of light will be magnified in darkness, allowing those with these eyes to see even through the worst of darkness.

    Weaknesses:

    • A jewel made of light is formed, acting as a beacon for where the spell was executed.
    • This beacon may also be eaten by any Heaven Slayer of any sort. If done so, it acts as an H rank spell being eaten
    • Those who are not within the 300-meter spell when it is activated don't obtain these eyes.
    • Allies who don't belong to Golden Phoenix also don't get these eyes.
    • Any H-rank spells with debuffs will be successful, regardless if the eyes are equipped on the target or not.

    Name: Ultimate Series: Unfathomable Annihilation
    Rank: H
    Type: Offense
    Duration: Instant
    Cooldown: Once per thread
    Description:
    Strengths:

    • ///

    Weaknesses:

    • ///
    • ///



    Last edited by Hero Yamamoto on 10th June 2017, 2:37 pm; edited 83 times in total
    avatar
    Gisen Ceostra

    Staff Quiz- Dragon VIP Status- Knight VIP Status- Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Character Application Approved!- Magic Application Approved!- Player -
    Lineage : Protector of Gaia
    Position : None
    Posts : 580
    Guild : Lamia Scale - Guildmaster
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 9150

    Character Sheet
    Character Name: Gisen Ceostra
    Primary Magic: 3rd gen Sky Demon Slayer
    Secondary Magic: Carrot Make (Tertiary)

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Gisen Ceostra on 16th May 2016, 7:08 pm

    As per your request my love, I'll be grading your app for you ^-^
    All comments for edits will be kept in this color.

    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • High-level boost capabilities
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive and Defensive magic compatible

    Weaknesses:

    • Can only manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage: Soldier of Chaos --- There was once a general whose skill in battle was unsurpassed, and his leadership demanded the respect of all his soldiers. However he craved longingly for a warrior to match his skill. Slowly, this craving turned to a corrupting desire until he was lost in his search. He challenged everyone and everything that came across his path, slaughtering his king-his soldiers- fellow generals- and soon started a massive war that spread across the continent. One by one, kingdoms fell to his might. Finally, his desire turned his men against him, where they tricked their general to being entombed and to rot for eternity. The general finally died, but his spirit lived on to possess other soldiers to finally end his craving. Every so often; a Soldier is consumed by unquestionable blood-thirst, and an immeasurable desire for carnage and war until they meet their true rival in a battle to the death.

    Upon activating the lineage, the user's strength is increased (75%), as well as his endurance (50% HP) and speed (50%). They obtain a cleaving passive for their physical attacks, with a blood red aura wave emitting from whatever they are using for a weapon or hands and adds 50% more damage to their melee damage. During the duration the user falls into a complete craze attacking everything around them without any sort of mercy. There only goal is to hurt and destroy all and everything around them. 5-post duration with an 8-post cooldown.

    Unique Abilities:

    1. The Juggernaut Lives --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 30% increase to Endurance and Reflexes. I'm going to ask this be reduced to 20% for each, as you're only D rank right now. As you edit your magic to add in higher ranked spells and more Unique Abilities, you can always change this number to be slightly higher.
    2. Maximum Potential --- Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks. This can be moved to be a strength instead of an entire ability in itself. If you'd like, change it out for a strength and add another ability. If not, it's all up to you.
    3. Gift of the Conqueror --- The destructive power of his attacks is increased by 20% every time he takes damage and stacks up to 5 times. From the moment he takes his first hit, the stacks reset after 3 posts. This ability will have to be lowered to 10% increase up to 5 stacks. On the flip side, I will allow an increase to 5 posts before you reset.

    SPELLS

    Name Conqueror's Indomitable Dash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero focuses ethernano into his legs, digs his feet into the surface he is standing on, and pushes off with enough force to crack whatever he leapt from. This is used to close the distance between his opponent and him. This can be used while in midair. This dash has a distance of 30 meters due to his mere size. Please lower the distance traveled to 15 meters
    Duration: Instant
    Cooldown: 1 post Please increase to 2 posts
    Strengths:

    • Can be used in midair
    • Closes in on a target (increases Hero's Speed by 50% for the short duration of the spell) This will need to be reduced to 25%

    Weaknesses:

    • Cannot change directions
    • Cannot begin an attack until his body has finished the dash
    Weaknesses always are supposed to be at least 1 more than strengths. Please add another weakness to this spell
    Name Mach Punches and Kicks
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero focuses ethernano into arm(s) or leg(s) and sends it at a target within range. One of these strikes is capable of blowing a hole clean through a brick wall. I'm not quite sure how this spell is supposed to work. I will need first to know what kind of range this spell has. I will also need to know how much actual damage you will deal with it. Punching a hole in a wall is nice, but other than that it doesn't show how much it'll deal to another person should you use on them. Keep in mind, depending on how you decide on range will change the type of damage you deal.
    Duration: Instant
    Cooldown: 1 post Same as previous spell
    Strengths:

    • Fast and difficult to block

    Weaknesses:

    • Single punch or kick
    Same as previous spell
    Name Battle Cry
    Rank: D
    Type: Support; Non-elemental
    Description: Hero focuses ethernano into his lungs and vocal chords and shouts loudly, causing a frontal cone in front of him (5 meters directly ahead and 2 meters wide at 5 meters). This spell effectively stuns opponents momentarily, giving him a chance to land a solid blow. This spell can be used in mid-combo. The cone has a 5 meter distance; the closer an opponent, the more effective the stun. Stunning effects like this will not work on any opponent with a higher rank than this spell. Also, you mentioned its range twice, please edit one of them out.
    Duration: Instant
    Cooldown: 2 posts Increase this to 3 posts please
    Strengths:

    • Causes a brief stun which is more effective the closer Hero is to an opponent

    Weaknesses:

    • Short range
    Same as previously mentioned in other spells.
    Name Conqueror's Grip
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero focuses ethernano into either of his hands (or both) and grabs his opponent. From that point, Hero can throw them, crush them, hit them, or slam them into a hard surface for extra damage depending on how the opponent is grabbed. Note that this is going to only deal D rank damage melee damage please
    Duration: Instant
    Cooldown: 1 post Increase to 2 posts please
    Strengths:

    • Grip is strong enough to keep someone of equal rank from breaking away

    Weaknesses:

    • Requires that an opponent be grappled so it is restricted completely to on-touch.
    Same as previously noted

    Please make the edits as follows and bump with a reply when you finish! ^-^


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    Hero Yamamoto
     
     

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    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 16th May 2016, 8:24 pm

    Edits have been made adequately, Sasha!


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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Gisen Ceostra on 16th May 2016, 9:38 pm

    You forgot to edit the speed boost in the dash spell from 50% to 30%. Other than that everything checks out. Just bump when that's edited ^.^


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    Hero Yamamoto
     
     

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    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 16th May 2016, 9:52 pm

    Dang it, I thought that was saved. Fixed. Sorry about that xD


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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Gisen Ceostra on 16th May 2016, 11:15 pm

    No biggie. This app is now approved by the Battle Bunny! ^-^


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    Edward Von Aurence

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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Edward Von Aurence on 23rd May 2016, 10:19 pm

    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • Maximum Potential --- Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive and Defensive magic compatible

    Weaknesses:

    • Can only manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage: Soldier of Chaos --- There was once a general whose skill in battle was unsurpassed, and his leadership demanded the respect of all his soldiers. However he craved longingly for a warrior to match his skill. Slowly, this craving turned to a corrupting desire until he was lost in his search. He challenged everyone and everything that came across his path, slaughtering his king-his soldiers- fellow generals- and soon started a massive war that spread across the continent. One by one, kingdoms fell to his might. Finally, his desire turned his men against him, where they tricked their general to being entombed and to rot for eternity. The general finally died, but his spirit lived on to possess other soldiers to finally end his craving. Every so often; a Soldier is consumed by unquestionable blood-thirst, and an immeasurable desire for carnage and war until they meet their true rival in a battle to the death.

    Upon activating the lineage, the user's strength is increased (75%), as well as his endurance (50% HP) and speed (50%). They obtain a cleaving passive for their physical attacks, with a blood red aura wave emitting from whatever they are using for a weapon or hands and adds 50% more damage to their melee damage. During the duration the user falls into a complete craze attacking everything around them without any sort of mercy. There only goal is to hurt and destroy all and everything around them. 5-post duration with an 8-post cooldown.

    Unique Abilities:

    1. The Juggernaut Lives --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 20% increase to Endurance and Reflexes.
    2. Demon of the Northern Winds --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 30% increase to Speed.
    3. Gift of the Conqueror --- The destructive power of his attacks is increased by 10% every time he takes damage and stacks up to 5 times. From the moment he takes his first hit, the stacks reset after 5 posts.

    SPELLS

    Name Conqueror's Indomitable Dash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero focuses ethernano into his legs, digs his feet into the surface he is standing on, and pushes off with enough force to crack whatever he leapt from. This is used to close the distance between his opponent and him. This can be used while in midair. This dash has a distance of 15 meters due to his mere size.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Can be used in midair
    • Closes in on a target (increases Hero's Speed by 30% for the short duration of the spell)

    Weaknesses:

    • Cannot change directions
    • Cannot begin an attack until his body has finished the dash
    • Lungs require a 1-post rest period before breathing can become stable

    Name Mach Punches and Kicks
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero focuses ethernano into arm(s) or leg(s) and sends it at a target within range. One of these strikes is capable of blowing a hole clean through a brick wall. There is a 1-meter-long shockwave that travels directly ahead of where the strike was aimed, and against someone of the same rank, a direct hit is capable of bruising bone with a bit of knockback due to the shockwave that accompanies it.
    Duration: Instant
    Cooldown: 2 post
    Strengths:

    • Fast and difficult to block

    Weaknesses:

    • Single punch or kick
    • Relatively easy to predict if one can determine when a limb is moving

    Name Battle Cry
    Rank: D
    Type: Support; Non-elemental
    Description: Hero focuses ethernano into his lungs and vocal chords and shouts loudly, causing a frontal cone in front of him (5 meters directly ahead and 2 meters wide at 5 meters). This spell effectively stuns opponents momentarily, giving him a chance to land a solid blow. This spell can be used in mid-combo. The closer an opponent, the more effective the stun.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Causes a brief stun which is more effective the closer Hero is to an opponent

    Weaknesses:

    • Short range
    • Loses its stun capabilities against opponents with a higher rank than the spell

    Name Conqueror's Grip
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero focuses ethernano into either of his hands (or both) and grabs his opponent. From that point, Hero can throw them, crush them, hit them, or slam them into a hard surface for extra damage depending on how the opponent is grabbed. The spell itself inflicts D-rank melee damage, plus an additional amount due to the spell enhancing his physical capabilities.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Grip is strong enough to keep someone of equal rank from breaking away

    Weaknesses:

    • Requires full contact with target; clothing will tear;
    • Opponent can easily fight back while grappled


    Unlocked on the user's request


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    Hero Yamamoto
     
     

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    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 1st June 2016, 10:17 pm

    Just as an official statement, this will be graded by Mistress Venir.


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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Mistress Venir on 8th June 2016, 6:02 pm

    Oh my gosh I am so sorry for having kept you waiting for so long! I feel completely terrible! So I'll try to make this as quick and as painless as possible! All edits requested are made in this lovely color! If there's anything you have any questions about feel free to PM me and we'll work it out! ^o^

    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive and Defensive magic compatible

    Weaknesses:

    • Can only manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage: Soldier of Chaos --- There was once a general whose skill in battle was unsurpassed, and his leadership demanded the respect of all his soldiers. However he craved longingly for a warrior to match his skill. Slowly, this craving turned to a corrupting desire until he was lost in his search. He challenged everyone and everything that came across his path, slaughtering his king-his soldiers- fellow generals- and soon started a massive war that spread across the continent. One by one, kingdoms fell to his might. Finally, his desire turned his men against him, where they tricked their general to being entombed and to rot for eternity. The general finally died, but his spirit lived on to possess other soldiers to finally end his craving. Every so often; a Soldier is consumed by unquestionable blood-thirst, and an immeasurable desire for carnage and war until they meet their true rival in a battle to the death.

    Upon activating the lineage, the user's strength is increased (75%), as well as his endurance (50% HP) and speed (50%). They obtain a cleaving passive for their physical attacks, with a blood red aura wave emitting from whatever they are using for a weapon or hands and adds 50% more damage to their melee damage. During the duration the user falls into a complete craze attacking everything around them without any sort of mercy. There only goal is to hurt and destroy all and everything around them. 5-post duration with an 8-post cooldown.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance and Reflexes.
    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 35% increase to Speed.
    3. 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% every time he takes damage and stacks up to 5 times. From the moment he takes his first hit, the stacks reset after 5 posts.
    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned, or otherwise immobilized. This means that, while he will still take normal damage from attacks, he will be unfettered by them, no matter the lethality. Blocks user ranked stuns!

    SPELLS

    Growing Signature (C):

    Name The Juggernaut
    Rank: C
    Type: Supplementary; Non-elemental; Reflective
    Description: Hero's mastery in controlling the ethernano in his body affords him a reflective, nearly-skin-tight aura (2 inches off the skin) that covers his entire body. When attacked, at close range, Hero's rank in damage is dealt back to the opponent as spell damage.
    Duration: 4 posts
    Cooldown: 3 posts
    Strengths:

    • Cannot be canceled out other than by the user

    Weaknesses:

    • Doesn't provide any extra defense, so user will still take damage
    • Cannot be used as a buff/spell on other allies


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Offensive; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Once per post
    Cooldown: N/A
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Cannot change directions in mid-movement
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of lower rank who acknowledge his presence (within 15 meters of the user, in a circle).
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name Devotion Aura
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: A thin orange aura surrounds Hero for 3 posts, enhancing his Reflexes by 25%. In addition, Hero can also alternate to a blue aura for 3 posts. Every time Hero is hit with a target's user-ranked attack, Hero absorbs 15% of that spell's damage and converts it into vitality and shields.
    Duration: 3 posts for orange aura; 3 posts for blue aura
    Cooldown: 4 posts for orange aura; 4 posts for blue aura
    Strengths:
    Weaknesses:

    • Can only activate one aura at a time

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths: N/A
    Weaknesses:

    • Cannot be used on allies

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 15-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. Enemies hit 10-15 meters out from the epicenter are dealt light knockback (3 meters) and C-rank damage; enemies hit 5-10 meters out from the epicenter are dealt moderate knockback (8 meters) and 1.5x damage; enemies within 0-5 meters of the epicenter are dealt 1.75x damage and knocked out of the blast (18 meters) due to its initial force. (Alrighty so damage will have to be lowered a tad but you can up the range so let's try something like this: 25-30 meters out receive light knock back and C-Rank damage, 10-25 are dealt moderate knock back and 1.25 C-Rank damage, and any within 0-10 are deal 1.5x C-Rank damage.)
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 15-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets can suffer and extra .3x damage for every time they are hit with the occupied limbs, as well as suffering .5x damage if inflicting damage in general vital areas of a target (Skull, Throat, Stomach, thighs, and chest).
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function

    Name: Ballpark Smash
    Rank: C
    Type: Offensive; Non-elemental
    Description: Hero can jump high into the air (5 meters high) or stay on the ground and condense a high amount of ethernano into both of his arms. He then alternates punches with each arm 3 times, each punch gaining .5x damage as more ethernano is being condensed into an arm (all three strikes travel 15 meters). The first strike inflicts C-rank damage and a stun (AoE is 6 meters wide, 4 meters long); the second strike inflicts 1.5x damage and a larger AoE than the first (10 meters wide, 8 meters long); the final strike inflicts 2x damage with the largest AoE of the three (15 meters wide, 12 meters long). Hero is capable of punching in a different direction, so long as it is not mid-punch. (Alrighty so same thing damage is a bit high but if we lower it we can up the range. Essentially speaking double damage is sort of a no go as that means you're now doing a rank above yours in damage so yeah. Anywho I think something along the lines of this works:

    First strike: C-Rank damage, AoE 10 x 8
    Second Strike: 1.25 C-Rank damage, AoE, 15 x 12
    Third Strike: 1.50 C-Rank damage, AoW, 20 x 15

    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of hitting multiple enemies at once without losing any power

    Weaknesses:

    • If the opponent is fast enough to dodge (and reach him in mid-air), they can prevent Hero from finishing the spell by hitting him hard enough
    • An opponent ranked higher than the user's rank can withstand the first strike and end the spell with an attack of their own before the next strike



    ___________________________________________________________________







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    When you ask me to do stuff:
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    Hero Yamamoto
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
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    Mentor : Elyx Reiaki [Previous]
    Experience : 49,900
    Brownie Points : 1

    Character Sheet
    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 8th June 2016, 7:44 pm

    I believe everything has been edited as you requested. If there is anything I didn't fix correctly, please let me know and I will correct them immediately. Also, don't be sorry. Most everyone is in finals week, so I totally understand.

    Bumping this up! ^_^


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    Character Name: Venir RuLush
    Primary Magic: 2nd Gen Flame Goddess Slayer
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Mistress Venir on 10th June 2016, 4:19 pm

    Your signature spells duration is longer than the cooldown.


    ___________________________________________________________________







    Jobs:
    Completed:
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    C:5
    B:7
    A:3
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    Hero Yamamoto
     
     

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    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 10th June 2016, 4:25 pm

    In the rules it says that is allowed on signatures. What would you like the cooldown to be? Would increasing it to 4 be reasonable?


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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Mistress Venir on 10th June 2016, 4:31 pm

    Actually not quite the rules on signature spells with duration's are as follows:

    "A signature spell can be one with a duration but the cooldown will have to be equal to or greater than that duration."

    I apologize you can double check though under the rules I believe Signature Spells falls under "Character Perks" if I recall correctly.


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    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 10th June 2016, 4:43 pm

    Edit made! ^_^


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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Mistress Venir on 10th June 2016, 9:46 pm




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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Guest on 20th June 2016, 10:28 pm

    Unlocked at user's request.
    Original:
    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive and Defensive magic compatible

    Weaknesses:

    • Can only manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage: Soldier of Chaos --- There was once a general whose skill in battle was unsurpassed, and his leadership demanded the respect of all his soldiers. However he craved longingly for a warrior to match his skill. Slowly, this craving turned to a corrupting desire until he was lost in his search. He challenged everyone and everything that came across his path, slaughtering his king-his soldiers- fellow generals- and soon started a massive war that spread across the continent. One by one, kingdoms fell to his might. Finally, his desire turned his men against him, where they tricked their general to being entombed and to rot for eternity. The general finally died, but his spirit lived on to possess other soldiers to finally end his craving. Every so often; a Soldier is consumed by unquestionable blood-thirst, and an immeasurable desire for carnage and war until they meet their true rival in a battle to the death.

    Upon activating the lineage, the user's strength is increased (75%), as well as his endurance (50% HP) and speed (50%). They obtain a cleaving passive for their physical attacks, with a blood red aura wave emitting from whatever they are using for a weapon or hands and adds 50% more damage to their melee damage. During the duration the user falls into a complete craze attacking everything around them without any sort of mercy. There only goal is to hurt and destroy all and everything around them. 5-post duration with an 8-post cooldown.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance and Reflexes.
    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 35% increase to Speed.
    3. 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% every time he takes damage and stacks up to 5 times. From the moment he takes his first hit, the stacks reset after 5 posts.
    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned (user-ranked), or otherwise immobilized. This means that, while he will still take normal damage from attacks, he will be unfettered by them, no matter the lethality.

    SPELLS

    Growing Signature (C):

    Name The Juggernaut
    Rank: C
    Type: Supplementary; Non-elemental; Reflective
    Description: Hero's mastery in controlling the ethernano in his body affords him a reflective, nearly-skin-tight aura (2 inches off the skin) that covers his entire body. When attacked, at close range, Hero's rank in damage is dealt back to the opponent as spell damage.
    Duration: 4 posts
    Cooldown: 4 posts
    Strengths:

    • Cannot be canceled out other than by the user

    Weaknesses:

    • Doesn't provide any extra defense, so user will still take damage
    • Cannot be used as a buff/spell on other allies


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Offensive; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Once per post
    Cooldown: N/A
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Cannot change directions in mid-movement
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of lower rank who acknowledge his presence (within 15 meters of the user, in a circle).
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name Devotion Aura
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: A thin orange aura surrounds Hero for 3 posts, enhancing his Reflexes by 25%. In addition, Hero can also alternate to a blue aura for 3 posts. Every time Hero is hit with a target's user-ranked attack, Hero absorbs 15% of that spell's damage and converts it into vitality and shields.
    Duration: 3 posts for orange aura; 3 posts for blue aura
    Cooldown: 4 posts for orange aura; 4 posts for blue aura
    Strengths:
    Weaknesses:

    • Can only activate one aura at a time

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths: N/A
    Weaknesses:

    • Cannot be used on allies

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. Enemies hit 25-30 meters out from the epicenter are dealt light knockback (5 meters) and C-rank damage; enemies hit 10-25 meters out from the epicenter are dealt moderate knockback (12 meters) and 1.25x damage; enemies within 0-10 meters of the epicenter are dealt 1.5x damage and knocked out of the blast radius due to its initial force.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets can suffer and extra .3x damage for every time they are hit with the occupied limbs, as well as suffering .5x damage if inflicting damage in general vital areas of a target (Skull, Throat, Stomach, thighs, and chest).
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function

    Name: Ballpark Smash
    Rank: C
    Type: Offensive; Non-elemental
    Description: Hero can jump high into the air (5 meters high) or stay on the ground and condense a high amount of ethernano into both of his arms. He then alternates punches with each arm 3 times, each punch gaining damage as more ethernano is being condensed into an arm (all three strikes travel up to 20 meters). The first strike inflicts C-rank damage and a stun (user-ranked) (AoE is 10 meters wide, 8 meters long); the second strike inflicts 1.25x damage and a larger AoE than the first (15 meters wide, 12 meters long); the final strike inflicts 1.5x damage with the largest AoE of the three (20 meters wide, 15 meters long). Hero is capable of punching in a different direction, so long as it is not mid-punch.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of hitting multiple enemies at once without losing any power

    Weaknesses:

    • If the opponent is fast enough to dodge (and reach him in mid-air), they can prevent Hero from finishing the spell by hitting him hard enough
    • An opponent ranked higher than the user's rank can withstand the first strike and end the spell with an attack of their own before the next strike

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    Hero Yamamoto
     
     

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    Character Sheet
    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 28th July 2016, 5:53 pm

    Finished making edits and ready to be graded. Here is a link to my exam approval thread. It has a link to the IC exam in my last post. Elyx will be grading this once he gets some free time.

    https://www.fairytail-rp.com/t22279-kakaroooooooo-c-to-b-examination#258715


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    Secondary Magic: Wonderland

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Izayuki on 10th August 2016, 10:33 am

    Hey there! Suggested corrections are written in this color. Please make edits and bump once you have finished. ^.^

    Spoiler:

    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive, Supplementary, and Charging magic compatible

    Weaknesses:

    • Can only actively manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage:

    英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]

    Wielder: Hero Yamamoto
    Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.

    This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.

    STORY ABILITIES

    Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This does not prevent him from death by unnatural causes; it simply allows him to not die from aging. This passive ability is unlocked after Yamamoto reaches A-rank, and once he arrives far enough in his plot.

    COMBAT ABILITIES

    Hero's Domain: This is an extension of the Forbidden Palace passive. Within the 5-meter radius, Yamamoto is able to attack anyone in range without having to use direct contact. Attacks made without direct contact within the 5-meter range deal user-ranked physical damage at A-rank. Until Yamamoto reaches A-rank, 2 meters is the effective range.

    Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage, instead of the normal 75%. Within a 15-meter radius around him, area damage gets an additional damage boost equal to two ranks below the used spell. Within a 10-meter radius around him, area damage gets an additional damage bonus equal to one rank of damage lower than the spell used. Within a 5-meter radius around him, all area of effect damage inflicts a stun that is effective against opponents equal to or lower than Yamamoto's rank.

    All Might: Hero’s strength is magnified by 25% due to the high demand required by his body to withstand blowback from his own attacks.

    It is Alright Now, For I Am Here: Whenever Yamamoto fights alongside and/or protects someone of equal or lower rank than himself (within a thread/job and has to be a player character), he gains a 25% bonus to Strength and Speed.

    Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 50% increase to Endurance and Reflexes. Lower this to 25% please. For 50% we need some fair drawbacks, such as magic spells costing 50% more MP to cast, etc.
    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to Speed.
    3. 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% every time he takes damage and stacks up to 5 times. Starting from the post after he takes his first hit, the stacks reset after 5 posts. Change this to 10% please.
    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that, while he will still take normal damage from attacks, he will be unfettered by them, no matter the lethality.
    5. 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 3 posts and then resets. Change to 10% please.

    SPELLS

    Growing Signature (B):

    Name Serious Series: Serious Punch
    Rank: B
    Type: Offensive
    Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 35 meters and its maximum width is 25 meters, making it capable of hitting up to 20 people at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch.
    Duration: Instant
    Cooldown: Once per post
    Strengths:

    • This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.

    Weaknesses:

    • Can affect allies if they are in the way (when using it to attack)
    • AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Offensive; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Once per post
    Cooldown: N/A
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Cannot change directions in mid-movement
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    Spell Fusions:

    Name: First Act: Punishment
    Rank: B + C
    Type: Offensive
    Fused Spells: "Missouri Smashing" and "Touch... Down!"
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .4x damage for every time they are hit with the occupied limbs. Said damage stacks 5 times and is activated by charging ethernano into both arms and clasping his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. This spell fusion allows the stacks to explode upon this strike's impact for 2.5x 1.5 B-rank damage. Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing against the user's rank. Higher than the user's rank is a 5-meter knockback.
    Duration: Instant
    Cooldown: 7 posts
    Strengths:

    • Damage of the stacks is doubled by all the ethernano gathered into Hero's arms during the course of the fusion.

    Weaknesses:

    • Can be dodged fairly well if the opponent is fast enough to react.
    • Leaves Hero incapable of utilizing his arms for two posts after usage due to being overloaded with ethernano. This is reduced to one post at A-rank.


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of lower rank who acknowledge his presence (within 15 meters of the user, in a circle).
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name Devotion Aura
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: A thin orange aura surrounds Hero for 3 posts, enhancing his Reflexes by 25%. In addition, Hero can also alternate to a blue aura for 3 posts. Every time Hero is hit with a target's user-ranked attack, Hero absorbs 15% of that spell's damage and converts it into vitality and shields. Explain vitality and shields. Does this mean HP and damage reduction?
    Duration: 3 posts for orange aura; 3 posts for blue aura
    Cooldown: 4 posts for orange aura; 4 posts for blue aura
    Strengths:

    • Allows for two separate buffs within one universal spell

    Weaknesses:

    • Can only activate one aura at a time
    • Cannot be used to buff allies

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active buffs Seeing as you have HP/Endurance as a buff, please specify which buffs. All physical save for endurance? Etc. by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Boosts any/all buffs currently in effect by the user

    Weaknesses:

    • Cannot be used on allies
    • Makes the user tired for 1 post after the spell goes on cooldown

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. Enemies hit 25-30 meters out from the epicenter are dealt light knockback (5 meters) and C-rank damage; enemies hit 10-25 meters out from the epicenter are dealt moderate knockback (12 meters) and 1.25x  damage; enemies within 0-10 meters of the epicenter are dealt 1.5x damage and knocked out of the blast radius due to its initial force. An instant spell should only deliver a full dealing of base C-rank spell damage.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .4x Change this to .2x damage Of melee damage? for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. Is this a duration? I assume the damage goes back to normal after 5 times/posts?
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function

    Name: Ballpark Smash
    Rank: C
    Type: Offensive; Non-elemental
    Description: Hero can jump high into the air (5 meters high) or stay on the ground and condense a high amount of ethernano into both of his arms. He then alternates punches with each arm 3 times, each punch gaining damage as more ethernano is being condensed into an arm (all three strikes travel up to 20 meters). The first strike inflicts C-rank damage and a stun (user-ranked) (AoE is 10 meters wide, 8 meters long); the second strike inflicts 1.25x damage and a larger AoE than the first (15 meters wide, 12 meters long); the final strike inflicts 1.5x damage with the largest AoE of the three (20 meters wide, 15 meters long). Hero is capable of punching in a different direction, so long as it is not mid-punch. A single spell can only deal full C rank damage, and if it includes multiple hits, you must split up the C rank damage(40HP) between all of the strikes.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of hitting multiple enemies at once without losing any power

    Weaknesses:

    • If the opponent is fast enough to dodge (and reach him in mid-air), they can prevent Hero from finishing the spell by hitting him hard enough
    • An opponent ranked higher than the user's rank can withstand the first strike and end the spell with an attack of their own before the next strike


    B-rank Spells:

    Name: Touch... Down!
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts 150% of B-rank damage without being fused. Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing. An instant spell should only deliver a full dealing of base B-rank spell damage.
    Strengths:

    • Can be used with or without the spell fusion.

    Weaknesses:

    • When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
    • Can be easily dodged if quick enough to react.

    Name: 12 - 6 - 1 - Inch Impact
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional 100% Remove this. An instant spell like this should only deal base B-rank spell damage damage of B-rank to the opponent whom is harmed by it and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
    Strengths:

    • Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".

    Weaknesses:

    • Can be dodged if the opponent is higher than the user's rank.
    • This spell cannot be used in a combo unless it is used at the end of said combo.

    Name: Leap Quake
    Rank: B
    Type: Offensive; AoE
    Duration: Instant
    Cooldown: 5 posts
    Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 75% 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 175% 125% of B-rank damage.
    Strengths:

    • Hits several enemies at once while expending little stamina at the same time.

    Weaknesses:

    • Can be dodged if the opponent(s) can determine the range of the spell.
    • Cannot be used in a combo.



    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Ishval ]
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    Hero Yamamoto
     
     

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    Character Sheet
    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 10th August 2016, 3:40 pm

    Edits made and replaced "Ballpark Smash" with "Unbound Destruction".


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    Lineage : Tanuki Yōkai
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    Age : 20
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    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Izayuki on 10th August 2016, 4:33 pm

    Spoiler:
    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive, Supplementary, and Charging magic compatible

    Weaknesses:

    • Can only actively manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage:

    英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]

    Wielder: Hero Yamamoto
    Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.

    This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.

    STORY ABILITIES

    Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This does not prevent him from death by unnatural causes; it simply allows him to not die from aging. This passive ability is unlocked after Yamamoto reaches A-rank, and once he arrives far enough in his plot.

    COMBAT ABILITIES

    Hero's Domain: This is an extension of the Forbidden Palace passive. Within the 5-meter radius, Yamamoto is able to attack anyone in range without having to use direct contact. Attacks made without direct contact within the 5-meter range deal user-ranked physical damage at A-rank. Until Yamamoto reaches A-rank, 2 meters is the effective range.

    Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage, instead of the normal 75%. Within a 15-meter radius around him, area damage gets an additional damage boost equal to two ranks below the used spell. Within a 10-meter radius around him, area damage gets an additional damage bonus equal to one rank of damage lower than the spell used. Within a 5-meter radius around him, all area of effect damage inflicts a stun that is effective against opponents equal to or lower than Yamamoto's rank.

    All Might: Hero’s strength is magnified by 25% due to the high demand required by his body to withstand blowback from his own attacks.

    It is Alright Now, For I Am Here: Whenever Yamamoto fights alongside and/or protects someone of equal or lower rank than himself (within a thread/job and has to be a player character), he gains a 25% bonus to Strength and Speed.

    Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance.
    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to all forms of Speed.
    3. 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% (for PvE; 10% for PvP) every time he takes damage and stacks up to 5 times. Starting from the post after he takes his first hit, the stacks reset after 5 posts.
    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that, while he will still take normal damage from attacks, he will be unfettered by them, no matter the lethality.
    5. 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% (for PvE; 10% for PvP) damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets.

    SPELLS

    Growing Signature (B):

    Name Serious Series: Serious Punch
    Rank: B
    Type: Offensive
    Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 35 meters and its maximum width is 25 meters, making it capable of hitting up to 20 people at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch.
    Duration: Instant
    Cooldown: Once per post
    Strengths:

    • This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.

    Weaknesses:

    • Can affect allies if they are in the way (when using it to attack)
    • AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Offensive; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Once per post
    Cooldown: N/A
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Cannot change directions in mid-movement
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of lower rank who acknowledge his presence (within 15 meters of the user, in a circle).
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name ///
    Rank: D
    Type: ///
    Description: ///
    Duration: ///
    Cooldown: ///
    Strengths:

    • ///

    Weaknesses:

    • ///
    • ///

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active spell buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Boosts any/all spell buffs currently in effect by the user

    Weaknesses:

    • Cannot be used on allies
    • Makes the user tired for 1 post after the spell goes on cooldown

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage, plus an additional amount of damage equivalent to the base damage of a C-rank melee attack, to all opponents within range of the blast.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .2x melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function

    Name: Unbound Destruction
    Rank: C
    Type: Buff
    Description: Hero's ability to maximize his own physical potential, he can for a limited time increase his spell damage and melee damage by 25% for a limited time.
    Duration: 4 posts
    Cooldown: 5 posts
    Strengths:

    • This buff can stack with other buffs.

    Weaknesses:

    • Does not stack with other peoples' buffs and overrides buffs given by other people, if said buffs boost the same stats
    • Cannot be used to buff others


    B-rank Spells:

    Name: Touch... Down!
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage, plus an additional amount of damage equivalent to the base damage of a B-rank melee attack without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
    Strengths:

    • Can be used with or without the spell fusion.

    Weaknesses:

    • When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
    • Can be easily dodged if quick enough to react.

    Name: 12 - 6 - 1 - Inch Impact
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional amount of damage equivalent to the base damage of a B-rank melee attack and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
    Strengths:

    • Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".

    Weaknesses:

    • Can be dodged if the opponent is higher than the user's rank.
    • This spell cannot be used in a combo unless it is used at the end of said combo.

    Name: Leap Quake
    Rank: B
    Type: Offensive; AoE
    Duration: Instant
    Cooldown: 5 posts
    Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 125% of B-rank damage.
    Strengths:

    • Hits several enemies at once while expending little stamina at the same time.

    Weaknesses:

    • Can be dodged if the opponent(s) can determine the range of the spell.
    • Cannot be used in a combo.


    Approved~!


    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Ishval ]

    Guest
    Guest

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Guest on 6th October 2016, 8:15 am

    Unlocked at user's request.
    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • Ability to manipulate the heart, other organs and the caster's external body with Magic at will
    • Offensive, Supplementary, and Charging magic compatible

    Weaknesses:

    • Can only actively manipulate or "boost" one thing at a time with Magic
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic
    • The Magic loses potency when the caster is tired

    Lineage:

    英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]

    Wielder: Hero Yamamoto
    Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.

    This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.

    STORY ABILITIES

    Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This does not prevent him from death by unnatural causes; it simply allows him to not die from aging. This passive ability is unlocked after Yamamoto reaches A-rank, and once he arrives far enough in his plot.

    COMBAT ABILITIES

    Hero's Domain: This is an extension of the Forbidden Palace passive. Within the 5-meter radius, Yamamoto is able to attack anyone in range without having to use direct contact. Attacks made without direct contact within the 5-meter range deal user-ranked physical damage at A-rank. Until Yamamoto reaches A-rank, 2 meters is the effective range.

    Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage, instead of the normal 75%. Within a 15-meter radius around him, area damage gets an additional damage boost equal to two ranks below the used spell. Within a 10-meter radius around him, area damage gets an additional damage bonus equal to one rank of damage lower than the spell used. Within a 5-meter radius around him, all area of effect damage inflicts a stun that is effective against opponents equal to or lower than Yamamoto's rank.

    All Might: Hero’s strength is magnified by 25% due to the high demand required by his body to withstand blowback from his own attacks.

    It is Alright Now, For I Am Here: Whenever Yamamoto fights alongside and/or protects someone of equal or lower rank than himself (within a thread/job and has to be a player character), he gains a 25% bonus to Strength and Speed.

    Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance.
    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to all forms of Speed.
    3. 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% (for PvE; 10% for PvP) every time he takes damage and stacks up to 5 times. Starting from the post after he takes his first hit, the stacks reset after 5 posts.
    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that, while he will still take normal damage from attacks, he will be unfettered by them, no matter the lethality.
    5. 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% (for PvE; 10% for PvP) damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets.

    SPELLS

    Growing Signature (B):

    Name Serious Series: Serious Punch
    Rank: B
    Type: Offensive
    Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 35 meters and its maximum width is 25 meters, making it capable of hitting up to 20 people at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch.
    Duration: Instant
    Cooldown: Once per post
    Strengths:

    • This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.

    Weaknesses:

    • Can affect allies if they are in the way (when using it to attack)
    • AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Offensive; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Once per post
    Cooldown: N/A
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Cannot change directions in mid-movement
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of lower rank who acknowledge his presence (within 15 meters of the user, in a circle).
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name ///
    Rank: D
    Type: ///
    Description: ///
    Duration: ///
    Cooldown: ///
    Strengths:

    • ///

    Weaknesses:

    • ///
    • ///

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active spell buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Boosts any/all spell buffs currently in effect by the user

    Weaknesses:

    • Cannot be used on allies
    • Makes the user tired for 1 post after the spell goes on cooldown

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage, plus an additional amount of damage equivalent to the base damage of a C-rank melee attack, to all opponents within range of the blast.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .2x melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function

    Name: Unbound Destruction
    Rank: C
    Type: Buff
    Description: Hero's ability to maximize his own physical potential, he can for a limited time increase his spell damage and melee damage by 25% for a limited time.
    Duration: 4 posts
    Cooldown: 5 posts
    Strengths:

    • This buff can stack with other buffs.

    Weaknesses:

    • Does not stack with other peoples' buffs and overrides buffs given by other people, if said buffs boost the same stats
    • Cannot be used to buff others


    B-rank Spells:

    Name: Touch... Down!
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage, plus an additional amount of damage equivalent to the base damage of a B-rank melee attack without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
    Strengths:

    • Can be used with or without the spell fusion.

    Weaknesses:

    • When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
    • Can be easily dodged if quick enough to react.

    Name: 12 - 6 - 1 - Inch Impact
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional amount of damage equivalent to the base damage of a B-rank melee attack and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
    Strengths:

    • Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".

    Weaknesses:

    • Can be dodged if the opponent is higher than the user's rank.
    • This spell cannot be used in a combo unless it is used at the end of said combo.

    Name: Leap Quake
    Rank: B
    Type: Offensive; AoE
    Duration: Instant
    Cooldown: 5 posts
    Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 125% of B-rank damage.
    Strengths:

    • Hits several enemies at once while expending little stamina at the same time.

    Weaknesses:

    • Can be dodged if the opponent(s) can determine the range of the spell.
    • Cannot be used in a combo.

    avatar
    Hero Yamamoto
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Lineage : Hero of the Almighty
    Position : None
    Posts : 446
    Guild : Golden Phoenix - Diamond Ace
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Elyx Reiaki [Previous]
    Experience : 49,900
    Brownie Points : 1

    Character Sheet
    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 7th October 2016, 4:08 pm

    Three A-rank spells added, updated growing signature spell, and added a 25% damage reduction to my "A Hero Returns" passive.

    Ready for grading!~


    ___________________________________________________________________
    Job Slots: 3 of 6
    D - 6C - 1B - 1A - 4S - 2SS - 010Y - 0100Y - 0

    Guest
    Guest

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Guest on 8th October 2016, 7:54 am

    All right. When opening your magic and edits parts of it, this grants mods access to regrading things. Let's have a bit of fun! You can find my requests in this color.
    Hero Yamamoto wrote:
    MAGIC

    Primary Magic: 征魔法 - Conqueror Magic
    Secondary Magic: N/A currently
    Caster or Holder: Caster - Lost
    Description: Conqueror Magic is fundamentally a magic that allows the caster to directly influence their entire physical body, from limbs to organs. Unlike other physical-based Magic, this is designed to increase one thing explicitly to its maximum potential rather than boost multiple categories at once. With enough mastery of this Magic, one can boost individual things in swift succession without having to take breaks in between. It allows Hero to completely control the ethernano in his body, which in turn makes him capable of maximizing any physical actions he takes, whether in or out of battle. It can increase the caster's destructive power, or it can increases the caster's speed (in short bursts). It can forcefully speed up or slow down the heart, which would allow the caster to either activate adrenaline or slow bleeding. The name of the Magic is derived from how its wielder cannot be impeded. They tower above all others and lead only from the front. Practitioners of this magic are unstoppable and the Magic can only be passed down through rigorous training that can be potentially fatal.

    Strengths:

    • Any stat(s) that comes with the enhancement of a limb or organ can be amplified instantaneously, meaning no charging is necessary to pull off attacks
    • This magic can pierce through melee-based immunity I'm going to have to ask that you change this strength because if something is immune to something, the other cannot break through the immunity.
    • This magic cannot be locked or otherwise limited by any outside sources due to the fortitude required to maintain it I'm also going to have to ask that you change this strength as well because your magic cannot be entirely immune to everything that can limit. It's not fair to the other players and is considerably overpowered in the end.

    Weaknesses:

    • Cannot use weapons or armor with this Magic [limited to magic items]
    • Manipulating an organ can cause minor problems that pertain to that organ (ie. manipulating the heart could make the caster bleed more or tire him out faster)
    • This is a close-to-mid-combat Magic, so the Caster is incapable of performing any long-range Magic [Permanent]
    • The Magic loses potency when the caster is tired

    Lineage:

    英雄の全能、偉丈夫 [Hero of the Almighty, Ijōfu]

    Wielder: Hero Yamamoto
    Description: Ijōfu was the man who started it all with this passing of power every other generation. This person was born and raised as a simple human in an age long passed, when there were no laws for Wizards and guilds did not yet exist. The punchline? He was born during warring periods, where indiscriminate killing of both innocents and warriors were a commonality. The times called for a hero to break the endless suffering of human life and eventually this man was chosen from many to be given a unique Magic. Messages from the gods led him into battle countless times and he earned the title “Hero of the Almighty”, for serving the gods who roamed the planet endlessly through space and time. But his story did not end there, for his will passed on to every other generation after him, in order to constantly shift the tides of death and ultimately corruption itself. Every other generation, that man’s powerful will manifested within his kin but at a great cost. In order for a hero to be born, the hero’s parents had to be sacrificed and when it was time for the will to be passed on, the previous generation also had to be sacrificed. Because of this, there were periods of several centuries at a time when a hero was not needed which meant that the hero lived, unchanging, until it was time to pass on the torch.

    This power over time became a curse to the family, which eventually was known as “Yamamoto”, due to the price that had to be paid. There had been times, though rare, when one hero chose not to continue the bloodline; when a new hero for a generation was needed, that hero was forced into death because the power had a life of its own. However, at one point the family split away from its original path due to changing times, and the way in which the power passed on from every other generation deviated slightly. Rather than the previous hero dying immediately upon the emergence of a new one, the previous hero became the one to guide and pass on his or her knowledge on to the new generation until the point where said guiding was finished and they turned to dust. In the current age, times were not so dire that heroes needed to be made so immediately, therefore it altered itself. After several more centuries, time arrived to the centerpoint of a great change in the family itself. Fate deemed it necessary that the time for heroes was coming to an end. The last hero was going to arrive, and when his duty was done, he would be the chronicler watching over the new generations as they passed. Until one day, a hero was needed.

    STORY ABILITIES

    Ageless Life: Once the will of the hero manifests within Yamamoto, time will stop for his physical form. This does not prevent him from death by unnatural causes; it simply allows him to not die from aging. This passive ability is unlocked after Yamamoto reaches A-rank, and once he arrives far enough in his plot.

    COMBAT ABILITIES

    Hero's Domain: This is an extension of the Forbidden Palace passive. Within the 5-meter radius, Yamamoto is able to attack anyone in range without having to use direct contact. Attacks made without direct contact within the 5-meter range deal user-ranked physical damage at A-rank. Until Yamamoto reaches A-rank, 2 meters is the effective range.

    Forbidden Palace: As the embodiment of the gods’ hero, Yamamoto is equipped to combat insurmountable odds and numbers alone. Because of this, all area damage deals 100% of a spell's damage, instead of the normal 75%. Within a 15-meter radius around him, area damage gets an additional damage boost equal to two ranks below the used spell. Within a 10-meter radius around him, area damage gets an additional damage bonus equal to one rank of damage lower than the spell used. Within a 5-meter radius around him, all area of effect damage inflicts a stun that is effective against opponents equal to or lower than Yamamoto's rank.

    All Might: Hero’s strength is magnified by 25% due to the high demand required by his body to withstand blowback from his own attacks.

    It is Alright Now, For I Am Here: Whenever Yamamoto fights alongside and/or protects someone of equal or lower rank than himself (within a thread/job and has to be a player character), he gains a 25% bonus to Strength and Speed.

    Indomitable: Yamamoto’s body is seasoned to near perfection due to constant close combat. That combined with the power of the hero’s will gives him a 25% increase to Endurance.

    Unique Abilities:

    1. 巨大戦車運命 [Juggernaut's Destiny] --- Due to his childhood, Hero is extremely battle-hardened and street smart. His scars are proof of this fact, and this experience earns him a 25% increase to Endurance.
    2. の北風の悪魔 [Devil of the North Wind] --- Traveling barefoot and on foot most of his life has made Hero a human vehicle. He gains a permanent 50% increase to all forms of Speed.
    3. 征の贈り物 [Gift of the Conqueror] --- The destructive power (strength) of his attacks is increased by 15% (for PvE; 10% for PvP) every time he takes damage and stacks up to 5 times. Starting from the post after he takes his first hit, the stacks reset after 5 posts.
    4. 英雄を返します [Return of a Hero] --- Upon surpassing his limits by constantly inducing adrenaline during battle, Hero has unlocked his own element: Heroism. This unique element provides him the ability to, when fighting for something or for someone or alongside an ally, take damage without being knocked back, stunned (up to user-ranked), or otherwise immobilized. This means that he will in addition take 25% less damage from all types.
    5. 偉大な英雄の怒り [Anger of the Great Hero] --- Whenever Hero deals damage to an opponent, via physical damage, he gains a 15% (for PvE; 10% for PvP) damage buff that stacks up to 5 times. Starting from the post after he deals his first physical hit, the buff lasts for 5 posts and then resets.

    SPELLS

    Growing Signature (A):

    Name Serious Series: Serious Strike
    Rank: A
    Type: Offensive
    Description: The infamous strike all eventually come to know him by. Whether it's a fist or a foot, a knee or an elbow, it does not matter. Yamamoto charges controllable ethernano into an area of the body and uses it to achieve a unique effect. His own will determines how the power of the strike is used, whether it be to protect someone or take down an enemy. Hero can mainly be seen using this spell with one of his fists to take out several opponents at once due to its rather wide area of effect. This spell's maximum distance, when attacking, is 65 meters and its maximum width is 50 meters, making it capable of hitting at least 30 people at full strength. Additionally, the spell's AoE travels its full distance before dissipating, and at the same speed Yamamoto throws the punch.

    When it comes to fending off natural disasters such as avalanches, thunderstorms, mudslides, etc. he can perform this spell as many times as necessary to keep allies and himself from harm.
    Duration: Instant
    Cooldown: Once per post
    Strengths:

    • This spell is extremely versatile and the output/damage it inflicts is entirely controlled by the user.

    Weaknesses:

    • Can affect allies if they are in the way (when using it to attack)
    • AoE cannot not change direction (if spell is being aimed at an opponent or opponents or object(s))


    D-rank Signature:

    Name: Demon of the North Wind
    Rank: D
    Type: Offensive; Non-elemental
    Description: Ethernano is gathered into Hero's legs within a moment. With such condensed into his lower body, he pushes his body toward the ground like a spring; just like a spring too, he launches himself forward (either dashes or jumps) at user-ranked sprinting speed plus an additional 30%. Hero travels a total of 15 meters with this movement. Other spells can be combo'd from this.
    Duration: Twice per post Please change this to either Instant or Once per post. If you want to be able to use this more than once per post, put an actual duration and cooldown on the spell.
    Cooldown: N/A
    Strengths:

    • Can push off of any surfaces and can push off of air

    Weaknesses:

    • Cannot change directions in mid-movement
    • Is, by itself, not an offensive spell so it can be dodged or even repelled if the opponent is equal to the user's rank or higher


    D-rank Spells:

    Name: Conqueror's Presence
    Rank: D
    Type: Defensive; Supplementary; Non-elemental
    Description: Hero gathers an abundance of ethernano into his body and then expels it with his presence. By doing so, he is expanding his own image in order to intimidate, or even scare, his opponents. This spell works on any opponent(s) of his rank or lower who acknowledge his presence (within 15 meters of the user, in a circle).
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • This spell is most effective against groups of weaker enemies than the user but can work on individual enemies as well

    Weaknesses:

    • Someone of higher rank than the user would be unfettered by this spell
    • As long as an opponent of equal rank to the user does not look directly at the user, they will not be affected by this spell

    Name Boundless Conviction
    Rank: D
    Type: Supplementary; Non-elemental; Buff
    Description: By forcing the ethernano in his body to move more quickly and efficiently, Hero is able to for a limited time increase the effectiveness of all other active spell buffs by 25%. This is increased to 30% if his HP falls to 25% (of max health) or lower.
    Duration: 3 posts
    Cooldown: 4 posts
    Strengths:

    • Boosts any/all spell buffs currently in effect by the user

    Weaknesses:

    • Cannot be used on allies
    • Makes the user tired for 1 post after the spell goes on cooldown

    Name: Detroit Smash
    Rank: D
    Type: Offensive; Non-elemental
    Description: Hero charges an abundance of ethernano into his fist and then smashes it into a surface or barrier to produce a massive amount of wind pressure; the pressure is strong enough that an updraft (15 meters tall and 5 meters wide) is created. Direct impact of this wind pressure inflicts user ranked damage.
    Duration: Instant
    Cooldown: 2 posts
    Strengths:

    • Powerful enough to lift five people into the air forcibly and cause blunt (melee-based spell) damage equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in the utilized arm, and requires one post of not being used to resume normal function


    C-rank Spells:

    Name: One. For. All!
    Rank: C
    Type: Offensive; Non-elemental
    Description: An abundance of ethernano is condensed into Hero's body and is released as a 30-meter-long blast, with a 360-degree circumference around the epicenter which is Hero. This spell deals full C-rank damage to all opponents within range of the blast.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Knocks everything within a 30-meter radius away from Hero and inflicts damage according to distance between opponent/object and Hero

    Weaknesses:

    • Ineffective if opponent(s) is(are) outside the blast range; can be dodged if timed well
    • Causes tenseness and soreness in the entire body, and requires one post of rest in order to resume combat as normal

    Name: Missouri Smashing
    Rank: C
    Type: Offensive; Non-elemental
    Description: When this spell has cast, an abundance of ethernano is collected into the arms and hands of Hero. Because of the heavy amount of ethernano collected in his limbs, targets suffer an extra .2x melee damage for every time they are hit with the occupied limbs. Additionally, this damage stacks up to 5 times. When not used with "Touch... Down!", the spell simply deals the full damage of the stacks added together.
    Duration: Instant
    Cooldown: 3 posts
    Strengths:

    • Capable of inflicting concussions, with a direct hit, against someone equal to the user's rank

    Weaknesses:

    • Requires a short wind-up, so it can be predicted and/or dodged, so long as opponent is fast enough
    • Causes tenseness and soreness in both arms, and requires one post of not being used to resume normal function

    Name: Unbound Destruction
    Rank: C
    Type: Buff
    Description: Hero's ability to maximize his own physical potential, he can for a limited time increase his spell damage and melee damage by 25% for a limited time.
    Duration: 4 posts
    Cooldown: 5 posts
    Strengths:

    • This buff can stack with other buffs.

    Weaknesses:

    • Does not stack with other peoples' buffs and overrides buffs given by other people, if said buffs boost the same stats
    • Cannot be used to buff others


    B-rank Spells:

    Name: Touch... Down!
    Rank: B
    Type: Offensive
    Duration: Instant
    Cooldown: 4 posts
    Description: Hero charges ethernano into both arms and clasps his hands together. Alternatively, he can also charge the ethernano equivalent of both arms into one and throw a swift, straight punch at the target. When using both arms, he raises them into the air and thrusts them down with great speed and force. The strike itself inflicts full B-rank damage without being used with "Missouri Smashing". Additionally, the spell is strong enough to cause a 10-meter knockback upon its landing.
    Strengths:

    • Can be used with or without the spell fusion.

    Weaknesses:

    • When the spell itself is used, enough damage is dealt to Hero's arms to force him to take one post of rest before he can continue using them.
    • Can be easily dodged if quick enough to react.

    Name: 12 - 6 - 1 - Inch Impact
    Rank: B
    Type: Offensive; Charge
    Duration: Instant
    Cooldown: 4 posts
    Description: Beginning at each inch interval, Hero uses a combination of momentum, speed, and ethernano to maximize the force of his fist by making a very slight, abrupt stop in between advances. At the 12-inch interval, nothing noticeable happens; at the 6-inch interval, Hero's arm (left or right) gains a light blue hue around it though it is still not visible to the naked eye; at the 1-inch interval, this hue is now easily visible and by this point the punch can no longer be dodged. Upon impact, this spell deals an additional 75% damage (due to the moments it stops to charge more ethernano into the used arm) and causes a knockback of 10 meters against an opponent of equal rank to the user; higher than the user is knocked back 5 meters.
    Strengths:

    • Can be used to both confuse the opponent and deal a large amount of damage to them due to the speed of each "stop".

    Weaknesses:

    • Can be dodged if the opponent is higher than the user's rank.
    • This spell cannot be used in a combo unless it is used at the end of said combo.

    Name: Leap Quake
    Rank: B
    Type: Offensive; AoE; Charge-able
    Duration: Instant
    Cooldown: 5 posts
    Description: As the name suggests, Hero leaps high into the air and maximizes the amount of ethernano concentrated into his lower body while floating. Then, by pushing himself off of the air and toward the ground, he increases the momentum and thus the force of the attack. He then kicks out his legs the moment before impact and smashes into the ground, causing the surface beneath him to sunder. The sundered ground becomes a wall of the surface material all around the epicenter and rolls like water 40 meters out in all directions. The debris serves more as a natural distraction and at most deals B-rank damage, while disorienting all who get caught in it. The damage dealer comes from the wave of kinetic energy that flies faster than the wall of material. It deals an additional 25% damage before the wall comes in. Both the wave of energy and the wall making contact is enough to knock opponents to the ground whether they are standing or moving. If both were to hit, the total damage dealt would be 125% of B-rank damage. The longer in the air it is charged, the more damage the blast deals, up to 175% B-rank damage.
    Strengths:

    • Hits several enemies at once while expending little stamina at the same time.

    Weaknesses:

    • Can be dodged if the opponent(s) can determine the range of the spell.
    • Cannot be used in a combo.


    A-rank Spells:

    Name: 1,000,000% Delaware Detroit Smash
    Rank: A
    Type: Offense; Charge
    Duration: Instant
    Cooldown: 7 posts
    Description: Vast amounts of ethernano is gathered into either his right or left arm, shoulder and fist. Upon making direct contact with an opponent, all the pent-up pressure is expelled as a beam of pure energy that can penetrate armor I would like it stated that it can penetrate armor of Legendary or lower, but Legendary (+) and higher can take the hit. This beam is 50 meters wide and travels 70 meters before dissipating. A direct hit from this beam instantly deals 150% A-rank spell damage and only hits each target in range once.
    Strengths:

    • This spell decimates single targets and has a wide enough area of effect upon contact that it can wipe out a small army
    • This spell ignores armor and other defensive buffs It can ignore armor that is Legendary or lower and cannot ignore defensive buffs of higher ranking

    Weaknesses:

    • Requires direct contact with at least one target to work
    • Will deal full damage to everything in its path, including allies
    • This spell inflicts one hit of H-rank melee recoil damage to Hero

    Name: Heroic Battle Roar
    Rank: A
    Type: Offense; Charge-able
    Duration: Instant
    Cooldown: 7 posts
    Description: Ethernano is built up into Yamamoto's vocal cords and lungs while breathing inward through his nose. Upon expelling said ethernano, an ear-destroying roar rings through the air in a 75-meter radius around him, but that isn't the attack itself. The attacking portion of the spell is a large pure pressurized blast that blows straight forward. The blast is up to 80 meters Please lower this to 75 meters wide at its maximum distance and travels 75 meters; it is capable of ruining the lives of a medium-sized militant force. If caught within range of the blast, up to 175% A-rank spell damage is dealt, depending on how long Hero gathered ethernano into his lungs Please supply the charging time it takes to increase damage to 125%, 150%, and 175%. Any enemies who are lower in rank than Hero are thrown into the air, out of range of the blast radius.
    Strengths:

    • A giant blast of raw pressure that is unblockable by opponents of lower rank than Hero

    Weaknesses:

    • Loses his voice for 5 posts
    • Can affect the hearing of himself and allies

    Name: The Conqueror's Spirit
    Rank: A
    Type: Offense; Buff
    Duration: 7 posts
    Cooldown: Once per thread
    Description: Hero gathers eternano into his body to unlock his limiters. Doing so gives him enough strength to fight anyone or anything without the use of his spell arsenal. His full strength becomes unhindered, giving him +7 melee damage for every passive stack that he has up and adds to the base amount for his current rank. Since base damage of this spell is considered to be melee damage, the most I can allow is an additional 10 HP, without stacking, to your damage output, making it 30 HP instead of 20 HP.
    Strengths:

    • For a limited time, Hero becomes a brawling super-juggernaut.

    Weaknesses:

    • Cannot use spells while this buff is active [can still use signature spells since they don't use MP]
    • HP does not regenerate while this spell is active

    avatar
    Hero Yamamoto
     
     

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player -
    Lineage : Hero of the Almighty
    Position : None
    Posts : 446
    Guild : Golden Phoenix - Diamond Ace
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Elyx Reiaki [Previous]
    Experience : 49,900
    Brownie Points : 1

    Character Sheet
    Character Name: Hero Yamamoto
    Primary Magic: Conqueror Magic
    Secondary Magic:

    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Hero Yamamoto on 8th October 2016, 11:19 am

    Before making changes, I would like to address some things with you if you don't mind. ^_^

    1. So, for the strengths, you state that I cannot pierce through immunity to melee. Now, to counter this, since complete immunity to something is even remotely allowed, should it not also be possible for someone to be capable of piercing through it? For example, Elyx is immune to melee damage which in effect means that Hero can't even damage him whatsoever since he is all melee-based. How is that at all fair to me, to not be allowed to negate that type of immunity so that I could at least deal damage to him if I were able to land a hit? And to be more clear, my spells are melee-based which means he would technically be immune to them too. Would a strength like this be more applicable as a UA? If so I will do something like that and this all can be disregarded.

    2. For the second strength, I can use the same argument by stating that it is also unfair to other players that they cannot defend themselves from their Magic/spells locked by others. If you'd prefer, I can add that he can only prevent such locking/limiting from opponents lower than his rank. Otherwise it does not make sense that one side (which is also overpowered mind you) is allowed while the other is just powerless to defend against these types of things.

    3. For the first A-rank spell, what I actually meant by "armor" was for PvE, like when fighting machines, armored vehicles, NPC enemies with armor, etc. I can add that in as well as a PvP aspect if that would be acceptable. I will alter the strength accordingly with your answer on this. Smile

    4. For the second spell, I will lower the width to 75 as that isn't much of a difference. As for the charging times, how do you want me to define this? Would you like me to use something like a required amount of words per increase?



    Anyway, thank you for reading all of this, Marcy. ILY dun hurtz meh ;-;

    P.S. I changed the D-rank signature back to once per post, though I don't entirely understand why dashing twice separately in a single post would require a duration/cooldown.

    Note: In doing some math I realized what I had for the third spell was completely broken. I'm going to rework it immediately.


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    In Progress Re: Sei no Mahō [Conqueror Magic]

    Post by Guest on 8th October 2016, 12:10 pm

    Hero Yamamoto wrote:Before making changes, I would like to address some things with you if you don't mind. ^_^

    1. So, for the strengths, you state that I cannot pierce through immunity to melee. Now, to counter this, since complete immunity to something is even remotely allowed, should it not also be possible for someone to be capable of piercing through it? For example, Elyx is immune to melee damage which in effect means that Hero can't even damage him whatsoever since he is all melee-based. How is that at all fair to me, to not be allowed to negate that type of immunity so that I could at least deal damage to him if I were able to land a hit? And to be more clear, my spells are melee-based which means he would technically be immune to them too. Would a strength like this be more applicable as a UA? If so I will do something like that and this all can be disregarded.

    2. For the second strength, I can use the same argument by stating that it is also unfair to other players that they cannot defend themselves from their Magic/spells locked by others. If you'd prefer, I can add that he can only prevent such locking/limiting from opponents lower than his rank. Otherwise it does not make sense that one side (which is also overpowered mind you) is allowed while the other is just powerless to defend against these types of things.

    3. For the first A-rank spell, what I actually meant by "armor" was for PvE, like when fighting machines, armored vehicles, NPC enemies with armor, etc. I can add that in as well as a PvP aspect if that would be acceptable. I will alter the strength accordingly with your answer on this. Smile

    4. For the second spell, I will lower the width to 75 as that isn't much of a difference. As for the charging times, how do you want me to define this? Would you like me to use something like a required amount of words per increase?

    5. As for the last spell... you're informing me basically that for the rather intense drawbacks it has, I only get +10 melee damage? My MP is locked for the entire duration so I can't use any other spells AND my HP doesn't regenerate. Yet there are spells far worse than this buff that people have. I don't mean to sound mad. I'm truly not. I find it disheartening and pretty unfair that with those drawbacks I can only do 10 more melee damage. I'd like to, with all due respect to you and staff, fight this decision in a non-aggressive manner.

    I apologize again if I seem irritated. I am not at all and simply seek more clarity, aside from the last bullet which I would like to argue against. I mean, isn't it extremely common here to allow more powerful spells as long as there are sufficient drawbacks? If necessary, I can provide examples to several other peoples' spells who are far stronger than that. I mean heck, there are percent-based buffs that are way more potent than this with none of the kind of drawbacks I placed on this. What would make it acceptable? More drawbacks on top of having all spells (save for signatures) locked for the entire duration? Sure I can probably come up with more. Maybe add an MP cost per punch and another one that causes a black-out state for the remainder of the thread.

    Anyway, thank you for reading all of this, Marcy. ILY dun hurtz meh ;-;

    P.S. I changed the D-rank signature back to once per post, though I don't entirely understand why dashing twice separately in a single post would require a duration/cooldown.


    1. Well, if I were to let you be able to pierce through the melee immunity, what would be the point of Elyx's immunity? I'm not going to allow something simply because you want to be able to counter another person because you want to be able to beat them. There are going to be people who have things that you do not and if I were to allow such a thing, I'd have to allow others. Immunity is immunity; it is not my fault that you decided to make your character purely melee based. However, if you provide a hefty drawback (such as being unable to use immunities as well for example) and make it a UA, I can let you have it. Things like this are considered pieces of magic that require decent amounts of drawbacks to the person in order for them to be capable of doing it.
    2. Either way, I cannot allow for full immunity to your magic being limited; like I said, if I allow it for you, I have to allow it for others. Having zero drawbacks/limiters to your magic is not okay, it makes your magic extremely OP and unfair to others that they must have drawbacks. I'm fine with you being able to negate certain debuffs to your magic; however, this is something that cannot be fit into the strengths. Strengths are not places where you can slip in riders to your magic, and do not think that mods will simply let them slide because they "don't look."
    3. I would like that added in, yes, for I took "armor" as you stating that you could pierce through armors of played characters. If you add in a PvP aspect, I'd still like my edit request to apply.
    4. Words per post wouldn't really make sense because jobs' word counts are vastly different. I suggest doing post count instead, such as 1-2 post is 25%, 3-4 post charge is 50%, 5-6 post charge is 75% as an example.
    5. I'll discuss with staff more about this ability.

    P.S. Idk why you have a duration on that either.

      Current date/time is 19th November 2017, 12:56 pm