► Description: Shinigami Eyes is an unnatural Eye Magic, which allows its user to be able to see, and do, many "death related" things. No, they are not able to kill people just by looking at them, but there are many different things that they are able to do. See someone's countdown to their death, summon ethereal weapons, and even see the emotions that link people to one another. When using the power of Shinigami Eyes, the user's pupils seem to expand into clocks, with a minute and hour hand present, and each number in its Roman Numeral version. These strange "clocks" reach to the edges of the their iris. Their sclera (whites of their eyes) will become pitch black, and accompanied by an slight ethereal glow.
► Magic Rules & Abilities: - This power doesn't legitimately make one "Death" itself. - It's impossible to kill someone by looking at them with this Magic. - It's impossible to change one's "Life Clock". - It's impossible to kill someone using this Magic.
► Taboo: You cannot tell someone when they will die, or how they'll die. Doing so will forfeit your own life. ► Requirements: Must have killed someone. ► Open to Everyone: With permission.
Posted: Tue Jan 24, 2017 7:22 pm
► Name: Blessing: Celeste della Luce (Celestial of the Light)
► Description: The Magic has no actual form, and instead seems to be a holy light, surrounded by a golden shine, making many confuse it for Spirit Slaying. The Magic, though set upon the soul, instead strikes at the opponent's "darkness". Meaning that the more horrible deeds they've done in the past, the stronger this Magic will be against them. Though this isn't to say it's completely useless against those with no darkness in their past. It can still harm them, just as any other Magic could. The user is able to shape this Magic into more... different forms, than most. Such as a holy sword which can send out waves of light, a beam that one shoots from their hands, or even pillars to protect them from outside forces.
► Requirements: Must be from the country of Veneficium. ► Open to Everyone: Look at above.
► Description: The user possesses super-human knowledge of a variety of weaponry that they may used for combat, their knowledge going as far as to manipulate the weapons of other wielders with their own magic, as well as craft a plethora of weapons of thin air, making it more advanced than reequip as each weapon is spontaneous in accordance to their environment and emotions. But, these weapons can be saved via reequip to be used for later.
► Magic Rules & Abilities: - Cannot create omnipotent items. - The user will eventually run out of stamina with excessive use of any weapon.
► Taboo: N.A. ► Requirements: An understanding of any weapon holder magic ► Open to Everyone: Only knight-based mages
► Description: Also referred to as Dream Eye Magic, it was something inherited from Noctis' mother. Noctis' eyes change to have a unique design within them. It is an eye that focusing on giving the user the ability to cause illusions by making eye contact, although it does have a couple of passive abilities. The eye contact allows him to use his magic to induce his victim in a dream like state by using magic to manipulate the brain to project the images the user wishes for them to see. he'd The first passive perk is the ability to enhance the perception and visual sense of the eye allowing for the ability to see further or make out details more clearly. The second passive trait is being able to see the amount of magic a person has currently to gauge their potential threat level. This allows him to be able to identify people trying to hide behind something as thick as a boulder within a 30 meter range. Noctis is able to distinguish between different people considering everyone has a unique look and feel to their magic. When concerning a random stranger, he's only able to see their mage and not distinguish it until he became familiar with it. A major downside to using this magic is if he either uses too much magic, which is needed to make illusions, or has it activated for too long it'll cause strain on his eyes as well as leaving him fatigued.
► Magic Rules & Abilities: - In order to attempt to trap someone in an illusion he needs to make eye contact - A stronger willed person would require more magic power to entrap in an illusion - If too much magic is used up the eye magic can't be sustained, and can even cause strain/fatigue on his eyes. - A person can use a quick fluctuation of their magic in order to disrupt the illusion, but they have to first realize they've been trapped in one. - Allows user to see the current status of a person's magic level by seeing the color associated with their magic and the amount left. - Quick flashes of bright light can leave him temporarily blind due to the enhanced perception.
► Taboo: If attempting to sustain it when one doesn't have enough magic power will cause the vision to permanently deteriorate ► Requirements: Has to be inherited from the Yesenia bloodline. ► Open to Everyone: No
► Description: Authority of Sin is a powerful Magic, technically made up of seven different parts. Each one, of coursed, based off the Seven Deadly Sins. Each of these parts is based off of a Sin (or Sins) the user has committed, though it doesn't necessarily seem to vary that much from user to user. The only thing that seems to vary is the user's experience with the Magic. Other things that would likely vary and how the user would use each of the spells within this Magic, since most of them seem to affect certain parts of the user.
► Magic Rules & Abilities: - Must have committed AND repented a Sin in order to learn the Magic (and spell). - Committing a Sin again will NOT make the Magic stronger. It all depends on skill.
► Taboo: If this Magic is overused with repenting again or meditating, you will eventually be overcome by your Sins, and turn into a monster. ► Requirements: Must have committed one of seven Sins, and learned from one that has this Magic. ► Open to Everyone: Only those that have learned it.
Posted: Fri Feb 03, 2017 3:55 pm
► Name: Stone Maker Magic
► Description: This magic allows user to take hard stone or bedrock from the earth, and place it on their body as either armor or in the form of a weapon or they can make a weapon out of the earth that they can use like a spear, hammer, or sword.
► Magic Rules & Abilities: - Spells can only be used on the user -advanced spells may actually use bedrock but takes a lot of energy to pull out of the earth. -If armor spells are used to much the stone starts to stick to the body
► Taboo: The user can not use his/her own blood to strengthen his/her attacks. ► Requirements: -Has to know the different minerals in the rocks/stones of the area the user is in. -Has to have complete concentration -Has to know exactly what the user wants to make
► Open to Everyone: Yes
► Name: Summoner Magic
► Description: The user can summon mythical creatures such as Banshees, Basilisk, Cerberus, and other creatures.
► Magic Rules & Abilities: - The user can not summon anything stronger than him/her -The user can only summon one creature at a time -Dragons should not be summoned -The user can take on characteristics of the creatures he/she summons
► Taboo: The user can not summon demons or shadow beasts ► Requirements: -User must have a basic knowledge of the mythological creature he/she wants to summon ► Open to Everyone: yes
► Name: Elemental Embodiment Magic
► Description: The spells from this magic only effect the user, the spells from this magic turn the user into an elementalis or the element the user wishes to be. Such as a Fire Elemental, Earth Elemental, Water Elemental, or Wind Elemental.
► Magic Rules & Abilities: - The user can not be more than one elemental at a time -The Elemental the user chooses to become is still weak to it's opposite element. Fire is weak to water, water is weak to earth, earth weak to wind, and wind weak to fire. -The user must switch out of the the element they are using before changing into a different element
► Taboo: The user can not combine two ore more elements ► Requirements: -The user must have a bond with the elemental they they are having embody them. - User must keep up on daily training to be resistant to any elemental effect that may come to the body. ► Open to Everyone: No
► Name: Blade Magic
► Description: The user can change his/her limbs into different types of blades
► Magic Rules & Abilities: - This magic Can not be commended with other magic types -If the blade(s) are broken in combat then the result is the user's limb(s) being broken -Blade types can be switched almost instantaneously -Blade(s) can not be made taller than the user's height
► Taboo: -The user can not use his/her blood to strengthen the magic ► Requirements: -The user must know how to use a sword properly -Must know what weapons the user's blades would be stronger or weaker against ► Open to Everyone: No
► Name: Thunder Magic
► Description: The user is able to create loud booms that harm the hearing of the opponent by clapping his/her hand or hands to another object or to each other, the closer the target is the more damage the sound does to the target's hearing.
► Magic Rules & Abilities: - the target must be in sight distance -the spells can not be used on the user -the spell can be mixed with lightning spells to double it's damage -the user must come in contact with a solid object -the spell won't work on liquids or gasses -how loud the sound is is completely dependent on how much energy/mana is put into the spell(s) ► Taboo: N/A ► Requirements: Must have an understanding of how sound works and at what ampage sound can cause damage ► Open to Everyone: Yes
► Description: User sends magical energy to their own voice to amplifies it and give certain cords different effects when preformed in a certain way (through song) ► Magic Rules & Abilities: - Not every spell lasts after the song is sung. (Most spells only last as long as the song is being preformed) - User cannot sing "endlessly", the song must end at some point.
► Taboo: Overcasting, attempting to sing "endlessly", or using the advance spell, Swan Song, can permanently damage user's throat and vocal cords, resulting in destruction of those parts. ► Requirements: User's must have some connection to singing as well as a distinct voice (sings well) ► Open to Everyone: with permission.
Posted: Fri Mar 17, 2017 9:17 pm
► Name: Seven Sins Curse
► Description: The user places one or two curses on a target, this curse will then apply one of the sins to the target, taking over their unconscious mind, forcing it into the conscious, and their body. The curses force the target to do one or both of the sins that were placed on them. The spells from this magic affect each person differently but every person will fall victim to it. The spells for this magic will wear off over time as long as the person or people the target is after is not in sight of the target or the target can fight the curse with all of their willpower from their subconscious. The user cannot cure them self.
► Requirements: -user has to physically touch the target in some way -The user can't put more than three curses on a single person -multiple people can be cursed ► Open to Everyone: No. Only Damien can use this magic.
► Description: The caster creates a set of illusions that infiltrate the targets dreams. These illusions are target specific so the caster doesn't even fully know what's going on inside the targets dream. Each spell comes with a rating, 1-7; 1 being that the target it awake but tired and zoning out and 7 being that the target is in a very deep sleep. These dreams can range anywhere from something small to night terror enduing or from from something slightly enjoyed to one you don't want to wake up from. These dream spells start when the target first falls asleep and can last 48 hours before it has to be recast. If the target gets multiple dreams cast on them then those dreams will conglomerate into one long dream. Every dream spell feels incredibly real, involving all senses in the dream along with daily routines that the target my follow; only adding to how real the experience feels. The dream can even affect the target when they are awake, however the target has to be tired and spacing/zoning out for that to happen.
► Requirements: - Only one person can have a nightmare put on them at a time - The only thing the user knows about the targets nightmare is what they gather from the spell being used. - The user can't use this magic on him/herself - The user can't sleep while using the magic/spells So the user can't sleep for at least 48 hours)
► Open to Everyone: So far only Ismar can use it
► Name: Fear Magic
► Description: Spells from this magic target fears that a person or many people may have about themselves or others. They hear and see things that seem real but are only a figment of their imagination. The spells can magic would effect each person differently and only the person being targeted would know their fear. If said out loud the caster can then increase the influence of that specific fear.
► Requirements: -This Magic only works on Ace and Lower. -Those that are Saints, Counsel Members, or Guild Masters are to powerful for this magic to work -The user can not cast fear on their self -Once someone gets over that fear then targeting it won't do anything, the spell/magic will break. ► Open to Everyone: Yes
► Name: Feather Magic
► Description: The user can use feathers to attack and defend either herself or others. The magic can't pull feathers from live birds, the feathers already have to be off the animal to be used.
► Requirements: -Feathers have to be around in order fro this magic to be used -Fire can easily burn the feathers regardless of how powerful the spell it ► Open to Everyone: yes
► Name: Lyric Magic
► Description: Songs sung using this magic allows the caster to hypnotizing spells on people to get them to do very specific things, for example like how a hypnotics can hypnotize someone and get them to act like a chicken; it's a similar consent but with song instead.
► Requirements: -Be able to sing decently -know what the song should do to the target -effects only Ace and lower ► Open to Everyone: yes
Posted: Sat Apr 29, 2017 7:36 pm
► Name: God of Military Arts
► Description: In layman's terms, it enables the one whom harnesses its power the ability to absorb the kinetic energy and Magic Power of the opponent's attacks and then saturate their body with those energies the more damage they take and receive, strengthening their performance all across the board and granting them greater capabilities than normal as long as they do not expel the energies, effectively amplifying their power a hundredfold and beyond as the battle drags on.
The God of Military Arts is effectively Verex's greatest asset in a battle, as other than his physical power and skill with bladed weapons, against a particularly powerful enemy, he would surely fall quite soon since most of his other skills are geared towards amplifying and supporting those two traits of his. The God of Military Arts is a unique Magic in that it does not completely outwardly and visibly offer the demon whom channels its power any benefits. Indeed, when performing the God of Military Arts, there are very few visual cues of the ability being put to work as it's automatically engaged whenever he enters the battlefield – the effect of this Magic is activated by Verex taking a hit from either a physical or magical source that results in the transference of all forms of energy; the moment that an attack comes into contact with the user, an aura of Magic Power is released from Verex's body briefly in a faint burst which absorbs the kinetic energy for standard martial arts and weapons, Magic Power for Magic that are transferred through all blows the moment that they attempt to impact upon Verex's frame, absorbing the shock of the strike and reducing the effect it'd have upon Verex by a quarter; a cascade of energy that glows a bright azure so typical of supernatural energy swirl around the area-of-impact. All the while, his busted Magic Origin functions as a vacuum, these energies being redirected and transmogrified it into Magic Power that begins to accumulate within Verex's frame. This meter is represented by eight Pentagrams, a serial of whorls that are directly tethered to his busted Magic Origin, these whorls filling up with energy the more that the battle continues. The filling speed of this "meter" is hastened by the above actions, though it can also activate from Verex unleashing an attack, defending himself, as well as absorbing stray amounts of eternano from the vicinity and converting it into Magic Power. The meter gain is amplified depending on how much damage Verex receives from an attack, and whether said blow was mundane or supernatural in nature. As Verex is left battered and bruised due to being struck over and over, an enormous amount of power is saved up; the level of energies is indicated by the meter within his Magic Origin filling up with Magic Power; these indicate the levels of how much energy that Verex has stored up.
As Verex continues to deal and receive damage, the meter fills until it reaches its maximum. Thus, once a reasonable quantity of energy has been saved up, Verex is able to invoke the true power of this Magic—briefly installing an arbitrary vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another into one or all of his limbs, God of Military Arts infuses the absorbed energies which have now been transmogrified into Magic Power into Verex's body, resulting in a burst of energy that flows throughout the specified areas to dramatically augment his abilities, that flow extending into an immediate release which serves the purpose of reinforcing and increasing the quality of the affected area. Indeed, unlike most Mages, whom channel the power of their Magic and accompanying Magic Power externally and mold it into various techniques or use it to transform their limbs, with God of Military Arts, Verex uses the absorbed energies in conjunction with his Magic to saturate his internals, including his skeleton and organs to magnify his performance in all fortes.
This means that his power rises the more damage that he takes; as the combat becomes more intense, Verex becomes faster, stronger, and more resilient. With God of Military Arts increasing his powers, Verex has displayed that he can indefinitely assault his helpless adversary with standard unarmed attacks, and any techniques he has have their activation sequence completely removed, enabling him to unleash powerful blows instantaneously without any leg. This also cheapens the cost of techniques while quartering the quantity of damage she receives from opposing strikes and removing the feeling in his body, granting hs frame properties not dissimilar to super armour in fighting games, preventing him from being staggered and absorbing several attacks before being hit. As a side note, the particles that are assimilated by the Magic can be concentrated in specific internal components to increase their physical strength or used throughout all the internal components, improving Verex's combat skills and bringing out his full potential such as augmenting his punching power or kicking power individually.
Essentially, Verex, at near death gains enough extra damage on his attacks to reduce the opponent's survivability by a relatively wide margin, in addition to increasing the radius of most of his moves; essentially giving him a wider range of movements and techniques to unleash upon his helpless opponent. However, instead of costing his any of his own energies, the pentagram are used as fuel, causing one magatama to vanish after using an ability- this means that Verex has to personally judge when or not it is suitable to use a magatama. The properties of God of Military act as a double-edged sword however, where Verex's attacks are simply "powerful" when she's mostly fine; as such, she has to be battered and bloody to take down truly powerful opponent, where she's then vulnerable to high damage himself. However, just like everyone else, Verex can still feel pain and get injured, so while she can stomach regularly powerful blows, if the enemy attempts a crushing blow, it will simply prove that his Magic's effectiveness is relative to his own durability, meaning that Verex isn't invincible. Additionally, there may be adverse effects if it is used when his physical condition is poor, and thus, the full output of God of Military Arts is usually reserved as a last resort to overpower his opponent up close should all else fail.
► Requirements: A strong physical body to be used to withstand the high amount of damage needed to increase the power of this magic ► Open to Everyone: Very few
Hirio of the Hoh
Vice Captain
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Hirio of the Hoh
Vice Captain
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Posted: Sat Apr 29, 2017 9:57 pm
► Name: Battle Control
► Description: A magic that primarily uses a series of commands and movements that are activated by the user to execute several effects. With every movement and thought in the spell being important to what kind of effect the user wants to employ onto the field, Battle Control can be considered one of the most complicated magics that encourage users to become determined to mastering the art, as one wrong movement could result in a different effect from the one planned. Battle Control is not composed of a single element, and like mentioned before manipulates the environment around the user as well as the user themselves in order to take down opponents, even going as far as to interfere with their magic spell by dispelling it or switching targets. Battle Control requires the full attention of the user and them being fully capable of what they are doing, as correct movements and signals from the Battle Control user is required to perfectly pull off this magic without the hideous consequences that could follow after if one is not too careful.
One of the more recent developed magics and is a magic based on formulas created through simple hand gestures, concentration and voice commands that deploy numerous effects onto the field, with the effects being able to change the abilities of the user themselves or on the environment around them. Like Divine Authority Magic Seal Arts and other magics of the like, Battle Control is based on combinations of different actions and thoughts that are able to conjure up special effects onto the field. The difference between Divine Authority Magic Seal arts and Battle Control is that despite both magics requiring hand gestures and such to conjure up an attack or spell, Battle Control only has one seal that amplifies and constructs the magic spells, where as Divine Authority Magic Seals come in various magic seals to commence dangerous attacks and so forth. Simple yet complicated, Battle Control is the product of countless hours of research on both magic and the world. Another thing about Battle Control is that the thoughts and voice command of the mage is also needed besides the hand gestures, as Battle Control is the assortment of combinations of hands, speech and mind, as the thought is responsible for the concentration and strength the effect has whilst voice commands give the spell clarification and identity, as all spells for Battle Control require the spell to be called out by the mage. Like mentioned before in the intro, it is vital that a mage is able to know what combination each spell is in order to achieve and execute the targeted effect, as one incorrect move in a combination could lead to harsh consequences.
When using the magic, it is the same trigger for every spell no matter how different, as all the spells will have the caster summon a light blue seal underneath their position that will light up brightly underneath them, as all movement and actions must be done within the seal for the magic to work, the seal is big enough for the whole body of the mage for it to work so accidentally stepping out of the seal whilst doing the magic isn't a problem. No matter if the magician is on the ground or is in mid-air, the seal for casting Battle Control will always appear underneath their body and shining its light onto the casting wizard as the great power of the seal will make sure that the spell has some sort of effect onto the environment. There are some ways to stop Battle Control from being cast however, with the most obvious one being that to push the magician out of the seal so that the magic cannot sense which formula and combination the mage is doing. Depending on the skill level of the mage casting Battle Control, the spells' effects when cast can be done in an instant, allowing quick timing and fast counter attacks so that the mage doesn't need to worry about incoming strikes, however, this is only because of the timing of the hand gestures and so forth to make the combinations and formulas, and depending on how fast the Battle Control user is able to cast their magic by doing the correct formula quickly and clearly, then the biggest drawback of Battle Control may be its timing for combinations and the latter.
► Requirements: High control in eternano manipulation ► Open to Everyone: Very few
Posted: Thu Jul 13, 2017 5:22 pm
► Name: Assimilation Magic
► Description: A magic that allows the user to transfer their own body and mind into solid objects, and manipulate them as though the object was their actual body. This allows the user to take control of anything made of solid material that they come in contact with. While under the user's control, the solid object gains a surprising level of flexibility and dexterity it otherwise would not have, such as being able to stretch and reshape in a surprising manner of ways. It also allows the user to travel through a solid area quickly, moving from one location to another in short amounts of time. The user is also capable of manifesting their real body parts from an object. The user is possessing The obvious weakness of this magic being that the user must have physical contact with the solid object in order for it to be manipulated. It should be noted that while the user is assimilated, their magic energy is next to impossible to sense.