Earth God Slayer Magic

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    redheadedstepchild
     
     

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    First Magic: Earth God Slayer
    Second Magic: Light Dragon Slayer
    Third Magic:

    Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:29

    Basics





    Primary Magic: Earth God Slayer
    Secondary Magic: Light Dragon Slayer
    Type: Caster/Lost

    Description:

    Mashyuu died. In a climactic battle with a cult of Demon worshiping Wizards, Mashyuu was struck down as the final sacrifice needed to bring the Demon to life. What the cult didn't realize was that the demon was in fact, a God, one who ruled over earth itself. Using the most preserved corpse to walk again the God inhabited Mashyuu's body and gave the Wizard life. Rising from the dead Mashyuu found that he could create earth out of thin air and the world around him was something he could chose to rule or harmonize with.

    Allowing this God's power to flow through him, Mashyuu uses this new magic in a similar fashion he used his dragon magic. The Wizard focuses on Defensive Magic first and Offensive second, while using some of his magical power to keep rapid movement and support spells in his back pocket for a quick trick.

    Strengths:
    -Geokinesis- Connected to the earth in all ways, Mashyuu can control the ground around him with a telepathic link, this allows him to move earth in simple manners in non combat situations.

    -Offensive- Mashyuu's offensive spells can move, making it easy to craft things like gauntlets to strike with.

    -Defensive- All of Mashyuu's defensive spells can be moved with a simple mental command, making him mobile.

    Weaknesses:
    -Encumbering- While the magic is great for defense if used to form armor (The way Mashyuu tends to use it.) It can slow down the wearer a great deal, causing someone who is extremely fast to move at a very noticeable lowered pace.

    -Erosive- Powerful winds and water can erode the spells effects greatly, causing the earth spells to weaken or even break under the pressure of the magic.

    -Water Magic- Water Magic almost always cuts down the duration of Mashyuu's spells or lessens the amount of damage the spells deal every time they come into contact with magical water.
    -All around- Many of Mashyuu's spells target areas around him, making it near impossible for him to not target an ally in the radius of his spells effects.

    Lineage:
    Aspect of Terra
    Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights:  Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
    Ability:  The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a earth spell to nullify it(max S-rank).
    Gains a user-ranked Earth-based signature spell.  (S-rank Max)  It must be made in the magic app as normal in addition to spells made.

    Usage: Passive,  3 post cooldown on nullification. Can only be used three times per thread.

    Slayer Bonuses:
    General rule on slayers:

    All slayers receive the following:
    10% Buff to physical stats(strength, speed etc)
    10% Buff to senses(hearing, smell etc)
    The ability to enter force after consuming enough of the element
    The ability to consume their element to regain MP
    A resistance to their element shown by the following chart:
    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%
    ♦ God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
    ♦ The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings

    ♦ First Gen. God Slayers have learned the magic from the God of their respective element.
    ♦ God Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

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    Last edited by Mashyuu Kumonosu on Mon 8 May - 9:37; edited 9 times in total

    redheadedstepchild
     
     

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    First Magic: Earth God Slayer
    Second Magic: Light Dragon Slayer
    Third Magic:

    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:29

    Unique Abilities.






    -Tremor Sense: While touching the ground Mashyuu can feel movement up to 30 Meters away at D rank, 60 at C, 100 at B, 150 at A and 200 at S.

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    -Mountain Stance: Mashyuu has developed a firm stance and defensive fighting style, knock back spells and attacks that are of an equal or lower rank of Mashyuu don't move him.

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    -One with the Earth: Mashyuu is in tune with the earth around him to the point that he can draw a second wind from it.  Mashyuu can heal five points of health for two posts per rank With a 3 post cool down. (I.E. 10 hp at D rank, 20 hp at C, 40 hp at B, 60 at A, ect, ect.)

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    -Rage of the Gods: When Mashyuu is in great danger, normally when his HP drops to 50% or lower the God that possesses him takes control of his body allowing for a pseudo God Force, boosting his God buffs to 30% until healed above 50% hp. In this state he is single minded in his goal for survival and won't stop attacking until either he falls or his foe is defeated. Mashyuu has no control of when he enters this state and cannot willingly subdue the power.

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    -Earth God Unison: At B Rank Mashyuu has made a complete connection with Mefetis. She willingly gives Mashyuu a boost to his power. This results in a 10% boost to Earth God Slayer effects at B rank and increases by 5% at every rank after, capping out at 25% at H rank.

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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 6:22; edited 13 times in total

    redheadedstepchild
     
     

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    First Magic: Earth God Slayer
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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:29

    D Rank Spells.





    Name: Earth Gods Stone Soldiers
    Rank: D
    Type: Earth/God Slayer/Defensive/Supportive
    Duration: 3 posts (Effects last for three posts)
    Cooldown: 5 posts
    Description: By controlling the earth around him or creating it himself, Mashyuu conjures up a total of six stone shells, all roughly his size. One of these surrounds Mashyuu while the other five are empty. Each makes the same motion Mashyuu makes in the line at the same time. When the Wizard is about to be struck he can burrow underground and come up inside a different shell. This lets Mashyuu play a shell game with his own body to avoid taking damage.

    Strengths:
    - Confusing: Being that the caster is hidden behind earth it's harder for someone to hit him with single targeting strikes.
    -Transport: Mashyuu can near instantly travel under ground only to re appear in a different shell, so long as he has a shell to go to.
    Weaknesses:
    - Hive Mind: Since each armor can only do what Mashyuu does, attacks that hit multiple targets or a line effect can destroy all the shells at the same time.
    -Brittle: The shells are weak and can be destroyed with a single spell of any rank.
    -Grounded: Not Mashyuu or the shells can leave the ground when the spell is active, removing his ability to jump.

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    Name: Earth Gods Explosive Field
    Rank: D
    Type: Earth/God Slayer/Support/Offensive
    Duration:  3 posts
    Cooldown: 5 posts
    Description: With nothing more than a thought Mashyuu can reach out up to ten meters and cause the ground in a five meter area to glow. When someone steps on it for the duration of the spell, the ground erupts with spiked stones dealing D rank damage to anyone making contact with the ground.

    Strengths:
    -Radius: Mashyuu's field can hit everyone in a short range radius making it ideal for choke point traps.

    Weaknesses:
    -Water: When water spells hit the explosive field the stones turn to mud, rendering the spell useless.
    -Destructive: Mashyuu's spell can not tell the difference from friend and foe, dealing damage to anyone in the spells radius.

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    Name: Earth Gods Sand Skin
    Rank: D
    Type: Earth/God Slayer/Defensive
    Duration:3 posts
    Cooldown:5 posts
    Description: By focusing on the ground under the caster, the user saps up sand through the ground and wraps their body in a thin layer of constantly moving and shifting armor giving the caster improved defense without losing speed. Their skin takes on a gritty and pale look, and also explodes like a shotgun when destroyed. This adds up to a 10% defensive buff and breaks only after three D rank attacks or better.
    Strengths:
    -Defensive sand: The sand armor grants a bonus of 10% to defense for the duration of the spell. The Armor can take three D rank hits before reverting back to sand.
    -Explosive: When destroyed the armor explodes like a grenade, dealing D rank damage to everyone in a five foot radius.

    Weaknesses:
    -Washable: A single water spell of a higher rank can end the spell early.
    -Wind: Wind spells deal normal damage even with the armor on.
    -Unstable ground: Due to it's shifting nature it's harder to move in anywhere other than a straight line and attacks that have radius or a.o.e. effects have a 10% better chance of hitting.

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    Name: Earth Gods combo: Part one.
    Rank: D
    Type: Earth/God Slayer/ offensive
    Duration:1 post
    Cooldown:Two posts
    Description: By simply reaching out with an open palm the caster launches three stone pillars at various angles One pillar deals half its rank in damage for a total of rank and a half of damage. The pillars can launch up to 45 meters away from the caster.
    Strengths:
    -Fast: The spell is easy to cast and swift to act.

    Weaknesses:
    -Stationary: Once the spell is cast it can't be moved or re aimed, making it impossible to track a swift foe with the spell.
    -Combo: If the target is able to dodge one or more of the pillars the attack is not as effective.

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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 6:33; edited 9 times in total

    redheadedstepchild
     
     

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    First Magic: Earth God Slayer
    Second Magic: Light Dragon Slayer
    Third Magic:

    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:30

    C Rank Spells.





    Name: Earth Gods Rock Wall
    Rank: C
    Type: Earth/Godslayer/Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: The caster extends his arm and brings it up at the elbow at a 90 degree angle and calls fourth from the ground a heavy rock wall that stands at just under six feet tall and three feet wide.
    Strengths:
    -Defensive- The wall can block four D ranked spells or any combination that equals two C rank strikes, two C ranked spells or one B ranked spell. Any damage from higher ranked spells is reduced by five points.
    -Movable- The caster can move the wall ten feet at a direction of the casters choice so long as it remains in the ground.
    -Summon swiftly- The wall can be summoned from any area that has earth near it. It sprouts up through tile and wood swiftly to block ranged attacks.

    Weaknesses:
    -Water erosive- Water spells count as a spell rank higher against this wall.
    -Slow- The wall doesn't move fast enough to use as an attack. If moved after summoned the spell can't intercept attacks that move faster than five miles per hour.
    -Backfire- If the spell is destroyed by an A ranked spell or higher the spell cooldown increases by one post.

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    Name: Earth Gods Extension
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 5 post
    Cooldown: 7 posts
    Description: Mashyuu reaches out and grabs all stone within a 30 meter area, giving him the ability to freely move it in any direction, and use it as a weapon. If used as a weapon the stone only deals D rank damage.
    Strengths:
    Movement: The spell allows Mashyuu to control all the earth around him as if it were air.

    Weaknesses:
    -Water: Water wizards with a shield effect up only suffer basic melee damage from the spells effect although knock back still applies.
    -Wind: Wind spells reduce the range of the Mashyuu's spell by up to fifteen feet.
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    Name: Earth Gods Combo: Part Two.
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 1 post
    Cooldown: 2 posts
    Description: Mashyuu sends a shock wave through the ground causing it to erupt in a line up to Twenty meters. Anyone caught in the blast is dragged under ground and constricted for C rank damage before being spit up. If struck with the First combo before this spell, targets are dealt an additional half rank of damage.
    Strengths:
    -Range: This spell has a long range, able to strike multiple targets at once but never more than once.
    -Extra Damage: The combo deals a great amount of damage when striking with the first combo in the series.
    Weaknesses:
    -Water: Water spells of a higher rank can cause the eruption to be nothing worse than mud that deals no damage.
    -Less Damage: If the first combo doesn't make contact first, this spell deals less damage.
    -One Way: The spell only goes in one direction and can't change line of effect, thus it's easy to dodge if a foe is ready for the strike.

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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 6:49; edited 6 times in total

    redheadedstepchild
     
     

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    First Magic: Earth God Slayer
    Second Magic: Light Dragon Slayer
    Third Magic:

    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:30

    B Rank Spells.





    Name: Secret Art: Eath Gods Intercepting Sand
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 8 posts
    Description: After bonding with Mefitis, the Earth Goddess inside him. Mashyuu can now almost effortlessly create earth from his body that moves to block attacks all around him. This lasts for 6 posts, and blocks up to one A magic rank worth of damage before any buff is applied before the spell ends. If the spell ends without being destroyed the earth returns to Mashyuu's body and seals some of his wounds for a total of a C ranks worth of damage.
    Strengths:
    - Defensive Healing- This spell can heal Mashyuu if it isn't destroyed in combat first.

    Weaknesses:
    -Water- Water magic makes his defense brittle and still does one rank lower of an effect in damage to Mashyuu.
    -Wind- Wind spells of A rank or higher end this spell instantly as the lose earth can't hold up against it.

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    Name: Earth Gods Combo: Part Three
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: Instant
    Cooldown: 3 Posts
    Description: Mashyuu conjures magical earth on his forearm in the shape of a scythe and swings in an arc. The blade has a reach of fifteen feet and deals B rank damage to anyone hit by the single swing. If Earth Gods Combo Parts One and Two hit first this spell deals an additional D ranks worth of dehydration damage for two more posts.
    Strengths:
    - Dehydration- This spell can deal extra damage if the other spells of this series connects first.
    -Multi hitting- The spell can hit anyone in the path of his forearms swing.
    Weaknesses:
    -Water- Water armors negate the damage from this spell completely.
    -Non Living- If this spell hits a non living target they only suffer the initial B rank damage.
    -Combo- If both the first and second combo attacks don't hit then this spell only deals B rank damage.

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    Name: Secret Art: Earth Gods Sand Twister
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: 4 post
    Cooldown: 6 posts
    Description: Mashyuu conjures spinning earth in his palm and hurls it forward. As it is released it expands out to fifteen meters wide and tall. The spell moves at a speed of ten meters per post and deals B rank damage every post that it hits something. If a target is hit more than once in the spells duration the second time they are hit, instead of taking damage they are thrown back ten meters. If they are hit a third time they are held in place until the spell ends.
    Strengths:
    -Knock back- This spell can knock targets aside ten meters.
    -Holding- This spell can hold targets in place.
    Weaknesses:
    -Harmful- This spell deals damage to both enemies and allies and cannot chose who it effects.
    -Wind- A wind spell of the same rank or higher can counter this spell and end it instantly.
    -Predictable- The twister can be spotted and a fast character can simply evade the spell every post to take no damage or effect.

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    Name: Earth Gods Basilisk Wall
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 10 posts
    Description: Mashyuu touches the ground with either his hands or feet and forces a massive wall of up to twenty meters in height and length to spring up out of the ground. This wall can absorb up to an A's rank worth of damage before buffs are added in before it is destroyed. When a foe looks at the wall they notice four heads of stone staring at them,promptly turning their legs to stone for one post. After that they have their speed reduced by 20% until the wall is destroyed.
    Strengths:
    - Defensive- The wall is massive and as such can block from great angles.
    -Freezing- Those of B rank or lower are frozen in place, making them easy targets.
    Weaknesses:
    -Ranked- The wall can only freeze those of B rank and lower, any one else is slowed down a small amount.
    -Water- Water magic reduces this spells duration by one additional post each time its hit.
    -Immobile- This spell doesn't move and can be moved around or simply jumped over if one is able to jump that high.

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    Name: Earth Gods Molten Wave.
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: Instant
    Cooldown: 3 posts
    Description: Mashyuu charges the ground with a sweep of a limb in a curved line, this sweep causes the ground to rise and roll out twenty meters, knocking foes of his rank or lower down, followed up with molten earth trailing in its wake to deal B rank damage in heat and physical spell damage.
    Strengths:
    - Knock Down- Foes of the same rank or lower of the spell that aren't flying are knocked down.
    -Multi Damage- On top of the normal physical damage, this spell also deals fire damage. (Damage does not stack but can be considered both types at the same time.)
    Weaknesses:
    -Over- This spell won't effect anyone not touching the ground.
    -Water- Water armor of the spells rank or higher negates the damage of this spell as if it were a spell of a rank lower.
    -Fire Slayers- Due to the nature of the magma, Fire Slayers may eat this spell.

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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 8:13; edited 13 times in total

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    First Magic: Earth God Slayer
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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:30

    A Rank Spells.





    Name: Secret Art: Earth Gods Magma Cutter
    Rank: A
    Type: Earth/God Slayer/ Offensive
    Duration: 7 Post
    Cooldown: 10 Posts
    Description: Mashyuu creates earth under his hand and spins it rapidly with a telekenetic control, super heating the stone in the process creating a series of katana thin and sharp blades of magma. He then strikes out with these at the same speed he can move out to a distance of ten meters. This cutter acts as an extension of Mashyuu's hand and deals A +.5 rank damage to anyone hit with the blade in addition those hit suffer an extra C rank worth of damage for two posts.
    Strengths:
    -Bleeding- The cutter is sharp, dealing an extra C rank worth of damage for two posts after being struck by the spell.
    Weaknesses:
    -Dual Type- Being magma means that fire slayers of any type can eat this spell since Mashyuu is not a Fire God Slayer.
    -Water Wash- This spell deals half damage to water based shields.

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    Name: Earth Gods Barrage
    Rank: A
    Type: Earth/God Slayer/ Offensive/ AOE
    Duration: Instant
    Cooldown: 4 Posts
    Description: Mashyuu charges his body with magic and causes the ground around him to explode into elongated stone fists, surrounding him and reaching out to 150 meters at 75 meters per second. These fists reach up three meters into the air as well to just barely reach over the Slayer as if he were shielded. Those struck by the spell take half an A rank worth of magical damage and if are pushed back to the edge of the spell.
    Strengths:
    -Multi Knock back- In addition to the damage this spell deals this spell can also knock back multiple targets.
    Weakness:
    -Water- Targets wrapped in Water magic based armor only take B rank damage and don't suffer from knock back.
    -Wind- Wind based movement spells or armor spells reduce the knock back of this spell by half its range.

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    Name: Forbidden Art: Earth Gods Living Armor
    Rank: A
    Type: Earth/God Slayer/ Defensive
    Duration: 7
    Cooldown: 10
    Description: Without a motion Mashyuu focuses on the ground around him and draws dirt, soil and sand up from the ground to react at a moments notice. This earth moves to block attacks from all angles that come at Mashyuu, defending against attacks until it absorbs up to S rank in damage. Mashyuu can also use this to defend an ally instead of himself.
    Strengths:
    -independent- The wearer of the armor doesn't have to be aware of an attack to be defended by this spell.
    Weaknesses:
    -Bogged Down- If a water spell hits the armor it has it's duration cut in half. (3 posts)
    -Invisible- If the spell cast or attacker is invisible then the armor can't defend against the spell, leaving the user of the armor open to attack.

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    Name:
    Rank: A
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Keeping this spell here to use at S rank later






    Name: Secret Art: Earth Dragon's Sand Form.
    Rank: A
    Type: Earth/Dragon Slayer/Defensive/Transporation
    Duration: 7 posts
    Cooldown: 10 posts
    Description: Mashyuu draws sand and dirt up from the ground, wrapping it around his body and transforming himself into a living sand. This allows for Mashyuu to effectively move through the sky as if he were flying in a cloud of sand, or travel under doors or through small openings. In addition Mashyuu can burst into a cloud of sand and dirt once every three posts to avoid an attack so long as it's not a water based spell or attack.
    Strengths:
    - Travels at his normal movement speed through the sky and around objects.
    - The person who has this spell cast on them can burst into dirt and sand to avoid an attack once every three posts.

    Weaknesses:
    -Water Spells can't be avoided using this spell.
    -Water spells end this form after being hit once.
    -Fire spells still do half it's damage to Mashyuu in this form.
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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 8:41; edited 13 times in total

    redheadedstepchild
     
     

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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:31

    S Rank Spells.





    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

    @ tag ● # # # ● notes
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    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

    @ tag ● # # # ● notes
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    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Last edited by Mashyuu on Sat 23 Jul - 17:10; edited 3 times in total

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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 19:31

    H Rank Spells.





    Name:
    Rank: H
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Last edited by Mashyuu on Sat 23 Jul - 17:12; edited 3 times in total

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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 20:03

    Fusion Spells.





    Name: Dragon Gods Meteor Swarm
    Type: Earth/Light/ Slayer/Offensive/Support
    Duration: 1 post
    Cool Down: 4 posts
    Spells Used: Earth Gods Extension, Light Dragons Holy Touch
    Power Level: C+C= B
    Description: Mashyuu Extends his palm and raises the earth to his hand while wrapping it in holy light then launches it in a straight line. This blast moves up to 200 Meters at a speed of 112 Meters per second. A target hit with the spell takes on of two effects. If you are a foe you suffer B rank + 15% rank in damage. If you are an ally you are healed B rank worth of HP.
    Strengths:
    -Healing- This spell can heal an ally from a far range.
    -Harming- This spell does slightly higher damage than a B rank spell.
    Weaknesses:
    -Up high- Those attacking from above aren't effected by this spell.
    -Straight line- This spell can only move in one direction and can't move to hit or heal.
    -Partial Fire- Fire and light slayers can eat the light as it is super heated, and get half the magical power that a B rank fire or light spell would allow recovered but still take half B rank damage.

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    -




    Name:Secret Art: Earth Gods Meteor Blasts
    Type: Earth/God Slayer/Offensive
    Duration: 3 post
    Cool Down: 5 posts
    Spells Used: Earth Gods Molten Wave, Earth Gods Barrage
    Power Level: B+A= 1.5 A
    Description: Mashyuu stomps the ground creating a small volcano of earth that releases a total of three molten balls of earth. One per post for three posts one of these molten orbs lock onto a target Mashyuu is attacking, launching out to a range of 300 Meters at a speed of 200 meters per second. If struck the orb deals 1.5 A rank damage.
    Strengths:
    -Long Range- This spell has a massive range compared to almost all of Mashyuu's other spells.

    Weaknesses:
    -Water- Water spells of the same rank that are used to counter this spell reduce the damage to C rank damage and reduce the radius of the attack to a single target.
    -Partial Fire- Fire a slayers can eat the magma as it is super heated, and get half the magical power that an A rank fire spell would allow recovered but still take half A rank damage.

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    This is for magic spells

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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 9:43; edited 5 times in total

    redheadedstepchild
     
     

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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Fri 22 Jul - 20:20

    Signature Spells.





    Name: Earth Gods Sand Jump
    Rank: D
    Type: Earth/God Slayer/Movement
    Duration:  Instant
    Cooldown: 2 posts
    Description: In an instant Mashyuu's body changes to sand and rolls rapidly to a new location allowing him to make 15 meter teleports in sand form.

    Strengths:
    -Rapid Movement: Mashyuu can use this spell to almost jump around from area to area safely.

    Weaknesses:
    -Water: Water spells hitting his sand form stop him from moving, ending the spell and making his body return to a solid state.
    -Wind: A strong gust of air from a magical source. (C rank or higher) Can redirect the area Mashyuu is trying to get to in his sand form.

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    Name: Earth Gods Stone Armor
    Rank: Linage Spell (Casters rank Max S rank)
    Type: Earth/ Defensive/ God Slayer
    Duration: max per rank
    Cooldown: Duration plus 2 posts
    Description: The caster causes rocks and stone slabs to erupt out of the ground and encase the user in a heavy armor to protect against attacks.

    Strengths:
    -Defensive- This armor can block two attacks of the casters rank, four of a lower and eight of anything lower than that. As always one attack of a higher rank.
    Weaknesses:
    -Erosive- Higher ranking water and wind spells automatically break the armor, Only one attack from a water/wind spell of the same rank will be blocked and If attacked again the armor breaks and caster takes 1.5X spell rank in damage.


    @ tag ● # # # ● notes
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    Name: Earth Gods Molten Blast
    Rank: Users Rank
    Type: Earth/ Offensive/ Godslayer
    Duration:  Instant
    Cooldown: posts
    Description: Harnessing molten stone deep under ground Mashyuu summons it up in a ten foot wide, twenty foot long wave of super heated stone dealing 1.75 the casters rank in damage.

    Strengths:
    -Super heated: This spell is super heated stone dealing bludgeoning and Fire damage.

    Weaknesses:
    -Water: Water spells cast to counter this spell reduce the spells damage by two ranks.
    -Wind: A higher ranked wind spell can put the fire out, reducing the damage by half.

    @ tag ● # # # ● notes
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    Last edited by Mashyuu Kumonosu on Wed 5 Jul - 8:52; edited 6 times in total
    avatar
    That Adopted Kid

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    Re: Earth God Slayer Magic

    Post by That Adopted Kid on Thu 28 Jul - 12:32

    So almost everything looks okay, though your first A rank spell will need to be decreased from A rank damage per stone to A rank overall, however you can up the DOT to C rank per post instead of D rank per post, which will add up to half of the spells damage basically every post so it should be fine.

    For the roar this is also okay, but if you want you could make it have no cooldown and do straight damage instead, or keep it the way it is.

    Also, I believe your coding is a bit messed up as the page is being distorted, you either exceeded the character limit or the HTML isn't reading right, it is probably in your last post, or second to last post, as an fyi.


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    redheadedstepchild
     
     

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    Re: Earth God Slayer Magic

    Post by redheadedstepchild on Thu 28 Jul - 19:32

    Fixed, but I'll be keeping the roar the way it is.
    avatar
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    Re: Earth God Slayer Magic

    Post by That Adopted Kid on Thu 28 Jul - 20:32

    Eh approved.


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    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Mon 8 Aug - 20:55

    Unlocked at user's request.

    Guest
    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Mon 8 Aug - 21:11


    Guest
    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Tue 24 Jan - 21:05

    Not quoting all those posts. Good luck.

    Guest
    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Wed 25 Jan - 18:29

    Everything up to D-rank spells is

    Guest
    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Sat 28 Jan - 8:07

    Not quoting. Good luck.

    Guest
    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Sun 29 Jan - 7:48


    Guest
    Guest

    Re: Earth God Slayer Magic

    Post by Guest on Mon 6 Mar - 18:28

    Unlocked at user's request. Good luck.

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    Re: Earth God Slayer Magic

    Post by Guest on Sat 11 Mar - 20:52

    avatar
    Jiyu Kazehime

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    First Magic: Wind Magic
    Second Magic: Demonic Takeover
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    Re: Earth God Slayer Magic

    Post by Jiyu Kazehime on Sun 19 Mar - 8:25

    Unlocked and moved.
    Spoiler:

    Mashyuu Kumonosu wrote:
    Basics





    Primary Magic: Earth God Slayer
    Secondary Magic: Light Dragon Slayer
    Type: Caster

    Description:

    Mashyuu died. In a climactic battle with a cult of Demon worshiping Wizards, Mashyuu was struck down as the final sacrifice needed to bring the Demon to life. What the cult didn't realize was that the demon was in fact, a God, one who ruled over earth itself. Using the most preserved corpse to walk again the God inhabited Mashyuu's body and gave the Wizard life. Rising from the dead Mashyuu found that he could create earth out of thin air and the world around him was something he could chose to rule or harmonize with.

    Allowing this God's power to flow through him, Mashyuu uses this new magic in a similar fashion he used his dragon magic. The Wizard focuses on Defensive Magic first and Offensive second, while using some of his magical power to keep rapid movement and support spells in his back pocket for a quick trick.

    Strengths:
    -Geokinesis- Connected to the earth in all ways, Mashyuu can control the ground around him with a telepathic link, this allows him to move earth in simple manners in non combat situations.

    -Offensive- Mashyuu's offensive spells can move, making it easy to craft things like gauntlets to strike with.

    -Defensive- All of Mashyuu's defensive spells can be moved with a simple mental command, making him mobile.

    Weaknesses:
    -Encumbering- While the magic is great for defense if used to form armor (The way Mashyuu tends to use it.) It can slow down the wearer a great deal, causing someone who is extremely fast to move at a very noticeable lowered pace.

    -Erosive- Powerful winds and water can erode the spells effects greatly, causing the earth spells to weaken or even break under the pressure of the magic.

    -Water Magic- Water Magic almost always cuts down the duration of Mashyuu's spells or lessens the amount of damage the spells deal every time they come into contact with magical water.
    -All around- Many of Mashyuu's spells target areas around him, making it near impossible for him to not target an ally in the radius of his spells effects.

    Lineage:
    Aspect of Terra
    Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights:  Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
    Ability:  The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a earth spell to nullify it(max S-rank).
    Gains a user-ranked Earth-based signature spell.  (S-rank Max)  It must be made in the magic app as normal in addition to spells made.

    Usage: Passive,  3 post cooldown on nullification. Can only be used three times per thread.

    Slayer Bonuses:
    General rule on slayers:

    All slayers receive the following:
    10% Buff to physical stats(strength, speed etc)
    10% Buff to senses(hearing, smell etc)
    The ability to enter force after consuming enough of the element
    The ability to consume their element to regain MP
    A resistance to their element shown by the following chart:
    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%
    ♦ God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
    ♦ The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings

    ♦ First Gen. God Slayers have learned the magic from the God of their respective element.
    ♦ God Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

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    Mashyuu Kumonosu wrote:
    Unique Abilities.






    -Tremor Sense: While touching the ground Mashyuu can feel movement up to 15 Meters away at D rank, this increases by 10 meters per rank to a max of 75 meters at H rank.

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    -




    -Mountain Stance: Mashyuu has developed a firm stance and defensive fighting style, knock back spells and attacks that are of an equal or lower rank of Mashyuu don't move him.

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    -




    -One with the Earth: Mashyuu is in tune with the earth around him to the point that he can draw a second wind from it.  Mashyuu can heal five points of health for two posts per rank With a 3 post cool down. (I.E. 10 hp at D rank, 20 hp at C, 40 hp at B, 60 at A, ect, ect.)

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    -




    -Rage of the Gods: When Mashyuu is in great danger, normally when his HP drops to 50% or lower the God that possesses him takes control of his body allowing for a pseudo God Force, boosting his God buffs to 30% until healed above 50% hp. In this state he is single minded in his goal for survival and won't stop attacking until either he falls or his foe is defeated. Mashyuu has no control of when he enters this state and cannot willingly subdue the power.

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    -




    -Earth God Unison: At B Rank Mashyuu has made a complete connection with Mefetis. She willingly gives Mashyuu a boost to his power. This results in a 10% boost to Earth God Slayer effects at B rank and increases by 5% at every rank after, capping out at 25% at H rank.

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    Mashyuu Kumonosu wrote:
    D Rank Spells.





    Name: Earth Gods Stone Soldiers
    Rank: D
    Type: Earth/God Slayer/Defensive/Supportive
    Duration: 3 posts (Effects last for three posts)
    Cooldown: 5 posts
    Description: By controlling the earth around him or creating it himself, Mashyuu conjures up a total of six stone shells, all roughly his size. One of these surrounds Mashyuu while the other five are empty. Each makes the same motion Mashyuu makes in the line at the same time. When the Wizard is about to be struck he can burrow underground and come up inside a different shell. This lets Mashyuu play a shell game with his own body to avoid taking damage.

    Strengths:
    - Confusing: Being that the caster is hidden behind earth it's harder for someone to hit him with single targeting strikes.
    -Transport: Mashyuu can near instantly travel under ground only to re appear in a different shell, so long as he has a shell to go to.
    Weaknesses:
    - Hive Mind: Since each armor can only do what Mashyuu does, attacks that hit multiple targets or a line effect can destroy all the shells at the same time.
    -Brittle: The shells are weak and can be destroyed with a single spell of any rank.
    -Grounded: Not Mashyuu or the shells can leave the ground when the spell is active, removing his ability to jump.

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    Name: Earth Gods Explosive Field
    Rank: D
    Type: Earth/God Slayer/Support/Offensive
    Duration:  3 posts
    Cooldown: 5 posts
    Description: With nothing more than a thought Mashyuu can reach out up to ten meters and cause the ground in a five meter spread to glow. When someone steps on it for the duration of the spell, the ground erupts with spiked stones dealing D rank damage to anyone making contact with the ground.

    Strengths:
    -Radius: Mashyuu's field can hit everyone in a short range radius making it ideal for choke point traps.

    Weaknesses:
    -Water: When water spells hit the explosive field the stones turn to mud, rendering the spell useless.
    -Destructive: Mashyuu's spell can not tell the difference from friend and foe, dealing damage to anyone in the spells radius.

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    Name: Earth Gods Sand Skin
    Rank: D
    Type: Earth/God Slayer/Defensive
    Duration:3 posts
    Cooldown:5 posts
    Description: By focusing on the ground under the caster, the user saps up sand through the ground and wraps their body in a thin layer of constantly moving and shifting armor giving the caster improved defense without losing speed. Their skin takes on a gritty and pale look, and also explodes like a shotgun when destroyed. This adds up to a 10% defensive buff and breaks only after three D rank attacks or better.
    Strengths:
    -Defensive sand: The sand armor grants a bonus of 10% to defense for the duration of the spell. The Armor can take three D rank hits before reverting back to sand.
    -Explosive: When destroyed the armor explodes like a grenade, dealing D rank damage to everyone in a five foot radius.

    Weaknesses:
    -Washable: A single water spell of a higher rank can end the spell early.
    -Wind: Wind spells deal normal damage even with the armor on.
    -Unstable ground: Due to it's shifting nature it's harder to move in anywhere other than a straight line and attacks that have radius or a.o.e. effects have a 10% better chance of hitting.

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    Name: Earth Gods combo: Part one.
    Rank: D
    Type: Earth/God Slayer/ offensive
    Duration:1 post
    Cooldown:Two posts
    Description: By simply reaching out with an open palm the caster launches three stone pillars at various angles One pillar deals D rank damage with the other two pillars dealing half that again for a total of X1.75 damage. The pillars can launch up to six meters away from the caster.
    Strengths:
    -Fast: The spell is easy to cast and swift to act.
    -Mid to close range: The spell is as effective at close range as it is mid range.

    Weaknesses:
    -Stationary: Once the spell is cast it can't be moved or re aimed, making it impossible to track a swift foe with the spell.
    -Earth dependent: If there is no sand or stone in the ground, such as in a muddy swamp the spell is useless.
    -Combo: If the target is able to dodge one or more of the pillars the attack is not as effective.

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    Mashyuu Kumonosu wrote:
    C Rank Spells.





    Name: Earth Gods Rock Wall
    Rank: C
    Type: Earth/Godslayer/Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: The caster extends his arm and brings it up at the elbow at a 90 degree angle and calls fourth from the ground a heavy rock wall that stands at just under six feet tall and three feet wide.
    Strengths:
    -Defensive- The wall can block four D ranked spells or any combination that equals two C rank strikes, two C ranked spells or one B ranked spell. Any damage from higher ranked spells is reduced by five points.
    -Movable- The caster can move the wall ten feet at a direction of the casters choice so long as it remains in the ground.
    -Summon swiftly- The wall can be summoned from any area that has earth near it. It sprouts up through tile and wood swiftly to block ranged attacks.

    Weaknesses:
    -Water erosive- Water spells count as a spell rank higher against this wall.
    -Slow- The wall doesn't move fast enough to use as an attack. If moved after summoned the spell can't intercept attacks that move faster than five miles per hour.
    -Backfire- If the spell is destroyed by an A ranked spell or higher the spell cooldown increases by one post.

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    Name: Earth Gods Extension
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 5 post
    Cooldown: 7 posts
    Description: Solid and jagged stone surround the caster and float up to twenty feet away allowing for basic attacks to have a reach of twenty feet, and deal C rank spell damage. In addition the spell has a knock back effect, batting struck targets away an additional ten feet.
    Strengths:
    -Range: This spell allows for Mashyuu to deal damage to anyone within twenty feet of himself without having to close the gap in a melee fight while still dealing C rank damage.
    -Knock back: The spell hits hard and has it's own gravitational force, sending foes struck backwards ten feet.
    Weaknesses:
    -Mid range: Any target out of range is safe from harm, in addition there are gaps in the spell, allowing targets who can move fast to get between the telekinetic stones and avoid the spell damage before Mashyuu can strike.
    -Water: Water wizards with a shield effect up only suffer basic melee damage from the spells effect although knock back still applies.
    -Wind: Wind spells reduce the range of the Mashyuu's spell by up to fifteen feet, and negate the knock back effect.
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    Name: Earth Gods Combo: Part Two.
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Mashyuu sends a shock wave through the ground causing it to erupt in a line up to Twenty meters (65 feet). Anyone caught in the blast is dragged under ground and constricted for C rank damage and half that again on the second post before being spit up. If struck with the First combo before this spell, targets are dealt .75 damage on constriction on the second round instead.
    Strengths:
    -Range: This spell has a long range, able to strike multiple targets at once.
    -Extra Damage: The combo deals a great amount of damage when striking with the first combo in the series.
    Weaknesses:
    -Water: Water spells of a higher rank can cause the eruption to be nothing worse than mud that deals no damage.
    -Less Damage: If the first combo doesn't make contact first, this spell deals less damage.
    -One Way: The spell only goes in one direction and can't change line of effect, thus it's easy to dodge if a foe is ready for the strike.

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    Mashyuu Kumonosu wrote:
    B Rank Spells.





    Name: Secret Art: Eath Gods Intercepting Earth
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 8 posts
    Description: After bonding with Mefitis, the Earth Goddess inside him. Mashyuu can now almost effortlessly create earth from his body that moves to block attacks all around him. This lasts for 6 posts, and blocks up to one A magic rank worth of damage before any buff is applied before the spell ends. If the spell ends without being destroyed the earth returns to Mashyuu's body and seals some of his wounds for a total of a C ranks worth of damage.
    Strengths:
    - Defensive Healing- This spell can heal Mashyuu if it isn't destroyed in combat first.

    Weaknesses:
    -Water- Water magic makes his defense brittle and still does one rank lower of an effect in damage to Mashyuu.
    -Wind- Wind spells of A rank or higher end this spell instantly as the lose earth can't hold up against it.

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    Name: Earth Gods Combo: Part Three
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: Instant
    Cooldown: 3 Posts
    Description: Mashyuu conjures magical earth on his forearm in the shape of a scythe and swings in an arc. The blade has a reach of fifteen feet and deals B rank damage to anyone hit by the single swing. If Earth Gods Combo Parts One and Two hit first this spell deals an additional D ranks worth of dehydration damage for two more posts.
    Strengths:
    - Dehydration- This spell can deal extra damage if the other spells of this series connects first.
    -Multi hitting- The spell can hit anyone in the path of his forearms swing.
    Weaknesses:
    -Water- Water armors negate the damage from this spell completely.
    -Non Living- If this spell hits a non living target they only suffer the initial B rank damage.
    -Combo- If both the first and second combo attacks don't hit then this spell only deals B rank damage.

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    Name: Secret Art: Earth Gods Sand Twister
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: 4 post
    Cooldown: 6 posts
    Description: Mashyuu conjures spinning earth in his palm and hurls it forward. As it is released it expands out to fifteen meters wide and tall. The spell moves at a speed of ten meters per post and deals B rank damage every post that it hits something. If a target is hit more than once in a the spells duration the second time they are hit, instead of taking damage they are thrown back ten meters. If they are hit a third time they are held in place until the spell ends.
    Strengths:
    -Knock back- This spell can knock targets aside ten meters.
    -Holding- This spell can hold targets in place.
    Weaknesses:
    -Harmful- This spell deals damage to both enemies and allies and cannot chose who it effects.
    -Wind- A wind spell of the same rank or higher can counter this spell and end it instantly.
    -Predictable- The twister can be spotted and a fast character can simply evade the spell every post to take no damage or effect.

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    -

    Mashyuu Kumonosu wrote:
    A Rank Spells.





    Name: Fang of the Earth Dragon
    Rank: A
    Type: Earth/Dragon Slayer
    Duration: 1 Post
    Cooldown: 4 Posts
    Description: Mashyuu Claps his hands and 4 spiked pillars roughly his size launch out of the ground to strike his foes, dealing A rank worth of Damage, and has a two meter range making this spell an ideal close range attack. This spell can cause bleed damage.
    Strengths:
    -Bleeding- The spike is sharp, dealing an extra C rank worth of damage for two posts after being struck by the spell.
    Weaknesses:
    -Single strike- Only one pillar can strike a target, meaning that the spell can't get off 4 strikes on the same foe.
    -Water Wash- This spell deals half damage to water based shields.

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    Name: Earth Dragon's Golem
    Rank: A
    Type: Earth/Dragon Slayer/ Summon
    Duration: 7 posts
    Cooldown: 9
    Description: Mashyuu scoops a hand full of earth and blows into it, causing it to come to life and become sentient, following Mashyuu's mental commands to the best of it's ability, be it attacking, defending or simply picking something up it will act as a loyal companion as long as it can. It deals A rank spell damage and can also take up to A rank Damage.
    Strengths:
    -Hive mind- Mashyuu and the Golem share a mental link.
    Weakness:
    -Water- Water based spells deal damage as if it over came the Damage Resistance of the Golem.
    -Increased cool down- When the Golem is destroyed by a spell the cool down increases by 2 posts.
    Active Ability:
    -Rock Throw- The Golem can launch it's fist in a straight line for ten meters to attack before it returns. This ability has a 1 post duration and a 3 post cool down.
    Passive Ability:
    -Child of Stone- The Golem has a 25% Resistance to damage.

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    Name: Earth Dragon's Forbidden Art: Living Armor
    Rank: A
    Type: Earth/Dragon Slayer/ Defensive
    Duration: 7
    Cooldown: 10
    Description: Without a motion Mashyuu focuses on the ground around him and draws dirt, soil and sand up from the ground to react at a moments notice. This earth moves to block attacks from all angles that come at Mashyuu, defending against attacks until it absorbs up to S rank in damage. Mashyuu can also use this to defend an ally instead of himself.
    Strengths:
    -independent- The wearer of the armor doesn't have to be aware of an attack to be defended by this spell.
    Weaknesses:
    -Bogged Down- If a water spell hits the armor it has it's duration cut in half. (3 posts)
    -Invisible- If the spell cast or attacker is invisible then the armor can't defend against the spell, leaving the user of the armor open to attack.

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    Name:
    Rank: A
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    This spell was earned for doing this job.





    Name: Secret Art: Earth Dragon's Sand Form.
    Rank: A
    Type: Earth/Dragon Slayer/Defensive/Transporation
    Duration: 7 posts
    Cooldown: 10 posts
    Description: Mashyuu draws sand and dirt up from the ground, wrapping it around his body and transforming himself into a living sand. This allows for Mashyuu to effectively move through the sky as if he were flying in a cloud of sand, or travel under doors or through small openings. In addition Mashyuu can burst into a cloud of sand and dirt once every three posts to avoid an attack so long as it's not a water based spell or attack.
    Strengths:
    - Travels at his normal movement speed through the sky and around objects.
    - The person who has this spell cast on them can burst into dirt and sand to avoid an attack once every three posts.

    Weaknesses:
    -Water Spells can't be avoided using this spell.
    -Water spells end this form after being hit once.
    -Fire spells still do half it's damage to Mashyuu in this form.
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    Mashyuu Kumonosu wrote:
    S Rank Spells.





    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Mashyuu Kumonosu wrote:
    H Rank Spells.





    Name:
    Rank: H
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Mashyuu Kumonosu wrote:
    Fusion Spells.





    Name: Dragon Gods Meteor Swarm
    Type: Earth/Light/ Slayer/Offensive/Support
    Duration: 1 post
    Cool Down: 4 posts
    Spells Used: Earth Gods Extension, Light Dragons Holy Shower
    Power Level: C+C= B
    Description: Mashyuu Extends his palm and raises the earth to his hand while wrapping it in holy light then launches it in a straight line. This blast moves up to 50 Meters at a speed of 25 Meters per second. A target hit with the spell takes on of two effects. If you are a foe you suffer B rank + 15% rank in damage. If you are an ally you are healed B rank worth of HP.
    Strengths:
    -Healing- This spell can heal an ally from a far range.
    -Harming- This spell does slightly higher damage than a B rank spell.
    Weaknesses:
    -Up high- Those attacking from above aren't effected by this spell.
    -Straight line- This spell can only move in one direction and can't move to hit or heal.
    -Partial Fire- Fire and light slayers can eat the light as it is super heated, and get half the magical power that a B rank fire or light spell would allow recovered but still take half B rank damage.

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    This is for magic spells

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    This is for magic spells

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    Mashyuu Kumonosu wrote:
    Signature Spells.





    Name: Earth Gods Sand Jump
    Rank: D
    Type: Earth/God Slayer/Movement
    Duration:  Instant
    Cooldown: 2 posts
    Description: In an instant Mashyuu's body changes to sand and rolls rapidly to a new location allowing him to make short range (Twenty feet) teleports in sand form.

    Strengths:
    -Rapid Movement: Mashyuu can use this spell to almost jump around from area to area safely.

    Weaknesses:
    -Water: Water spells hitting his sand form stop him from moving, ending the spell and making his body return to a solid state.
    -Wind: A strong gust of air from a magical source. (C rank or higher) Can redirect the area Mashyuu is trying to get to in his sand form.

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    Name: Earth Gods Stone Armor
    Rank: Linage Spell (Casters rank Max S rank)
    Type: Earth/ Defensive/ God Slayer
    Duration: max per rank current 5
    Cooldown: Duration plus 2 posts
    Description: The caster causes rocks and stone slabs to erupt out of the ground and encase the user in a heavy armor to protect against attacks.

    Strengths:
    -Defensive- This armor can block two attacks of the casters rank, four of a lower and eight of anything lower than that. As always one attack of a higher rank.
    Weaknesses:
    -Erosive- Higher ranking water and wind spells automatically break the armor, Only one attack from a water/wind spell of the same rank will be blocked and If attacked again the armor breaks and caster takes 1.5X spell rank in damage.


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    Name: Earth Gods Molten Blast
    Rank: Users Rank
    Type: Earth/ Offensive/ Godslayer
    Duration:  Instant
    Cooldown: posts
    Description: Harnessing molten stone deep under ground Mashyuu summons it up in a ten foot wide, twenty foot long wave of super heated stone dealing 1.75 the casters rank in damage.

    Strengths:
    -Super heated: This spell is super heated stone dealing bludgeoning and Fire damage.

    Weaknesses:
    -Water: Water spells cast to counter this spell reduce the spells damage by two ranks.
    -Wind: A higher ranked wind spell can put the fire out, reducing the damage by half.

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    Last edited by Jiyu Kazehime on Sun 23 Apr - 9:16; edited 1 time in total


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    Re: Earth God Slayer Magic

    Post by Madame Astrid on Mon 20 Mar - 14:32



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    Character Sheet
    First Magic: Wind Magic
    Second Magic: Demonic Takeover
    Third Magic:

    Re: Earth God Slayer Magic

    Post by Jiyu Kazehime on Sun 23 Apr - 9:17

    Unlocked and moved.

    Spoiler:
    Mashyuu Kumonosu wrote:
    Basics





    Primary Magic: Earth God Slayer
    Secondary Magic: Light Dragon Slayer
    Type: Caster

    Description:

    Mashyuu died. In a climactic battle with a cult of Demon worshiping Wizards, Mashyuu was struck down as the final sacrifice needed to bring the Demon to life. What the cult didn't realize was that the demon was in fact, a God, one who ruled over earth itself. Using the most preserved corpse to walk again the God inhabited Mashyuu's body and gave the Wizard life. Rising from the dead Mashyuu found that he could create earth out of thin air and the world around him was something he could chose to rule or harmonize with.

    Allowing this God's power to flow through him, Mashyuu uses this new magic in a similar fashion he used his dragon magic. The Wizard focuses on Defensive Magic first and Offensive second, while using some of his magical power to keep rapid movement and support spells in his back pocket for a quick trick.

    Strengths:
    -Geokinesis- Connected to the earth in all ways, Mashyuu can control the ground around him with a telepathic link, this allows him to move earth in simple manners in non combat situations.

    -Offensive- Mashyuu's offensive spells can move, making it easy to craft things like gauntlets to strike with.

    -Defensive- All of Mashyuu's defensive spells can be moved with a simple mental command, making him mobile.

    Weaknesses:
    -Encumbering- While the magic is great for defense if used to form armor (The way Mashyuu tends to use it.) It can slow down the wearer a great deal, causing someone who is extremely fast to move at a very noticeable lowered pace.

    -Erosive- Powerful winds and water can erode the spells effects greatly, causing the earth spells to weaken or even break under the pressure of the magic.

    -Water Magic- Water Magic almost always cuts down the duration of Mashyuu's spells or lessens the amount of damage the spells deal every time they come into contact with magical water.
    -All around- Many of Mashyuu's spells target areas around him, making it near impossible for him to not target an ally in the radius of his spells effects.

    Lineage:
    Aspect of Terra
    Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights:  Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
    Ability:  The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a earth spell to nullify it(max S-rank).
    Gains a user-ranked Earth-based signature spell.  (S-rank Max)  It must be made in the magic app as normal in addition to spells made.

    Usage: Passive,  3 post cooldown on nullification. Can only be used three times per thread.

    Slayer Bonuses:
    General rule on slayers:

    All slayers receive the following:
    10% Buff to physical stats(strength, speed etc)
    10% Buff to senses(hearing, smell etc)
    The ability to enter force after consuming enough of the element
    The ability to consume their element to regain MP
    A resistance to their element shown by the following chart:
    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%
    ♦ God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
    ♦ The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings

    ♦ First Gen. God Slayers have learned the magic from the God of their respective element.
    ♦ God Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

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    Mashyuu Kumonosu wrote:
    Unique Abilities.






    -Tremor Sense: While touching the ground Mashyuu can feel movement up to 15 Meters away at D rank, this increases by 10 meters per rank to a max of 75 meters at H rank.

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    -




    -Mountain Stance: Mashyuu has developed a firm stance and defensive fighting style, knock back spells and attacks that are of an equal or lower rank of Mashyuu don't move him.

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    -One with the Earth: Mashyuu is in tune with the earth around him to the point that he can draw a second wind from it.  Mashyuu can heal five points of health for two posts per rank With a 3 post cool down. (I.E. 10 hp at D rank, 20 hp at C, 40 hp at B, 60 at A, ect, ect.)

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    -Rage of the Gods: When Mashyuu is in great danger, normally when his HP drops to 50% or lower the God that possesses him takes control of his body allowing for a pseudo God Force, boosting his God buffs to 30% until healed above 50% hp. In this state he is single minded in his goal for survival and won't stop attacking until either he falls or his foe is defeated. Mashyuu has no control of when he enters this state and cannot willingly subdue the power.

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    -Earth God Unison: At B Rank Mashyuu has made a complete connection with Mefetis. She willingly gives Mashyuu a boost to his power. This results in a 10% boost to Earth God Slayer effects at B rank and increases by 5% at every rank after, capping out at 25% at H rank.

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    Mashyuu Kumonosu wrote:
    D Rank Spells.





    Name: Earth Gods Stone Soldiers
    Rank: D
    Type: Earth/God Slayer/Defensive/Supportive
    Duration: 3 posts (Effects last for three posts)
    Cooldown: 5 posts
    Description: By controlling the earth around him or creating it himself, Mashyuu conjures up a total of six stone shells, all roughly his size. One of these surrounds Mashyuu while the other five are empty. Each makes the same motion Mashyuu makes in the line at the same time. When the Wizard is about to be struck he can burrow underground and come up inside a different shell. This lets Mashyuu play a shell game with his own body to avoid taking damage.

    Strengths:
    - Confusing: Being that the caster is hidden behind earth it's harder for someone to hit him with single targeting strikes.
    -Transport: Mashyuu can near instantly travel under ground only to re appear in a different shell, so long as he has a shell to go to.
    Weaknesses:
    - Hive Mind: Since each armor can only do what Mashyuu does, attacks that hit multiple targets or a line effect can destroy all the shells at the same time.
    -Brittle: The shells are weak and can be destroyed with a single spell of any rank.
    -Grounded: Not Mashyuu or the shells can leave the ground when the spell is active, removing his ability to jump.

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    Name: Earth Gods Explosive Field
    Rank: D
    Type: Earth/God Slayer/Support/Offensive
    Duration:  3 posts
    Cooldown: 5 posts
    Description: With nothing more than a thought Mashyuu can reach out up to ten meters and cause the ground in a five meter spread to glow. When someone steps on it for the duration of the spell, the ground erupts with spiked stones dealing D rank damage to anyone making contact with the ground.

    Strengths:
    -Radius: Mashyuu's field can hit everyone in a short range radius making it ideal for choke point traps.

    Weaknesses:
    -Water: When water spells hit the explosive field the stones turn to mud, rendering the spell useless.
    -Destructive: Mashyuu's spell can not tell the difference from friend and foe, dealing damage to anyone in the spells radius.

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    Name: Earth Gods Sand Skin
    Rank: D
    Type: Earth/God Slayer/Defensive
    Duration:3 posts
    Cooldown:5 posts
    Description: By focusing on the ground under the caster, the user saps up sand through the ground and wraps their body in a thin layer of constantly moving and shifting armor giving the caster improved defense without losing speed. Their skin takes on a gritty and pale look, and also explodes like a shotgun when destroyed. This adds up to a 10% defensive buff and breaks only after three D rank attacks or better.
    Strengths:
    -Defensive sand: The sand armor grants a bonus of 10% to defense for the duration of the spell. The Armor can take three D rank hits before reverting back to sand.
    -Explosive: When destroyed the armor explodes like a grenade, dealing D rank damage to everyone in a five foot radius.

    Weaknesses:
    -Washable: A single water spell of a higher rank can end the spell early.
    -Wind: Wind spells deal normal damage even with the armor on.
    -Unstable ground: Due to it's shifting nature it's harder to move in anywhere other than a straight line and attacks that have radius or a.o.e. effects have a 10% better chance of hitting.

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    Name: Earth Gods combo: Part one.
    Rank: D
    Type: Earth/God Slayer/ offensive
    Duration:1 post
    Cooldown:Two posts
    Description: By simply reaching out with an open palm the caster launches three stone pillars at various angles One pillar deals D rank damage with the other two pillars dealing half that again for a total of X1.75 damage. The pillars can launch up to six meters away from the caster.
    Strengths:
    -Fast: The spell is easy to cast and swift to act.
    -Mid to close range: The spell is as effective at close range as it is mid range.

    Weaknesses:
    -Stationary: Once the spell is cast it can't be moved or re aimed, making it impossible to track a swift foe with the spell.
    -Earth dependent: If there is no sand or stone in the ground, such as in a muddy swamp the spell is useless.
    -Combo: If the target is able to dodge one or more of the pillars the attack is not as effective.

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    Mashyuu Kumonosu wrote:
    C Rank Spells.





    Name: Earth Gods Rock Wall
    Rank: C
    Type: Earth/Godslayer/Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: The caster extends his arm and brings it up at the elbow at a 90 degree angle and calls fourth from the ground a heavy rock wall that stands at just under six feet tall and three feet wide.
    Strengths:
    -Defensive- The wall can block four D ranked spells or any combination that equals two C rank strikes, two C ranked spells or one B ranked spell. Any damage from higher ranked spells is reduced by five points.
    -Movable- The caster can move the wall ten feet at a direction of the casters choice so long as it remains in the ground.
    -Summon swiftly- The wall can be summoned from any area that has earth near it. It sprouts up through tile and wood swiftly to block ranged attacks.

    Weaknesses:
    -Water erosive- Water spells count as a spell rank higher against this wall.
    -Slow- The wall doesn't move fast enough to use as an attack. If moved after summoned the spell can't intercept attacks that move faster than five miles per hour.
    -Backfire- If the spell is destroyed by an A ranked spell or higher the spell cooldown increases by one post.

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    Name: Earth Gods Extension
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 5 post
    Cooldown: 7 posts
    Description: Solid and jagged stone surround the caster and float up to twenty feet away allowing for basic attacks to have a reach of twenty feet, and deal C rank spell damage. In addition the spell has a knock back effect, batting struck targets away an additional ten feet.
    Strengths:
    -Range: This spell allows for Mashyuu to deal damage to anyone within twenty feet of himself without having to close the gap in a melee fight while still dealing C rank damage.
    -Knock back: The spell hits hard and has it's own gravitational force, sending foes struck backwards ten feet.
    Weaknesses:
    -Mid range: Any target out of range is safe from harm, in addition there are gaps in the spell, allowing targets who can move fast to get between the telekinetic stones and avoid the spell damage before Mashyuu can strike.
    -Water: Water wizards with a shield effect up only suffer basic melee damage from the spells effect although knock back still applies.
    -Wind: Wind spells reduce the range of the Mashyuu's spell by up to fifteen feet, and negate the knock back effect.
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    Name: Earth Gods Combo: Part Two.
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Mashyuu sends a shock wave through the ground causing it to erupt in a line up to Twenty meters (65 feet). Anyone caught in the blast is dragged under ground and constricted for C rank damage and half that again on the second post before being spit up. If struck with the First combo before this spell, targets are dealt .75 damage on constriction on the second round instead.
    Strengths:
    -Range: This spell has a long range, able to strike multiple targets at once.
    -Extra Damage: The combo deals a great amount of damage when striking with the first combo in the series.
    Weaknesses:
    -Water: Water spells of a higher rank can cause the eruption to be nothing worse than mud that deals no damage.
    -Less Damage: If the first combo doesn't make contact first, this spell deals less damage.
    -One Way: The spell only goes in one direction and can't change line of effect, thus it's easy to dodge if a foe is ready for the strike.

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    Mashyuu Kumonosu wrote:
    B Rank Spells.





    Name: Secret Art: Eath Gods Intercepting Earth
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 8 posts
    Description: After bonding with Mefitis, the Earth Goddess inside him. Mashyuu can now almost effortlessly create earth from his body that moves to block attacks all around him. This lasts for 6 posts, and blocks up to one A magic rank worth of damage before any buff is applied before the spell ends. If the spell ends without being destroyed the earth returns to Mashyuu's body and seals some of his wounds for a total of a C ranks worth of damage.
    Strengths:
    - Defensive Healing- This spell can heal Mashyuu if it isn't destroyed in combat first.

    Weaknesses:
    -Water- Water magic makes his defense brittle and still does one rank lower of an effect in damage to Mashyuu.
    -Wind- Wind spells of A rank or higher end this spell instantly as the lose earth can't hold up against it.

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    Name: Earth Gods Combo: Part Three
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: Instant
    Cooldown: 3 Posts
    Description: Mashyuu conjures magical earth on his forearm in the shape of a scythe and swings in an arc. The blade has a reach of fifteen feet and deals B rank damage to anyone hit by the single swing. If Earth Gods Combo Parts One and Two hit first this spell deals an additional D ranks worth of dehydration damage for two more posts.
    Strengths:
    - Dehydration- This spell can deal extra damage if the other spells of this series connects first.
    -Multi hitting- The spell can hit anyone in the path of his forearms swing.
    Weaknesses:
    -Water- Water armors negate the damage from this spell completely.
    -Non Living- If this spell hits a non living target they only suffer the initial B rank damage.
    -Combo- If both the first and second combo attacks don't hit then this spell only deals B rank damage.

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    Name: Secret Art: Earth Gods Sand Twister
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: 4 post
    Cooldown: 6 posts
    Description: Mashyuu conjures spinning earth in his palm and hurls it forward. As it is released it expands out to fifteen meters wide and tall. The spell moves at a speed of ten meters per post and deals B rank damage every post that it hits something. If a target is hit more than once in a the spells duration the second time they are hit, instead of taking damage they are thrown back ten meters. If they are hit a third time they are held in place until the spell ends.
    Strengths:
    -Knock back- This spell can knock targets aside ten meters.
    -Holding- This spell can hold targets in place.
    Weaknesses:
    -Harmful- This spell deals damage to both enemies and allies and cannot chose who it effects.
    -Wind- A wind spell of the same rank or higher can counter this spell and end it instantly.
    -Predictable- The twister can be spotted and a fast character can simply evade the spell every post to take no damage or effect.

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    Name: Earth Gods Basilisk Wall
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 10 posts
    Description: Mashyuu touches the ground with either his hands or feet and forces a massive wall of up to twenty meters in height and length to spring up out of the ground. This wall can absorb up to an A's rank worth of damage before buffs are added in before it is destroyed. When a foe looks at the wall they notice four heads of stone staring at them, if they are B rank or lower their legs are turned to stone, forcing them to remain immobile until the wall is destroyed. If they are A rank or higher they have their speed reduced by 10% until the wall is destroyed.
    Strengths:
    - Defensive- The wall is massive and as such can block from great angles.
    -Freezing- Those of B rank or lower are frozen in place, making them easy targets.
    Weaknesses:
    -Ranked- The wall can only freeze those of B rank and lower, any one else is slowed down a small amount.
    -Water- Water magic reduces this spells duration by one additional post each time its hit.
    -Immobile- This spell doesn't move and can be moved around or simply jumped over if one is able to jump that high.

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    Mashyuu Kumonosu wrote:
    A Rank Spells.





    Name: Fang of the Earth Dragon
    Rank: A
    Type: Earth/Dragon Slayer
    Duration: 1 Post
    Cooldown: 4 Posts
    Description: Mashyuu Claps his hands and 4 spiked pillars roughly his size launch out of the ground to strike his foes, dealing A rank worth of Damage, and has a two meter range making this spell an ideal close range attack. This spell can cause bleed damage.
    Strengths:
    -Bleeding- The spike is sharp, dealing an extra C rank worth of damage for two posts after being struck by the spell.
    Weaknesses:
    -Single strike- Only one pillar can strike a target, meaning that the spell can't get off 4 strikes on the same foe.
    -Water Wash- This spell deals half damage to water based shields.

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    Name: Earth Dragon's Golem
    Rank: A
    Type: Earth/Dragon Slayer/ Summon
    Duration: 7 posts
    Cooldown: 9
    Description: Mashyuu scoops a hand full of earth and blows into it, causing it to come to life and become sentient, following Mashyuu's mental commands to the best of it's ability, be it attacking, defending or simply picking something up it will act as a loyal companion as long as it can. It deals A rank spell damage and can also take up to A rank Damage.
    Strengths:
    -Hive mind- Mashyuu and the Golem share a mental link.
    Weakness:
    -Water- Water based spells deal damage as if it over came the Damage Resistance of the Golem.
    -Increased cool down- When the Golem is destroyed by a spell the cool down increases by 2 posts.
    Active Ability:
    -Rock Throw- The Golem can launch it's fist in a straight line for ten meters to attack before it returns. This ability has a 1 post duration and a 3 post cool down.
    Passive Ability:
    -Child of Stone- The Golem has a 25% Resistance to damage.

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    Name: Earth Dragon's Forbidden Art: Living Armor
    Rank: A
    Type: Earth/Dragon Slayer/ Defensive
    Duration: 7
    Cooldown: 10
    Description: Without a motion Mashyuu focuses on the ground around him and draws dirt, soil and sand up from the ground to react at a moments notice. This earth moves to block attacks from all angles that come at Mashyuu, defending against attacks until it absorbs up to S rank in damage. Mashyuu can also use this to defend an ally instead of himself.
    Strengths:
    -independent- The wearer of the armor doesn't have to be aware of an attack to be defended by this spell.
    Weaknesses:
    -Bogged Down- If a water spell hits the armor it has it's duration cut in half. (3 posts)
    -Invisible- If the spell cast or attacker is invisible then the armor can't defend against the spell, leaving the user of the armor open to attack.

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    Name:
    Rank: A
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    This spell was earned for doing this job.





    Name: Secret Art: Earth Dragon's Sand Form.
    Rank: A
    Type: Earth/Dragon Slayer/Defensive/Transporation
    Duration: 7 posts
    Cooldown: 10 posts
    Description: Mashyuu draws sand and dirt up from the ground, wrapping it around his body and transforming himself into a living sand. This allows for Mashyuu to effectively move through the sky as if he were flying in a cloud of sand, or travel under doors or through small openings. In addition Mashyuu can burst into a cloud of sand and dirt once every three posts to avoid an attack so long as it's not a water based spell or attack.
    Strengths:
    - Travels at his normal movement speed through the sky and around objects.
    - The person who has this spell cast on them can burst into dirt and sand to avoid an attack once every three posts.

    Weaknesses:
    -Water Spells can't be avoided using this spell.
    -Water spells end this form after being hit once.
    -Fire spells still do half it's damage to Mashyuu in this form.
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    Mashyuu Kumonosu wrote:
    Fusion Spells.





    Name: Dragon Gods Meteor Swarm
    Type: Earth/Light/ Slayer/Offensive/Support
    Duration: 1 post
    Cool Down: 4 posts
    Spells Used: Earth Gods Extension, Light Dragons Holy Shower
    Power Level: C+C= B
    Description: Mashyuu Extends his palm and raises the earth to his hand while wrapping it in holy light then launches it in a straight line. This blast moves up to 50 Meters at a speed of 25 Meters per second. A target hit with the spell takes on of two effects. If you are a foe you suffer B rank + 15% rank in damage. If you are an ally you are healed B rank worth of HP.
    Strengths:
    -Healing- This spell can heal an ally from a far range.
    -Harming- This spell does slightly higher damage than a B rank spell.
    Weaknesses:
    -Up high- Those attacking from above aren't effected by this spell.
    -Straight line- This spell can only move in one direction and can't move to hit or heal.
    -Partial Fire- Fire and light slayers can eat the light as it is super heated, and get half the magical power that a B rank fire or light spell would allow recovered but still take half B rank damage.

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    This is for magic spells

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    This is for magic spells

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    Mashyuu Kumonosu wrote:
    Signature Spells.





    Name: Earth Gods Sand Jump
    Rank: D
    Type: Earth/God Slayer/Movement
    Duration:  Instant
    Cooldown: 2 posts
    Description: In an instant Mashyuu's body changes to sand and rolls rapidly to a new location allowing him to make short range (Twenty feet) teleports in sand form.

    Strengths:
    -Rapid Movement: Mashyuu can use this spell to almost jump around from area to area safely.

    Weaknesses:
    -Water: Water spells hitting his sand form stop him from moving, ending the spell and making his body return to a solid state.
    -Wind: A strong gust of air from a magical source. (C rank or higher) Can redirect the area Mashyuu is trying to get to in his sand form.

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    Name: Earth Gods Stone Armor
    Rank: Linage Spell (Casters rank Max S rank)
    Type: Earth/ Defensive/ God Slayer
    Duration: max per rank
    Cooldown: Duration plus 2 posts
    Description: The caster causes rocks and stone slabs to erupt out of the ground and encase the user in a heavy armor to protect against attacks.

    Strengths:
    -Defensive- This armor can block two attacks of the casters rank, four of a lower and eight of anything lower than that. As always one attack of a higher rank.
    Weaknesses:
    -Erosive- Higher ranking water and wind spells automatically break the armor, Only one attack from a water/wind spell of the same rank will be blocked and If attacked again the armor breaks and caster takes 1.5X spell rank in damage.


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    Name: Earth Gods Molten Blast
    Rank: Users Rank
    Type: Earth/ Offensive/ Godslayer
    Duration:  Instant
    Cooldown: posts
    Description: Harnessing molten stone deep under ground Mashyuu summons it up in a ten foot wide, twenty foot long wave of super heated stone dealing 1.75 the casters rank in damage.

    Strengths:
    -Super heated: This spell is super heated stone dealing bludgeoning and Fire damage.

    Weaknesses:
    -Water: Water spells cast to counter this spell reduce the spells damage by two ranks.
    -Wind: A higher ranked wind spell can put the fire out, reducing the damage by half.

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    _____________________________________________________________________________________






    avatar
    Julius Seas
     
     

    Moderator- Chatbox Moderator- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Novice [250]- Player -
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    Age : 21
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    Character Sheet
    First Magic: Water
    Second Magic:
    Third Magic:

    Re: Earth God Slayer Magic

    Post by Julius Seas on Tue 25 Apr - 0:56

    Spoiler:
    Mashyuu Kumonosu wrote:
    Basics





    Primary Magic: Earth God Slayer
    Secondary Magic: Light Dragon Slayer
    Type: Caster

    Description:

    Mashyuu died. In a climactic battle with a cult of Demon worshiping Wizards, Mashyuu was struck down as the final sacrifice needed to bring the Demon to life. What the cult didn't realize was that the demon was in fact, a God, one who ruled over earth itself. Using the most preserved corpse to walk again the God inhabited Mashyuu's body and gave the Wizard life. Rising from the dead Mashyuu found that he could create earth out of thin air and the world around him was something he could chose to rule or harmonize with.

    Allowing this God's power to flow through him, Mashyuu uses this new magic in a similar fashion he used his dragon magic. The Wizard focuses on Defensive Magic first and Offensive second, while using some of his magical power to keep rapid movement and support spells in his back pocket for a quick trick.

    Strengths:
    -Geokinesis- Connected to the earth in all ways, Mashyuu can control the ground around him with a telepathic link, this allows him to move earth in simple manners in non combat situations.

    -Offensive- Mashyuu's offensive spells can move, making it easy to craft things like gauntlets to strike with.

    -Defensive- All of Mashyuu's defensive spells can be moved with a simple mental command, making him mobile.

    Weaknesses:
    -Encumbering- While the magic is great for defense if used to form armor (The way Mashyuu tends to use it.) It can slow down the wearer a great deal, causing someone who is extremely fast to move at a very noticeable lowered pace.

    -Erosive- Powerful winds and water can erode the spells effects greatly, causing the earth spells to weaken or even break under the pressure of the magic.

    -Water Magic- Water Magic almost always cuts down the duration of Mashyuu's spells or lessens the amount of damage the spells deal every time they come into contact with magical water.
    -All around- Many of Mashyuu's spells target areas around him, making it near impossible for him to not target an ally in the radius of his spells effects.

    Lineage:
    Aspect of Terra
    Description: Terra was a goddess whose domain was over the earth. Hailed as "Mother Earth" Terra's influence was a fairly broad one with two major highlights:  Earth, and Fertility. Terra's influence brings itself to bare within the host as an influence over the earth.
    Ability:  The aspect of Terra grants its host some of it's influence over ground and stone based magics. Their own earthen magic can only be consumed by god slayers. Earth magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy a earth spell to nullify it(max S-rank).
    Gains a user-ranked Earth-based signature spell.  (S-rank Max)  It must be made in the magic app as normal in addition to spells made.

    Usage: Passive,  3 post cooldown on nullification. Can only be used three times per thread.

    Slayer Bonuses:
    General rule on slayers:

    All slayers receive the following:
    10% Buff to physical stats(strength, speed etc)
    10% Buff to senses(hearing, smell etc)
    The ability to enter force after consuming enough of the element
    The ability to consume their element to regain MP
    A resistance to their element shown by the following chart:
    2 ranks above: 0%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 30%
    2 ranks below: 50%
    ♦ God Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their Demon Slayer counterpart. The colour of God Slayer Magic is a darker version of the element's natural color and usually appears as a black version of whatever element they're using.
    ♦ The form of elemental magic they use is darkness, on one end of the magical spectrum. The element of darkness being mixed with the other elements to alter their properties slightly. The Heaven God Slayer uses a dark form of light that is beyond a Dragon Slayer's ability to consume. Deals double damage towards Holy, God, and Angel type non-human beings

    ♦ First Gen. God Slayers have learned the magic from the God of their respective element.
    ♦ God Force:
    A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
    God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength by 30% rather than 10%
    The spell power of each rank is increased to 150%.
    In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
    During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% mp.
    Lasts for 7 posts.

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    Mashyuu Kumonosu wrote:
    Unique Abilities.






    -Tremor Sense: While touching the ground Mashyuu can feel movement up to 15 Meters away at D rank, this increases by 10 meters per rank to a max of 75 meters at H rank.

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    -




    -Mountain Stance: Mashyuu has developed a firm stance and defensive fighting style, knock back spells and attacks that are of an equal or lower rank of Mashyuu don't move him.

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    -




    -One with the Earth: Mashyuu is in tune with the earth around him to the point that he can draw a second wind from it.  Mashyuu can heal five points of health for two posts per rank With a 3 post cool down. (I.E. 10 hp at D rank, 20 hp at C, 40 hp at B, 60 at A, ect, ect.)

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    -Rage of the Gods: When Mashyuu is in great danger, normally when his HP drops to 50% or lower the God that possesses him takes control of his body allowing for a pseudo God Force, boosting his God buffs to 30% until healed above 50% hp. In this state he is single minded in his goal for survival and won't stop attacking until either he falls or his foe is defeated. Mashyuu has no control of when he enters this state and cannot willingly subdue the power.

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    -Earth God Unison: At B Rank Mashyuu has made a complete connection with Mefetis. She willingly gives Mashyuu a boost to his power. This results in a 10% boost to Earth God Slayer effects at B rank and increases by 5% at every rank after, capping out at 25% at H rank.

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    Mashyuu Kumonosu wrote:
    D Rank Spells.





    Name: Earth Gods Stone Soldiers
    Rank: D
    Type: Earth/God Slayer/Defensive/Supportive
    Duration: 3 posts (Effects last for three posts)
    Cooldown: 5 posts
    Description: By controlling the earth around him or creating it himself, Mashyuu conjures up a total of six stone shells, all roughly his size. One of these surrounds Mashyuu while the other five are empty. Each makes the same motion Mashyuu makes in the line at the same time. When the Wizard is about to be struck he can burrow underground and come up inside a different shell. This lets Mashyuu play a shell game with his own body to avoid taking damage.

    Strengths:
    - Confusing: Being that the caster is hidden behind earth it's harder for someone to hit him with single targeting strikes.
    -Transport: Mashyuu can near instantly travel under ground only to re appear in a different shell, so long as he has a shell to go to.
    Weaknesses:
    - Hive Mind: Since each armor can only do what Mashyuu does, attacks that hit multiple targets or a line effect can destroy all the shells at the same time.
    -Brittle: The shells are weak and can be destroyed with a single spell of any rank.
    -Grounded: Not Mashyuu or the shells can leave the ground when the spell is active, removing his ability to jump.

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    Name: Earth Gods Explosive Field
    Rank: D
    Type: Earth/God Slayer/Support/Offensive
    Duration:  3 posts
    Cooldown: 5 posts
    Description: With nothing more than a thought Mashyuu can reach out up to ten meters and cause the ground in a five meter spread to glow. When someone steps on it for the duration of the spell, the ground erupts with spiked stones dealing D rank damage to anyone making contact with the ground.

    Strengths:
    -Radius: Mashyuu's field can hit everyone in a short range radius making it ideal for choke point traps.

    Weaknesses:
    -Water: When water spells hit the explosive field the stones turn to mud, rendering the spell useless.
    -Destructive: Mashyuu's spell can not tell the difference from friend and foe, dealing damage to anyone in the spells radius.

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    Name: Earth Gods Sand Skin
    Rank: D
    Type: Earth/God Slayer/Defensive
    Duration:3 posts
    Cooldown:5 posts
    Description: By focusing on the ground under the caster, the user saps up sand through the ground and wraps their body in a thin layer of constantly moving and shifting armor giving the caster improved defense without losing speed. Their skin takes on a gritty and pale look, and also explodes like a shotgun when destroyed. This adds up to a 10% defensive buff and breaks only after three D rank attacks or better.
    Strengths:
    -Defensive sand: The sand armor grants a bonus of 10% to defense for the duration of the spell. The Armor can take three D rank hits before reverting back to sand.
    -Explosive: When destroyed the armor explodes like a grenade, dealing D rank damage to everyone in a five foot radius.

    Weaknesses:
    -Washable: A single water spell of a higher rank can end the spell early.
    -Wind: Wind spells deal normal damage even with the armor on.
    -Unstable ground: Due to it's shifting nature it's harder to move in anywhere other than a straight line and attacks that have radius or a.o.e. effects have a 10% better chance of hitting.

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    Name: Earth Gods combo: Part one.
    Rank: D
    Type: Earth/God Slayer/ offensive
    Duration:1 post
    Cooldown:Two posts
    Description: By simply reaching out with an open palm the caster launches three stone pillars at various angles One pillar deals D rank damage with the other two pillars dealing half that again for a total of X1.75 damage. The pillars can launch up to six meters away from the caster.
    Strengths:
    -Fast: The spell is easy to cast and swift to act.
    -Mid to close range: The spell is as effective at close range as it is mid range.

    Weaknesses:
    -Stationary: Once the spell is cast it can't be moved or re aimed, making it impossible to track a swift foe with the spell.
    -Earth dependent: If there is no sand or stone in the ground, such as in a muddy swamp the spell is useless.
    -Combo: If the target is able to dodge one or more of the pillars the attack is not as effective.

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    Mashyuu Kumonosu wrote:
    C Rank Spells.





    Name: Earth Gods Rock Wall
    Rank: C
    Type: Earth/Godslayer/Defensive
    Duration: 5 posts
    Cooldown: 6 posts
    Description: The caster extends his arm and brings it up at the elbow at a 90 degree angle and calls fourth from the ground a heavy rock wall that stands at just under six feet tall and three feet wide.
    Strengths:
    -Defensive- The wall can block four D ranked spells or any combination that equals two C rank strikes, two C ranked spells or one B ranked spell. Any damage from higher ranked spells is reduced by five points.
    -Movable- The caster can move the wall ten feet at a direction of the casters choice so long as it remains in the ground.
    -Summon swiftly- The wall can be summoned from any area that has earth near it. It sprouts up through tile and wood swiftly to block ranged attacks.

    Weaknesses:
    -Water erosive- Water spells count as a spell rank higher against this wall.
    -Slow- The wall doesn't move fast enough to use as an attack. If moved after summoned the spell can't intercept attacks that move faster than five miles per hour.
    -Backfire- If the spell is destroyed by an A ranked spell or higher the spell cooldown increases by one post.

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    Name: Earth Gods Extension
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 5 post
    Cooldown: 7 posts
    Description: Solid and jagged stone surround the caster and float up to twenty feet away allowing for basic attacks to have a reach of twenty feet, and deal C rank spell damage. In addition the spell has a knock back effect, batting struck targets away an additional ten feet.
    Strengths:
    -Range: This spell allows for Mashyuu to deal damage to anyone within twenty feet of himself without having to close the gap in a melee fight while still dealing C rank damage.
    -Knock back: The spell hits hard and has it's own gravitational force, sending foes struck backwards ten feet.
    Weaknesses:
    -Mid range: Any target out of range is safe from harm, in addition there are gaps in the spell, allowing targets who can move fast to get between the telekinetic stones and avoid the spell damage before Mashyuu can strike.
    -Water: Water wizards with a shield effect up only suffer basic melee damage from the spells effect although knock back still applies.
    -Wind: Wind spells reduce the range of the Mashyuu's spell by up to fifteen feet, and negate the knock back effect.
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    Name: Earth Gods Combo: Part Two.
    Rank: C
    Type: Earth/Godslayer/Offensive
    Duration: 2 posts
    Cooldown: 3 posts
    Description: Mashyuu sends a shock wave through the ground causing it to erupt in a line up to Twenty meters (65 feet). Anyone caught in the blast is dragged under ground and constricted for C rank damage and half that again on the second post before being spit up. If struck with the First combo before this spell, targets are dealt .75 damage on constriction on the second round instead.
    Strengths:
    -Range: This spell has a long range, able to strike multiple targets at once.
    -Extra Damage: The combo deals a great amount of damage when striking with the first combo in the series.
    Weaknesses:
    -Water: Water spells of a higher rank can cause the eruption to be nothing worse than mud that deals no damage.
    -Less Damage: If the first combo doesn't make contact first, this spell deals less damage.
    -One Way: The spell only goes in one direction and can't change line of effect, thus it's easy to dodge if a foe is ready for the strike.

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    Mashyuu Kumonosu wrote:
    B Rank Spells.





    Name: Secret Art: Eath Gods Intercepting Sand
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 8 posts
    Description: After bonding with Mefitis, the Earth Goddess inside him. Mashyuu can now almost effortlessly create earth from his body that moves to block attacks all around him. This lasts for 6 posts, and blocks up to one A magic rank worth of damage before any buff is applied before the spell ends. If the spell ends without being destroyed the earth returns to Mashyuu's body and seals some of his wounds for a total of a C ranks worth of damage.
    Strengths:
    - Defensive Healing- This spell can heal Mashyuu if it isn't destroyed in combat first.

    Weaknesses:
    -Water- Water magic makes his defense brittle and still does one rank lower of an effect in damage to Mashyuu.
    -Wind- Wind spells of A rank or higher end this spell instantly as the lose earth can't hold up against it.

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    -




    Name: Earth Gods Combo: Part Three
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: Instant
    Cooldown: 3 Posts
    Description: Mashyuu conjures magical earth on his forearm in the shape of a scythe and swings in an arc. The blade has a reach of fifteen feet and deals B rank damage to anyone hit by the single swing. If Earth Gods Combo Parts One and Two hit first this spell deals an additional D ranks worth of dehydration damage for two more posts.
    Strengths:
    - Dehydration- This spell can deal extra damage if the other spells of this series connects first.
    -Multi hitting- The spell can hit anyone in the path of his forearms swing.
    Weaknesses:
    -Water- Water armors negate the damage from this spell completely.
    -Non Living- If this spell hits a non living target they only suffer the initial B rank damage.
    -Combo- If both the first and second combo attacks don't hit then this spell only deals B rank damage.

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    -




    Name: Secret Art: Earth Gods Sand Twister
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: 4 post
    Cooldown: 6 posts
    Description: Mashyuu conjures spinning earth in his palm and hurls it forward. As it is released it expands out to fifteen meters wide and tall. The spell moves at a speed of ten meters per post and deals B rank damage every post that it hits something. If a target is hit more than once in a the spells duration the second time they are hit, instead of taking damage they are thrown back ten meters. If they are hit a third time they are held in place until the spell ends.
    Strengths:
    -Knock back- This spell can knock targets aside ten meters.
    -Holding- This spell can hold targets in place.
    Weaknesses:
    -Harmful- This spell deals damage to both enemies and allies and cannot chose who it effects.
    -Wind- A wind spell of the same rank or higher can counter this spell and end it instantly.
    -Predictable- The twister can be spotted and a fast character can simply evade the spell every post to take no damage or effect.

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    -





    Name: Earth Gods Basilisk Wall
    Rank: B
    Type: Earth/God Slayer/Defensive
    Duration: 6 post
    Cooldown: 10 posts
    Description: Mashyuu touches the ground with either his hands or feet and forces a massive wall of up to twenty meters in height and length to spring up out of the ground. This wall can absorb up to an A's rank worth of damage before buffs are added in before it is destroyed. When a foe looks at the wall they notice four heads of stone staring at them, if they are B rank or lower their legs are turned to stone, forcing them to remain immobile until the wall is destroyed. If they are A rank or higher they have their speed reduced by 10% until the wall is destroyed.
    Strengths:
    - Defensive- The wall is massive and as such can block from great angles.
    -Freezing- Those of B rank or lower are frozen in place, making them easy targets.
    Weaknesses:
    -Ranked- The wall can only freeze those of B rank and lower, any one else is slowed down a small amount.
    -Water- Water magic reduces this spells duration by one additional post each time its hit.
    -Immobile- This spell doesn't move and can be moved around or simply jumped over if one is able to jump that high.

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    -




    Name: Earth Gods Molten Wave.
    Rank: B
    Type: Earth/God Slayer/Offensive
    Duration: Instant
    Cooldown: 3 posts
    Description: Mashyuu charges the ground with a sweep of a limb in a curved line, this sweep causes the ground to rise and roll out twenty meters, knocking foes of his rank or lower down, followed up with molten earth trailing in its wake to deal B rank damage in heat and physical spell damage.
    Strengths:
    - Knock Down- Foes of the same rank or lower of the spell that aren't flying are knocked down.
    -Multi Damage- On top of the normal physical damage, this spell also deals fire damage. (Damage does not stack but can be considered both types at the same time.)
    Weaknesses:
    -Over- This spell won't effect anyone not touching the ground.
    -Water- Water armor of the spells rank or higher negates the damage of this spell as if it were a spell of a rank lower.
    -Fire Slayers- Due to the nature of the magma, Fire Slayers may eat this spell.

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    Mashyuu Kumonosu wrote:
    A Rank Spells.





    Name: Fang of the Earth Dragon
    Rank: A
    Type: Earth/Dragon Slayer
    Duration: 1 Post
    Cooldown: 4 Posts
    Description: Mashyuu Claps his hands and 4 spiked pillars roughly his size launch out of the ground to strike his foes, dealing A rank worth of Damage, and has a two meter range making this spell an ideal close range attack. This spell can cause bleed damage.
    Strengths:
    -Bleeding- The spike is sharp, dealing an extra C rank worth of damage for two posts after being struck by the spell.
    Weaknesses:
    -Single strike- Only one pillar can strike a target, meaning that the spell can't get off 4 strikes on the same foe.
    -Water Wash- This spell deals half damage to water based shields.

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    Name: Earth Dragon's Golem
    Rank: A
    Type: Earth/Dragon Slayer/ Summon
    Duration: 7 posts
    Cooldown: 9
    Description: Mashyuu scoops a hand full of earth and blows into it, causing it to come to life and become sentient, following Mashyuu's mental commands to the best of it's ability, be it attacking, defending or simply picking something up it will act as a loyal companion as long as it can. It deals A rank spell damage and can also take up to A rank Damage.
    Strengths:
    -Hive mind- Mashyuu and the Golem share a mental link.
    Weakness:
    -Water- Water based spells deal damage as if it over came the Damage Resistance of the Golem.
    -Increased cool down- When the Golem is destroyed by a spell the cool down increases by 2 posts.
    Active Ability:
    -Rock Throw- The Golem can launch it's fist in a straight line for ten meters to attack before it returns. This ability has a 1 post duration and a 3 post cool down.
    Passive Ability:
    -Child of Stone- The Golem has a 25% Resistance to damage.

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    Name: Earth Dragon's Forbidden Art: Living Armor
    Rank: A
    Type: Earth/Dragon Slayer/ Defensive
    Duration: 7
    Cooldown: 10
    Description: Without a motion Mashyuu focuses on the ground around him and draws dirt, soil and sand up from the ground to react at a moments notice. This earth moves to block attacks from all angles that come at Mashyuu, defending against attacks until it absorbs up to S rank in damage. Mashyuu can also use this to defend an ally instead of himself.
    Strengths:
    -independent- The wearer of the armor doesn't have to be aware of an attack to be defended by this spell.
    Weaknesses:
    -Bogged Down- If a water spell hits the armor it has it's duration cut in half. (3 posts)
    -Invisible- If the spell cast or attacker is invisible then the armor can't defend against the spell, leaving the user of the armor open to attack.

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    Name:
    Rank: A
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    This spell was earned for doing this job.





    Name: Secret Art: Earth Dragon's Sand Form.
    Rank: A
    Type: Earth/Dragon Slayer/Defensive/Transporation
    Duration: 7 posts
    Cooldown: 10 posts
    Description: Mashyuu draws sand and dirt up from the ground, wrapping it around his body and transforming himself into a living sand. This allows for Mashyuu to effectively move through the sky as if he were flying in a cloud of sand, or travel under doors or through small openings. In addition Mashyuu can burst into a cloud of sand and dirt once every three posts to avoid an attack so long as it's not a water based spell or attack.
    Strengths:
    - Travels at his normal movement speed through the sky and around objects.
    - The person who has this spell cast on them can burst into dirt and sand to avoid an attack once every three posts.

    Weaknesses:
    -Water Spells can't be avoided using this spell.
    -Water spells end this form after being hit once.
    -Fire spells still do half it's damage to Mashyuu in this form.
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    Mashyuu Kumonosu wrote:
    S Rank Spells.





    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Name:
    Rank: S
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Mashyuu Kumonosu wrote:
    H Rank Spells.





    Name:
    Rank: H
    Type: Earth/Dragon Slayer
    Duration:
    Cooldown:
    Description:
    Strengths:


    Weaknesses:

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    Mashyuu Kumonosu wrote:
    Fusion Spells.





    Name: Dragon Gods Meteor Swarm
    Type: Earth/Light/ Slayer/Offensive/Support
    Duration: 1 post
    Cool Down: 4 posts
    Spells Used: Earth Gods Extension, Light Dragons Holy Shower
    Power Level: C+C= B
    Description: Mashyuu Extends his palm and raises the earth to his hand while wrapping it in holy light then launches it in a straight line. This blast moves up to 50 Meters at a speed of 25 Meters per second. A target hit with the spell takes on of two effects. If you are a foe you suffer B rank + 15% rank in damage. If you are an ally you are healed B rank worth of HP.
    Strengths:
    -Healing- This spell can heal an ally from a far range.
    -Harming- This spell does slightly higher damage than a B rank spell.
    Weaknesses:
    -Up high- Those attacking from above aren't effected by this spell.
    -Straight line- This spell can only move in one direction and can't move to hit or heal.
    -Partial Fire- Fire and light slayers can eat the light as it is super heated, and get half the magical power that a B rank fire or light spell would allow recovered but still take half B rank damage.

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    This is for magic spells

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    This is for magic spells

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    Mashyuu Kumonosu wrote:
    Signature Spells.





    Name: Earth Gods Sand Jump
    Rank: D
    Type: Earth/God Slayer/Movement
    Duration:  Instant
    Cooldown: 2 posts
    Description: In an instant Mashyuu's body changes to sand and rolls rapidly to a new location allowing him to make short range (Twenty feet) teleports in sand form.

    Strengths:
    -Rapid Movement: Mashyuu can use this spell to almost jump around from area to area safely.

    Weaknesses:
    -Water: Water spells hitting his sand form stop him from moving, ending the spell and making his body return to a solid state.
    -Wind: A strong gust of air from a magical source. (C rank or higher) Can redirect the area Mashyuu is trying to get to in his sand form.

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    Name: Earth Gods Stone Armor
    Rank: Linage Spell (Casters rank Max S rank)
    Type: Earth/ Defensive/ God Slayer
    Duration: max per rank
    Cooldown: Duration plus 2 posts
    Description: The caster causes rocks and stone slabs to erupt out of the ground and encase the user in a heavy armor to protect against attacks.

    Strengths:
    -Defensive- This armor can block two attacks of the casters rank, four of a lower and eight of anything lower than that. As always one attack of a higher rank.
    Weaknesses:
    -Erosive- Higher ranking water and wind spells automatically break the armor, Only one attack from a water/wind spell of the same rank will be blocked and If attacked again the armor breaks and caster takes 1.5X spell rank in damage.


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    Name: Earth Gods Molten Blast
    Rank: Users Rank
    Type: Earth/ Offensive/ Godslayer
    Duration:  Instant
    Cooldown: posts
    Description: Harnessing molten stone deep under ground Mashyuu summons it up in a ten foot wide, twenty foot long wave of super heated stone dealing 1.75 the casters rank in damage.

    Strengths:
    -Super heated: This spell is super heated stone dealing bludgeoning and Fire damage.

    Weaknesses:
    -Water: Water spells cast to counter this spell reduce the spells damage by two ranks.
    -Wind: A higher ranked wind spell can put the fire out, reducing the damage by half.

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    _____________________________________________________________________________________

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      Current date/time is Fri 14 Dec - 23:42