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MaidInAmn
MaidInAmn
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Joined : 2010-11-25
Posts : 1317
Age : 36
Location : New England, United States

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{Permitted by Frost} First Set of Universal Anima Sorcery Spells Left_bar_bleue5/100{Permitted by Frost} First Set of Universal Anima Sorcery Spells Empty_bar_bleue  (5/100)
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{Permitted by Frost} First Set of Universal Anima Sorcery Spells Empty {Permitted by Frost} First Set of Universal Anima Sorcery Spells

Wed Oct 24, 2012 9:18 am
UHCM's Contributed Anima Spells
Difficulty: Any Even if the person does not have any training in Anima Sorcery, the Anima Stone can grant them these abilities naturally. These are usually referred as "Cantrips" or the "Fundamentals." (All four prime elements are accessible.)

Generally, when using a Manifesto, the Anima Sorcerer creates a magical circle to attract spiritual energy towards them while using a focusing core made from their reiatsu or their spiritual body. While the Anima Sorcery can provide the knowledge and control of the spells, the power capacity of this spell is only as strong as the sorcerer's Anima Stone. Note that Manifestos are the only spells that required a balance between two skills; Anima Sorcery and Anima Stone Strength. The many uses of it were from simple projectiles to a more intricate style of devastating power fit for a master sorcerer. When not speaking the invocation, it is at half-strength, but when invoked, it will be on par with the sorcerer's Anima Sorcery skill.

Manifesto Flamma Es: ("Manifestation of Flame") The Anima Sorcerer creates an orange magical circle. When collided, the sorcerer manipulates the spiritual energy at its molecular level to cause friction. Due to the friction, millions of molecular transfers create a combustible gas that ignites almost immediately. At the point when it is manifested, it starts out as a ball of fire in between the sorcerer's hands. Flame is considered the most devastating of the four prime Manifesto's, while it is the most uncontrollable, the sorcerer often rushed it to keep themselves from risking a backfire.
(Player can add description here for unique effects.)

Manifesto Aeris Es: ("Manifestation of Air") The Anima Sorcerer creates a silver magical circle When converged, the sorcerer maintains the purity of the spiritual energy and keep them free roaming among the orb of magic. When manifested, the orb appears as a transparent swirl of faint misty rings. Air is the fastest, so it can be used multiple times in a row (aka in a single post,) but can deal the most unpredictable range of damage; so sometimes it hurts, some times it mildly or severely hurts if not harmless.
(Player can add description here for unique effects.)

Manifesto Terra Es: ("Manifestation of Earth") The Anima Sorcerer creates a green magical circle as when converged upon the focusing core, the sorcerer compresses the spiritual energy, causing its molecular structure to bind and solidify, creating a rock-like orb in between the sorcerer's hands. Unlike the other three, the sorcerer has to repeat the invocation to make it bigger as regardless of skill, the biggest a grand master can do without invoking was the size of a soccer ball. Despite it being the slowest to use, it can provide the most quantity of advantages for expert or master tacticians when used correctly. It is the most resilient and the most stable of the four prime Manifestos.
(Player can add description here for unique effects.)

Manifesto Aqua Es: ("Manifestation of Water") The Anima Sorcerer creates a blueish-purple magical circle around themselves as when converged to the focusing core, the sorcerer binds and separates them manually at a rapid rate, causing the molecular structure to destabilize and form into water. It is the most balanced and the easiest to control, but requires a new style of control to master it. At first, water seems harmless, but when wielded by an adept sorcerer, it can cut through metal with some help from a fellow sorcerer.
(Player can add description here for unique effects.)

Difficulty: Beginner-Grand Master Beginners are those who are becoming versed with Anima Sorcery after some practice. From there, they begin to learn how to conserve their energy by still using sorcery without relying too much on the Anima Stone for main power. (1 Beginner)

Unlike the Manifestos, the Imperiums have more control and it conserves more energy than their feral counterparts. The purpose is that the Anima Sorcerer channels the specific element from an environmentally available source rather than gathering spiritual energy. While they are quite quicker and more user friendly than the Manifestos, the Imperiums lack the awesome potential, because it is entirely based on the capacity of the source; you cannot expect a massive fireball from a candle! The greatest of feats that discriminates adepts from beginners is the ability to use two different Imperiums at once. These are the variations below. Note that when attained, it does not mean the others are not available, it means that you cannot use them as effectively or as efficiently as the one chosen.

Imperium Flamma Es: ("Command of Flame") Orange Magical Circle, Devastating.
(Player can add description here for unique effects.)

Imperium Aeris Es: ("Command of Air") Silver Magical Circle, Swift.
(Player can add description here for unique effects.)

Imperium Terra Es: ("Command of Earth") Green Magical Circle, Enduring.
(Player can add description here for unique effects.)

Imperium Aqua Es: ("Command of Water") Blueish-Purple, Flexible.
(Player can add description here for unique effects.)

Difficulty: Adept-Grand Master When the beginners learned to master the art of controlling the four prime elements while conserving their energy, they became adepts and started expanding their range of possibilities. Ultimately with enough training, they can learn to combine elements to create a new line of Manifestos. (1 Adept, 2 Beginners)

See "Difficulty: Any" for information on "Manifestos."

This version allows the sorcerer to perform two Manifestos and reuse their products with Imperiums (which adepts can dual-cast,) to combine them into one of many super-elements commonly known as Life, Death, Nature, God, Light and Dark.

Duo-Manifesto Vita Es: ("Twin-Manifestation of Life") Using a royal purple magical circle, the sorcerer converges the energy and uses the knowledge of Imperium Aqua Es and Imperium Flamma Es to combine into the force of life that can heal and cure people who are less fortunate than the sorcerer. They can even "buff" them with additional raw power for a short time if not maintained. Prolonged exposure to it can weaken the body, so often times, both the sorcerer and the target are suggested to rest after using this technique.
(Player can add description here for unique effects.)

Duo-Manifesto Letum Es: ("Twin-Manifestation of Death") Using a grim teal-purple magical circle, the sorcerer converges the energy and uses the knowledge of Imperium Terra Es and Imperium Aqua Es to combine into the force of death that can sicken and weaken people of any kind. They can even prevent "buffing" and take away "buffs" from others. Prolonged exposure to it can render the sorcerer sick, so this technique was not used nonchalantly unless the sorcerer is properly prepared for it.
(Player can add description here for unique effects.)

Duo-Manifesto Natura Es: ("Twin-Manifestation of Nature") Using a turquoise magical circle, the sorcerer converges the energy and uses the knowledge of Imperium Aeris Es and Imperium Terra Es to combine into the force of nature, capable of manipulating plants and natural resources. An experienced nature user can use it to help his allies find edible goods and drinkable water when out in the wilderness. Note that prolonged manipulation of nature will cause a disturbance which often results in a natural disaster like typhoon and tornado.
(Player can add description here for unique effects.)

Duo-Manifesto Deus Es: ("Twin-Manifestation of God") Using a bronze magical circle, the sorcerer converges the energy and uses the knowledge of Imperium Flamma Es and Imperium Terra Es to combine into the force of god, capable of blessing allies with salvation (they are fully healed and sent to the sorcerer when they would be dead,) and smite foes who dare to harm the sorcerer's allies. It can only be used once per thread or the sorcerer will have to face the consequences of exploiting the Soul King's favor.
(Player can add description here for unique effects.)

Duo-Manifesto Lumen Es: ("Twin-Manifestation of Light") Using a yellow magical circle, the sorcerer converges the energy and uses the knowledge of Imperium Flamma Es and Imperium Aeris Es to combine into the force of light, blinding foes and revealing truths for the sorcerer and their allies. Using it unprepared with allies who are also not prepared will cause everyone to be temporarily blind for up to three rounds (3 posts by everyone who is not prepared on use;) on the bright side, it can be used frequently without penalties.
(Player can add description here for unique effects.)

Duo-Manifesto Ater Es: ("Twin-Manifestation of Dark") Using a violet magical circle, the sorcerer converges the energy and uses the knowledge of Imperium Aeris Es and Imperium Aqua Es to combine into the force of darkness, capable of hiding the sorcerer and their allies while confusing foes by throwing them into the void of darkness (Void in figurative terminology, not literal terminology.) While it can be used for illusions along with Duo-Manifesto Lumen Es, this element is capable of confusing even the sorcerer if used too many times too frequently.
(Player can add description here for unique effects.)

Difficulty: Advanced-Grand Master When the adepts manages to grasp the expansions of their knowledge of manifestation, they became advanced as they sought to control them! (1 Advanced, 2 Adepts, 3 Beginners)

For this, see "Imperium" at Difficulty: Beginner.

Imperium Vita Es: ("Command of Life") Royal Purple Magical Circle, Allows Life Transfer (big healing/revival with cost of part of the sorcerer's life force.)
(Player can add description here for unique effects.)

Imperium Letum Es: ("Command of Death") Grim Teal-Purple Magical Circle, Allows Plague Transfer (cures the target of weaknesses/illnesses and transfer these conditions to the enemy, but sorcerer gets all of them as well.)
(Player can add description here for unique effects.)

Imperium Natura Es: ("Command of Nature") Pale Green Magical Circle, Allows Planet Force (creates plants to entangle everyone and sorcerer while plant golems beat down bad guys and allies who harmed nature in the thread.)
(Player can add description here for unique effects.)

Imperium Deus Es: ("Command of God") Bronze Magical Circle, allows Divine Intervention (only used once per ten threads, it can take the sorcerer and their allies to their respective domain while fully recovered and energized at the moment they would be killed.)
(Player can add description here for unique effects.)

Imperium Lumen Es: ("Command of Light") Yellow Magical Circle, allows Sunlight (temporarily turn night to day for five posts.)
(Player can add description here for unique effects.)

Imperium Ater Es: ("Command of Dark") Violet Magical Circle, allows Moonlight (temporarily turns day to night for five posts.)
(Player can add description here for unique effects.)

Difficulty: Master-Grand Master Upon mastering the methods of controlling their elements, they transcend from manifesting and commanding the elements, they sought to find a way to make something that is a part of themselves as they ventured to be "One with the Spirits." (1 Master, 2 Advanced, 3 Adepts, 4 Beginners)

Auctorita Mentis Et Phasmatis Es: ("Power of Mind and Spirit") Only used once per battle, the spell can enhance the mental deduction and willpower of the sorcerer or the ally of the sorcerer by one rank if not invoked, but two ranks when invoked. Master rank is the maximum that the sorcerer can go. It can last ultimately throughout the battle, but overtime, it will drain the sorcerer of their strength, so the higher the tier (5-6 posts,) the longer it will last, but has to shut it down before they run out or the sorcerer's strength will be temporarily reduced to the level of a normal human while temporarily severed of spiritual ability for the exact amount of posts that was used to maintain the spell. Only Willpower/Determination can extend this spell's duration.
(Player can add description here for unique effects.)

Pennipes Mentis Et Corporis Es: ("Swiftness of Mind and Body") Only used once per battle, the spell can enhance the focus and pain tolerance of the sorcerer or the ally of the sorcerer by one rank if not invoked, but two ranks when invoked. Master rank is the maximum that the sorcerer can go. It can last ultimately throughout the battle, but overtime, it will drain the sorcerer of their strength, so the higher the tier (5-6 posts,) the longer it will last, but has to shut it down before they run out or the sorcerer's strength will be temporarily reduced to the level of a normal human while temporarily severed of spiritual ability for the exact amount of posts that was used to maintain the spell. Only Willpower/Determination can extend this spell's duration.
(Player can add description here for unique effects.)

Volo-Auctorita Corporis Et Phasmastis Es: ("Will-Power of Body and Spirit") Only used once per battle, the spell can enhance the willpower and pain tolerance of the sorcerer or the ally of the sorcerer by one rank if not invoked, but two ranks when invoked. Master rank is the maximum that the sorcerer can go. It can last ultimately throughout the battle, but overtime, it will drain the sorcerer of their strength, so the higher the tier (5-6 posts,) the longer it will last, but has to shut it down before they run out or the sorcerer's strength will be temporarily reduced to the level of a normal human while temporarily severed of spiritual ability for the exact amount of posts that was used to maintain the spell. Only Willpower/Determination can extend this spell's duration.
(Player can add description here for unique effects.)

Difficulty: Grand Master Only Having mastered their signature ability, they learned the fundamental truth of their great power, "Ultima." (1 Grand Master, 2 Masters, 3 Advanced, 4 Adepts, 4 Beginners)

Ultima: Only attained by transcended sorcerers through long years or long training in the arts, the Ultima spell distorts reality and shatters it before remaking it into the image of the sorcerer's idealistic vision as the event only happens in an explosion of light similar to the person's color of reiatsu aura, but it requires an invocation that should never be misinterpreted and never be misspoken because once the invocation starts, the sorcerer has to press on through to the end or the sorcerer dies from the backfire (note that it is an extremely rare case that the sorcerer survives, but would be rendered in a coma for a time depending on the gravity of the spell's effects.) When successfully cast upon, the true nature of Ultima was unknown as it came with variations and no written lore about its true element; the primary reason why everyone except for the Grand Masters of Anima Sorcery do not know and remember this spell is because Ultima's hidden quality of using a memory wipe strong enough to overcome everyone who does not have a very strong protection against memory manipulations or at least Grand Mastery of Mental Deduction, thus when affected, the affected people are left with an enigma of what happened. It is entirely based on the sorcerer's single and strongest desire while it can be indiscriminate or it can segregate between the sorcerer's foes and friends. All it is known in the Grand Master's knowledge is that the invocation required four stanzas (16 lines total as only 4 of these lines must be used per post of the sorcerer,) from the deepest of the sorcerer's soul. If the spell is strong enough, it could ultimately destroy the sorcerer to maintain itself, thus to Grand Masters, the Ultima Spell is only used as last resort because even they do not know if it will destroy them or not, regardless of the methods of trying to learn that factor.

If Ultima is powerful enough to destroy/save the planet, it will have to be permitted by the staff by overall vote and if disapproved by [THEFROST], it is an automatic >NOPE. Ultima can only be that powerful if it serves as a plot device, no buts, no questions asked, period.
(Player can add description here for unique effects.)

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{Permitted by Frost} First Set of Universal Anima Sorcery Spells 232?cb=20170319214106
    MaidInAmn
  • Plays as [?-?] Jiyūna Seishin
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  • Zodiac: Earth Dragon
    (Year 1988)
  • Sign: The Virgin
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"I took roleplaying and storytelling with a live-and-let-live attitude, thus the idea of a character doing something out-of-character would add more to the character than letting it stagnate into an archetype or a character. Here: A rapid change to a character must be met with an in-the-moment conflict. Ta-da! A rule to live by!"
THEFROST
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{Permitted by Frost} First Set of Universal Anima Sorcery Spells Left_bar_bleue99999/99999{Permitted by Frost} First Set of Universal Anima Sorcery Spells Empty_bar_bleue  (99999/99999)
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{Permitted by Frost} First Set of Universal Anima Sorcery Spells Empty Re: {Permitted by Frost} First Set of Universal Anima Sorcery Spells

Tue Nov 13, 2012 2:21 pm
{Permitted by Frost} First Set of Universal Anima Sorcery Spells Image327

Everything looks good to me. Therefore, I'll be moving this into Accepted Soul Sorcery/Anima Stone spells and get on with it.


{Permitted by Frost} First Set of Universal Anima Sorcery Spells WVMWLOu
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