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    Earth Manipulation magic

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    Daichi Bahadur

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    Character Sheet
    Character Name: Daichi Bahadur
    Primary Magic: Earth Manipulation
    Secondary Magic: n/a

    Earth Manipulation magic

    Post by Daichi Bahadur on 27th April 2014, 8:48 pm

    Magic

    Primary Magic: Earth Manipulation Magic
    Secondary Magic:
    Caster or Holder: Caster
    Description: Earth manipulation Magic dates back to the early times, and it’s uses and abilities vary depending on the will of the mage. The magic itself acts upon surrounding earthen objects, be they dirt, stone, or gem. Using this magic a mage can move earthen objects at will, and also adjust their density, on occasion forming something different, for example applying super pressure to some earth in order to form diamond, or to decrease the density of a solid boulder being hurled at you, so it mostly just falls apart upon impact, or soften and manoeuvre the ground so as to reduce the impact from a fall. Earth manipulation magic gives full command over the earth.

    The mage must concentrate the mind, and is often found performing hand gestures to help facilitate concentration of the desired result of the spell. Although hand gestures are not required, they do increase the potency of the magic being performed. Drawing upon the mages own magical power they can alter the very molecular structure of all earthen creations, allowing for either movement of them, or adaption of their properties. The most usual being the hardening of dirt, and propulsion in an attempt to attack foes.

    Strengths:
    • Strong against lighting based magic. Due to being Intune with all the earth, most lightning based attacks loose strength against this magic, due to the electricity being grounded and dispersed. As a result lighting spells of the same rank will be more easily overcome.
    • Reinforced Defense. Through the manipulation of matter, defensive structures created by this magic are more resistant than actual objects made of the same material.
    • Easy maneuverability. Through the movement of the earth it is easy to redirect an offensive, or defensive spell, in order for it to have a greater effect, making accuracy problems almost a thing of the past.

    Weaknesses:
    • Weak against Fire based magic. Fire destroys, burning all in it’s path, or melting away what could have been reinforced. When heated molecules tend to have to much energy to control, so even if the structure doesn’t simply burn away, it will usually be next to impossible to control until it has cooled down.
    • Highly noticeable. All spells tend to be easily noticed, and as a result can be easily reacted to and responded against, for example that boulder is following me, I’ll simply blow it up, end of problem. Stealth is not the strong point of an earth manipulator; they tend to make big changes, and loud effects when used.
    • Limited by availibity of resources. Although most things are made from earthen materials, some are completely man made, and others, where living creations that have minds of their own, if there is no available material around, this magic is rendered null.

    Abilities/Powers: Through the constant use of Earth manipulation, the mage has a higher durability, endurance and strength, making them perfect for the longer fought battle. Also should there be a plentiful supply of material available, then the ground seems to shift, pushing the mage on faster increasing speed beyond that of the average mage.  

    Iron Earth Wall:
    Name: Iron Earth Wall
    Rank: D
    Type: Earth Defensive
    Description: The caster brings both hands up together, and pushes them away from the body in the desired location. Upon completion of this movement the magic circle presents itself and the surrounding earth assembles itself together into a dense and solid 6 feet by 6 feet wall, which is about half a meter thick. this all happens at a rapid pace, with collection and completion of the spell lasting about 3 seconds in total. the completed structure lasts for either 2 posts, or until destroyed. being a solid wall made of earth, the structure can be further manipulated, however should the structure be cast upon a solid object it will stay put unless further manipulated, but if cast midair, it will simply fall at a regular rate, unless held in place by further manipulation. Designed as a defensive spell, it can withstand 3 rank D attacks, or 1.5 Rank C attacks.
    Strengths:
    • This spell others a defensive structure that is denser than most other structures, so withstands more punishment than other defensive spells of the same rank.
    • Due to the ability to control the location of the wall, it can be used as a tactical or supportive spell, defending not just himself, but also being manipulated to present solutions to otherwise unstoppable problems.
    • Being a creation of earth, this spell is almost effective against Lightning based attacks, defending against 4 D rank spells, or 2 C rank spells,  however should a B rank spell come into contact with it, it will simply crumble away and dissipate through being severely overwhelmed with power, allowing an almost fully effective spell to break through the defensive structure.

    Weaknesses:
    • Being of Earthen design this structure is naturally weakened against Flame based attacks, suffering a decrease of almost half strength. Only protecting against 1 D rank spell, or 0.5 of a c rank spell, and simply falling away life tissue paper in the presence of any higher level flame based magic.
    • Requires an equally sized amount of earth within a 6 feet diameter of the caster to be constructed. Should there not be enough earth present, there will be nothing to construct, and the spell will simply fail, with the earth simply seeming to shift slightly, if indeed there is any.
    • This spell obviously completely obstructs all view and movement, allowing the enemy to move and prepare a secondary attack completely out of view, should the caster be hiding behind the structure for cover.
    • The distance this spell can be cast is limited to about 12 feet from the caster, from sheer force of will the earth can move to this full distance, but it is difficult, making it mostly a close by defensive structure.
    This spell lasts 2 posts, and has a 3 post cool down period.

    Floating Earth:
    Name: Floating Earth
    Rank: D
    Type: Offensive Earth
    Description: The caster moves one hand in the desired direction, motioning with index finger extended and the rest curved into the palm. Upon the movement of the hand, a block of Earth 15 inches in Diameter hurtles out from where the hand started, and shoots of into the desired location. Reaching speeds of 12 feet per second, when this slams into the target, it shatters on impact, falling apart back into its base components as a result this attack, merely inflicts minor bruising, but still others enough of an impact to send another target flying, due to the continued motion of the broken down pieces, often leading to a second injury upon impact with the another object, should the target loose it’s balance.
    Strengths:
    • Provides an effective attack that can be cast while on the move, allowing for freedom of mobility while attacking.
    • Can be used defensively to manoeuvre flying debris out of the way, or to simply block a similar attack with a fast moving one of the casters own design.
    •  Can be used outside of battle aswell as within, in a safe attempt to remove rubble.

    Weaknesses:
    • Requires an equal amount of earthen material to be used to create the spell, without it there is nothing to manipulate.
    • Although this is an offensive based spell, there is a very limited amount of damage that ever presents itself whenever this spell comes into contact with its target.
    • Due to its tendency to collapse after contact, it is very easy to destroy this target, even with something as simple as throwing another object at it.
    • This spell is limited in the distance it can work, with a maximum distance of 20 meters away, any further and the clump simply falls apart and collapses again.
    cooldown 3 posts.

    Exploding Earth:
    Name: Exploding Earth
    Rank: D
    Type: Earth Offensive
    Description: the caster places both hands out in front of them, in a triangular shape, fingers and thumbs overlapping. afterwards a magic circle 1 meter in Diameter appears within 15 meters of the caster, at their desired location, the earth underneath this circle begins to solidify, and dense taking 3 seconds to do so, then after another 3 seconds the solidified ground explodes out in every possible location, blanketing the surrounding 3 meter diameter area ( from center of the circle ) with hardened shrapnel which can cause mild cuts and bruises. each piece of shrapnel travels out at 20 meters a second, making the short extra 2 metered area blanketed almost instantly, but due to the spells effect, the shrapnel travels no further. after completion of the spell, there is a 1 meter diameter circle hole half a meter deep, where the circle had been.
    Strengths:
    • Provides an attack that will almost always hit, so long as the target doesn't react in time. Allowing for a chance to hit those trickier enemies.
    • A single spell can produce several cuts or bruises due to the shrapnel effect of the spell.
    • This can be used in conjunction with the iron earth wall, to produce an offensive deconstruction of an otherwise simply defensive spell.

    Weaknesses:• Although this spell hit’s targets more easily, it also takes longer to cast, making it a more easily dodged attack, so long as an opponent notices the magic circle in time, they can easily make it to the 3 meter safe line.
    • This spell means that should a ally or, the caster himself be present within the blast wave, they will be hit, there is no way to control the flow of the shrapnel after they explode, as the pieces move to fast.
    • This spell still has a limited reach, meaning that although the shards travel fast, they can’t go any further than their 3 meter ring limit, a small safety built into the spell.
    • This spell like all other Earth manipulation spells, requires the same amount of material as the outcome, in order to be cast.
    this spell has a 3 post cooldown.

    Clay Covering:
    Name: Clay covering
    Rank: D
    Type: Supportive Earth
    Description: the caster brings both hands down out in front of themselves, and then brings them up in front of them self, while doing so, the caster is coated in a thin 1 mm thick layer of soft clay. which provides the caster with increased flexibility, and strength, allowing each and every physical attack to perform an additional 50% its normal value. when this spell is cast the clay looks wet and soft, however as the spell continues the clay begins to dry out, and flake of, until eventually at the end of the spell, dry heaps of clay fall to the floor.  
    Strengths:
    • This spell allows for an increase in strength, which cannot be easily removed through damage, since it is clingy and fluid, unless confronted with flame magic, which cases the clay to dry up faster and fall off, such as 2 d rank, or 1 c rank spell.
    • This spell allows for Daichi to express his already strong talent for close combat, with added strength and force.
    • The clay covering also provides a nice cover for protection from infection should the caster be suffering from any cuts or injuries, as they provide a clean protection, that restores the skins dazzling quality, as well as cleaning all current wounds. However not healing them.

    Weaknesses: • Unlike most other Earth based magic, this spell leaves the caster susceptible to lightning based magic, as it covers the caster in damp earth, meaning electrical attacks incur extra damage.
    • This spell requires a nearby supply of earth, from which to cast the spell.
    • Although this magic allows for manipulation of the structure of earth, in order to create a wet clay structure the caster requires damp earth, or a small amount of water from which to cast this spell.
    • This spell provides no form of defensive means, all attacks still inflict normal damage.
    lasts 2 posts, cooldown 3 posts.


    Last edited by eddie55 on 29th April 2014, 4:07 pm; edited 2 times in total

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    Guest

    Re: Earth Manipulation magic

    Post by Guest on 28th April 2014, 12:02 pm

    D-Rank spells tend to last for a maximum of two posts, with a cool-down of three. Also, your second spell requires at least 3 strengths and 4 weaknesses.

    Make these changes, then reply for a second review. Remember to include as many measurements as deemed necessary, and make your descriptions as clear as possible.
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    Daichi Bahadur

    VIP- Player -
    Lineage : Androphobic Annihilation
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    Character Sheet
    Character Name: Daichi Bahadur
    Primary Magic: Earth Manipulation
    Secondary Magic: n/a

    Re: Earth Manipulation magic

    Post by Daichi Bahadur on 28th April 2014, 12:17 pm

    okay i think that looks right now Smile

    Guest
    Guest

    Re: Earth Manipulation magic

    Post by Guest on 29th April 2014, 10:20 am

    The Duration of your first spell says 2 posts, though in the description, it says 4 posts. Edit this, and your magic will most likely be approved.
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    Daichi Bahadur

    VIP- Player -
    Lineage : Androphobic Annihilation
    Position : None
    Posts : 50
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    Character Name: Daichi Bahadur
    Primary Magic: Earth Manipulation
    Secondary Magic: n/a

    Re: Earth Manipulation magic

    Post by Daichi Bahadur on 29th April 2014, 4:08 pm

    okay done Smile

    Guest
    Guest

    Re: Earth Manipulation magic

    Post by Guest on 29th April 2014, 4:12 pm

    Approved

      Current date/time is 24th June 2017, 3:17 am