Upgrade to Lex's 2nd Power Slot: Earth and Wind Magic
Wed Aug 05, 2015 11:40 am
I was told that Lex is able to have two elements, but only if I make a successful training topic for him. Also, now that I am giving Lex more magic spells now, I believe it is only fair if I implement a cost system (things like wind and earth shields and other techniques will become too tempting to me to overuse with no post limit or cost upon use, which will not be good) Lex will have a pool of energy known as Niosha Energy that he uses to perform any spell related to the color coded system.
Niosha Energy: 150 NE
That is Lex's maximum for the time being, if I decide to lower or rise it for some reason, I will ask the staff on their opinion about it before making any changes. Here are the current forms of wind spells that I wish Lex to acquire by the end of this training that I am putting together for him right now.
Wind Spells
Name: Black Magic: Wind - Magic Sensory Sheet (Wind)
Description: This spell allows the caster to spread their magical energy out into the air at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it. This spell has a sustain cost for every post it is currently activated.
Cost: 3 NE
Sustain Cost: 1 NE
Name: Black Magic: Wind - Sound Carrier
Description: This spell allows any caster to perform a more superior ventriloquist effect, being able to carry off sounds in certain areas from their own person and even from other positions entirely. Anyone who hears any of these sounds during the use of this spell will not be able to pinpoint the original location in which it derives from without specific abilities pertaining to wind or sound.
Cost: 1 NE
Name: Black Magic: Wind - Sound Division
Description: This spell allows the caster to be able to pinpoint the direction of certain sounds coming in their direction. This spell also pushes out the majority of other sounds away from them while keeping the investigated sound intact, almost giving it an instant trail for the user to pursue at any given time without being affected by any other sounds around them.
Cost: 1 NE
Name: Black Magic: Wind - Pit Stop (Wind)
Description: This spell allows any fast moving caster to turn their body at any angle even at quick speeds through the use of manipulating the air around them to assist their movement. This spell alters the pushing winds around the caster to simply help them move in any direction they wish, whether it's a sudden gust of wind towards a certain direction or a simple shift in already existent air currents, this spell eliminates the cost of speedy movement of making it difficult to adjust the body to another direction at a whim.
Cost: 1 NE
Name: Black Magic: Wind - Distortion (Wind)
Description: This spell allows the caster to manipulate the wind around them of 3 meters, excluding techniques used by the opponent, to create a thick white like constant flowing wave of air around them that covers about 3 meters in area entirely. Within this area, the caster may seem to be anywhere when they can in fact be standing or doing something at another spot within its range. The user may still be able to see outside of the wave correctly. This is more of a distraction or a confusion spell only meant to throw off an opponent's sense of sight. This spell does not bypass motion or life form detection, and the caster can be pinpointed accurately through such means. Scent, however, will not be defined enough to be tracked correctly within this wave, as it will toss around the scent and not allow a tracker to pinpoint them directly within its range. This spell lasts 3 posts.
Cost: 1 NE
Name: Black Magic: Wind - Motion Counter (Wind)
Description: This spell allows the caster to pour their magical energy into the air around them, and after one entire post, will be able to suddenly cause massive amounts of small pulses within the area for about 100 meters that make it extremely difficult to monitor the caster's motion, if not impossible. This also shakes the trees within the area as well, making it difficult to tell for some motion detectors to know if the caster has fled into a tree. This spell lasts 3 posts before it ends.
Cost: 2 NE
Name: Black Magic: Wind - Teleportation Indicator (Wind)
Description: Unlike the Motion Counter spell which uses the caster's poured magical energy, this spell allows the caster to immediately send pulses within the air at a specific location of their choosing, only pulsing from that specific spot and from nowhere else. This spell only needs to be activated once per topic, then the caster may use this as many times as they wish.
Cost: 1 NE
Name: Black Magic: Wind - Wind Deflector
Description: This spell allows the caster to create an encasing of blue tinted air around them, something different than the barrier shield like Sonya's Pitch or Sonya's Symphony, and doesn't take the form of a sphere. The purpose of this encasement is also different from its counterparts, allowing the caster to deflect low tier physical attacks, and even some slow moving projectiles. Regular based physical attacks are pushed heavily to the side while this encasement is around the caster, and this spell lasts 3 posts.
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Orchestra
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted sphere of pressurized air, which holds a tremendous amount of packed force. This wind sphere can travel in any direction and will float towards the opponent. Once the wind sphere reaches them, it will release a massive violent force of pressure, doing damages to the opponent's body that depend on rank for its severity. The sphere is 4 inches in size and can travel up to 50 meters at 100 mph. The pressured force that explodes will knock the opponent back violently several meters and cause heavy damage. (Immediate unconsciousness, internal bleeding, shattered bones, etc.)
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Pitch
Description: The caster of this spell will use the air around them to create a rush of air to form around themselves or other people to block out techniques like most physical attacks or most weaponry. The wind shield covers 3 meters of area all around and lasts up to 4 posts.
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Tune
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted sphere of very thin air, which will travel in any direction and will float towards the opponent. Once the wind sphere reaches them, it will expand out immensely, pushing and expelling air out of the area that it's expanding past. The sphere is 4 meters in size and can travel up to 50 meters. The sphere will expand around 150 meters of area, and it takes 3 posts to fully expand over the area, 50 meters to each post.
Cost: 7 NE
Name: Black Magic: Wind - Sonya's Frag Grenade
Description: Upon the activation of this spell, two more posts need to pass before the actual use of it can be available to the caster. Five small perfect blue tinted spheres of very compact wind can be seen around the user, who can manipulate these small inch sized spheres to float anywhere within twenty-five meters of their own body. These small wind spheres, once used, will suddenly explode violently into large twenty meter massive bursts of powerful air, powerful enough to unroot a tree very easily out of the ground. These explosions are very violent and powerful, and can rip flesh and bone apart easily, as well as fling items away violently as well. Upon being put against metal structures, they can put heavy dents within them and with enough of these spheres used, should be able to knock them down entirely. The burst of air can be manipulated, and does not need to be a large sphere of gushing air, but can be directed in any specific direction the caster wishes, like pressurized air funnels. The spheres will only dissipate after it comes into contact with a solid object or the caster releases the spell.
Cost: 10 NE
Name: Black Magic: Wind - Sonya's Pierce
Description: This spell creates thin spikes that is designed to penetrate through defenses. Upon the activation of the spell, two posts need to pass before the actual use of this spell is available to the caster, the air being pressurized into this small form during the process. Five thin spike of blue tinted air will appear above the caster's head, in which they can control effortlessly to float anywhere within 25 meters of their body until its actual use. The purpose of the spike is to penetrate through armor, normal or magically enhanced otherwise. It is designed to penetrate armor upon impact before exploding outward in a powerful but controlled burst of air, blowing outward whatever armor the opponent was wearing. The controlled bursts of air is only strong enough to sting the opponent, but it can become deadly upon hitting those with no armor, as their flesh will become penetrated before the controlled burst will blow them open. The spikes will only dissipate after it comes into contact with a solid object or the caster releases the spell.
Cost: 10 NE
Name: Black Magic: Wind - Barrier Ramp
Description: This spell creates a wind barrier within a 50 meter radius. This barrier forms around the desired people that is falling from the sky once the caster is in range of the spell. It creates a gigantic arch that allows the desired people to slide upon it to then shift their falling momentum into a forward direction, taking away the risk of crashing hard into the ground for certain death. This spell spreads out at 30 meters wide behind the desired person and was designed in creation as a save and rescue technique of multiple people. This spell must be performed at least 30 meters above the ground or it will not work.
Cost: 2 NE
Name: Black Magic: Wind - Barrier Funnel
Description: This spell creates a wind barrier force to appear around the solo user that is falling from the sky. This barrier creates a thin funnel around the person that allows the desired caster to slow down or speed up in falling momentum while also inching them in whatever specific location they wish to land in without having to worry about a hard landing. This spell spreads out at 5 meters wide around the desired person and was designed in creation as an expert infiltration technique of a solo individual. This spell must be performed at least 20 meters above the ground or it will not work.
Cost: 2 NE
Name: Black Magic: Wind - Oxygen Vortex
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted ring of air in front of them before shooting it out in front of them at 100 mph. The reason for this vortex of wind is to strip away all oxygen from within the vortex’s size, mainly used to suffocate people instantly or take away oxygen from lit fires to snuff them out instantly.
Cost: 15 NE
Name: Black Magic: Wind - Wind Weapon Pod
Description: This spell suspends items in the air, preferably weapons. It can hold a maximum of one hundred items, no matter what the size, and in various locations up to 100 meters. These can fire simultaneously or in unison due to the wind applying enough pressure to flip levers, press switches, or pull triggers.
Cost: 17 NE
Name: Black Magic: Wind - Wind Pulse
Description: This spell creates a specific pulse of wind that pushes out from the caster with intense force every 2 posts. Unlike most Niosha magic spells, this one is constantly on after its initial use, forever pressurizing around the caster indefinitely until used. For each post that it does not get used, the wind encasing will tighten and have more intense pressure once the pulse does get released. If not used for 8 posts straight after activation of this spell, the next release will become powerful enough to cause rapid strong pulses of air, being able to crush the flesh and bones and even metal of anything within a 3 meter range while violently pushing anything back outside of that immediate range for over 25 meters.
Cost: 20 NE
Name: Black Magic: Wind - Hands of Xolishpa
Description: This spell pressurizes the air around the caster and after 3 posts, creates seven 10 meter long arms made of air from the caster's position, usually its base is placed on the caster's back. These arms react as fast as the user, and have an intense amount of pressure that can block some of the strongest physical attacks and can explode upon the caster's demand. This spell lasts for 10 posts.
Cost: 30 NE
Name: Black Magic: Wind - Wind Clone (A)
Description: The caster will use the air around them to create a physical representation of themselves. This form does not attack, only follows simple commands that the user wishes it to perform before it possibly gets destroyed.
Cost: 2 NE
Name: Black Magic: Wind - Wind Clone (B)
Description: The caster will use the air around them to create a physical representation of themselves from wind. Unlike the A version, this one has combat properties, including increased speed in running and reaction time, and can regenerate its destroyed parts unless completely eradicated.
Cost: 10 NE
Niosha Energy: 150 NE
That is Lex's maximum for the time being, if I decide to lower or rise it for some reason, I will ask the staff on their opinion about it before making any changes. Here are the current forms of wind spells that I wish Lex to acquire by the end of this training that I am putting together for him right now.
Wind Spells
Name: Black Magic: Wind - Magic Sensory Sheet (Wind)
Description: This spell allows the caster to spread their magical energy out into the air at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it. This spell has a sustain cost for every post it is currently activated.
Cost: 3 NE
Sustain Cost: 1 NE
Name: Black Magic: Wind - Sound Carrier
Description: This spell allows any caster to perform a more superior ventriloquist effect, being able to carry off sounds in certain areas from their own person and even from other positions entirely. Anyone who hears any of these sounds during the use of this spell will not be able to pinpoint the original location in which it derives from without specific abilities pertaining to wind or sound.
Cost: 1 NE
Name: Black Magic: Wind - Sound Division
Description: This spell allows the caster to be able to pinpoint the direction of certain sounds coming in their direction. This spell also pushes out the majority of other sounds away from them while keeping the investigated sound intact, almost giving it an instant trail for the user to pursue at any given time without being affected by any other sounds around them.
Cost: 1 NE
Name: Black Magic: Wind - Pit Stop (Wind)
Description: This spell allows any fast moving caster to turn their body at any angle even at quick speeds through the use of manipulating the air around them to assist their movement. This spell alters the pushing winds around the caster to simply help them move in any direction they wish, whether it's a sudden gust of wind towards a certain direction or a simple shift in already existent air currents, this spell eliminates the cost of speedy movement of making it difficult to adjust the body to another direction at a whim.
Cost: 1 NE
Name: Black Magic: Wind - Distortion (Wind)
Description: This spell allows the caster to manipulate the wind around them of 3 meters, excluding techniques used by the opponent, to create a thick white like constant flowing wave of air around them that covers about 3 meters in area entirely. Within this area, the caster may seem to be anywhere when they can in fact be standing or doing something at another spot within its range. The user may still be able to see outside of the wave correctly. This is more of a distraction or a confusion spell only meant to throw off an opponent's sense of sight. This spell does not bypass motion or life form detection, and the caster can be pinpointed accurately through such means. Scent, however, will not be defined enough to be tracked correctly within this wave, as it will toss around the scent and not allow a tracker to pinpoint them directly within its range. This spell lasts 3 posts.
Cost: 1 NE
Name: Black Magic: Wind - Motion Counter (Wind)
Description: This spell allows the caster to pour their magical energy into the air around them, and after one entire post, will be able to suddenly cause massive amounts of small pulses within the area for about 100 meters that make it extremely difficult to monitor the caster's motion, if not impossible. This also shakes the trees within the area as well, making it difficult to tell for some motion detectors to know if the caster has fled into a tree. This spell lasts 3 posts before it ends.
Cost: 2 NE
Name: Black Magic: Wind - Teleportation Indicator (Wind)
Description: Unlike the Motion Counter spell which uses the caster's poured magical energy, this spell allows the caster to immediately send pulses within the air at a specific location of their choosing, only pulsing from that specific spot and from nowhere else. This spell only needs to be activated once per topic, then the caster may use this as many times as they wish.
Cost: 1 NE
Name: Black Magic: Wind - Wind Deflector
Description: This spell allows the caster to create an encasing of blue tinted air around them, something different than the barrier shield like Sonya's Pitch or Sonya's Symphony, and doesn't take the form of a sphere. The purpose of this encasement is also different from its counterparts, allowing the caster to deflect low tier physical attacks, and even some slow moving projectiles. Regular based physical attacks are pushed heavily to the side while this encasement is around the caster, and this spell lasts 3 posts.
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Orchestra
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted sphere of pressurized air, which holds a tremendous amount of packed force. This wind sphere can travel in any direction and will float towards the opponent. Once the wind sphere reaches them, it will release a massive violent force of pressure, doing damages to the opponent's body that depend on rank for its severity. The sphere is 4 inches in size and can travel up to 50 meters at 100 mph. The pressured force that explodes will knock the opponent back violently several meters and cause heavy damage. (Immediate unconsciousness, internal bleeding, shattered bones, etc.)
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Pitch
Description: The caster of this spell will use the air around them to create a rush of air to form around themselves or other people to block out techniques like most physical attacks or most weaponry. The wind shield covers 3 meters of area all around and lasts up to 4 posts.
Cost: 5 NE
Name: Black Magic: Wind - Sonya's Tune
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted sphere of very thin air, which will travel in any direction and will float towards the opponent. Once the wind sphere reaches them, it will expand out immensely, pushing and expelling air out of the area that it's expanding past. The sphere is 4 meters in size and can travel up to 50 meters. The sphere will expand around 150 meters of area, and it takes 3 posts to fully expand over the area, 50 meters to each post.
Cost: 7 NE
Name: Black Magic: Wind - Sonya's Frag Grenade
Description: Upon the activation of this spell, two more posts need to pass before the actual use of it can be available to the caster. Five small perfect blue tinted spheres of very compact wind can be seen around the user, who can manipulate these small inch sized spheres to float anywhere within twenty-five meters of their own body. These small wind spheres, once used, will suddenly explode violently into large twenty meter massive bursts of powerful air, powerful enough to unroot a tree very easily out of the ground. These explosions are very violent and powerful, and can rip flesh and bone apart easily, as well as fling items away violently as well. Upon being put against metal structures, they can put heavy dents within them and with enough of these spheres used, should be able to knock them down entirely. The burst of air can be manipulated, and does not need to be a large sphere of gushing air, but can be directed in any specific direction the caster wishes, like pressurized air funnels. The spheres will only dissipate after it comes into contact with a solid object or the caster releases the spell.
Cost: 10 NE
Name: Black Magic: Wind - Sonya's Pierce
Description: This spell creates thin spikes that is designed to penetrate through defenses. Upon the activation of the spell, two posts need to pass before the actual use of this spell is available to the caster, the air being pressurized into this small form during the process. Five thin spike of blue tinted air will appear above the caster's head, in which they can control effortlessly to float anywhere within 25 meters of their body until its actual use. The purpose of the spike is to penetrate through armor, normal or magically enhanced otherwise. It is designed to penetrate armor upon impact before exploding outward in a powerful but controlled burst of air, blowing outward whatever armor the opponent was wearing. The controlled bursts of air is only strong enough to sting the opponent, but it can become deadly upon hitting those with no armor, as their flesh will become penetrated before the controlled burst will blow them open. The spikes will only dissipate after it comes into contact with a solid object or the caster releases the spell.
Cost: 10 NE
Name: Black Magic: Wind - Barrier Ramp
Description: This spell creates a wind barrier within a 50 meter radius. This barrier forms around the desired people that is falling from the sky once the caster is in range of the spell. It creates a gigantic arch that allows the desired people to slide upon it to then shift their falling momentum into a forward direction, taking away the risk of crashing hard into the ground for certain death. This spell spreads out at 30 meters wide behind the desired person and was designed in creation as a save and rescue technique of multiple people. This spell must be performed at least 30 meters above the ground or it will not work.
Cost: 2 NE
Name: Black Magic: Wind - Barrier Funnel
Description: This spell creates a wind barrier force to appear around the solo user that is falling from the sky. This barrier creates a thin funnel around the person that allows the desired caster to slow down or speed up in falling momentum while also inching them in whatever specific location they wish to land in without having to worry about a hard landing. This spell spreads out at 5 meters wide around the desired person and was designed in creation as an expert infiltration technique of a solo individual. This spell must be performed at least 20 meters above the ground or it will not work.
Cost: 2 NE
Name: Black Magic: Wind - Oxygen Vortex
Description: The caster of this spell will use the air around them to create a transparent but visible royal blue tinted ring of air in front of them before shooting it out in front of them at 100 mph. The reason for this vortex of wind is to strip away all oxygen from within the vortex’s size, mainly used to suffocate people instantly or take away oxygen from lit fires to snuff them out instantly.
Cost: 15 NE
Name: Black Magic: Wind - Wind Weapon Pod
Description: This spell suspends items in the air, preferably weapons. It can hold a maximum of one hundred items, no matter what the size, and in various locations up to 100 meters. These can fire simultaneously or in unison due to the wind applying enough pressure to flip levers, press switches, or pull triggers.
Cost: 17 NE
Name: Black Magic: Wind - Wind Pulse
Description: This spell creates a specific pulse of wind that pushes out from the caster with intense force every 2 posts. Unlike most Niosha magic spells, this one is constantly on after its initial use, forever pressurizing around the caster indefinitely until used. For each post that it does not get used, the wind encasing will tighten and have more intense pressure once the pulse does get released. If not used for 8 posts straight after activation of this spell, the next release will become powerful enough to cause rapid strong pulses of air, being able to crush the flesh and bones and even metal of anything within a 3 meter range while violently pushing anything back outside of that immediate range for over 25 meters.
Cost: 20 NE
Name: Black Magic: Wind - Hands of Xolishpa
Description: This spell pressurizes the air around the caster and after 3 posts, creates seven 10 meter long arms made of air from the caster's position, usually its base is placed on the caster's back. These arms react as fast as the user, and have an intense amount of pressure that can block some of the strongest physical attacks and can explode upon the caster's demand. This spell lasts for 10 posts.
Cost: 30 NE
Name: Black Magic: Wind - Wind Clone (A)
Description: The caster will use the air around them to create a physical representation of themselves. This form does not attack, only follows simple commands that the user wishes it to perform before it possibly gets destroyed.
Cost: 2 NE
Name: Black Magic: Wind - Wind Clone (B)
Description: The caster will use the air around them to create a physical representation of themselves from wind. Unlike the A version, this one has combat properties, including increased speed in running and reaction time, and can regenerate its destroyed parts unless completely eradicated.
Cost: 10 NE
Re: Upgrade to Lex's 2nd Power Slot: Earth and Wind Magic
Wed Aug 05, 2015 12:17 pm
Now I'd like to resubmit the old (and put some new) earth spells with the new cost system, since I wouldn't want any confusion for later about anything. Gotta be thorough ;P So here they are, hope it isn't too exhausting looking these over.
Earth Spells
NEW!!!!!
Name: Black Magic: Earth - Magic Sensory Sheet (Earth)
Description: This spell allows the caster to spread their magical energy out into the ground at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it. This spell has a sustain cost for every post it is currently activated.
Cost: 3 NE
Sustain Cost: 1 NE
Name: Black Magic: Earth - Teleportation Indicator (Earth)
Description: Unlike the Motion Counter spell which uses the caster's poured magical energy, this spell allows the caster to immediately send tremors at a specific location of their choosing, only rumbling from that specific spot and from nowhere else. This spell only needs to be activated once per topic, then the caster may use this as many times as they wish.
Cost: 1 NE
Name: Black Magic: Earth - Tremor
Description: This spell allows the caster to cause tremor waves throughout an entire maximum range of 100 meters. Unlike most spells, contact with the ground is unnecessary, just a few seconds to concentrate on the task (1 post) before they are able to activate the spell. This is usually geared towards throwing off an opponent to the caster's location or to try and intimidate them with a combination of other spells and techniques while not even being in contact with the ground.
Cost: 3 NE
Name: Black Magic: Earth - Earthquake
Description: This spell allows the caster to cause a massive earthquake throughout an entire maximum range of 100 meters. Unlike most spells, contact with the ground is unnecessary, just several seconds to concentrate on the task (3 posts) before they are able to activate the spell. This is usually geared towards bringing down the foundation of structures and constructs like buildings and turrets, no matter how big or sturdy they are unless they have reinforced grounding, and also causes the opponent to lose their footing and throw them off balance unless countered by a technique specifically.
Cost: 5 NE
Name: Black Magic: Earth - Strengthen
Description: This spell allows any form of earth and metal that's been used by magical means to be strengthened by both condensing and simply magical enhancement, making it nearly impossible to break through due to the complete control of the elements without an immense amount of force or cutting. This spell can be constant, but for each post after its initial use, 2 NE must be used to keep it active. This spell has a sustain cost for every post it is currently activated.
Cost: 7 NE
Sustain Cost: 2 NE
Name: Black Magic: Earth - Earth Clone (A)
Description: The caster will use the earth around them to create a physical representation of themselves. This form does not attack, only follows simple commands that the user wishes it to perform before it possibly gets destroyed.
Cost: 2 NE
Name: Black Magic: Earth - Earth Clone (B)
Description: The caster will use the earth around them to create a physical representation of themselves from Earth. Unlike the A version, this one has combat properties, including heightened strength in durability and attack, the speed of the user, and can regenerate its destroyed parts unless completely eradicated.
Cost: 10 NE
ALREADY APPROVED!!!
Name: Black Magic: Earth - Burrow
Description: This spell allows the caster to burrow into the ground without any resistance from the earth below them. This allows them to move their body underground with no restrictions whatsoever, being able to fight or react effectively as if they were above the surface. This can be applied to other people as well by the user, no matter how far they are from them, the only requirement is that they must be touching the ground during the casting of this spell.
Cost: 1 NE
Name: Black Magic: Earth - Pit Stop (Earth)
Description: This spell allows any fast moving caster to turn their body at any angle even at quick speeds through the use of curving earth under them to assist their movement. This spell molds the earth under the caster to simply help them move in any direction they wish, whether it's a simple shift in creating a small dent or making a small arc to push off of, this spell eliminates the cost of speedy movement without the reaction time to keep up.
Cost: 1 NE
Name: Black Magic: Earth - Fox Hole
Description: This spell allows the caster to slide singular items that have been put into the earth towards any direction and further into the ground or towards the surface. Because of the usual small size of the items compared to people, these are nearly impossible to detect and are not able to be seen traveling through the ground unless with specific abilities to look through solid earth. It travels through the ground up to 250 miles per hour, since it doesn't need to dig through the ground and the items are small.
Cost: 2 NE
Name: Black Magic: Earth - Sliding Domino
Description: Lex will put a hand onto the ground below him before a meter high, 3 meters wide, and 20 meters long wall of earth will rise up and then slide at a quick speed towards the opponent (300 mph) This wall is called the 'Sliding' form. It can travel forward up to 20 meters before suddenly turning into a 5 meter high, 4 meters wide, and 3 meters long wall of earth called the 'Domino' form. It will then slide back towards the opponent to topple over and crash onto them. If the meter high wall of earth passes the opponent before traveling forward 20 meters, the user may choose to immediately control the earth wall to get into it's 'Domino' form and travel back towards the opponent and topple over them. This maneuver can also be performed while using the Burrow spell.
Cost: 3 NE
Name: Black Magic: Earth - Motion Counter (Earth)
Description: This spell allows the caster to pour their energy into the ground below, and after one entire post, will be able to suddenly cause massive amounts of small tremors within the earth below that match the various steps of living beings at the maximum range of 100 meters. This also shakes the trees within the area as well, making it difficult to tell for some motion detectors to know if the caster has fled into a tree. This spell lasts 3 posts before it ends.
Cost: 2 NE
Name: Black Magic: Earth - Guard Rail
Description: Lex will use the earth below in order to raise the earth below to create a thick wall of earth in front or behind him. Coils can also come out of the wall and grab the opponent, encasing them into earth wherever they're grabbed. The earth wall is 40 meters tall and 50 meters wide and 10 meters thick. The wall can also be 25 meters away from the opponent. Ten 8 meter thick and 8 meter long coils can wrap around whatever part of the opponent's body it wants while earth develops over whichever part of the opponent's body is restrained by the coils at the same time. (Whatever part of the opponent is encased in earth will begin to feel a devastating amount of tightening pressure around them for only a few seconds, which can crush the entire body easily)
Cost: 5 NE
Name: Black Magic: Earth - Earth Redemption
Description: There are two ways to perform this spell. The first way the caster can use this spell is by putting a hand onto the ground below them to create a noticeable tremor wave, which will travel towards the opponent up to 100 meters and up to 100 miles per hour. If the tremor wave touches the opponent, A thick coil of earth will shoot out of the ground and wrap around any part of the opponent's body that it touches. These earth coils will hold the opponent in place while earth will develop at a moderate speed over the opponent's feet and up the trapped opponent's body simultaneously to encase them in earth.
The second way the caster can perform this technique is by putting their hand on the opponent, which will cause earth to develop over the touched part of the opponent's body immediately at a fast rate. Earth coils will also come out of the caster's arm to wrap around whatever part of the opponent's body that they can manage. This maneuver can also be performed during the Burrow spell.
Six 5 feet thick coils can wrap around whatever part of the opponent's body it wants while earth develops over the opponent's feet and whichever part of the opponent's body is restrained by the coils at the same time. (Whatever part of the opponent is encased in earth will begin to feel a devastating amount of tightening pressure around them for only a few seconds, which can crush a normal body easily)
Cost: 3 NE
Name: Black Magic: Earth - Earth Canvas
Description: This spell has two separate effects depending on how the caster wishes to use it. One of the effects is performed by the caster putting their hand on any item that is around them. (This means approaching items as well) The user will change the material of the said item into nothing but earth. Casters can only turn weapons into earth that are not embedded with spiritual or magical energy, while changing any other item into earth regardless. The user may do whatever they wish with this new earth product, and use it to perform other Earth-style spells that require earth to be present. The second effect of this spell allows the caster to create Earth figures from whatever Earth material is available, creating anything up to the size of a two story building structure out of earth. This technique can also be used during the Burrow spell.
Cost: 5 NE
Name: Black Magic: Earth - Earth Armor
Description: This spell that takes forms of earth, (from the ground around them will take one post to initiate, from their hands will happen during the post this spell is activated) and uses it to coat all of the user as if some form of armor. This armor is strong enough to deflect up to two attacks before "shattering" and then having to wait two more posts before the same amount of earth that was used in its creation can wrap around the user once again. If the earth that is used in this spell is destroyed, this spell needs to be performed again. The earth loosens and contracts at will and takes no time to do so, meaning that even though it is strong enough to block a physical attack or weapon, it will loosen immediately. Upon the moment that it contracts around the user entirely for a defensive measure, it will be hard to move swiftly, as it needs to compact heavily in order to block such strong moves. When not in a defensive procedure however, the earth can be seen orbiting around whatever part of the body that it is designated to protect.
Cost: 2 NE
Name: Black Magic: Earth - Slap Jack
Description: This spell is used after Lex slams one of his fists into the ground beneath him. Once accomplished, a large earth cylinder will rise out of the ground that is twenty five feet tall and five feet all around. Once the cylinder rises entirely, multiple rectangular limbs will grow out of the cylinder that will become five feet in length, four feet in height, and three feet in width. There will be a total of thirty limbs that appear in no symmetrical pattern on the cylinder. This large structure will begin to spin very rapidly as it approaches the opponent at 300 mph and spinning at that same speed as well. If hit by the limbs on the cylinder, this will usually break or shatter bones within the opponent, gaining enough speed to kill after enough hits on impact. Due to its element, if any limbs are destroyed, they will simply repair itself from the use of the earth below until this structure is destroyed entirely.
Cost: 7 NE
Name: Black Magic: Earth - Jasmine's Reflection
Description: The caster will touch the ground below them in order to change whatever non earth material is below them into earth. This is mostly used so that the caster may be able to use the Burrow spell at any area. The caster can also do the same when reaching an area where earth is no longer at the surface of the ground they are traveling under, allowing them to change the material above them so they can travel through the dirt and resurface.
Cost: 2 NE
Name: Black Magic: Earth - Jasmine's Grace
Description: The caster will turn earth into a large sphere that's 15 meters in size. It will rise high into the sky and begin to cover the area slowly in dirt particles in thin layers to the point where it seems like a light brown fog/mist or sand storm effect. The caster can easily choose to specifically aim this falling thin layer upon layer of dirt to fall in the immediate area of the opponent if they wish. They can also choose to release chunks of earth off of this earth sphere on top of the enemy or in an area in general. The purpose of this spell is to cover a tremendous amount of items or people into usable earth on a massive scale. The range of the dust cloud is 250 meters from its current position and takes three posts to cover someone in usable earth.
Cost: 5 NE
Name: Black Magic: Earth - Jasmine's Grace (Self)
Description: The caster will make the earth dissipate into a large amount of dust that will then seem to lash out towards the caster to cover them completely in layers of earth.
Cost: 1 NE
Name: Black Magic: Earth - Jasmine's Grace (Area)
Description: The caster can at any time release a flow of their magical energy into the earth's surface or below it by 30 meters, making it grasp around any items that are deemed useful to the caster on the surface. It will wrap these multiple items with usable dirt so the caster can manipulate its trajectory at any given time and make them shift around under the earth at will. Up to 30 small items are able to be controlled with this spell. If anyone is underground within the radius of the spell, this energy will cover usable earth around them for the user to use at any given time for a follow-up earth spell. Without prior knowledge of what is underground, the user of this spell will only be able to tell the size of what is within the spell's radius when they filter past the item or wrap around it entirely. A small item that can be considered under this spell's control would be ten inches of something in circumference. Everything else can still be multiple but hardly in such large numbers, where as if it is people, it would be around 3 people who are 5 feet tall. It can control up to 200 pounds at one time within the radius.
Cost: 3 NE
Name: Black Magic: Earth - Jasmine's Wrath
Description: Once an opponent is put into enough layers of usable earth which can be done by many different means, (Earth Redemption, Jasmine's Grace, etc.) the caster may then use their magical energy to sling their opponent in any direction they wish and hold them in place, thanks to the casing of earth around them. The slinging force can cause the control of the opponent's physical attacks, breaking of bones, nausea, and even possible concussion. This spell can hold an opponent down for 3 posts.
Cost: 1 NE
Name: Black Magic: Earth - Jasmine's Raid
Description: The caster will pour their magical energy into the ground below before particles of dust from the earth around the opponent will immediately rise up into the air, which will cover the opponent in layers of usable earth. The caster will put their hand on whatever ground that is being used (can be water as well) and after several minutes (one entire post) a dust of earth will rise out of the material that makes up the ground of that area, causing the opponent to be covered in earth. This spell covers up to 25 meters in full radius of range.
Cost: 2 NE
Name: Black Magic: Earth - Jasmine's Empathy
Description: The caster will scatter whatever earth material is available and put it into a complete dome around the opponent, blocking visibility from whoever is within its confinement. The earth dome can wrap around 35 meters.
Cost: 4 NE
And that would be everything for now.
Earth Spells
NEW!!!!!
Name: Black Magic: Earth - Magic Sensory Sheet (Earth)
Description: This spell allows the caster to spread their magical energy out into the ground at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it. This spell has a sustain cost for every post it is currently activated.
Cost: 3 NE
Sustain Cost: 1 NE
Name: Black Magic: Earth - Teleportation Indicator (Earth)
Description: Unlike the Motion Counter spell which uses the caster's poured magical energy, this spell allows the caster to immediately send tremors at a specific location of their choosing, only rumbling from that specific spot and from nowhere else. This spell only needs to be activated once per topic, then the caster may use this as many times as they wish.
Cost: 1 NE
Name: Black Magic: Earth - Tremor
Description: This spell allows the caster to cause tremor waves throughout an entire maximum range of 100 meters. Unlike most spells, contact with the ground is unnecessary, just a few seconds to concentrate on the task (1 post) before they are able to activate the spell. This is usually geared towards throwing off an opponent to the caster's location or to try and intimidate them with a combination of other spells and techniques while not even being in contact with the ground.
Cost: 3 NE
Name: Black Magic: Earth - Earthquake
Description: This spell allows the caster to cause a massive earthquake throughout an entire maximum range of 100 meters. Unlike most spells, contact with the ground is unnecessary, just several seconds to concentrate on the task (3 posts) before they are able to activate the spell. This is usually geared towards bringing down the foundation of structures and constructs like buildings and turrets, no matter how big or sturdy they are unless they have reinforced grounding, and also causes the opponent to lose their footing and throw them off balance unless countered by a technique specifically.
Cost: 5 NE
Name: Black Magic: Earth - Strengthen
Description: This spell allows any form of earth and metal that's been used by magical means to be strengthened by both condensing and simply magical enhancement, making it nearly impossible to break through due to the complete control of the elements without an immense amount of force or cutting. This spell can be constant, but for each post after its initial use, 2 NE must be used to keep it active. This spell has a sustain cost for every post it is currently activated.
Cost: 7 NE
Sustain Cost: 2 NE
Name: Black Magic: Earth - Earth Clone (A)
Description: The caster will use the earth around them to create a physical representation of themselves. This form does not attack, only follows simple commands that the user wishes it to perform before it possibly gets destroyed.
Cost: 2 NE
Name: Black Magic: Earth - Earth Clone (B)
Description: The caster will use the earth around them to create a physical representation of themselves from Earth. Unlike the A version, this one has combat properties, including heightened strength in durability and attack, the speed of the user, and can regenerate its destroyed parts unless completely eradicated.
Cost: 10 NE
ALREADY APPROVED!!!
Name: Black Magic: Earth - Burrow
Description: This spell allows the caster to burrow into the ground without any resistance from the earth below them. This allows them to move their body underground with no restrictions whatsoever, being able to fight or react effectively as if they were above the surface. This can be applied to other people as well by the user, no matter how far they are from them, the only requirement is that they must be touching the ground during the casting of this spell.
Cost: 1 NE
Name: Black Magic: Earth - Pit Stop (Earth)
Description: This spell allows any fast moving caster to turn their body at any angle even at quick speeds through the use of curving earth under them to assist their movement. This spell molds the earth under the caster to simply help them move in any direction they wish, whether it's a simple shift in creating a small dent or making a small arc to push off of, this spell eliminates the cost of speedy movement without the reaction time to keep up.
Cost: 1 NE
Name: Black Magic: Earth - Fox Hole
Description: This spell allows the caster to slide singular items that have been put into the earth towards any direction and further into the ground or towards the surface. Because of the usual small size of the items compared to people, these are nearly impossible to detect and are not able to be seen traveling through the ground unless with specific abilities to look through solid earth. It travels through the ground up to 250 miles per hour, since it doesn't need to dig through the ground and the items are small.
Cost: 2 NE
Name: Black Magic: Earth - Sliding Domino
Description: Lex will put a hand onto the ground below him before a meter high, 3 meters wide, and 20 meters long wall of earth will rise up and then slide at a quick speed towards the opponent (300 mph) This wall is called the 'Sliding' form. It can travel forward up to 20 meters before suddenly turning into a 5 meter high, 4 meters wide, and 3 meters long wall of earth called the 'Domino' form. It will then slide back towards the opponent to topple over and crash onto them. If the meter high wall of earth passes the opponent before traveling forward 20 meters, the user may choose to immediately control the earth wall to get into it's 'Domino' form and travel back towards the opponent and topple over them. This maneuver can also be performed while using the Burrow spell.
Cost: 3 NE
Name: Black Magic: Earth - Motion Counter (Earth)
Description: This spell allows the caster to pour their energy into the ground below, and after one entire post, will be able to suddenly cause massive amounts of small tremors within the earth below that match the various steps of living beings at the maximum range of 100 meters. This also shakes the trees within the area as well, making it difficult to tell for some motion detectors to know if the caster has fled into a tree. This spell lasts 3 posts before it ends.
Cost: 2 NE
Name: Black Magic: Earth - Guard Rail
Description: Lex will use the earth below in order to raise the earth below to create a thick wall of earth in front or behind him. Coils can also come out of the wall and grab the opponent, encasing them into earth wherever they're grabbed. The earth wall is 40 meters tall and 50 meters wide and 10 meters thick. The wall can also be 25 meters away from the opponent. Ten 8 meter thick and 8 meter long coils can wrap around whatever part of the opponent's body it wants while earth develops over whichever part of the opponent's body is restrained by the coils at the same time. (Whatever part of the opponent is encased in earth will begin to feel a devastating amount of tightening pressure around them for only a few seconds, which can crush the entire body easily)
Cost: 5 NE
Name: Black Magic: Earth - Earth Redemption
Description: There are two ways to perform this spell. The first way the caster can use this spell is by putting a hand onto the ground below them to create a noticeable tremor wave, which will travel towards the opponent up to 100 meters and up to 100 miles per hour. If the tremor wave touches the opponent, A thick coil of earth will shoot out of the ground and wrap around any part of the opponent's body that it touches. These earth coils will hold the opponent in place while earth will develop at a moderate speed over the opponent's feet and up the trapped opponent's body simultaneously to encase them in earth.
The second way the caster can perform this technique is by putting their hand on the opponent, which will cause earth to develop over the touched part of the opponent's body immediately at a fast rate. Earth coils will also come out of the caster's arm to wrap around whatever part of the opponent's body that they can manage. This maneuver can also be performed during the Burrow spell.
Six 5 feet thick coils can wrap around whatever part of the opponent's body it wants while earth develops over the opponent's feet and whichever part of the opponent's body is restrained by the coils at the same time. (Whatever part of the opponent is encased in earth will begin to feel a devastating amount of tightening pressure around them for only a few seconds, which can crush a normal body easily)
Cost: 3 NE
Name: Black Magic: Earth - Earth Canvas
Description: This spell has two separate effects depending on how the caster wishes to use it. One of the effects is performed by the caster putting their hand on any item that is around them. (This means approaching items as well) The user will change the material of the said item into nothing but earth. Casters can only turn weapons into earth that are not embedded with spiritual or magical energy, while changing any other item into earth regardless. The user may do whatever they wish with this new earth product, and use it to perform other Earth-style spells that require earth to be present. The second effect of this spell allows the caster to create Earth figures from whatever Earth material is available, creating anything up to the size of a two story building structure out of earth. This technique can also be used during the Burrow spell.
Cost: 5 NE
Name: Black Magic: Earth - Earth Armor
Description: This spell that takes forms of earth, (from the ground around them will take one post to initiate, from their hands will happen during the post this spell is activated) and uses it to coat all of the user as if some form of armor. This armor is strong enough to deflect up to two attacks before "shattering" and then having to wait two more posts before the same amount of earth that was used in its creation can wrap around the user once again. If the earth that is used in this spell is destroyed, this spell needs to be performed again. The earth loosens and contracts at will and takes no time to do so, meaning that even though it is strong enough to block a physical attack or weapon, it will loosen immediately. Upon the moment that it contracts around the user entirely for a defensive measure, it will be hard to move swiftly, as it needs to compact heavily in order to block such strong moves. When not in a defensive procedure however, the earth can be seen orbiting around whatever part of the body that it is designated to protect.
Cost: 2 NE
Name: Black Magic: Earth - Slap Jack
Description: This spell is used after Lex slams one of his fists into the ground beneath him. Once accomplished, a large earth cylinder will rise out of the ground that is twenty five feet tall and five feet all around. Once the cylinder rises entirely, multiple rectangular limbs will grow out of the cylinder that will become five feet in length, four feet in height, and three feet in width. There will be a total of thirty limbs that appear in no symmetrical pattern on the cylinder. This large structure will begin to spin very rapidly as it approaches the opponent at 300 mph and spinning at that same speed as well. If hit by the limbs on the cylinder, this will usually break or shatter bones within the opponent, gaining enough speed to kill after enough hits on impact. Due to its element, if any limbs are destroyed, they will simply repair itself from the use of the earth below until this structure is destroyed entirely.
Cost: 7 NE
Name: Black Magic: Earth - Jasmine's Reflection
Description: The caster will touch the ground below them in order to change whatever non earth material is below them into earth. This is mostly used so that the caster may be able to use the Burrow spell at any area. The caster can also do the same when reaching an area where earth is no longer at the surface of the ground they are traveling under, allowing them to change the material above them so they can travel through the dirt and resurface.
Cost: 2 NE
Name: Black Magic: Earth - Jasmine's Grace
Description: The caster will turn earth into a large sphere that's 15 meters in size. It will rise high into the sky and begin to cover the area slowly in dirt particles in thin layers to the point where it seems like a light brown fog/mist or sand storm effect. The caster can easily choose to specifically aim this falling thin layer upon layer of dirt to fall in the immediate area of the opponent if they wish. They can also choose to release chunks of earth off of this earth sphere on top of the enemy or in an area in general. The purpose of this spell is to cover a tremendous amount of items or people into usable earth on a massive scale. The range of the dust cloud is 250 meters from its current position and takes three posts to cover someone in usable earth.
Cost: 5 NE
Name: Black Magic: Earth - Jasmine's Grace (Self)
Description: The caster will make the earth dissipate into a large amount of dust that will then seem to lash out towards the caster to cover them completely in layers of earth.
Cost: 1 NE
Name: Black Magic: Earth - Jasmine's Grace (Area)
Description: The caster can at any time release a flow of their magical energy into the earth's surface or below it by 30 meters, making it grasp around any items that are deemed useful to the caster on the surface. It will wrap these multiple items with usable dirt so the caster can manipulate its trajectory at any given time and make them shift around under the earth at will. Up to 30 small items are able to be controlled with this spell. If anyone is underground within the radius of the spell, this energy will cover usable earth around them for the user to use at any given time for a follow-up earth spell. Without prior knowledge of what is underground, the user of this spell will only be able to tell the size of what is within the spell's radius when they filter past the item or wrap around it entirely. A small item that can be considered under this spell's control would be ten inches of something in circumference. Everything else can still be multiple but hardly in such large numbers, where as if it is people, it would be around 3 people who are 5 feet tall. It can control up to 200 pounds at one time within the radius.
Cost: 3 NE
Name: Black Magic: Earth - Jasmine's Wrath
Description: Once an opponent is put into enough layers of usable earth which can be done by many different means, (Earth Redemption, Jasmine's Grace, etc.) the caster may then use their magical energy to sling their opponent in any direction they wish and hold them in place, thanks to the casing of earth around them. The slinging force can cause the control of the opponent's physical attacks, breaking of bones, nausea, and even possible concussion. This spell can hold an opponent down for 3 posts.
Cost: 1 NE
Name: Black Magic: Earth - Jasmine's Raid
Description: The caster will pour their magical energy into the ground below before particles of dust from the earth around the opponent will immediately rise up into the air, which will cover the opponent in layers of usable earth. The caster will put their hand on whatever ground that is being used (can be water as well) and after several minutes (one entire post) a dust of earth will rise out of the material that makes up the ground of that area, causing the opponent to be covered in earth. This spell covers up to 25 meters in full radius of range.
Cost: 2 NE
Name: Black Magic: Earth - Jasmine's Empathy
Description: The caster will scatter whatever earth material is available and put it into a complete dome around the opponent, blocking visibility from whoever is within its confinement. The earth dome can wrap around 35 meters.
Cost: 4 NE
And that would be everything for now.
- ImakuranSeasoned Member
- Joined : 2012-10-02
Posts : 1018
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Re: Upgrade to Lex's 2nd Power Slot: Earth and Wind Magic
Wed Aug 12, 2015 1:51 am
Wow, really can't get the Naruto out of your system.
Sustain cost is on a postly basis?
So...this is always on after it's learned? So the 20 NE means he has...130 NE total now till the end of time?
Same as above and every other sustain ability.
Name: Black Magic: Wind - Magic Sensory Sheet (Wind)
Description: This spell allows the caster to spread their magical energy out into the air at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it.
Cost: 3 NE
Sustain Cost: 1 NE
Sustain cost is on a postly basis?
Name: Black Magic: Wind - Wind Pulse
Description: This spell creates a specific pulse of wind that pushes out from the caster with intense force every 2 posts. Unlike most Niosha magic spells, this one is constantly on after learning it, forever pressurizing around the caster indefinitely until used. For each post that it does not get used, the wind encasing will tighten and have more intense pressure once the pulse does get released. If not used for 8 posts straight after activation of this spell, the next release will become powerful enough to cause rapid strong pulses of air, being able to crush the flesh and bones and even metal of anything within a 3 meter range while violently pushing anything back outside of that immediate range for over 25 meters.
Cost: 20 NE
So...this is always on after it's learned? So the 20 NE means he has...130 NE total now till the end of time?
Name: Black Magic: Earth - Magic Sensory Sheet (Earth)
Description: This spell allows the caster to spread their magical energy out into the ground at a maximum range of 100 meters. This gives the caster the ability to feel approaching people in the range of the magical energy. There is an upkeep cost of magical energy to keep the spell active after initially casting it.
Cost: 3 NE
Sustain Cost: 1 NE
Same as above and every other sustain ability.
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Re: Upgrade to Lex's 2nd Power Slot: Earth and Wind Magic
Thu Aug 13, 2015 8:26 pm
RED PANDA DECREE
APPROVAL POUNCE
This is approved
Approved and whatnot.
- ImakuranSeasoned Member
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Re: Upgrade to Lex's 2nd Power Slot: Earth and Wind Magic
Thu Aug 13, 2015 8:26 pm
[mod][/mod]
- UlquiExperienced Member
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Re: Upgrade to Lex's 2nd Power Slot: Earth and Wind Magic
Sat Aug 15, 2015 9:40 am
[mod]Moved to the relevant area. [/mod]
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