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    The Red Sands

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    Jin En'arr

    Regular VIP Status- VIP- Demon Slayer- Novice [250]- Player -
    Lineage : Monkey King's Descent
    Position : None
    Posts : 302
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 17
    Mentor : Myself
    Experience : 450

    Character Sheet
    Character Name: Jin En'arr
    Primary Magic:
    Secondary Magic:

    The Red Sands

    Post by Jin En'arr on 25th March 2017, 6:09 pm

    Magic

    Primary Magic: The Red Sands
    Secondary Magic: (Must be filled in later. Magic you trained for goes here)
    Caster or Holder: Caster
    Description: A rather unique magic, this magic combines elements of maker magic, as well as fire, light, and sand based spells. Developed by Jin himself, it has all the same unpredictable and random nature as the user. One minute a spell may be flinging burning sand at you, and next you find it melted and trapped your foot in glass, as a hypothetical example of the unpredictable nature of this magic. Each spell of this magic is different and highly unique, combining aspects of earth, fire, and light to make highly unusual spells.

    Jin uses this magic in many different ways, the versatile nature allowing for anything from long range offense to close range defense to healing, this magic is nearly limitless in terms of creativity, though other limits of this magic balance the limitless creativity one has with this magic.

    Strengths:
    -Limitless creative ability is a great strength of this magic, almost anything is possible with such flexible magic.

    -Unpredictable nature makes for a unique strategy, because it is so unpredictable it may be hard to formulate a plan against it.

    -Is 20% more effective against ice magic users.
    Weaknesses:
    -20% less effective against water users

    -Any glass made by this magic tends to be fragile, if a bit heavy, one of the biggest weaknesses of this magic.

    -Capable of burning the user with any spell that involves fore, just as much as the target.
    Lineage:
    Lineage :
    Monkey King's Descent:
    Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with superhuman strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
    Ability: The user is able to transform into animals or objects. The user's strength and speed are increased by 25%.  When in an animal form they gain a 50% boost instead.
    The user is able to use One D rank wind spell of any type, and One C rank Ice spell for freezing enemies. (Created in the magic app as a normal spell would)
    Usage: The strength and speed bonus are a passive.  While in animal form the user may still use magic but it only lasts 5 posts and has a 6 post cooldown.
    Unique Abilities:

    Sand Armor
    This unique ability ensures that there is a thin shell of hardened sand coating the user's skin during combat, reducing damage they take by 10%. This usage is passive, and though the sand is replaced once it is stripped, it cannot fully absorb damage. The damage is only reduced by 10% for equal or lower ranked spells, higher ranked spells this is reduced to 5%.

    Blessed By the Sun
    The blessing of the sun has extended to Jin, a blessing given by Ra, the sun God, himself. This blessing is a passive one, that allows Jin to utilize a small boost to his regenerative rates. Instead of the usual HP regeneration of 5% every 2 posts, this is increased to 10%, and as long as this is in effect Jin's skin almost seems to give off a faint glow.

    Glass Coffin
    Jin is protected by the sand, and by all forms of it. This ua allows for Regeneration when he is near death, though it may be used only once per thread. When Jin is close to death, a glass coffin will form around him, protecting his body from some attacks while he regenerates a bit. This heals him of a small amount of damage, equal to his rank, though the coffin that helps to regenerate can only take 2 equal ranked hits before shattering, and the Regeneration takes 1 full post to complete.

    Lord Of The Desert


    Spells:
    Spell Template
    Note: BE SPECIFIC AND ADD DETAILS

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

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    Name Name of the Spell )
    Rank: (What rank is your spell? H, S, A, B, C, or D)
    Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
    Fused Spells(What Spells Went into the Fusion and their Ranks?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


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      Current date/time is 23rd September 2017, 4:12 am