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    Shadow-Make

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    Famine
     
     

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    Character Sheet
    Character Name: Famine
    Primary Magic: Shadow Make
    Secondary Magic: Arc of Time

    Bump Shadow-Make

    Post by Famine on 27th November 2013, 1:22 pm

    Primary Magic
    Shadow-Make
     
    Secondary Magic
    XXX
     
    Caster or Holder 
    Caster
     
    Description: Shadow-Make is a type of Molding Magic which utilizes the element of darkness. The user can create a variety of objects out of shadow to be used for offensive, defensive or other purposes.
     
    The user has control over shadows and darkness around them. Shadow Magic allows the user to bend and shape their own shadow and surrounding shadows for various purposes, including offense and defensive use. This allows the user a great deal of flexibility. A skilled user easily use their shadow and the shadows of others to create or destroy whatever they please, However the abilities of Shadow magic may become somewhat limited if the user Is not in an ideal fighting environment. For example, If the user had to fight an opponent in an open and well lit area. There would not be as many dark places or accessible shadows.
    ---
     
    Magic Strengths: Famine has remarkably great intuition; some people say it is natural for someone possessing dark element magic to possess great instinct. Apparently, they can tell when something feels “darker than it should be” Anyone could tell that a dark and spooky forest was bad news, but Famine may receive impulses in situations which would not appear dangerous to a normal person.  Just like her own personal danger alarm.
     
    Shadow-Make is strong against plant type magic and elements. Notably, Famine’s magic has been shown to be strong against mind based magic including but not limited to, Telepathy and Illusions.  When dealing with plants she has a 70% chance of stopping the spells growth, slowing the casting speed regardless. Plants don’t grow too great in the dark right? As for the Mind-based stuff, Famine can destroy illusions with the use of her shadows and even muffle telepathy by just thinking about it. (Assuming the mage is at least below one level/rank than her)
     
    Famine can phase into a shadow any moment she sees fit, Well, if her magic levees aren't drained.  Anyway, becoming a dark and partial-transparent figure, Famine can vanish into shadows cast by other objects or even people, Ideal for get-aways. However, the mage can only move or hide like this for one post, Ascending from a nearby shadow and taking back her original form when finished. 
    She, like any other maker magic user, can create various non-animated and non-combat items from her element such as keys, Items, tools, ect.
     
    Magic Weaknesses: Famine possesses a born weakness to Fire, Lightning and Light type magic, all types of magic which give off Light. Light magic will shatter any of Famine’s Creations instantly (If the same rank) while Fire, Lightning and even Light magic deal %5 more damage than they would to her if she possessed any other element of magic. Famine had a very difficult time learning exactly how to use her magic when she was younger; Famine’s mind was never quite focused and balanced enough to handle this type of magic. Long story short she needs to be thinking clearly to use her abilities; If Famine becomes too flustered, she will be unable to use or control her magic power.
     
    Famine has been known to give off a strong negative magical vibe thanks to her dark element… Many would be surprised to know that the dark power they felt in the air belonged to a legal mage; Her power gives off the exact same sensation you may feel from Savage Skull wizard.
     
    Additional Abilities
     

    ---:

    Night Vision: As a shadow creation wizard, Famine was born with the convenient of night sight. She can see well darker areas, and maneuver through pitch black darkness. Her eyes are just able to pick up more light than other peoples, making bright days harsh on her sometimes.
     
    Health By Darkness: When the users hand is in contact with shadows the user can receive dark energy to heal themselves. Like most healing spells/abilities it isn't a quick fix and the caster will need to be patient throughout the process shadows mend tend wounds, taking the form of ribbon like bandages. (Heals one rank spell of current rank D rank mage can heal one D rank spell damage C rank mage can heal one C rank factor of damage per post) Famine may use this ability to heal others but for this comes a price.  She must be willing to sacrifice some of her own health to replenish that of another. (caster loses 2% health to replenish 1%, 100/50, etc.)

    Shadow Transportation: As seen in other spells, Famine can phase into a shadow any moment she sees fit, Well, if her magic levels aren't drained that is.  Anyway, becoming a dark and partial-transparent figure, Famine can vanish into shadows cast by other objects or even people, Ideal for get-aways. However, the mage can only move or hide like this for one post, Ascending from a nearby shadow and taking back her original form when finished.  It's a natural skill for Famine. She has spells which branch off from this ability which allow her to be unseen for longer periods of time and move further away with the cost of some of her mana.

    Creation: She, like any other maker magic user, can create various non-animated and non-combat items from her element such as keys, Items, tools, ect.


    -Lineage-





    Wrath of Neptune:



    Wrath of Neptune:


    Description: A powerful water mage, who called himself Neptune The Great, plunged his people into war after the assassination of his wife and daughter. According to the legends he flooded the entire land of his enemies and swept them away. Upon his death he cast his power into an amulet that was to be given to his best friend's son, who had become more like family to him as well. The moment the young man put the amulet around his neck, he claimed that some sort of energy had entered his body. In times of distress, he could briefly control the water around him to release the anger he felt within. The water would come together in a big wave directed to a target he had chosen in his mind.

    Ability: Allows the user to redirect any water type magic, forming it into a huge wave with power equal to his rank. Also allows the user to manipulate nearby bodies of water to create a huge wave that deals damage equal to the users rank; caps at S-Rank damage.

    Usage: Can only be used twice per thread.


     
    Spell Book:

     
    D-rank:
    Shadow Form:
    Name:  Shadow Form
    (シャドウフォーム/Shadoufōmu)

    Rank: D
     
    Type: Shadow, Offensive, Defensive


    Description:  Famine quickly phases into that of a shadow, her entire body reduced to a blurry dark silhouette. This form grants Famine down onto a surface and transforms their body into that of a shadow, granting them the ability to move around surfaces. The user can transition in and out of this form as they please. This a good spell to help the caster get the jump on the opponent. It is also great for slipping out of a tricky situation.


    Strengths: 
     
    -Attacks deal +1 D-rank damage in this form.
    - Makes caster untouchable and unaffected by physical damage or weak/un-ranked weapons.
    - Ability to move across surfaces freely.
     
    Weakness:  
     
    - A dark presence can be felt by mages of a higher rank than Famine making enemies more aware.
    - Short duration of 2 posts.
    - Spells can still hit the caster and cause damage when they is in this form.
    - x2 damage from light magic based spells while in shadow form.
     
    Duration/Cool down:
     
    Duration: 2 posts
    Cool down: 4 posts
     
     ---
     
    SM:
    Name: Shadow Make: Wall
    (壁/ Shadoumeiku: Kabe)
     
    Type: Shadow, Defensive, Molding Magic

    Rank: D

    Description:  To use this spell Famine presses her right hand over their left  and extends their arms forward, Casting the spell they manipulates her own shadow and it will stretch itself out into a 5 by 5 wall that protects the caster from an incoming attack
     
    Strengths:
     
    - Defends the caster from an upcoming attack
    - MP needed to cast this spell is deducted by 1/2
    -Can be cast up to 15 meters away if necessary


    Weaknesses:
     
    -Can only protect a few people
    -Casting delay
    -Can only withstand one or two D-rank attacks
     
    Duration/Cool down:
     
    Duration: 1
    Cool down: 3

     ---

     
    SM:
    Name: Shadow Make: Darts
    (ダーツ/ Shadoumeiku: Dātsu)


    Type: Shadow, Offensive, Molding Magic

    Rank: D

    Description: The caster will send their right hand out towards a target holding their palm out towards the target. Saying the spell, a magic circle appears on his/her hand as they charge their magic energy and compress into needle-like charges that are then projected at the opponent in a rapid-fire fashion.


    Strengths:
     
    - 10 rounds will deal D rank damage-
    - A rapid fire assault can be particularly difficult to evade-
    - Has a long range (15 meters) 
     
    Weaknesses:
     
    - Every small projectile drains a small amount of magic energy, the more a wizard decides to fire the more magic energy is drained. (Around 10 shots drain 5% of the casters magic energy and will deal D rank damage to the opponent)
    -Can be deflected back at the caster with a legendary weapon or blocked by a Strong weapon 
    - Shadow dragon slayers can easily eat this attack
    - Long cool down (6 posts)


    Duration/Cool down:
     
    Duration: 1(Instant)
    Cool down:

    ---
     
    SM:
    Name: Shadow Make: Sword
     (剣/Shadoumeiku: Ken)

     
    Type: Shadow,Molding Magic Offensive, Molding Magic



    Rank: D



    Description: The user creates a blade, Shadows in the form of a short sword that can be used for melee combat. The weapon is strong enough to stand up against weak weapons and a D ranked spells or two.


    Strengths:
     
    - Convenient spell to use if disarmed
    - It's fairly light easy to swing
    - A quick spell to cast
     
    Weaknesses:
     
    - The weapon will break if clashed with a strong weapon or higher
    - Short ranged
    - Cant damage through ranked armor
    -Disperses without warning after 3 posts
     
    Duration/Cool down:
     
    Duration: 3
    Cool down: 5
     ---
     
    Void Portal:
    Name: Void Portal
     (ボイドポータル/Boidopōtaru)

     
    Type: Shadow, Movement


    Rank: D


    Description: The caster can walk right into any area where a shadow is drawn over and exit out of another. The caster is not required to move their entire body through this spell, they can easily get away with pushing a single arm through a shadow an up through their opponents to trip them.


    Strengths:
     
    - Quick way to confuse an opponent
    - Can pass items through portal including other people
    - Very convenient in and outside of battle
     
    Weaknesses:
     
    -Useless in well-lit areas
    -Can only emerge from a shadow in range. (10 yards)
    -The caster can only use physical attacks while still residing in the portal they can't cast other spells (Tried to have that make sense.... Think about it, while your using this spell to move around you cant start using another spell until this one is finished)
    -Shadows given off have to be large enough for the caster to slip through
     
    Duration/Cool down:
     
    Duration: 2
     Cool Down: 4

    ---

    C-Rank:
    SM spikes:

    Name: Shadow Make: Spikes 
    (スパイク/Shadoumeiku: Supaiku)
     
    Rank: C


    Type: Shadow, Molding Magic, Offensive, Defensive,


    Description: A spell in which the user slams a hand on the floor, And with that their shadow stretches out ahead of her covering the ground in a long shadow, from the darkness spikes appear to pierce through the ground where her shadow is drawn shadows, shooting up from the darkened ground. As many as 5 pointed shards jet up from the shadow at a target once cast. The spikes are as long as 20 feet and will grow to an appropriate length to strike a target. The spell is fast reacting and can be cast in a matter of seconds. This attack can be used to run a target through or even deflect projectiles. The spell can be cast one per a post allowing the users to create 5 spikes at the maximum.


    Strengths:
     
    - The spell can be cast and strike a target within a split second
    - Shadow Make: spikes can reach as far as 35 feet, making also great for long distance attacks
    -Defensive and offensive


    Weaknesses:
     
    - If struck with a B rank spell or higher the spikes will shatter
    -The caster may not intend to kill their opponent, but the spell is sturdy enough to impale anyone even through their vitals
    - The spikes will immediately shatter if hit by a light based attack


    Duration/Cool down:
     
    Duration: 2
    Cool down: 3
     ---
     
    SM garden of thorns:
    Name: Shadow Make: Garden Of Thorns
     (いばらの庭/Shadoumeiku: Ibara niwa)

     
    Rank: C


    Type: Shadow, Poison, Molding Magic Offensive, Defensive,


    Description: The user concentrates energy into their hands and releases By moving their hand upwards. As many as 3 giant vines rise out from the ground, The branches are spiked with poisonous thorns and made out of a shadowy aura, the spell can act as a whip and snap at the target, slashing them with the thorned sides. Or even be used to block incoming projectiles. The branches are very versatile and be controlled by the caster through gestured commands.


    Strengths:
     
    -The thorns are poisonous, If an opponent is scraped with a thorn they will take poison damage for three posts one time (deducts a certain amount of HP depending on their rank for 3 posts, cant be used again on the same opponent)
     
    Example: 
     
    D-Rank: (-7HP)  C-Rank: (-5HP)  B Rank: (-3HP)  All above ranks: (-1HP)
     
    -The branches are versatile and have multiple capabilities. Including Offence and Defense
    - The vines are 'giant' as said in the description; they can reach up to 10 meters in length (around 33 feet)



    Weaknesses:
     
    - The spell takes a long time to recharge. (6 posts)
    - This spell is more lacks durability and can only withstand a few C rank spells. (2 C rank attacks per vine.) It will disburse if hit with a B rank or light based spell
    - The poison can not be used on the same opponent again. Once an opponent has suffered 3 posts of poisoning they grow immune and cannot be poisoned again in the thread


    Duration/Cool down:
     
    Duration: 5 posts
    Cool down: 6 posts

     ---
     
    SM crushing net:
    Name: Shadow Make: Crushing Net
    (ネット破砕/Shadoumeiku: Netto hasai)
     
    Rank: C


    Type: Shadow, Molding Magic


    Description:The caster creates a shadowy net around their opponent. The more the target struggles in the net the tighter it will become over time. The net deducts MP of whoever is caught by it, but is weaker to outside force and will break if in contact with a C rank spell.


    Strengths:
     
    - Deals C rank damage once every post that the target is trapped as the net gets tighter and begins to crush.
    - Immobilizes the target
    - Useful for ambushing


    Weaknesses:
     
    - This spell lacks durability and will break if hit with a C rank spell
    - The net can be broken on the outside
    Example: If Rita catches Player B in the net his friend Player D can come and get him out if he uses a C rank spell and breaks the net
    - The net can only hit an opponent as far as 15 meters


    Duration/Cool down:
     
    Duration: 3 posts
    Cool Down: 5 posts

    ---
    B-rank :
     
    SM Hurricane:
    Name: Shadow Make: Hurricane
    (ハリケーン/Shadoumeiku: Harikēn)


    Rank: B
     
    Type: Shadow, Wind, Molding Magic,
     
    Description: Rita twists her torso and bends an arm behind her back as a dark glow begins to emit from her palm. A Spiral of black, shadowy, wind twirls around her hand. Quickly twisting back and sweeping her palm towards the target, releasing it in their direction and generating a massive dark whirlwind, about 35 feet (11 meters) in diameter. The whirlwind will spin at a target at speeds of 60 mph and will reach as far as 40 meters.


    (Click spoiler twice, its glitch ^^^^) 
    Strengths:
    -Attacking spells can be intercepted and absorbed in the torrent to cause additional damage, ( ect. trapped flame spells may cause the spell to burn targets/sand may blind) including the targets attacks-
    - May send opponents/objects caught in the gust airborne for as high as 25 feet (8 meters)-
    -Can deal damage to multiple targets, groups of enemies-
     
    Weaknesses:
    -If the spell does not hit anything after going 40 meters, it stops-
    -Can be absorbed by BOTH sky or shadow slayers-
    - Uni-directional, meaning the spell is meant to be fire in a single direction (cannot pursue a target if dodged)-
    -The hurricane cannot absorb spells above B rank/it can only collect spells that equal to a total of B-Rank.  If any more comes into contact with it, then the hurricane instantly disburses, and if the spell was B-rank or lower that caused it to do so, it's canceled, too, otherwise, the spell will still be incoming-
     
    Duriation/Cool down:
    Duration: 1 post (Instant)
    Cooldown: 5 posts
     
     --
     
    SM Black canon:
    Name: Shadow Make: Black Cannon
     (ブラックキャノン/Shadoumeiku: Burakkukyanon)
     
    Rank: B
     
    Type: Shadow, Maker Magic, Offensive
     
    Description: Magic circle spinning beneath her, her right arm is enveloped with a dark matter, shaping it into that of long barreled cannon. Rita takes aim, firmly planting her feet into the ground. “Shadow Make: Black Cannon!” With these words the circle below her ignites in a shadowy glow as a massive shadow ball explodes out from the barrel and rockets at its target with speeds of 100 m/s. The projectile can hurl itself up to 50 meters before automatically exploding in a 30 meter radius, still dealing damage to what it reaches. Upon impact the shadow ball deals B rank damage, exploding around the area reaching up to 30 meters harming to those within the vicinity as well.


    Strengths:
    -An ideal finisher spell, great for finishing the job -
    -Will also damage any enemies within the vicinity of the blast-
    -A spell particularly difficult to evade thanks to its speed and range-
     
    Weaknesses:
    -Will damage anything within range including buildings, pedestrians, and allies-
    -If Rita gets distracted while summoning this spell, and peers over to look at something else, he could accidentally injure or destroy something she had no intention of damaging-
    -The spell is not idea for close combat. Rita would easily be caught in the blast too-
    -Uni-directional, cannot peruse target-
     
    Duration/Cool down:
    Duration: 1 post (Instant)
    Cool down: 4 posts
     
    ---
     
    SM Bricks:
    Name: Shadow Make: Bricks
    (レンガ/Shadoumeiku: Renga)
     
    Rank: B
     
    Type: Shadow, Maker Magic, Offensive, Defensive
     
    Description: Raising an open hand in the air above her at a 45 degree angle, Rita’s signature arcane circle appears in flat on the surface of her palm. Prior to giving off a vibrant dark glow, anywhere from 30 to 40 rectangular blocks rip through the surface of the circle, each enveloped in a black shadowy aura. The bricks will magically float in the air, slowly rotating and drifting around the mage at her command. If needed, the blocks can fly at targets with speeds of 50 mph. The user’s imagination I the only limit, this spell is easily one of the most versatile forms of magic Rita will come across. Barriers can be built to block spells, (withstanding up to two sets of B rank damage.) Barriers can be built around enemies,  Bricks can be arranged to create pathways over or around obstacles, the blocks can snap together to form a bigger entity to crash into clusters of enemies, or they can be chucked at an opponent rapidly, a total of dealing B rank damage to any single opponent.
     
    Strengths:


    -Extremely versatile. The spell contains offensive AND defensive perks (convenient with other uses too)-
    -Cannot only defend the user, but also others within the vicinity-
    -Bricks may snap together into walls, steps or larger forms for other uses-
     
    Weaknesses:


    -The bricks individually do not deal much damage at all; the whole bundle can only deliver B-Rank damage. Separated among targets, less damage is dealt.
    -The bricks can be broken by an attacking A-rank spell or instantly by Fire or Light type magic.
    -If one brick is hit and shattered, the rest of the spell disburses in to a dark mist as well.
    -The spell only remains active for 2 posts.
     
    Duration/Cool down:
    Duration: 2 posts
    Cool down: 4 posts
     


    Last edited by Rita on 2nd March 2015, 5:55 pm; edited 43 times in total


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    Bump Re: Shadow-Make

    Post by Eris on 1st December 2013, 8:29 pm

    XxRitaReexX wrote:Primary Magic: Shadow Magic

    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)

    Caster or Holder: Caster

    Description:The user has control of shadows and darkness around them. Shadow Magic allows the user to bend their own shadow and surrounding shadows for various purposes, such as offense and defense, allowing the user a great deal of flexibility. A skilled user can merge with their shadow and the shadows of others, granting them the element of surprise.However the abilities of Shadow magic may become some what limited if the user Is not in the ideal fighting environment, For example If the user had to fight there opponent in an open and well lit area. There would not be as many shadows to manipulate and use so the user would be at a disadvantage.


    Magic Strengths:

    -Offensive and defensive capabilities.

    -Element of surprise

    -More flexible in darker areas


    Weaknesses:

    -Attacks/Spells are not very accurate in general.

    -Not very durable as shadows aren't the toughest thing to cut through.

    -Weaker in well lit areas where less manipulable shadows are.

    One more please~


    Additional Abilities:
    -Night Vision:As a wizard of darkness the user is born with the convenient ability to see better in darker areas.

    Please if there is anything I should add TELL ME and I will bump it as soon as I can!



    Spells:

    -----------------------
    Name: Dark Room

    Rank: D

    Type: Defensive

    Description: If the user has enough magic energy obtained they can pull off this spell, when Dark room is cast the user creates an enclosed space from the users magic energy. The room is completely closed off trapping the opponent completely defenseless in the dark with the caster.
    Explain in better detail.  How are they trapped?  It mentions enclosed spaces so I assume it just seals an existing area off.   How big is the area enclosed.   How far away can you enclose an area.

    Strengths:

    -Extremely durable,Other than any other Shadow Magic spells this one is a bit more tricky to get out of

    -Closes off the opponents movement,Being pent up in a closed area isn't to good.

    -Opponent is blinded and is completely robed of the element of sight due to lack of light and needs to rely on their other senses to get out of this one.

    Weaknesses:

    -Long cool down of 6 posts. (Starts when spell wears off)

    -Uses up allot of the caster's energy Specify.

    -The Distance this spell isn't to incredibly far the caster will need to get close enough before they can ensure an accurate hit.     Hit?  It didn't seem to actually target anyone in particular.

    One more weakness.

    Duration/Cool down:  Bold.

    -The opponent is trapped in Dark room for 3 posts

    -Takes 6 posts to cool down

    -----------------------------
    Name:Shadow form

    Rank: D

    Type: Offensive AND Defensive

    Description:The user transforms their body into a shadow, granting them the ability to move around surfaces. The user can transition in and out of this form as they please.This a good spell to help the caster get the jump on the opponent. It is also a great spell to help slip out of any tricky situation.

    Strengths:

    -Element of surprise

    -Makes Caster intangible to physical damage from Weak or unkranked weapons.

    -Move across surfaces freely


    Weakness:

    -Predictable

    -Short duration of 2 posts

    - Doesn't protect against Weak+ or stronger weapons,  neither any spells.

    - Double damage from Light spells.


    Cool down/duration:

    -The caster can move freely as a shadow for 2 posts.

    -The spell will take 3 post to recharge,(Starting after the spell wears off)

    --------------------------
    Name:Shadow Guard

    Type:
    Defensive

    Rank: D

    Description:The user crosses there arms before them charging enough magic energy before they manipulates their own shadow to create a shadow to stretch itself into a dome that protects the caster from an incoming attack.

    Strengths:


    -Defends the caster from an upcoming attack.

    -Very quick cool down 1 post

    -Doesn't tire the caster all that much

    Weaknesses:

    -Not very durable It can probably hold back a few D rank spells,Nothing more just enough to save your skin.

    -Duration,Short duration of 1 post  Too long for it's cooldown, especially as it's a weakness.  Several seconds at most.   Two more weaknesses.

    Cool down/Duration:

    -The spell will roughly only hold up 1 post.

    -The cool down on this spell is quick-1 post.
    ----------------------------
    Name: Shadow Dart

    Type: Offensive

    Rank:D

    Description: The caster can charge their magic energy from the palm of their hand and compress their magic energy into shadow needle like charges that are then shot at the opponent in a rapid fire like fashion. One shot itself wont do much to the opponent but having dozens of pieces of compressed magic energy hitting you has to hurt.

    Strengths:

    -Can have a long duration of 5 posts if the caster wishes to continue firing this attack.

    -An assault that can be particularity difficult to evade.

    -Has a long range of about 15 meters

    Weaknesses:

    -With each dart shot a small amount of magic energy is drained,The longer the caster decide to keep this assault up the more magic energy is drained. Explain.   Perhaps 1% energy per dozen needles,  firing 12 needles per second,  or about five dozen (5%) per post amounting to an average of D-rank damage per post.   Just scratches if they don't get hit too much,  or a little more than D-rank if they take a lot.

    -Is a very quick to tire the caster.

    Two more.


    Cool down/ Duration:

    -The spell can continue to be cast for 5 posts straight,that's if the caster is stupid enough to use up that much magic energy.

    -The spell has a cool down of 3 posts, +1 post every 2 posts it's sustained (Continued firing).


    Red = Comments.
    Blue = Corrections.
    Green = Please Remove.


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    Deception | Despair | Domination
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    Famine
     
     

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    Character Sheet
    Character Name: Famine
    Primary Magic: Shadow Make
    Secondary Magic: Arc of Time

    Bump Re: Shadow-Make

    Post by Famine on 2nd December 2013, 5:30 pm

    Bumped!thanks for the feedback!


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    Bump Re: Shadow-Make

    Post by Eris on 2nd December 2013, 6:45 pm

    XxRitaReexX wrote:Primary Magic: Shadow Magic

    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)

    Caster or Holder: Caster

    Description:The user has control of shadows and darkness around them. Shadow Magic allows the user to bend their own shadow and surrounding shadows for various purposes, such as offense and defense, allowing the user a great deal of flexibility. A skilled user can merge with their shadow and the shadows of others, granting them the element of surprise.However the abilities of Shadow magic may become some what limited if the user Is not in the ideal fighting environment, For example If the user had to fight there opponent in an open and well lit area. There would not be as many shadows to manipulate and use so the user would be at a disadvantage.


    Magic Strengths:

    -Offensive and defensive capabilities.

    -Element of surprise

    -More flexible in darker areas


    Weaknesses:

    -Attacks/Spells are not very accurate in general.

    -Not very durable as shadows aren't the toughest thing to cut through.

    -Weaker in well lit areas where less manipulable shadows are.

    -Most Attacks drain mass amount of the users magic energy at a time depending on the spell

    Additional Abilities:
    -Night Vision:As a wizard of darkness the user is born with the convenient ability to see better in darker areas.

    Please if there is anything I should add TELL ME and I will bump it as soon as I can!



    Spells:

    -----------------------
    Name: Dark Room

    Rank: D

    Type: Defensive

    Description: If the user has enough magic energy obtained they can pull off this spell, when Dark room is cast the user creates an enclosed space from the users magic energy. The room is completely closed off trapping the opponent completely defenseless in the dark with the caster. The area the target is trapped in a box like space no openings or escape route till the spell wears down. The space is quite small 10 foot wide walls and about 7 feet tall.

    Strengths:

    -Extremely durable,Other than any other Shadow Magic spells this one is a bit more tricky to get out of

    -Closes off the opponents movement,Being pent up in a closed area isn't to good.

    -Opponent is blinded and is completely robed of the element of sight, Due to lack of light the opponent needs to rely on their other senses to get out of this one.

    Weaknesses:

    -Long cool down of 6 posts. (Starts when spell wears off)

    -Uses up allot of the caster's energy-About 25%

    -The Distance this spell isn't to incredibly far the caster will need to get close enough before they can ensure the target gets closed in.
    How close... ?


    -The caster is stuck in the box whether they like it or not till the spell wears down.

    Duration/Cool down:

    -The opponent is trapped in Dark room for 3 posts

    -Takes 6 posts to cool down

    -----------------------------
    Name:Shadow form

    Rank: D

    Type: Offensive AND Defensive

    Description:The user transforms their body into a shadow, granting them the ability to move around surfaces. The user can transition in and out of this form as they please.This a good spell to help the caster get the jump on the opponent. It is also a great spell to help slip out of any tricky situation.

    Strengths:

    -Element of surprise

    -Makes Caster intangible to physical damage from Weak or unkranked weapons

    -Move across surfaces freely

    - Doesn't protect against Weak+ or stronger weapons,  neither any spells.

    - Double damage from Light spells.


    Weakness:

    -Predictable

    -Short duration of 2 posts

    - Doesn't protect against Weak+ or stronger weapons,  neither any spells.

    - Double damage from Light spells.


    Cool down/duration:

    -The caster can move freely as a shadow for 2 posts.

    -The spell will take 3 post to recharge,(Starting after the spell wears off)

    --------------------------
    Name:Shadow Guard
    Type:
    Defensive

    Rank: D

    Description:The user crosses there arms before them charging enough magic energy before they manipulates their own shadow to create a shadow to stretch itself into a dome that protects the caster from an incoming attack.

    Strengths:


    -Defends the caster from an upcoming attack.

    -Very quick cool down

    -Doesn't tire the caster all that much

    Weaknesses:

    -Not very durable It can probably hold back D rank spells,Nothing more just enough to save your skin.

    -Short range casting. Only can cast about 3 feet away.

    -Drains about 10% of the casters magic energy. That adds up to allot after constantly blocking attacks

    -Slight delay before this spell can be re-cast

    Cool down/Duration:

    -The spell will roughly only hold up 1 post at the most but can be broken.

    -The cool down on this spell is 1 post- Few seconds.
    ----------------------------
    Name: Shadow Dart

    Type: Offensive

    Rank:D

    Description: The caster can charge their magic energy from the palm of their hand and compress the magic energy into shadow needle like charges that are then shot at the opponent in a rapid fire like fashion. One shot itself wont do much to the opponent but having dozens of pieces of compressed magic energy hitting you has to hurt.

    Strengths:

    -Can have a long duration of 5 posts if the caster wishes to continue firing this attack.

    -An assault that can be particularity difficult to evade.

    -Has a long range of about 15 meters

    Weaknesses:

    -With each dart shot a small amount of magic energy is drained,The longer the caster decide to keep this assault up the more magic energy is drained. 20 shots uses up about 1% of the casters magic energy.   You don't give the individual damage or give a comparison of damage anywhere... 

    -Is a very quick to tire the caster.

    -One shot wont do much damage-On the other hand if you add up a bunch of hits,well... You get the point.

    -Difficult to regain energy used up by constant fire of this attack.

    Cool down/ Duration:

    -The spell can continue to be cast for 5 posts straight,that's if the caster is stupid enough to use up that much magic energy.

    -+1 post every 2 posts it's sustained (Continued firing).


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    Bump Re: Shadow-Make

    Post by Famine on 5th January 2014, 10:35 pm

    Okay Phew... I am 99.9% sure everything is perfect now I just need some one who can approve. Bumped!


    Last edited by Rita on 5th January 2014, 10:38 pm; edited 1 time in total (Reason for editing : Forgot to capitalize... IT WAS BUGGING ME!)


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    Bump Re: Shadow-Make

    Post by Godlike Frederik on 6th January 2014, 2:42 am

    Approved


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    Bump Re: Shadow-Make

    Post by Alye on 16th January 2014, 7:44 pm

    Unlocked for spell revampment.


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    Bump Re: Shadow-Make

    Post by TacticalFallacy on 17th January 2014, 9:28 pm

    This is to note that Rita has brought an additional D-rank spell slot. Please also note to the checker that Rita has only 5 D-rank spell slots now, as I cannot find evidence of any other purchase.


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    Bump Re: Shadow-Make

    Post by Aria Beleren on 18th January 2014, 1:42 pm

    approved


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    Bump Re: Shadow-Make

    Post by Chaotic Rumble on 6th March 2014, 10:20 am

    Rita wrote:

    Primary Magic: Shadow Magic

    Secondary Magic: ---

    Caster or Holder: Caster

    Description: The user has control of shadows and darkness around them. Shadow Magic allows the user to bend their own shadow and surrounding shadows for various purposes, such as offense and defense, allowing the user a great deal of flexibility. A skilled user can merge with their shadow and the shadows of others, granting them the element of surprise.However the abilities of Shadow magic may become some what limited if the user Is not in the ideal fighting environment, For example If the user had to fight there opponent in an open and well lit area. There would not be as many shadows to manipulate and use so the user would be at a disadvantage.


    Magic Strengths:

    - Offensive and defensive capabilities.

    - More flexible in darker areas.

    -Defensive spells only use half the usual MP.


    Weaknesses:

    - Many Spells lack general accuracy and range.

    - Defensive is not very durable as shadows aren't the toughest thing to cut through.

    - Weaker in well lit areas where less shadows are.

    -Shadow Dragon slayers can eat most spells.

    Additional Abilities:
    -Night Vision:As a wizard of darkness the user is born with the convenient ability to see better in darker areas.

    -Shade Boost: Agility is increased by 20% in darker areas allowing higher likely of dodging attacks <--- Please reduce this to 10%

    -Health By Darkness: When the users hand is in contact with shadows the user can revive dark energy to heal themselves. Like most healing spells/abilities it isn't a quick fix and the caster will need to wait and relax as the shadows mend their wounds. <--- Sure, have this ability heal one spell rank of your current rank (E.G you're a D-Rank mage, you get healed by a factor of 1 D-Rank spell per post)

    -Health By Darkness (Healing allies): Same as above but Rita can heal other people the same way as herself, but for this comes a price. She must sacrifice some of her health to replenish the health of another.(Rita looses 1% health to replenish 0.5%) each time Rita heals some one the curving marks on her arms get slightly more vibrant from the shadows transmitting through her skin. The darker these lines are the more damaged her mental state is, and the more damaged she is mentally the easier it will be for her to go mad.


    -D rank spells-


    -----------------------------
    shadow form:
    Name: Shadow form

    Rank: D

    Type: Offensive & Defensive

    Description: The user transforms their body into a mere shadow, granting them the ability to move around surfaces. The user can transition in and out of this form as they please.This a good spell to help the caster get the jump on the opponent. It is also a great spell to help slip out of any tricky situation.

    Strengths:

    - Attacks deal  2% more damage dealt while in this form. <--- Have this changed to attacks deal D-Rank damage.

    - Makes Caster intangible to physical damage from Weak or un-ranked weapons.

    - Ability to move across surfaces freely.

    Weakness:

    - When the user travels across surfaces a slightly darker area can be noticed where they are at.

    - Short duration of 2 posts

    - Doesn't protect against ranked spells. <--- I don't quite understand what this means

    - Double damage is taken from Light spells while in this form.

    Cool down/duration:

    - The caster can move freely as a shadow for 2 posts.

    - The spell will take 4 post to recharge.
    --------------------------
    SM Wall:
    Name:Shadow Make: Wall

    Type:
    Defensive

    Rank: D

    Description: The user crosses there arms over each other before them gathering magic energy before they manipulates their own shadow to stretch itself into a 5 by 5 wall that protects the caster from an incoming attack.

    Strengths:


    - Defends the caster from an upcoming attack.

    - Drains about 5% of the casters magic energy.

    -Can be cast up to 5 meters away if necessary to defend others.

    Weaknesses:

    -Can only protect one perhaps two.

    - Slight delay before this spell can be cast.

    -Can only hold one, if your lucky one or two D-rank attacks.

    Cool down/Duration:

    - The spell will roughly only hold up 1 post until it crumbles.

    - The cool down on this spell is 3 posts.
    ----------------------------
    SM Darts:
    Name: Shadow Make:Darts

    Type: Offensive

    Rank:D

    Description: The caster can charge their magic energy from the palm of their hand and compress the magic energy into shadow needle like charges that are then shot at the opponent in a rapid fire like fashion. One shot itself wont do much to the opponent but having dozens of pieces of compressed magic energy hitting you has to hurt.

    Strengths:

    - Can have a long duration of 5 posts if the caster wishes to continue firing this attack. <--- Are you firing darts all of the time?

    - An assault that can be particularity difficult to evade.

    - Has a long range of about 15 meters

    Weaknesses:

    - With each dart shot a small amount of magic energy is drained,The longer the caster decide to keep this assault up the more magic energy is drained. (20 shots uses up about 1% of the casters magic energy. and 20 shots do 2% damage) <--- Change it so 10 shots do D-Rank damage, since according to you they're meant to be weak, but having 20 shots equal D-Rank damage makes this spell too weak, so 10.

    - Will leave the caster short of breath

    -Can be deflected back at the caster with a C-rank weapon or blocked by a D-rank weapon.

    - Shadow dragon slayers can eat this attack

    Cool down/ Duration:

    -Takes 7 posts to recharge

    - +1 post every 2 posts it's sustained (Continued firing- can fire 5 posts max).
    --------------------
    Void Portal:
    Name: Void Portal

    Type: Defensive AND Offensive

    Rank: D

    Description: The caster can walk right into any shadowed area and exit out of another.The caster does not have to move there whole body through they can merely push an arm through a shadow an up through the opponents to trip them.

    Strengths:

    - Quick way to confuse an opponent.

    - Can pass items through portal including other people.

    - Very convenient in and outside of battle.

    Weaknesses:

    - Useless in well lit areas.

    - Can only emerge out of a shadow in range. (10 yards)

    - The caster can only launch physical attacks while still residing partially in the portal they can't cast a spell like shadow dart by pushing there hand through a shadow and out through the opponent's shadow. (Tried to make that make sense.... Think about portal but only this time you cant shoot another portal from the gun while still residing in the portal in this case.)

    -Shadows given off have to be large enough for the caster to slip through.

    Cool down/Duration:

    - 4 post cool off.

    - Portal can stay intact for about 2 posts.
    ---------------------
    SM Sword:
    Name:Shadow-Make:Sword

    Type: Offensive

    Rank: D

    Description: The user creates a sword made of shadows surrounding bound together from the casters magic energy for melee combat. The sword is strong enough to stand up against D rank weapons.

    Strengths:
    - If your disarmed you can always cast the spell to get a new blade.

    - It's fairly light easy to swing.

    - You can cast the spell within a few seconds.


    Weaknesses:

    - The weapon will break if clashed with a C rank weapon or higher.

    - Short ranged.

    - Cant damage through any armor.

    -Disperses automatically after 4 posts.

    Cool down/Duration:

    - Takes 6 posts to cool.

    - Will wear off after 4 posts if still in tact.

    Sorry Rita, a few things need to be changed. Comments are in this colour. It really isn't much, just some things I saw needed to be changed. Please bump once the changes are made.


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    Bump Re: Shadow-Make

    Post by Famine on 13th May 2014, 4:45 pm

    Bumpedand my C rank spells have been added.


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    Bump Re: Shadow-Make

    Post by Famine on 22nd May 2014, 9:31 pm

    Bump


    Last edited by Rita on 23rd February 2015, 5:55 pm; edited 1 time in total


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    Bump Re: Shadow-Make

    Post by Famine on 23rd February 2015, 5:55 pm

    B-Rank spells have been added! I've contacted Chaotic, hes gonna check this for me. ;D


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    Bump Re: Shadow-Make

    Post by Chaotic Rumble on 26th February 2015, 5:02 am

    Heyo Rita!

    We sure are doing this late, huh? My apologies on that.

    So, let us begin, shall we?

    Hurricane: Please state that you may only do this to ally spells, unless the intention was for some sort of possible interception with enemy spells (make sure to tell me this in the bump/reply post). I also want to know the size of the hurricane, and how far you can knock and opponent up.

    Black Canon: One thing I want here is how fast the projectile travels. That's it.

    Bricks: I'm okay with this.

    Bump once everything is done!


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    Bump Re: Shadow-Make

    Post by Famine on 26th February 2015, 12:03 pm

    The interception idea was my original intention, otherwise my spell would be just as good as a unison raid and that's not really fair to those who sign up for them, train, and go through the trouble of getting them approved. I added the range an opponent can be knocked up and added a diameter. If it helps you under stand a little bit better this is kinda how I want the spell to look like. I'm basing the scale/range/ect. after this too. Sorry for not being clear on my first attempt.
     

    I've added the projectile speed to Black Cannon. I wanted my magic to be real somewhat so I did a little research: The speed of a fired cannonball in life is anywhere close to 100 m/s to 200. I'm scared to death of my magic being to OP so I'm sticking with the minimal (100 m/s--- about 220 mph). It's still very fast although. I'll lower it down to 80 m/s if there will be any issues. >.<

    Thanks for the check


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    Primary Magic: Shadow Make
    Secondary Magic: Arc of Time

    Bump Re: Shadow-Make

    Post by Famine on 21st March 2015, 6:18 pm

    Discussed over Skype, I thought I PMed you about it a bit ago but all of the additional changes and little tweaks were made.


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    Bump Re: Shadow-Make

    Post by Kihia on 27th March 2015, 3:14 pm

    Doing this in Chao's steed,



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    Introduction/Plot point:


    Combat:


    Ice Make: Knight:
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    Bump Re: Shadow-Make

    Post by Desirée Blooms on 11th December 2017, 9:05 pm

    Spoiler:

    @Famine wrote:
    Primary Magic
    Shadow-Make
     
    Secondary Magic
    XXX
     
    Caster or Holder 
    Caster
     
    Description: Shadow-Make is a type of Molding Magic which utilizes the element of darkness. The user can create a variety of objects out of shadow to be used for offensive, defensive or other purposes.
     
    The user has control over shadows and darkness around them. Shadow Magic allows the user to bend and shape their own shadow and surrounding shadows for various purposes, including offense and defensive use. This allows the user a great deal of flexibility. A skilled user easily use their shadow and the shadows of others to create or destroy whatever they please, However the abilities of Shadow magic may become somewhat limited if the user Is not in an ideal fighting environment. For example, If the user had to fight an opponent in an open and well lit area. There would not be as many dark places or accessible shadows.
    ---
     
    Magic Strengths: Famine has remarkably great intuition; some people say it is natural for someone possessing dark element magic to possess great instinct. Apparently, they can tell when something feels “darker than it should be” Anyone could tell that a dark and spooky forest was bad news, but Famine may receive impulses in situations which would not appear dangerous to a normal person.  Just like her own personal danger alarm.
     
    Shadow-Make is strong against plant type magic and elements. Notably, Famine’s magic has been shown to be strong against mind based magic including but not limited to, Telepathy and Illusions.  When dealing with plants she has a 70% chance of stopping the spells growth, slowing the casting speed regardless. Plants don’t grow too great in the dark right? As for the Mind-based stuff, Famine can destroy illusions with the use of her shadows and even muffle telepathy by just thinking about it. (Assuming the mage is at least below one level/rank than her)
     
    Famine can phase into a shadow any moment she sees fit, Well, if her magic levees aren't drained.  Anyway, becoming a dark and partial-transparent figure, Famine can vanish into shadows cast by other objects or even people, Ideal for get-aways. However, the mage can only move or hide like this for one post, Ascending from a nearby shadow and taking back her original form when finished. 
    She, like any other maker magic user, can create various non-animated and non-combat items from her element such as keys, Items, tools, ect.
     
    Magic Weaknesses: Famine possesses a born weakness to Fire, Lightning and Light type magic, all types of magic which give off Light. Light magic will shatter any of Famine’s Creations instantly (If the same rank) while Fire, Lightning and even Light magic deal %5 more damage than they would to her if she possessed any other element of magic. Famine had a very difficult time learning exactly how to use her magic when she was younger; Famine’s mind was never quite focused and balanced enough to handle this type of magic. Long story short she needs to be thinking clearly to use her abilities; If Famine becomes too flustered, she will be unable to use or control her magic power.
     
    Famine has been known to give off a strong negative magical vibe thanks to her dark element… Many would be surprised to know that the dark power they felt in the air belonged to a legal mage; Her power gives off the exact same sensation you may feel from Savage Skull wizard.
     
    Additional Abilities
     

    ---:

    Night Vision: As a shadow creation wizard, Famine was born with the convenient of night sight. She can see well darker areas, and maneuver through pitch black darkness. Her eyes are just able to pick up more light than other peoples, making bright days harsh on her sometimes.
     
    Health By Darkness: When the users hand is in contact with shadows the user can receive dark energy to heal themselves. Like most healing spells/abilities it isn't a quick fix and the caster will need to be patient throughout the process shadows mend tend wounds, taking the form of ribbon like bandages. (Heals one rank spell of current rank D rank mage can heal one D rank spell damage C rank mage can heal one C rank factor of damage per post) Famine may use this ability to heal others but for this comes a price.  She must be willing to sacrifice some of her own health to replenish that of another. (caster loses 2% health to replenish 1%, 100/50, etc.)

    Shadow Transportation: As seen in other spells, Famine can phase into a shadow any moment she sees fit, Well, if her magic levels aren't drained that is.  Anyway, becoming a dark and partial-transparent figure, Famine can vanish into shadows cast by other objects or even people, Ideal for get-aways. However, the mage can only move or hide like this for one post, Ascending from a nearby shadow and taking back her original form when finished.  It's a natural skill for Famine. She has spells which branch off from this ability which allow her to be unseen for longer periods of time and move further away with the cost of some of her mana.

    Creation: She, like any other maker magic user, can create various non-animated and non-combat items from her element such as keys, Items, tools, ect.


    -Lineage-





    Wrath of Neptune:



    Wrath of Neptune:


    Description: A powerful water mage, who called himself Neptune The Great, plunged his people into war after the assassination of his wife and daughter. According to the legends he flooded the entire land of his enemies and swept them away. Upon his death he cast his power into an amulet that was to be given to his best friend's son, who had become more like family to him as well. The moment the young man put the amulet around his neck, he claimed that some sort of energy had entered his body. In times of distress, he could briefly control the water around him to release the anger he felt within. The water would come together in a big wave directed to a target he had chosen in his mind.

    Ability: Allows the user to redirect any water type magic, forming it into a huge wave with power equal to his rank. Also allows the user to manipulate nearby bodies of water to create a huge wave that deals damage equal to the users rank; caps at S-Rank damage.

    Usage: Can only be used twice per thread.


     
    Spell Book:

     
    D-rank:
    Shadow Form:
    Name:  Shadow Form
    (シャドウフォーム/Shadoufōmu)

    Rank: D
     
    Type: Shadow, Offensive, Defensive


    Description:  Famine quickly phases into that of a shadow, her entire body reduced to a blurry dark silhouette. This form grants Famine down onto a surface and transforms their body into that of a shadow, granting them the ability to move around surfaces. The user can transition in and out of this form as they please. This a good spell to help the caster get the jump on the opponent. It is also great for slipping out of a tricky situation.


    Strengths: 
     
    -Attacks deal +1 D-rank damage in this form.
    - Makes caster untouchable and unaffected by physical damage or weak/un-ranked weapons.
    - Ability to move across surfaces freely.
     
    Weakness:  
     
    - A dark presence can be felt by mages of a higher rank than Famine making enemies more aware.
    - Short duration of 2 posts.
    - Spells can still hit the caster and cause damage when they is in this form.
    - x2 damage from light magic based spells while in shadow form.
     
    Duration/Cool down:
     
    Duration: 2 posts
    Cool down: 4 posts
     
     ---
     
    SM:
    Name: Shadow Make: Wall
    (壁/ Shadoumeiku: Kabe)
     
    Type: Shadow, Defensive, Molding Magic

    Rank: D

    Description:  To use this spell Famine presses her right hand over their left  and extends their arms forward, Casting the spell they manipulates her own shadow and it will stretch itself out into a 5 by 5 wall that protects the caster from an incoming attack
     
    Strengths:
     
    - Defends the caster from an upcoming attack
    - MP needed to cast this spell is deducted by 1/2
    -Can be cast up to 15 meters away if necessary


    Weaknesses:
     
    -Can only protect a few people
    -Casting delay
    -Can only withstand one or two D-rank attacks
     
    Duration/Cool down:
     
    Duration: 1
    Cool down: 3

     ---

     
    SM:
    Name: Shadow Make: Darts
    (ダーツ/ Shadoumeiku: Dātsu)


    Type: Shadow, Offensive, Molding Magic

    Rank: D

    Description: The caster will send their right hand out towards a target holding their palm out towards the target. Saying the spell, a magic circle appears on his/her hand as they charge their magic energy and compress into needle-like charges that are then projected at the opponent in a rapid-fire fashion.


    Strengths:
     
    - 10 rounds will deal D rank damage-
    - A rapid fire assault can be particularly difficult to evade-
    - Has a long range (15 meters) 
     
    Weaknesses:
     
    - Every small projectile drains a small amount of magic energy, the more a wizard decides to fire the more magic energy is drained. (Around 10 shots drain 5% of the casters magic energy and will deal D rank damage to the opponent)
    -Can be deflected back at the caster with a legendary weapon or blocked by a Strong weapon 
    - Shadow dragon slayers can easily eat this attack
    - Long cool down (6 posts)


    Duration/Cool down:
     
    Duration: 1(Instant)
    Cool down:

    ---
     
    SM:
    Name: Shadow Make: Sword
     (剣/Shadoumeiku: Ken)

     
    Type: Shadow,Molding Magic Offensive, Molding Magic



    Rank: D



    Description: The user creates a blade, Shadows in the form of a short sword that can be used for melee combat. The weapon is strong enough to stand up against weak weapons and a D ranked spells or two.


    Strengths:
     
    - Convenient spell to use if disarmed
    - It's fairly light easy to swing
    - A quick spell to cast
     
    Weaknesses:
     
    - The weapon will break if clashed with a strong weapon or higher
    - Short ranged
    - Cant damage through ranked armor
    -Disperses without warning after 3 posts
     
    Duration/Cool down:
     
    Duration: 3
    Cool down: 5
     ---
     
    Void Portal:
    Name: Void Portal
     (ボイドポータル/Boidopōtaru)

     
    Type: Shadow, Movement


    Rank: D


    Description: The caster can walk right into any area where a shadow is drawn over and exit out of another. The caster is not required to move their entire body through this spell, they can easily get away with pushing a single arm through a shadow an up through their opponents to trip them.


    Strengths:
     
    - Quick way to confuse an opponent
    - Can pass items through portal including other people
    - Very convenient in and outside of battle
     
    Weaknesses:
     
    -Useless in well-lit areas
    -Can only emerge from a shadow in range. (10 yards)
    -The caster can only use physical attacks while still residing in the portal they can't cast other spells (Tried to have that make sense.... Think about it, while your using this spell to move around you cant start using another spell until this one is finished)
    -Shadows given off have to be large enough for the caster to slip through
     
    Duration/Cool down:
     
    Duration: 2
     Cool Down: 4

    ---

    C-Rank:
    SM spikes:

    Name: Shadow Make: Spikes 
    (スパイク/Shadoumeiku: Supaiku)
     
    Rank: C


    Type: Shadow, Molding Magic, Offensive, Defensive,


    Description: A spell in which the user slams a hand on the floor, And with that their shadow stretches out ahead of her covering the ground in a long shadow, from the darkness spikes appear to pierce through the ground where her shadow is drawn shadows, shooting up from the darkened ground. As many as 5 pointed shards jet up from the shadow at a target once cast. The spikes are as long as 20 feet and will grow to an appropriate length to strike a target. The spell is fast reacting and can be cast in a matter of seconds. This attack can be used to run a target through or even deflect projectiles. The spell can be cast one per a post allowing the users to create 5 spikes at the maximum.


    Strengths:
     
    - The spell can be cast and strike a target within a split second
    - Shadow Make: spikes can reach as far as 35 feet, making also great for long distance attacks
    -Defensive and offensive


    Weaknesses:
     
    - If struck with a B rank spell or higher the spikes will shatter
    -The caster may not intend to kill their opponent, but the spell is sturdy enough to impale anyone even through their vitals
    - The spikes will immediately shatter if hit by a light based attack


    Duration/Cool down:
     
    Duration: 2
    Cool down: 3
     ---
     
    SM garden of thorns:
    Name: Shadow Make: Garden Of Thorns
     (いばらの庭/Shadoumeiku: Ibara niwa)

     
    Rank: C


    Type: Shadow, Poison, Molding Magic Offensive, Defensive,


    Description: The user concentrates energy into their hands and releases By moving their hand upwards. As many as 3 giant vines rise out from the ground, The branches are spiked with poisonous thorns and made out of a shadowy aura, the spell can act as a whip and snap at the target, slashing them with the thorned sides. Or even be used to block incoming projectiles. The branches are very versatile and be controlled by the caster through gestured commands.


    Strengths:
     
    -The thorns are poisonous, If an opponent is scraped with a thorn they will take poison damage for three posts one time (deducts a certain amount of HP depending on their rank for 3 posts, cant be used again on the same opponent)
     
    Example: 
     
    D-Rank: (-7HP)  C-Rank: (-5HP)  B Rank: (-3HP)  All above ranks: (-1HP)
     
    -The branches are versatile and have multiple capabilities. Including Offence and Defense
    - The vines are 'giant' as said in the description; they can reach up to 10 meters in length (around 33 feet)



    Weaknesses:
     
    - The spell takes a long time to recharge. (6 posts)
    - This spell is more lacks durability and can only withstand a few C rank spells. (2 C rank attacks per vine.) It will disburse if hit with a B rank or light based spell
    - The poison can not be used on the same opponent again. Once an opponent has suffered 3 posts of poisoning they grow immune and cannot be poisoned again in the thread


    Duration/Cool down:
     
    Duration: 5 posts
    Cool down: 6 posts

     ---
     
    SM crushing net:
    Name: Shadow Make: Crushing Net
    (ネット破砕/Shadoumeiku: Netto hasai)
     
    Rank: C


    Type: Shadow, Molding Magic


    Description:The caster creates a shadowy net around their opponent. The more the target struggles in the net the tighter it will become over time. The net deducts MP of whoever is caught by it, but is weaker to outside force and will break if in contact with a C rank spell.


    Strengths:
     
    - Deals C rank damage once every post that the target is trapped as the net gets tighter and begins to crush.
    - Immobilizes the target
    - Useful for ambushing


    Weaknesses:
     
    - This spell lacks durability and will break if hit with a C rank spell
    - The net can be broken on the outside
    Example: If Rita catches Player B in the net his friend Player D can come and get him out if he uses a C rank spell and breaks the net
    - The net can only hit an opponent as far as 15 meters


    Duration/Cool down:
     
    Duration: 3 posts
    Cool Down: 5 posts

    ---
    B-rank :
     
    SM Hurricane:
    Name: Shadow Make: Hurricane
    (ハリケーン/Shadoumeiku: Harikēn)


    Rank: B
     
    Type: Shadow, Wind, Molding Magic,
     
    Description: Rita twists her torso and bends an arm behind her back as a dark glow begins to emit from her palm. A Spiral of black, shadowy, wind twirls around her hand. Quickly twisting back and sweeping her palm towards the target, releasing it in their direction and generating a massive dark whirlwind, about 35 feet (11 meters) in diameter. The whirlwind will spin at a target at speeds of 60 mph and will reach as far as 40 meters.


    (Click spoiler twice, its glitch ^^^^) 
    Strengths:
    -Attacking spells can be intercepted and absorbed in the torrent to cause additional damage, ( ect. trapped flame spells may cause the spell to burn targets/sand may blind) including the targets attacks-
    - May send opponents/objects caught in the gust airborne for as high as 25 feet (8 meters)-
    -Can deal damage to multiple targets, groups of enemies-
     
    Weaknesses:
    -If the spell does not hit anything after going 40 meters, it stops-
    -Can be absorbed by BOTH sky or shadow slayers-
    - Uni-directional, meaning the spell is meant to be fire in a single direction (cannot pursue a target if dodged)-
    -The hurricane cannot absorb spells above B rank/it can only collect spells that equal to a total of B-Rank.  If any more comes into contact with it, then the hurricane instantly disburses, and if the spell was B-rank or lower that caused it to do so, it's canceled, too, otherwise, the spell will still be incoming-
     
    Duriation/Cool down:
    Duration: 1 post (Instant)
    Cooldown: 5 posts
     
     --
     
    SM Black canon:
    Name: Shadow Make: Black Cannon
     (ブラックキャノン/Shadoumeiku: Burakkukyanon)
     
    Rank: B
     
    Type: Shadow, Maker Magic, Offensive
     
    Description: Magic circle spinning beneath her, her right arm is enveloped with a dark matter, shaping it into that of long barreled cannon. Rita takes aim, firmly planting her feet into the ground. “Shadow Make: Black Cannon!” With these words the circle below her ignites in a shadowy glow as a massive shadow ball explodes out from the barrel and rockets at its target with speeds of 100 m/s. The projectile can hurl itself up to 50 meters before automatically exploding in a 30 meter radius, still dealing damage to what it reaches. Upon impact the shadow ball deals B rank damage, exploding around the area reaching up to 30 meters harming to those within the vicinity as well.


    Strengths:
    -An ideal finisher spell, great for finishing the job -
    -Will also damage any enemies within the vicinity of the blast-
    -A spell particularly difficult to evade thanks to its speed and range-
     
    Weaknesses:
    -Will damage anything within range including buildings, pedestrians, and allies-
    -If Rita gets distracted while summoning this spell, and peers over to look at something else, he could accidentally injure or destroy something she had no intention of damaging-
    -The spell is not idea for close combat. Rita would easily be caught in the blast too-
    -Uni-directional, cannot peruse target-
     
    Duration/Cool down:
    Duration: 1 post (Instant)
    Cool down: 4 posts
     
    ---
     
    SM Bricks:
    Name: Shadow Make: Bricks
    (レンガ/Shadoumeiku: Renga)
     
    Rank: B
     
    Type: Shadow, Maker Magic, Offensive, Defensive
     
    Description: Raising an open hand in the air above her at a 45 degree angle, Rita’s signature arcane circle appears in flat on the surface of her palm. Prior to giving off a vibrant dark glow, anywhere from 30 to 40 rectangular blocks rip through the surface of the circle, each enveloped in a black shadowy aura. The bricks will magically float in the air, slowly rotating and drifting around the mage at her command. If needed, the blocks can fly at targets with speeds of 50 mph. The user’s imagination I the only limit, this spell is easily one of the most versatile forms of magic Rita will come across. Barriers can be built to block spells, (withstanding up to two sets of B rank damage.) Barriers can be built around enemies,  Bricks can be arranged to create pathways over or around obstacles, the blocks can snap together to form a bigger entity to crash into clusters of enemies, or they can be chucked at an opponent rapidly, a total of dealing B rank damage to any single opponent.
     
    Strengths:


    -Extremely versatile. The spell contains offensive AND defensive perks (convenient with other uses too)-
    -Cannot only defend the user, but also others within the vicinity-
    -Bricks may snap together into walls, steps or larger forms for other uses-
     
    Weaknesses:


    -The bricks individually do not deal much damage at all; the whole bundle can only deliver B-Rank damage. Separated among targets, less damage is dealt.
    -The bricks can be broken by an attacking A-rank spell or instantly by Fire or Light type magic.
    -If one brick is hit and shattered, the rest of the spell disburses in to a dark mist as well.
    -The spell only remains active for 2 posts.
     
    Duration/Cool down:
    Duration: 2 posts
    Cool down: 4 posts
     

    Moved and unlocked upon request of the user.


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