Affinity of the Body

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    Gisen Ceostra

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    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
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    Affinity of the Body

    Post by Gisen Ceostra on 10th October 2018, 4:37 pm

    ♣Affinity of the Body♣

    Magic Name: Affinity of the Body
    Magic Type: Slayer
    Description: Affinity of the body is the basis of an elementals very being. It involves the use of what they're made of in order to gain the maximum advantage in combat or even the knowledge of. With this type of magic, the users own body can be used as a source of magic, or they are able to use the element around them in order to attack. Though as a magic based around the earth, it's stronger points are made more for defensive purposes, but does not completely exclude the ability to use offensive techniques either. Even in such a case, the strengths behind the defensive capabilities of an earth based magic can easily use defense to outperform offensive opponents and then strike back with allies or some other means of fighting.

    Strengths:


    • Stronger defensive and supplementary capabilities
    • Abundant source of element almost anywhere at almost any given time
    • Ability to use ones own body to make spells from as a source




    Weaknesses:


    • The user of this magic is nearly useless when out at sea or in larger bodies of water away from the land
    • Because the user is also the same type of element as their magic, spells that have advantages over them will deal more damage to them.
    • Most defensive spells used are stationary when created, which can be made easy to go around for close combat people.



    Unique Abilities:

    • Fortification: The user takes 25% less damage from all sources.
    • Mana Core: The casters max mp is increased by 40%
    • Armored Core: When anyone around the caster creates a defensive spell or ability within 100 meters, the caster gains an AC stack. The user has 1 stacks per rank (max S) and gains 5% damage reduction per stack. The stacks, no matter how high UP TO MAX lasts at most of 3 posts. If no defensive spells have been casted within that time, the stacks reset and go on a 3 post cooldown before they can begin to stack again. If the caster reaches max AC stacks, the caster can no longer gain any stacks until the current amount is expended OR 5 posts have passed. The caster is within this period of time, allowed to expend all stacks to produce an earthen crust "barrier" that can absorb damage equal to the casters rank (120). If this is done, this ability's cooldown is doubled to 6 posts before it is allowed to begin again.


    Spell Type: Solitary benefit

    Slayer benefits:

    • +25% Strength, Speed, and HP.
    • Greatly enhanced Hearing, Sight, and Smell.
    • The Force Ability.
    • Ability to Consume Magic of same element for MP (See below)
    • Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:


      • 2 Ranks Above Character: 0%
      • 1 Rank Above Character: 10%
      • Same Rank as Character: 25%
      • 1 Rank below Character: 35%
      • 2 Ranks below character: 50%




    Last edited by Gisen Ceostra on 24th October 2018, 7:26 pm; edited 4 times in total


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    Gisen Ceostra

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    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
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    Re: Affinity of the Body

    Post by Gisen Ceostra on 10th October 2018, 5:58 pm

    ♣D-Rank Spells♣
    3/4 slots 1/1 adv.

    Name: Round Shield
    Rank: D
    Type: Defensive/Earth
    Durability: 80
    Range: Self
    Speed: N/A
    Duration: 2 posts
    Downside: None
    Description: The user creates a small round shield out of the earth around them or out of their own arm. This earthen shield cannot be used by any other person other than the caster of this magic.
    Strengths:


    • A quick, portable shielding type of spell.


    Weaknesses:


    • Because it is small, larger spells or multiple attacks or attackers can easily get around this shield.



    Name: Rock Wall
    Rank: D
    Type: Defensive/Earth
    Durability: 80
    Range: Up to 1 meter away, 4 meters high, 3 meters long, and 1 meter thick
    Speed: 15 m/s
    Duration: 3 posts
    Downside: N/A
    Description: The user stomps a foot or hand into the ground. A wall of earth is then forced up from the ground in front of the caster.
    Strengths:


    • An easy to use spell in any situation with little requirements of using.


    Weaknesses:


    • With this wall being a stationary spell, it can just be walked around instead of having to go through.



    Name: Rock Shard
    Rank: D
    Type: Offensive/Earth
    Damage: 40 hp
    Range: 15 meters
    Speed: 15 m/s
    Duration: Instant
    Downside: Burst spell: decreased range for higher speed in short range
    Description: The user holds up an open palmed hand or kicks straight out like a jabbing motion in some manner and fires a shard shaped rock toward an area where an opponent is at.
    Strengths:


    • A fast, quick move allowing the user to make their attack quick to counter an opponent if need be.


    Weaknesses:


    • It's short range will be useless to anyone able to keep poking at her with longer ranged abilities and spells.



    Name: Geo-recovery
    Rank: D+
    Type: Supplementary/Earth
    Damage: 60
    Range: 90 meters
    Speed: 75 m/s
    Duration: Instant
    Downside: N/a
    Description: The caster breaks down the solid earth into a soft mud like substance and proceeds to coat an injury made on themselves or another person. This substance will provide full pain relief if used on someone whom feels any pain and will heal them for 60 hp.
    Strengths:


    • The healing ability used is more potent when used than most basic defensive spells, and being that it uses the earth around them, it can be used in nearly any situation it is needed for.


    Weaknesses:


    • If using on an ally from a distance, this spell can be stopped by any other spell making contact with it.


    Last edited by Gisen Ceostra on 24th October 2018, 4:24 pm; edited 4 times in total


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    Gisen Ceostra

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    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
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    Re: Affinity of the Body

    Post by Gisen Ceostra on 10th October 2018, 5:59 pm

    ♣C-Rank Spells♣
    3/3 slots 1/1 sig 1/1 adv

    Name: Crystal Dome
    Rank: C
    Type: Defensive/Earth
    Durability: 120
    Range: 10 meter diameter with a 5 meter high height
    Speed: 5 m/s
    Duration: Up to 5 posts
    Downside: N/A
    Description: The user creates a dome of crystal stone from the ground below surrounding them, using them as the center point. The crystal is transparent enough for anyone on either side to be able to see through.
    Strengths:


    • The done is able to protect several allies as well as the caster themselves.
    • While this spell can defend from attacks, it alternatively can prevent people from escaping as well.


    Weaknesses:


    • Due to this spells solitary standing, it's a feeding trough for earth and crystal slayers.
    • As well as it is a strength, trapping ones self inside the dome with an enemy is very problematic to escape from.



    Name: Golem's Anger
    Rank: C
    Type: Offensive/Earth
    Damage: 45
    Range: Arm's length
    Speed: N/A?
    Duration: Instant
    Downside: With this spells functionality, all damage dealt is purely spell based and will not include any form of bonus damage from physical buffs.
    Description: The casters fists up to their forearm hardens and thickens into large fists (think the hulk foam fists toy). These are then slammed into the first object, person, spell, etc. it hits sending a burst of energy through the fist(s), inflicting the spell damage.
    Strengths:


    • This spell would require no additional earth around the user to activate. If any, it would be excessive.


    Weaknesses:


    • Due to this spell being the pinnacle of close combat, the user would end up wasting this spell if they were slower than their opponent.



    Name: Earth God Slayers Kusarigama
    Rank: C
    Type: Offensive/Earth
    Damage: 60
    Range: 30 meters
    Speed: 30 m/s
    Duration: Instant
    Downside: -
    Description: The caster molds a weapon from the earth itself shaped like a Kusarigama. The caster then throws either the chain end or the bladed end of the weapon at a target. If the weapon hits, it deals the initial spell damage and allow the caster to either pull the target in, pull themselves to them, or to simply keep them from getting away.
    Strengths: -


    • Aside from damaging, this spell can be used to disrupt the actions of an enemy and throw them off guard.


    Weaknesses:


    • With the spell hitting a target, it can be used against the casters favor based around anothers element.



    Signature Spell


    Name: Gaia's Guard
    Rank: C-S (current S)
    Type: Defensive/Earth
    Damage: 0
    Range: Self to Single target up to 200 meters away
    Speed: N/A
    Duration: 10 posts
    Downside: N/A
    Description: The caster magically imbues several rocks around the area onto a target, be it themselves or another. These rocks constantly rotate around the body of the casters target. While this spell is active, the targeted person receives a 35% damage reduction for the duration.
    Strengths:


    • Allowing an ally the ability to gain damage reduction


    Weaknesses:


    • If a buff is applied of equal or higher rank aimed towards this spells typing, the reduction from this spell will be dispelled.



    Advanced Spell


    Name: Rock Blast
    Rank: C+
    Type: Offensive/Earth
    Damage: 90
    Range: 45 meters
    Speed: 45 m/s
    Duration: Instant
    Downside: N/A
    Description: The user slams a foot on the ground and slowly raises their arms, levitating a boulder from the ground the size of a care tire. The boulder, with the movements of the caster imitating that of a martial arts movement style would thrust their arm out, forcing the boulder to fire forward.
    Strengths:


    • Being that the user requires earth to use this spell, they are able to use this spell in nearly all places of fighting.


    Weaknesses:


    • This spell cannot be used if the caster does not follow in the same form of a martial arts style movement.


    Last edited by Gisen Ceostra on 24th October 2018, 9:17 am; edited 4 times in total


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    Gisen Ceostra

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    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
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    Re: Affinity of the Body

    Post by Gisen Ceostra on 10th October 2018, 5:59 pm

    ♣B-Rank Spells♣
    3/3 spells 1/1 advanced

    Name: Golem's Shield
    Rank: B
    Type: Defensive/Earth
    Durability: 160
    Range: Self
    Speed: N/A
    Duration: 6 posts
    Downside: N/A
    Description: The user creates a Tower Shield out of the earth around them. The Tower shield is slightly taller than the caster their current body size.
    Strengths:


    • A shield large enough to defend the users entire body while being portable enough to help defend another person if need be.


    Weaknesses:


    • Despite the shield being used to help defend against attacks, it can be easily fought around due to its size.



    Name: Dig
    Rank: B
    Type: Supplementary
    Damage: 0
    Range: Up to 200 meters
    Speed: 75 m/s
    Duration: 1 post
    Downside: N/A
    Description: The user dives into the ground, creating a hole and tunnel in their path with enough room for an average sized human to climb through. The user can then dig underneath the ground to pop back up from the underground within the range allowed.
    Strengths:


    • This ability gives the caster a chance to be able to dodge spells or to reposition themselves outside of a place if they had gotten stuck inside of a place.


    Weaknesses:


    • Aside from this spell being unable to dodge, they can also become easily targetable by spells that would fill holes. For example, rushing water, flowing lava, etc. as they have nowhere to run to.



    Name: Earth God Slayers Bellow
    Rank: B
    Type: Offensive/Earth
    Damage: 60
    Range: 150 meters
    Speed: 100 m/s
    Duration: Instant
    Downside: -
    Description: The caster takes in a deep breath and uses the very earth inside of them that they are made of and unleashes it in a large bellow. The Bellow reaches 25 meters in diameter and appears as though a mixture of black sand and rocks circling around constantly like a tornado in the desert.
    Strengths:


    • Due to the larger size of the spell, it makes it easier to hit multiple targets.


    Weaknesses:


    • Despite of the larger size of the spell, the attack itself can still be blocked by a shield.



    Name: Golem's Heart
    Rank: B+
    Type: Healing/Earth
    Healing: 120
    Range: Self
    Speed: N/A
    Duration: Instant
    Downside: N/A
    Description: The user pulls the earth from under them onto their body, restoring damaged parts and and missing ones while healing themselves in the process.
    Strengths:


    • Reforming lost limbs allows for the caster to even the playing field.


    Weaknesses:


    • The caster is unable to use this spell for any ally, no matter if they are human or another earth elemental, spirit, or other derivative of it.


    Last edited by Gisen Ceostra on 24th October 2018, 9:32 am; edited 3 times in total


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    Gisen Ceostra

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    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
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    Re: Affinity of the Body

    Post by Gisen Ceostra on 10th October 2018, 5:59 pm

    ♣A-Rank Spells♣
    2/3 spells 1/1 advanced

    Name: Earth Power
    Rank: A
    Type: Offensive/Lava
    Damage: 75
    Range: 150 m/s
    Speed: 100 m/s
    Duration: Instant
    Downside: Creates a flowing pool of lava in the area.
    Description: The caster draws the very molten core of the earth to the surface in a crater like area in front of them. The impact and/or initial subsequent contact with the lava will inflict the full damage stated in the spell to anyone hit. Afterwards, the crater fills with a large pool of lava with few molten rocks inside.
    Strengths:


    • The large area allows for either a great attack on many enemies or to create a very large gap if running from enemies.


    Weaknesses:


    • Fire GS and DeS slayers have a lovely and large bowl of freshly poured lava soup!



    Name: Golem's Adamant Mind
    Rank: A
    Type: Defensive/Earth
    Durability: 200 hp
    Range: Self
    Speed: N/A
    Duration: 6
    Downside: N/A
    Description: The user refines the earth itself into a shield made of Adamantine ore. This rock is incredibly durable and the shield itself covers roughly 2/3 of the casters body, when arm is at chest level will cover everything from the nose down to the knees.
    Strengths:


    • Due to the durability known from Adamant ore itself, this shield is very handy at being able to defend the user in combat.


    Weaknesses:


    • Because this shield does not cover the entirety of the users body, enemies can still target the open areas of the body if they think smart.



    Name: Earth God Slayers Mudslide
    Rank: A
    Type: Offensive/Earth
    Damage: 50 hp
    Range: 150 meters
    Speed: 75 m/s
    Duration: 6 post
    Downside: Due to being an AoE, this spell can affect allies as well as enemies.
    Description: The caster liquefies the ground around them and then creates a tsunami like wave towards an enemy or enemies. The wave will then crash own and coat the entire area around them with a thick foot high of mud. All enemies and even allies caught within have their movement speed reduced by 40% while trapped inside the AoE. Once the duration is up, the mu quickly hardens into a thick ground, fully able to support up to 500 lbs of pressure with ease.
    Strengths: -


    • This spell's speed debuff does not affect any person whom is affiliated with earth magics or bodily (i.e. elemental)


    Weaknesses:


    • Aside from the debuff affecting enemies, even the spells initial crashing wave can still cause damage to the casters allies.



    Name: Slayers Resolve
    Rank: S
    Type: Healing/Earth
    Heal: 100 hp
    Range: Self
    Speed: N/A
    Duration: Instant
    Downside: Only usable on the caster
    Description: The caster pulls up a perfectly spherical piece of rock from the ground and eats it. Upon eating the rock, the caster is able to heal themselves of wounds.
    Strengths: -


    • Quick easy way for the caster to heal themselves


    Weaknesses:


    • Because it's made of rocks mixed with an unholy essence, the caster is the only one whom is able to consume for its purpose of healing.



    Name: Golem's Rage
    Rank: A+
    Type: Offensive/Buff/Earth
    Damage: 0
    Range: Self
    Speed: Same as casters rank
    Duration: 9
    Downside: -30% speed of caster through duration
    Description: The users temper snaps beyond a point. They then become surrounded by rocks and dirt around before becoming a 12 foot tall Rock Golem. During which time, their physical attacks and spells based on physical damage gain additional damage by 50% of the spells rank (50). If 100 damage is dealt to the caster of this spell, the enraged form is dispelled.
    Strengths:


    • Due to the sheer size increase the user gets as well as the intimidating form itself, the caster has an increased chance of hitting a foe that has to stay close.


    Weaknesses:


    • Because of their larger form and slower speed, the caster becomes a much larger target, allowing more spells to impact them heavily and shutting this ability down quicker.


    Last edited by Gisen Ceostra on 24th October 2018, 6:37 pm; edited 3 times in total


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    Gisen Ceostra

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    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
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    Re: Affinity of the Body

    Post by Gisen Ceostra on 10th October 2018, 6:00 pm

    ♣S-Rank Spells♣
    2/3 spells 1/1 advanced

    Name: Obsidian Skin
    Rank: S
    Type: Defensive/Earth
    Durability: 240
    Range: Self
    Speed: N/A
    Duration: 10
    Downside: Cannot be used while "Golem's Rage" spell is active. If max stacks are used, cooldown of spells becomes 15 posts instead of 12 posts
    Description: The users skin becomes black as Obsidian rock itself and their eyes begin to glow a yellow color. During this duration, the user gains 50% damage reduction and upon activation adds 2 stacks to the Armored Core ability if currently active. If the user reaches max stacks while this ability is active, it can increase the number of damage that the shield can absorb (making 120 damage barrier into 240 before cd).
    Strengths:


    • With this spell active, the user can freely be able to attack without worry of taking too much damage while recklessly attacking.


    Weaknesses:


    • In lighter areas, the user cannot hide at all due to the overly dark color scheme.



    Name: Obsidian War Hammer
    Rank: S
    Type: Offensive/Earth
    Damage: 90 +melee ranked damage
    Range: 4 feet
    Speed: N/A
    Duration: 8 posts
    Downside: N/A
    Description: The user brings up a large War Hammer made entirely of Obsidian rock. The rod of the Hammer is 4 feet in length with another 1.5 feet of pure obsidian rock on top. The war hammer can take up to 150 hp in damage before it shatters.
    Strengths:


    • Due to the size and typ of rock this is made of, the Warhammer is a very harsh weapon to try and clash against with another weapon or shield.


    Weaknesses:


    • Because of the oblong way the weight of the hammer is, fighting against it can be very easy to go around.



    Name: -
    Rank: -
    Type: -
    Damage: -
    Range: -
    Speed: -
    Duration: -
    Downside: -
    Description: -
    Strengths: -


    • -


    Weaknesses:


    • -



    Name: Gaia's Vengeance
    Rank: S+
    Type: Offensive/Earth
    Damage: 135
    Range: 300 meters in diameter
    Speed: 150 m/s
    Duration: Instant
    Downside: Spikes from spell do not dissipate or crumble, changing the entire battlefield
    Description: The caster slams anything of theirs into the ground like a foot, head, hand, weapon, into the ground. Hundreds of large, thick spikes made of rock will begin to form up to 10 meter high, shooting up from the ground until it has consumed the whole spell radius. There is no room between any of the spikes, making fighting on the even ground practically impossible.
    Strengths:


    • With the large area this spell impacts and the ground around the caster, the spell can impact any fight in any sort of way.


    Weaknesses:


    • Flying makes this spell completely useless.


    Last edited by Gisen Ceostra on 24th October 2018, 7:10 pm; edited 2 times in total


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    Theo

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    Re: Affinity of the Body

    Post by Theo on 18th October 2018, 5:46 pm

    [Bunny!  I got your magic, and since you already know me let's get rollin'. Edits look like this~]


    ♛:

    @Gisen Ceostra wrote:
    ♣Affinity of the Body♣

    Magic Name: Affinity of the Body
    Magic Type: Caster
    Description: Affinity of the body is the basis of an elementals very being. It involves the use of what they're made of in order to gain the maximum advantage in combat or even the knowledge of. With this type of magic, the users own body can be used as a source of magic, or they are able to use the element around them in order to attack. Though as a magic based around the earth, it's stronger points are made more for defensive purposes, but does not completely exclude the ability to use offensive techniques either. Even in such a case, the strengths behind the defensive capabilities of an earth based magic can easily use defense to outperform offensive opponents and then strike back with allies or some other means of fighting.

    Strengths:


    • Stronger defensive and supplementary capabilities
    • Abundant source of element almost anywhere at almost any given time
    • Ability to use ones own body to make spells from as a source




    Weaknesses:


    • The user of this magic is nearly useless when out at sea or in larger bodies of water away from the land
    • Because the user is also the same type of element as their magic, spells that have advantages over them will deal more damage to them.
    • Most defensive spells used are stationary when created, which can be made easy to go around for close combat people.



    Unique Abilities:

    • Fortification: The user takes 25% less damage from all sources.
    • Thick Shell: Defensive spells have a 50% increased durability.
    • Sensory: Without the need for sight, anything on land creates a sensory pulse within 50 meters. This cannot affect anything within objects connected to the ground, such as trees, buildings, and other objects of the sort unless they are strictly made from the earth itself (i.e. a ridge, hill, cliffside.) The sensory only gives off a sound based on the weight and pressure put into the step, however no matter how nimble a step, it will still resonate a sensory pulse if within the range.
    • Stone Edge: Any physical combative strikes will deal back 75% of the damage back to the enemy. If a weapon hits, the weapon takes the damage rather than the wielder of said weapon and actual physical contact would need to be required to reflect back said damage to an enemy specifically.
    • Mana Core: The casters max mp is increased by 40%
    • Armored Core: When anyone around the caster creates a defensive spell or ability within 100 meters, the caster gains an AC stack. The user has 2 stacks per rank (max S) and gains 5% damage reduction per stack. The stacks, no matter how high UP TO MAX lasts at most of 3 posts. If no defensive spells have been casted within that time, the stacks reset and go on a 3 post cooldown before they can begin to stack again. If the caster reaches max AC stacks, the caster can no longer gain any stacks until the current amount is expended OR 5 posts have passed. The caster is within this period of time, allowed to expend all stacks to reduce the amount of damage taken by 100%. If this is done, this ability's cooldown is doubled to 6 posts before it is allowed to begin again.
      [Reducing damage hard caps at 50% for spell and melee each total, so the last part of this UA about reducing damage 100% isn't allowed.

      Additionally, you've already reduced spell and melee damage 25% each in the first UA, Fortification, so each have only 25% more to go until they reach cap. With 2 stacks per rank up to S, that's potentially another 50% in unspecified damage reduction, which would be over cap if all stacks were applied to one type of damage reduction. A tweak in wording so that the stacks can only reduce up to 25% each damage type would fix this.]



    Spell Type: Solitary benefit

    Slayer benefits:

    • +25% Strength, Speed, and HP.
    • Greatly enhanced Hearing, Sight, and Smell.
    • The Force Ability.
    • Ability to Consume Magic of same element for MP (See below)
    • Resistance to their slayer element based off how powerful the opposing spell/ability being used on them is:


      • 2 Ranks Above Character: 0%
      • 1 Rank Above Character: 10%
      • Same Rank as Character: 25%
      • 1 Rank below Character: 35%
      • 2 Ranks below character: 50%




    @Gisen Ceostra wrote:
    ♣D-Rank Spells♣
    3/4 slots 1/1 adv.

    Name: Round Shield
    Rank: D
    Type: Defensive/Earth
    Durability: 80
    Range: Self
    Speed: N/A
    Duration: 2 posts
    Downside: None
    Description: The user creates a small round shield out of the earth around them or out of their own arm. This earthen shield cannot be used by any other person other than the caster of this magic.
    Strengths:


    • A quick, portable shielding type of spell.


    Weaknesses:


    • Because it is small, larger spells or multiple attacks or attackers can easily get around this shield.



    Name: Rock Wall
    Rank: D
    Type: Defensive/Earth
    Durability: 80
    Range: Up to 3 feet away, 8 feet high, 5 feet long, and 1 foot thick [Let's put this in meters for consistency's sake. ^^ ]
    Speed: 15 m/s
    Duration: 3 posts
    Downside: N/A
    Description: The user stomps a foot or hand into the ground. A wall of earth is then forced up from the ground in front of the caster.
    Strengths:


    • An easy to use spell in any situation with little requirements of using.


    Weaknesses:


    • - [This is missing. o.o]



    Name: Rock Shard
    Rank: D
    Type: Offensive/Earth
    Damage: 40 hp
    Range: 15 meters
    Speed: 15 m/s
    Duration: Instant
    Downside: Burst spell: decreased range for higher speed in short range
    Description: The user holds up an open palmed hand or kicks straight out like a jabbing motion in some manner and fires a shard shaped rock toward an area where an opponent is at.
    Strengths:


    • A fast, quick move allowing the user to make their attack quick to counter an opponent if need be.


    Weaknesses:


    • It's short range will be useless to anyone able to keep poking at her with longer ranged abilities and spells.



    Name: -
    Rank: D
    Type: -
    Damage: -
    Range: -
    Speed: -
    Duration: -
    Downside: -
    Description: -
    Strengths: -


    • -


    Weaknesses:


    • -



    Name: Geo-recovery
    Rank: D+
    Type: Supplementary/Earth
    Damage: 60
    Range: 90 meters
    Speed: 75 m/s
    Duration: Instant
    Downside: N/a
    Description: The caster breaks down the solid earth into a soft mud like substance and proceeds to coat an injury made on themselves or another person. This substance will provide full pain relief if used on someone whom feels any pain and will heal them for 60 hp.
    Strengths:


    • The healing ability used is more potent when used than most basic defensive spells, and being that it uses the earth around them, it can be used in nearly any situation it is needed for.


    Weaknesses:


    • If using on an ally from a distance, this spell can be stopped by any other spell making contact with it.


    @Gisen Ceostra wrote:
    ♣C-Rank Spells♣
    2/4 slots (+1 purchased slot) 1/1 sig 1/1 adv

    Name: Crystal Dome
    Rank: C
    Type: Defensive/Earth
    Durability: 120
    Range: 10 meter diameter with a 5 meter high height
    Speed: 5 m/s
    Duration: Up to 5 posts
    Downside: N/A
    Description: The user creates a dome of crystal stone from the ground below surrounding them, using them as the center point. The crystal is transparent enough for anyone on either side to be able to see through.
    Strengths:


    • The done is able to protect several allies as well as the caster themselves.
    • While this spell can defend from attacks, it alternatively can prevent people from escaping as well.


    Weaknesses:


    • Due to this spells solitary standing, it's a feeding trough for earth and crystal slayers.
    • As well as it is a strength, trapping ones self inside the dome with an enemy is very problematic to escape from.



    Name: Golem's Anger
    Rank: C
    Type: Offensive/Earth
    Damage: 60
    Range: Arm's length
    Speed: N/A?
    Duration: Instant
    Downside: With this spells functionality, all damage dealt is purely spell based and will not include any form of bonus damage from physical buffs.
    Description: The casters fists up to their forearm hardens and thickens into large fists (think the hulk foam fists toy). These are then slammed into the first object, person, spell, etc. it hits sending a burst of energy through the fist(s), inflicting the spell damage. [This is a multi-target/ hit spell, so the damage each hit would be 45HP.]
    Strengths:


    • This spell would require no additional earth around the user to activate. If any, it would be excessive.


    Weaknesses:


    • Due to this spell being the pinnacle of close combat, the user would end up wasting this spell if they were slower than their opponent.



    Name: -
    Rank: C
    Type: -
    Damage: -
    Range: -
    Speed: -
    Duration: -
    Downside: -
    Description: -
    Strengths: -


    • -


    Weaknesses:


    • -



    Signature Spell


    Name: Gaia's Guard
    Rank: C-S (current S)
    Type: Defensive/Earth
    Damage: 0
    Range: Self to Single target up to 200 meters away
    Speed: N/A
    Duration: 10 posts
    Downside: N/A
    Description: The caster magically imbues several rocks around the area onto a target, be it themselves or another. These rocks constantly rotate around the body of the casters target. While this spell is active, the targeted person receives a 40% damage reduction for the duration. [Lower to 35% each between spell and melee damage since they are two separate buffs. Also, it's worth noting the 50% cap here since with your UAs and this spell it would not apply fully to you, but might to others. \o/ ]
    Strengths:


    • Allowing an ally the ability to gain damage reduction


    Weaknesses:


    • If a buff is applied of equal or higher rank aimed towards this spells typing, the reduction from this spell will be dispelled.



    Advanced Spell


    Name: Rock Blast
    Rank: C+
    Type: Offensive/Earth
    Damage: 90
    Range: 45 meters
    Speed: 45 m/s
    Duration: Instant
    Downside: N/A
    Description: The user slams a foot on the ground and slowly raises their arms, levitating a boulder from the ground the size of a care tire. The boulder, with the movements of the caster imitating that of a martial arts movement style would thrust their arm out, forcing the boulder to fire forward.
    Strengths:


    • Being that the user requires earth to use this spell, they are able to use this spell in nearly all places of fighting.


    Weaknesses:


    • This spell cannot be used if the caster does not follow in the same form of a martial arts style movement.


    @Gisen Ceostra wrote:
    ♣B-Rank Spells♣
    2/4 spells (+1 from event slot) 1/1 advanced

    Name: Golem's Shield
    Rank: B
    Type: Defensive/Earth
    Durability: 160
    Range: Self
    Speed: N/A
    Duration: 6 posts
    Downside: N/A
    Description: The user creates a Tower Shield out of the earth around them. The Tower shield is slightly taller than the caster their current body size.
    Strengths:


    • A shield large enough to defend the users entire body while being portable enough to help defend another person if need be.


    Weaknesses:


    • Despite the shield being used to help defend against attacks, it can be easily fought around due to its size.



    Name: Dig
    Rank: B
    Type: Supplementary
    Damage: 0
    Range: Up to 200 meters
    Speed: 75 m/s
    Duration: Instant
    Downside: N/A
    Description: The user dives into the ground, creating a hole and tunnel in their path with enough room for an average sized human to climb through. The user can then dig underneath the ground to pop back up from the underground within the range allowed.
    [This one's a little confusing. You have options here. Keep the instant duration and change range and speed to burst values like a teleport, or change the duration to 1 and keep the bigger range and slower speed.]
    Strengths:


    • This ability gives the caster a chance to be able to dodge spells or to reposition themselves outside of a place if they had gotten stuck inside of a place.


    Weaknesses:


    • Aside from this spell being unable to dodge, they can also become easily targetable by spells that would fill holes. For example, rushing water, flowing lava, etc. as they have nowhere to run to.



    Name: -
    Rank: -
    Type: -
    Damage: -
    Range: -
    Speed: -
    Duration: -
    Downside: -
    Description: -
    Strengths: -


    • -


    Weaknesses:


    • -



    Name: Golem's Heart
    Rank: B+
    Type: Healing/Earth
    Healing: 120
    Range: Self
    Speed: N/A
    Duration: Instant
    Downside: N/A
    Description: The user pulls the earth from under them onto their body, restoring damaged parts and and missing ones while healing themselves in the process.
    Strengths:


    • Reforming lost limbs allows for the caster to even the playing field.


    Weaknesses:


    • The caster is unable to use this spell for any ally, no matter if they are human or another earth elemental, spirit, or other derivative of it.


    @Gisen Ceostra wrote:
    ♣A-Rank Spells♣
    2/3 spells 1/1 advanced

    Name: Earth Power
    Rank: A
    Type: Offensive/Lava
    Damage: 75
    Range: 150 m/s
    Speed: 100 m/s
    Duration: Instant
    Downside: Creates a flowing pool of lava in the area.
    Description: The caster draws the very molten core of the earth to the surface in a crater like area in front of them. The impact and/or initial subsequent contact with the lava will inflict the full damage stated in the spell to anyone hit. Afterwards, the crater fills with a large pool of lava with few molten rocks inside.
    Strengths:


    • The large area allows for either a great attack on many enemies or to create a very large gap if running from enemies.


    Weaknesses:


    • Fire GS and DeS slayers have a lovely and large bowl of freshly poured lava soup!



    Name: Golem's Adamant Mind
    Rank: A
    Type: Defensive/Earth
    Durability: 200 hp
    Range: Self
    Speed: N/A
    Duration: 6
    Downside: N/A
    Description: The user refines the earth itself into a shield made of Adamantine ore. This rock is incredibly durable and the shield itself covers roughly 2/3 of the casters body, when arm is at chest level will cover everything from the nose down to the knees.
    Strengths:


    • Due to the durability known from Adamant ore itself, this shield is very handy at being able to defend the user in combat.


    Weaknesses:


    • Because this shield does not cover the entirety of the users body, enemies can still target the open areas of the body if they think smart.



    Name: -
    Rank: -
    Type: -
    Damage: -
    Range: -
    Speed: -
    Duration: -
    Downside: -
    Description: -
    Strengths: -


    • -


    Weaknesses:


    • -



    Name: Golem's Rage
    Rank: A+
    Type: Offensive/Buff/Earth
    Damage: 0
    Range: Self
    Speed: Same as casters rank
    Duration: 9
    Downside: -30% speed of caster through duration
    Description: The users temper snaps beyond a point. They then become surrounded by rocks and dirt around before becoming a 12 foot tall Rock Golem. During which time, their Damage reduction becomes a flat 75% no matter what other buffs may be applied already. Physical damage of any sort will be increased by 25% as well. If 100 damage is dealt to the caster of this spell, the enraged form is dispelled.  [Damage reduction hard caps at 50%. Also, it's 50% between all spells and UAs, and you have damages resistances elsewhere in UAs and spells.]
    Strengths:


    • Due to the sheer size increase the user gets as well as the intimidating form itself, the caster has an increased chance of hitting a foe that has to stay close.


    Weaknesses:


    • Because of their larger form and slower speed, the caster becomes a much larger target, allowing more spells to impact them heavily and shutting this ability down quicker.


    @Gisen Ceostra wrote:
    ♣S-Rank Spells♣
    2/2 spells 1/1 advanced

    Name: Obsidian Skin
    Rank: S
    Type: Defensive/Earth
    Durability: 240
    Range: Self
    Speed: N/A
    Duration: 10
    Downside: Cannot be used while "Golem's Rage" spell is active. If max stacks are used, cooldown of spells becomes 15 posts instead of 12 posts
    Description: The users skin becomes black as Obsidian rock itself and their eyes begin to glow a yellow color. During this duration, the user gains 50% damage reduction and upon activation adds 3 stacks to the Armored Core ability if currently active. If the user reaches max stacks while this ability is active, it can increase the number of damaged reduced spells that Armored Core can block by 1 (making 1 spell into 2 spells before cd).
    [Damage reduction hard caps at 50% between all spells and UAs.]
    Strengths:


    • With this spell active, the user can freely be able to attack without worry of taking too much damage while recklessly attacking.


    Weaknesses:


    • In lighter areas, the user cannot hide at all due to the overly dark color scheme.



    Name: Obsidian War Hammer
    Rank: S
    Type: Offensive/Earth
    Damage: 12 +melee ranked damage
    Range: 4 feet
    Speed: N/A
    Duration: 8 posts
    Downside: N/A
    Description: The user brings up a large War Hammer made entirely of Obsidian rock. The rod of the Hammer is 4 feet in length with another 1.5 feet of pure obsidian rock on top.
    [Needs weapon durability. ]
    Strengths:


    • Due to the size and typ of rock this is made of, the Warhammer is a very harsh weapon to try and clash against with another weapon or shield.


    Weaknesses:


    • Because of the oblong way the weight of the hammer is, fighting against it can be very easy to go around.



    Name: Gaia's Vengeance
    Rank: S+
    Type: Offensive/Earth
    Damage: 135
    Range: 400 meters in diameter
    Speed: 300 m/s
    Duration: Instant
    Downside: Spikes from spell do not dissipate or crumble, changing the entire battlefield
    Description: The caster slams anything of theirs into the ground like a foot, head, hand, weapon, into the ground. Hundreds of large, thick spikes made of rock will begin to form up to 10 meter high, shooting up from the ground until it has consumed the whole spell radius. There is no room between any of the spikes, making fighting on the even ground practically impossible. [This is an AOE spell, and should have Advanced S+ AOE values.]
    Strengths:


    • With the large area this spell impacts and the ground around the caster, the spell can impact any fight in any sort of way.


    Weaknesses:


    • Flying makes this spell completely useless.


    [Alright! Just bump this thread back when done or if you have any questions~ <33 ]


    _____________________________________________________________________________________

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    Gisen Ceostra

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    Character Sheet
    First Magic:
    Second Magic: Sky Demon Slayer (Lacrima)/Carrot Make (Tertiary)
    Third Magic:

    Re: Affinity of the Body

    Post by Gisen Ceostra on 24th October 2018, 7:10 pm

    All edits made in accordance to rules!

    -UA's reduced from 6 to 3
    -Armored Core ability altered to accommodate resistance limits
    -All D rank spells fixed
    -C rank weakness added (idk how i missed it...)
    -B ranks include 1 new spell for slayer magic
    -A ranks also include a new spell for slayer magic
    (both using empty slots of course)
    -S ranks edited and left one slot to be used later when another spell idea comes up.


    _____________________________________________________________________________________

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    Theo

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    Character Sheet
    First Magic: Jello Magic
    Second Magic: Drathir Takeover
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    Re: Affinity of the Body

    Post by Theo on 31st October 2018, 2:09 am

    [Alright. Just a couple little things~]

    ♛:
    @Gisen Ceostra wrote:
    ♣C-Rank Spells♣
    3/3 slots 1/1 sig 1/1 adv

    Name: Crystal Dome
    Rank: C
    Type: Defensive/Earth
    Durability: 120
    Range: 10 meter diameter with a 5 meter high height
    Speed: 5 m/s
    Duration: Up to 5 posts
    Downside: N/A
    Description: The user creates a dome of crystal stone from the ground below surrounding them, using them as the center point. The crystal is transparent enough for anyone on either side to be able to see through.
    Strengths:


    • The done is able to protect several allies as well as the caster themselves.
    • While this spell can defend from attacks, it alternatively can prevent people from escaping as well.


    Weaknesses:


    • Due to this spells solitary standing, it's a feeding trough for earth and crystal slayers.
    • As well as it is a strength, trapping ones self inside the dome with an enemy is very problematic to escape from.



    Name: Golem's Anger
    Rank: C
    Type: Offensive/Earth
    Damage: 45
    Range: Arm's length
    Speed: N/A?
    Duration: Instant
    Downside: With this spells functionality, all damage dealt is purely spell based and will not include any form of bonus damage from physical buffs.
    Description: The casters fists up to their forearm hardens and thickens into large fists (think the hulk foam fists toy). These are then slammed into the first object, person, spell, etc. it hits sending a burst of energy through the fist(s), inflicting the spell damage.
    Strengths:


    • This spell would require no additional earth around the user to activate. If any, it would be excessive.


    Weaknesses:


    • Due to this spell being the pinnacle of close combat, the user would end up wasting this spell if they were slower than their opponent.



    Name: Earth God Slayers Kusarigama
    Rank: C
    Type: Offensive/Earth
    Damage: 60
    Range: 30 meters
    Speed: 30 m/s
    Duration: Instant
    Downside: -
    Description: The caster molds a weapon from the earth itself shaped like a Kusarigama. The caster then throws either the chain end or the bladed end of the weapon at a target. If the weapon hits, it deals the initial spell damage and allow the caster to either pull the target in, pull themselves to them, or to simply keep them from getting away.
    Strengths: -


    • Aside from damaging, this spell can be used to disrupt the actions of an enemy and throw them off guard.


    Weaknesses:


    • With the spell hitting a target, it can be used against the casters favor based around anothers element.



    Signature Spell


    Name: Gaia's Guard
    Rank: C-S (current S)
    Type: Defensive/Earth
    Damage: 0
    Range: Self to Single target up to 200 meters away
    Speed: N/A
    Duration: 10 posts
    Downside: N/A
    Description: The caster magically imbues several rocks around the area onto a target, be it themselves or another. These rocks constantly rotate around the body of the casters target. While this spell is active, the targeted person receives a 35% damage reduction for the duration.
    [Just make sure to note that it can't go over max cap on resistances of 50%, since it would for you with your UAs active and could if whoever you cast it on has resistances too.]

    Strengths:


    • Allowing an ally the ability to gain damage reduction


    Weaknesses:


    • If a buff is applied of equal or higher rank aimed towards this spells typing, the reduction from this spell will be dispelled.



    Advanced Spell


    Name: Rock Blast
    Rank: C+
    Type: Offensive/Earth
    Damage: 90
    Range: 45 meters
    Speed: 45 m/s
    Duration: Instant
    Downside: N/A
    Description: The user slams a foot on the ground and slowly raises their arms, levitating a boulder from the ground the size of a care tire. The boulder, with the movements of the caster imitating that of a martial arts movement style would thrust their arm out, forcing the boulder to fire forward.
    Strengths:


    • Being that the user requires earth to use this spell, they are able to use this spell in nearly all places of fighting.


    Weaknesses:


    • This spell cannot be used if the caster does not follow in the same form of a martial arts style movement.



    @Gisen Ceostra wrote:
    ♣S-Rank Spells♣
    2/3 spells 1/1 advanced

    Name: Obsidian Skin
    Rank: S
    Type: Defensive/Earth
    Durability: 240
    Range: Self
    Speed: N/A
    Duration: 10
    Downside: Cannot be used while "Golem's Rage" spell is active. If max stacks are used, cooldown of spells becomes 15 posts instead of 12 posts
    Description: The users skin becomes black as Obsidian rock itself and their eyes begin to glow a yellow color. During this duration, the user gains 50% damage reduction and upon activation adds 2 stacks to the Armored Core ability if currently active. If the user reaches max stacks while this ability is active, it can increase the number of damage that the shield can absorb (making 120 damage barrier into 240 before cd).
    [The max buff for S rank spells is 70%, so this would do 35% for each spell and physical. Combined with your 25% each from your UA, that puts both over the hard cap of 50% for resistances without even considering the stacks from the other UA. So you could keep it and just state it maxes at 50% for each damage type, or utilize a different buff. ^^ ]

    Strengths:


    • With this spell active, the user can freely be able to attack without worry of taking too much damage while recklessly attacking.


    Weaknesses:


    • In lighter areas, the user cannot hide at all due to the overly dark color scheme.



    Name: Obsidian War Hammer
    Rank: S
    Type: Offensive/Earth
    Damage: 90 +melee ranked damage
    Range: 4 feet
    Speed: N/A
    Duration: 8 posts
    Downside: N/A
    Description: The user brings up a large War Hammer made entirely of Obsidian rock. The rod of the Hammer is 4 feet in length with another 1.5 feet of pure obsidian rock on top. The war hammer can take up to 150 hp in damage before it shatters.
    Strengths:


    • Due to the size and typ of rock this is made of, the Warhammer is a very harsh weapon to try and clash against with another weapon or shield.


    Weaknesses:


    • Because of the oblong way the weight of the hammer is, fighting against it can be very easy to go around.



    Name: -
    Rank: -
    Type: -
    Damage: -
    Range: -
    Speed: -
    Duration: -
    Downside: -
    Description: -
    Strengths: -


    • -


    Weaknesses:


    • -



    Name: Gaia's Vengeance
    Rank: S+
    Type: Offensive/Earth
    Damage: 135
    Range: 300 meters in diameter
    Speed: 150 m/s
    Duration: Instant
    Downside: Spikes from spell do not dissipate or crumble, changing the entire battlefield
    Description: The caster slams anything of theirs into the ground like a foot, head, hand, weapon, into the ground. Hundreds of large, thick spikes made of rock will begin to form up to 10 meter high, shooting up from the ground until it has consumed the whole spell radius. There is no room between any of the spikes, making fighting on the even ground practically impossible.
    Strengths:


    • With the large area this spell impacts and the ground around the caster, the spell can impact any fight in any sort of way.


    Weaknesses:


    • Flying makes this spell completely useless.


    [Alrighty~ Bumpity bump when done!]


    _____________________________________________________________________________________


      Current date/time is 18th January 2019, 2:35 am