This is where you create custom magic types. Examples: Custom Caster Magic, Custom Lost Magic, Custom Holder Magic.
Note: DO NOT POST CUSTOM SPELLS HERE ONLY MAGIC TYPES IN THIS THREAD.
[align=center][size=9]► [b]Name[/b]:
► [b]Description[/b]:
► [b]Requirements[/b]: ► [b]Open to Everyone[/b]: [/size][/align]
Posted: Tue Aug 09, 2016 4:04 pm
► Name: Dragon Transformation
► Description: This ability allows the user to take on Dragon qualities, such as claws, arms, scales, wings, and even horns! This Magic allows one to become much more like a Dragon, giving them a much better edge in battle. But the one downfall of this magic is that it makes the user much more susceptible to Dragon Slaying Magic. They're able to use the Magic themselves, but if someone else uses it against them, they take more damage from it than usual. Other than that, this ability is considered to be incredibly useful.
► Magic Rules & Abilities: ~ This magic is available to 3rd Generation and 7th Generation Dragon Slayers. ~ This magic makes the user weaker to Dragon Slaying Magic. Though they are still, of course, able to their own Dragon Slaying Magic. ~ Transforming into a Dragon sets a user out of battle for a full day, unless they're healed to get their stamina back to normal.
► Taboo: The same rules as regular Dragon Slaying Magic still apply. ► Requirements: Must be a 3rd Generation Dragon Slayer or 7th Generation Dragon Slayer to use. ► Open to Everyone: Yes, but only to ones that meet the above criteria.
► Description: Cloud Magic is a magic where the user can create, shape and manipulate clouds, visible masses of liquid droplets and/or frozen crystals made of water or various chemicals suspended in the atmosphere above the surface of a planetary body. Clouds are usually created and sustained by upward-moving air currents, produced by the condensation of water vapor. To use this magic, the user utilizes Eternano to produce several different fronts of air allowing the formation and creation of clouds. The user can mold the form and density of the cloud to their liking. This allows them to perform tasks such as riding on clouds meaning they can fly, glide and/or levitate through manipulation of clouds. They can fly at varying speeds, levitate, or propel themselves without taking flight, including enhanced jumping by a short burst of flight. The user can also solidify the clouds by manipulating their molecules; this allows the user to make the clouds physically hit someone with density of steel while still being formless. By crafting a specific form of cloud, the user is able to control the weather, creating rain or lightning with seemingly no difficulty at all. It should be noted, that the clouds crafted by the user are not as easily dissipated as those found in the natural sky, as these false clouds are reinforced with the user’s Magical Energy, giving them a durability similar to that of steel.
► Magic Rules & Abilities: - The user cannot create hurricanes, tornadoes, or other wind effects. - The user can only manipulate pre-existing clouds if the spell "Cloud Assimilation" is used.
► Taboo: The user must never, for any reason try to put a cloud in their or another's lungs, this will not only kill them but also make them into clouds. ► Requirements: ► Open to Everyone:
► Name: Explosion Magic
► Description: Explosion Magic is a simple type of magic that has a wide amount of uses and casting types; this magic tends to have inherent traits and abilities that are extremely similar to the Bomb Curse in that this magic can be cast at a distance from the user, can be used to create mines and traps, and can be cast directly from the user themselves. Explosion Magic casting is exceptionally simple; the caster will user their own magical power to rapidly excite the Eternano around them, causing it to explode violently. While the casting is simple, it allows for extremely varied sized explosions, ranging from small, barely able to injure at all, to massive explosions that can kill hundreds at once, and an experienced caster can control the size and explosions at will. Users of this magic can create a multitude of explosive objects; objects and items that are created can range from explosive sticks, grenade-like objects, timed bombs, a multitude of mines ranging from pressure sensitive to proximity, and many other items. Casters can also simply trap a target in a sphere of magic before rapidly exciting the internal Eternano, creating a contained explosion, but one of the deadliest of abilities is to turn other objects into bombs, including organic material, but this is extremely difficult and requires a prolonged amount of physical contact with the target. Most single explosive blasts, especially those that are launched tend to appear as a ball of energy or a flare. Of the varied uses of this magic, most being offensive, this magic also offers a defensive and supplemental usages as well; the primary defensive use of this magic allows the caster to simply "blow away" an opposing attack thereby completely nullifying it, while the supplemental uses allows the caster to create smokescreens with their blasts.
Casters have one of two ways of casting this magic, one is by casting the magic with their bodies, which is simply shown by them releasing the blast from their bodies, and the second is by channeling this magic through a weapon, any weapon will work but those with an extended range such as spears and pole-arms, and weapons that end is points such as a Rapier or lance are shown to work slightly better. Weapons with increased range allows the user to stay further away from the blast created, and pointed weapons allow for highly concentrated attacks.
► Magic Rules & Abilities: - User can be affected by their own explosions, so caution is a necessity
► Taboo: ► Requirements: N/A ► Open to Everyone: A few
► Name: Alchemy
► Description: A simple yet quite unique magic that takes base into using various chemical processes such as maturing and purifying a variety of elements or magic to form complex constructs and spells. By it's nature, Alchemy is a philosophical and protoscientific tradition practiced throughout the world with the aim to purify, mature, and perfect certain objects, be it natural of magical in nature. Common aims were chrysopoeia, the transmutation of "base metals" (e.g., lead) into "noble" ones (particularly gold); the creation of an elixir of immortality; the creation of panaceas able to cure any disease; and the development of an alkahest, a universal solvent. The perfection of the human body and soul was thought to permit or result from the alchemical magnum opus. Users can a material's natural state and composition into something else entirely. When used against Elemental Magic, they can wreak all kinds of havoc, enabling them to negate, cancel, and nullify most elemental spells heading their way. By manually altering the natural composition of an element's structure, the user can rearrange it in whatever way they see fit, even transforming it into another element completely.
A common example of this is when it is applied to Ice Magic, seeing as how water has three forms, a solid, gas, and liquid, they can alter between forms by changing the base chemical value that determine it's shape and form. If they wanted to, the user can cause the water molecules inside Ice Magic, including the atoms, to separate and lose cohesion, "evaporating" into the surrounding environment. The user can create, summon, shape, and manipulate and use any kind of weapons with perfect skill, regardless of make or design, primarily by redesigning their form and feel. When used on weapons such as swords or guns, the user can manipulate their nature and corporeal structure however they see fit, from a large range of materials and elements spamming from wood to metal; able to elevate a melting point (2750°F) required to reduce metal into liquid to such high levels, it makes it next to impossible to melt it, meaning that higher temperatures will be required to so much as heat up a bar of simple metal. This means a user can shape and form objects they are touching as if it was clay, which gives it the ability to be shaped into weapons, similar to Metal-Make; However, this magic is not capable of creating living creations. The user can even apply changes to their weapon via alchemy. By applying alchemy, they can increase the atomic bonds that hold matter together as a whole, making objects harder to slice or break when under stress or being submitted to the harshest of conditions, be it magical or physical, they can make ordinary objects such as paper harder and stronger than steel. Nuclear transmutation is the most common scientific form of Alchemy, it is the conversion of one chemical element or an isotope into another. Because any element (isotope) is defined by its number of protons (and neutrons) in its atoms, i.e. in the atomic nucleus, nuclear transmutation occurs in any process where this number is capable of being changed. From changing the carbon in the air into metal and fashioning knives from it, transforming rocks into sand, destroying Earth Magic in the process, and evaporating entire bodies of water in an instant. ► Magic Rules & Abilities: - User must make physical contact in order to effect it - The user cannot use this magic to completely destroy an object, only transmutate them ► Taboo: ► Requirements: Mage must at least be a S Class ► Open to Everyone: N/A
► Name: Muscle Magic
► Description:
Also known as Uninhibited Muscle Power, this magic gives the user the ability to accurately regulate how much of their maxim strength they can release, ranging from 0% to 100%, allowing them to transcend the limitation of strength most humans Humans are capable of using only 30% of their muscles' potential strength, even when hyped up on steroids, due to a biological block. Only a few people have gone past this with even fewer reaching full potential. Every one of those situations was a life or death situation, when special hormones such as adrenaline are able to allow us to override the block, hence how people refer to this reaction as "fight-or-flight". The reason why this Defense Mechanism Superpower can only remain as a defense mechanism is because the stress reaction deprives other systems of energy, like for example digestion and the immune system, hence why chronically stressed people are more likely to get sick, and also because any amount of exertion above the one-third limit causes our muscles, and even tendons, to tear themselves from the bone, rip themselves apart, or even start to liquefy. Of course, the severity of the damage depends on the intensity of the stressor, how far beyond the limits one goes, and for how long. Imagine hitting a wall, but worse. If you hit something hard enough, you're gonna break your own bones and limbs, short-term. The user on the other hand can exceed that, giving them peak human, enhanced, and even Supernatural strength depending on what percentage they're using and not feel any side effects. They can swap between percentages at an instant, allowing them to up their strength without needing to focus. However 100% Muscle Power is the only exception to this as he needs at least 2 posts to fully enter this percentage. 100% muscle usage is different from peak human strength in that it has little to no relation to actual muscle mass. While having more muscle mass does increase the overall strength, someone of average physical strength who uses 100% of their muscle capability could overpower someone with Peak Human Strength, who would be using the normal percentage.
► Magic Rules & Abilities: - The user can only stay in 100% for so long. - Going beyond 100% can be dangerous.
► Taboo: The user must never go beyond 100%, doing so could kill them. ► Requirements: The user must have great control over their body and immense natural strength. ► Open to Everyone: Yes, though this is a very rare magic.
► Name: Combatia
► Description:
Combatia, as the name suggests, is a magic art that is typically used by wizards who primarily choose to use a more straight-forward style of combat to fight against their opponents, such as punches, kicks, jabs, and whatnot. Although wizards are much more stronger than typical humans, as well as extremely durable, it is commonly known that a small percentage of actual magic is applied toward each physical attack they deal, be it an enemy or a simple obstacle standing in their path. However, Combatia's main purpose is to increase the volume of magic the user can expel per every attack fired from their body, transforming a single punch into wreaking ball with the capacity to topple entire buildings into rubble. This is commonly achieved by allowing the user to manipulate the relationship the magic they possesses has with their own body in the form of an altered form of magical aura they can produce, strengthening the basic properties of their bodies as well as their primary functions in order to better enhance their Combatia capabilities. Combatia, as the name suggests, is the ability to augment a mage's physical abilities. It is not to be confused with ordinary magic augmentation, Combatia can augment multiple aspects of a mage's physical and magical capabilities such as muscles density/impact, advanced senses, defenses, magic energy, aura volume, and reaction time. Do to it's nature, users of this magic are capable of turning their very bodies into dangerous weapons, imitating the characteristics of swords, armors, and firearms. Booster Magic possesses the near extinct ability to influence Ethernano particles inside the user's body and their environment. This ability, at it's it peak, is capable of manipulating and altering the magical "container" inside a mage in order to take their dormant powers to the next level. If mastered, a mage could theoretically achieve a status of super hyper awareness, a form that pushes their magical abilities to the highest possible levels a human being can achieve.
In should be noted however that Combatia's single-most greatest ability lies in it's capacity to give the user absolute freedom to shape the form, shape, natural characteristics that their Magical Aura has. Ordinarily, Magical Aura is used as means to defend or intimidate others, often discarded as an actual weapon to be used in the middle of a fight. However, int in the use of Combatia, it is weaponized into a destructive force of nature wit the capacity to be reshaped into nearly any form they desire, ranging from creating simple balls, swords, melee weapons, etc. As crude as this sounds, it is the property change that makes it unique rather than changes it can take; much like with nature, magic itself has many natural states that it can take, such as emphasizing destruction to destroy, constituting creation to build, embodying enhancement to support, or completely displaying their own unique variation on the properties that their magical aura can take when unleashed. The user can manipulate this kind of energy in various ways. However, this ability deals with the energy they produce magically, so the aura that is formed from one's mental focus and strong emotions puts heavy emphasis on the overall volume and feats one can achieve in molding their magic. Users of this power are able to increase their natural abilities, attract and repel the aura of others, sense the aura, and project it in various forms that best compliments them. The user can generate aura that can surround, envelope, cover, or partially affect a person or object of their choosing and adopt their aura's unique characteristics.
Through natural progression via training and practice, the user can improve the quality of their and magic output they can summon via Combatia. It's main method of combat utilizes a wizards magic by producing Magical Aura tasked with different roles ranging from attack, defense, support, or overall enhancement: if the user is capable of keeping aura from leaking away from the body,and compressing it with the intended effect of producing a layer of magical energy around the surface of their skin, acting as a powerful barrier meant to block out attacks. When focuses on outputting a high amount of magical aura and keeping it centered around their body, expanding the size and intensity of it, the user can increase the destructive aspects it can inflict toward other objects, destroying them by enhancing the damage output to considerable levels. This increases the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use. When expanding the field of their aura onto other objects, this allows the user to extend their magical aura onto an object, to enhance every physical property it has to astounding new levels, depending on the overall structure of aura they are applying; by expanding the aura and compressing the energy at the same time, it would strengthen and protect the object, making it an even greater weapon sporting a powerful defense and offense. This is the technique is often used to increase the base properties of whatever the user touches, as well as transforming seemingly useless objects into additional weapons, such as a sharpening simple leaf into a sharp sword, enhancing the impact strength of a pencil into a sledgehammer, or heightening the speed and piercing power of a small rock into that of a bullet.
Advanced versions of these abilities do exist, such as a defensive technique where a user maintaining a constant aura over their entire body, allowing them to defend against attacks from any direction without the need move or dodge. When a user wants to power up certain attacks that use a specific limp, they can divert most of their magical aura into a specific area of their body, concentrating it all into one particular body part. This makes that one body part exceptionally powerful, but leaves the rest of the body completely unprotected; however, with the sacrifice of defense, an ungodly level of offensive power is gained in return, quite easily transforming their next attack into a lethal blow with the capacity of dealing death. This is used by some wizards, particularly Dragon Slayers, as an offensive technique in order to power up their physical moves. This rapidly allows any wizard to customize the style and function their magical aura can take in the heat of battle, enabling them to acquire the best features their aura can obtain that best suits their needs. It should be noted however that wizards who dominate this state of mastery are often able to morph the shape and size of their aura to considerable levels unlike other wizards, since Combatia enhances the magic output their bodies are originally capable of to a whole new level; when a wizard uses this style of magic, it naturally causes changes inside not only their physical body, but their Magic Origin as well, allowing them to better handle their newfound power by altering the way they expend or produce magic and aura. This can best be summed up as being the equivalence of upgrading a car's engine to a higher horsepower, with a wizard gaining a new ability to produce higher quality aura with a greater degree of manipulative properties that best suits the user's needs and personal style.
The nature or natural attributes any aura has is also manipulable, such as adopting the characteristics of other particular substances or materials that would aid them while confronting a particular attacks; common nature changes range from having aura become denser and heavier for something to move or interact with, thus slowing it down. Another is by hardening it into becoming as solid as steel, making an ideal aura type to strike or stop incoming objects. Another example lies in making it act similarly to gum - with the aura's consistency into an incredibly sticky and elastic substance somewhat akin to bubble gum, the aura is also extremely durable and flexible, as it can both stretch and contract, capable of being attached from multiple objects or people either by pointing at their target or through direct physical contact.
► Magic Rules & Abilities: - The user can only enhance their body or held items - The must cannot enhance both their body and a item. - The user cannot enhance someone else
► Taboo: Attempting to use this magic with no magical energy to use can result in broken bones due to the stress. ► Requirements: The user must have strong control over their own magical power. ► Open to Everyone: Yes
► Name: Fist Magic
► Description: A Caster Type Magic that allows Mangis to focus his magical power into his fists so that he can increase his offensive abilities. Similar to Palm Magic, this greatly boosts the strength of his punches to the point where simple hits can shatter boulders or bring down pillars. With Mangis's style of fighting, Fist Magic can be extremely powerful and able to level opponents with ease in a single punch. When activating this magic, seals appears over each fist and burn into the back of his palms before slowly fading. This signals that his fists have now been enchanted with the magic. When striking against a target, the impact makes a discernible sound of metal clanging against a surface, which is where the magic's name comes from. Not only his fists, but his entire arms have become as tough as iron and they are able to withstand attacks without any visible signs of harm. This allows him to clash against other attacks with his bare fists, even being able to block bladed weapons and not receive a scratch. He's also been able to block or bat away projectile spells with his bare hands without injury. While Mangis primarily uses his magic in conjunction with close quarter combat skills, it also possesses several unique properties depending on which spell he uses. Aside of greatly augmenting his punching power, this magic can also be used to knock back opponents and even cast a ranged spell to attack opponents from afar. It even possesses the ability to break down spells directed at him, marking incredible versatility.
► Taboo: ► Requirements: Must have a good control over their magic energy ► Open to Everyone: Anyone who wishes to study under Mangis
► Name: White Magic
► Description: White Magic, also known as Purification Magic, is a Caster magic that specializes in purifies and protects the body, mind, and soul of either the caster or others from malicious or diabolic influences. This magic can also weaken or harm mages who practice evil magic and demonic supernatural creatures, making users of this magic the natural enemy of Demons and Black Magic. This magic is said to originate from the practices of primitive tribal mages who performed ritualistic ceremonies to ward off evil, purify their dead, and destroy curses. Despite this origin, as well as the religious themed names of its spells, White Magic's power comes from its caster's faith, whether or not that faith is religious in nature. White Magic's main strength lies in it's ability to negate, destroy, and protect against demons, the undead, and Black Magic. It is one of the only magics that can completely and reliably lock down Black magic or reliably harm demons, making White Mages the best for fighting against demon cults and necromancers. Demons and undead are even more susceptible to the power of White Magic than Black Magic users, as White Magic is anathema to their entire being, even able to negate or weaken their innate magical powers, regardless of the nature of those powers. Users of this magic also typically give off a Anti-Evil aura, one that makes it painful for those that this magic was created to fight against stand near the user.
While one might assume this magic can only affect the evil, they would be incredibly wrong. After work done by a priest, this magic does indeed affect mages and other beings that do not fall within the category of evil or black magic. When used offensively, White Magic typically uses light based attacks much like Light Magic and can create crosses made from holy light. Unlike traditional Light Magic however, White Magic's light is described as "holy" and "pure," and it contains enough potential power to kill other beings, if used properly. With this magic at their disposal, users can use it for fighting and enhancing their physical strikes. Due to this notion, it is believed that a White Magic spell's effectiveness doubles when used against a evil being, demon, undead, or a user of the Black Arts or Black Magic. This magic also seemingly has the capability of blessing themselves, objects, and other beings with different effects to enhance them. However, there spells within this magic that can only affect the things this magic was originally built to fight against, meaning some spells will be ineffective against those that do not fall within the categories of evil or undead. In essence, White Magic is a magic created to strike down the evil, undead, demonic, and users of the Black Arts, but can still be used against others that do not fall within these groups. This magic also allows the user to hit phantasmal beings.
► Magic Rules & Abilities: - Some spells may not work on normal targets. - Using this magic while having malicious intent (i.e. killing someone for the sake of evil) will prevent the magic from working
► Taboo: - The user must never use this magic in tandem with Black Magic or any other evil magics, the result will cause the user to lose their soul. ► Requirements: - User must not have any magic that affiliates with demons, evil, the undead, or the Black Arts. - Must have faith
► Open to Everyone: Only a few
► Name: King's Eyes
► Description: There was once a King that went by the name of Amorus Marechal
Possession of the eyes gives the user numerous abilities including heightened visual senses, allowing them to see fast movements normally impossible for human eyes to follow, or minute details with great clarity. They are able to see past world altering illusions and perceive an individual's unique aura. King's Eyes holders are capable of altering and controlling the vision of those around them, such as switching two people's field of vision, inducing nauseating hallucinations, projecting what the holder sees into the minds of others, and the power over visual illusions in general. The eyes also allow the holder to see through another individual's eyes and observe past events that they have witnessed. The eyes can increase the user's sight, allowing them to see several miles ahead of them. The eyes are also equipped with a self-restoration function such that over time, they will heal themselves of any damage sustained.
The eyes do have their limits, however. Due to the huge amount of visual information that the owner's brain has to take in, it takes a while for the holder to get used to using them after the eye magic activates. Furthermore, prolonged use of the eyes' abilities causes them to heat up to the point where they will start burning the user. If the eyes are damaged enough, they will crack, making their powers unusable until they heal back again. If they're damaged to the point when they can't be repaired, then they will explode, killing their user.
► Magic Rules & Abilities: - Overuse of eyes can lead to them being damaged - Cannot use eyes for 3 posts straight - Cannot use in tandem with other magics
► Taboo: Using this magic while using another at the same time could very well cause the eyes to "short circuit" in a sense due to the large amount of magic being used. ► Requirements: User must be a B-Class for eyes to be usable. ► Open to Everyone: No
Posted: Thu Aug 11, 2016 2:56 pm
► Name: Therma
► Description: The magic to create, shape and manipulate temperature, a form of kinetic energy between particles at the atomic or molecular level: the greater the movement of these particles, the greater the thermal energy and reversed. Heat itself is internal thermal energy that flows from one body of matter to another, it is not the same as the energy contained in a system—that is, the internal thermal energy of the system. Rather than being "energy-in-residence," heat is "energy-in-transit." With it, you ca increase the kinetic energy of atoms to raise the temperature and make fire hotter. Alternatively, reducing the kinetic energy of atoms will make things freeze and ice colder.
► Magic Rules & Abilities: - The range of effect is 50ft. in every direction. - One effect zone must be canceled or ended before the use of another. There must be three post in between before attempting to switch. - Control is lost after surpassing Absolute Zero and Hot.
► Taboo: Attempting to use Absolute Zero or Hot. The temperature becomes harmful to even the caster. ► Requirements: Must have Fire, Ice and Air Magic ► Open to Everyone: Yes
► Name: Barrier Magic
► Description: With Barrier Magic, the user is capable of manifesting their magical energy as a shield in order to defend against the attacks of the enemy. In order to do so, the user allows their magical energy to flow into their hands; which projects a field of magical force which they can manipulate into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. These barriers can be applied to any area of space within fifty feet by solidifying the ethernano in the air, to protect or reinforce.
► Magic Rules & Abilities: - You cannot create barriers within another person. - Basic Spells Resistance: Up to five basic spells and three advanced spells. Weak to ultimate spells. - Advanced Spells Resistance: Up to seven basic spells, five advanced spells and one ultimate spell.
► Taboo: User cannot use barriers within themselves, the results being harmful to their own magic power. ► Requirements: - Must not have elemental caster magic. - Must be A-Rank. ► Open to Everyone: Yes
► Description: This Magic seems to have no true given form, and seems to look like nothing more than some strange, purple aura surrounded by shadows. This Magic, due to being afflicted upon the user's soul, seems to attack the same thing of its enemies. But instead of directly attacking their soul, it seems to focus on pulling one's life force from their body, to fuel both the user and the Magic. The more life it absorbs, the stronger it seems to get. Due to it being nothing but shadows, the user is capable of morphing it into different shapes, such as a weapon, the head of a beast, or even huge claws. It all seems to depend upon the user's own imagination.
► Requirements: Must be from the country of Veneficium. ► Open to Everyone: Look at above.
Posted: Tue Dec 13, 2016 10:52 am
► Name: Medical Book
► Description: Medical Book works by first having the target come into contact with the medical book that the user carries around in order to activate the Magic.This Magic allows the user to heal illnesses as well by creating a bubble of light that expands outward in order to encircle all those that have come into contact with the medical book nearby, effectively creating the doctor's operating room, but simply placing the operating room over the patient's body. The targeted affliction will appear as a dark smoke-like substance, allowing the user to easily remove it from their patient. Medical instruments can be summoned to remove the dark smoke-like substance. It is simply removed through cutting for the majority of it. Any remain smoke around an injury is taken care of by having a finger covered in a light aura, similar to the Sky Dragon's Healing Spell.
► Magic Rules & Abilities: - The user must have tapped a person to activate the spell. The injured person's name is then recorded for future use. - Cannot cure anything outside of colds, flues and physically inflicted wounds (cuts, bruises, etc.) - Broken bones are only able to be healed half way. This insures the body can still have the capably to naturally heal it. - Those on the outside of the operating room are free to enter the bubble space, however, no one is able to exit until the user deactivates the magic. - The bubble space cannot change areas while activated as the user must stay in that one spot. Only possible to move if it is deactivated to allow the movement.
► Taboo: If the user has continuously healed more than 10 people in one activation, the user will have the wounds found on the patient inflicted on her body as collateral for the healing process. ► Requirements: Must have a specific book, of any size, for the holder to use and cast the magic. Also the user must have knowledge in healing and medical procedures. ► Open to Everyone: No
► Name: Aegis Magic
► Description: Aegis Magic allows the user to create completely solid invisible barriers by super compressing the air located in the atmosphere in order to form their various shapes. These barriers can be further solidified in order to become visible. The user can use this magic in a variety of ways such as protecting allies from a large variety of attacks, stopping opponents by forming barriers around them, or even use them offensively by crafting more weapon-like shapes. The barriers are unable to be moved by foreign force, such as an opponent trying to break through with their strength alone, which would result in a mirror-like force back upon the foreign entity.
► Magic Rules & Abilities: - Barrier can be hollow, solid or a combination when the middle in hollow and the rest is solid - Primarily used for defense - Cannot be easily shattered by raw strength or magic along
► Taboo: The user is typically the one most protected by this magic in battle as their skills are invaluable in a larger battlefield. ► Requirements: Roughly 4-5 years of training and good ethernano control to maintain the shields for longer periods of time. ► Open to Everyone: Yes
► Name: Athletic Magic
► Description: This magic allows the user to increase their running speed to dodge attacks and deal them with a quick flurry of kicks or punches using magic sandals or shoes. This magic also allows the user to be able to jump much higher then usual and also grants them the ability to run on vertical surfaces.
► Magic Rules & Abilities: - Generally assists the user to quickly get into great positions to attack the target.
► Taboo: Any regular shoes will disintegrate quickly or are not made for certain surfaces like water or very heated floors. ► Requirements: Has to have skills in speed and a bit of knowledge of acrobatics for it to be effective. ► Open to Everyone: Yes
► Name: Weapon Card
► Description: A variation of Card Magic which focuses on materializing the pictures of weapons on cards possessed by the user.
► Magic Rules & Abilities: - User is limited to using one weapon card at a time - User is known to be well rounded in using various kinds of weapons, not just swords - If skilled enough, a user can quickly alter between cards in order to use different weapons - Magic is only used when summoning or dispelling as the weapons themselves do not have any sort of element attached to them
► Taboo: If someone uses this magic and is not great at using weapons, they're gonna have a bad time. ► Requirements: Must be proficient in using at least 3 different kinds of weapons ► Open to Everyone: Limited to 3 for now
► Description: This type of slayer magic is more of an application to dragon, god and devil slayers. However Celestial slayer magic allows the user to gain access to the power of sun, moon, and the stars, hence the name celestial. Gaining access to which one is completely random based on your journey. When becoming this kind of slayer, you'll be granted unimaginable power while gaining some resemblance to that of your slayer. Dragon slayers get fangs and dragon like wings. God slayers receive a white glowing tint in their eyes along with the pure essence of deities. Devil slayers receive red-orange eyes with demon-human claws.
The process into becoming a Celestial is certainly not normal. It cannot happen through birth or through lacrima. One must undergo a ritual caused by an old sage who walks among men on the far ends of the world. There you have to fulfill two requirements. 1, you have to unlock your second origin and 2, The user must die (ritual spell casted by the old man) and pass the Journey of the Afterlife.
► Magic Rules & Abilities: - Particular type of slayer is at random - Need an old sage who has knowledge about it to perform the ritual - Gain the essence of deities
► Taboo: ► Requirements: Must undergo death and return // must have Second Origin already unlocked ► Open to Everyone: Only Dragon, God and/or Devil Slayers
Posted: Mon Dec 19, 2016 8:03 pm
► Name: Ignis Liber (Fire/flame Book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast four different spells related to that books element. Ignis Liber can cast four specific spells, Ignis Turbo (Fire/flame tornado), Ignis Grandinem (Fire/flame hail), Sanitas Ignus (Healing Fire/flame), and Silvestre Ignis (Wild fire/flame).
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have a basic understanding on how to read and pronounce the ancient language or the spell will not work. ► Open to Everyone: It can be.
► Name: Aqua Liber (Water Book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast four different spells related to that books element. Aqua Liber can cast Apographon Aqua Catinus (Reflecting Water Disk), Acidus Pulvia (Acid Rain), Petilus Aculeus (Thin Needle), and Aqua Respirare (Water Breath).
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have a basic understanding on how to read and pronounce the ancient language or the spell will not work. ► Open to Everyone: It can be.
► Name: Terra Liber (Earth Book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast four different spells related to that books element. Terra Liber can cast Terra Praesidium (Earth Defense), Terra Manus (Earth Hands), Terra Ostes (Earthquake), and Terra Edere (Earth Eats).
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have a basic understanding on how to read and pronounce the ancient language or the spell will not work. ► Open to Everyone: It can be.
► Name: Ventus Liber (Wind Book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast four different spells related to that books element. Ventus Liber can cast Musca (Flying by wind), Pellere Murus (Pushing Wall), Sugere Ventus (Sucking Wind), Parvus Gladius Ventus (Little Swords of wind)
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have a basic understanding on how to read and pronounce the ancient language or the spell will not work. ► Open to Everyone: It can be.
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast two different spells related to that books element. Fulmen Liber can cast Fulmen Casses (Lightning Trap) and Fulmen Onus (Lightning Charge)
► Magic Rules & Abilities: - User► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have an understanding of how to read and pronounce words along with understanding the meaning behind each work spoken. ► Open to Everyone: It can be.
► Name: Canor Liber (Sound Book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast two different spells related to that books element. Canor Liber can cast Rumpere Canor (Breaking Sound) and Sanguis Canor (Bleeding Sound).
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have an understanding of how to read and pronounce words along with understanding the meaning behind each work spoken. ► Open to Everyone: It can be.
► Name: Gelu Liber (Ice book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast two different spells related to that books element. Gelu Liber can cast Gelu Arundo (Ice arrows) and Gelu Apographon (Ice Copy).
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have an understanding of how to read and pronounce words along with understanding the meaning behind each work spoken. ► Open to Everyone: It can be.
► Name: Lux Liber (Light book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast two different spells related to that books element. Lux Liber can cast Magnus Dolus (Grand Trick) and Flagrare Lux (Burning light).
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have an understanding of how to read and pronounce words along with understanding the meaning behind each work spoken. ► Open to Everyone: It can be.
► Name: Caligatio Liber (Darkness book)
► Description: This book allows the user to summon or cast different spells related to the element the book is designated for. Each book is written in an ancient tong so it's not easily read by modern mages. Each book can cast two different spells related to that books element. Caligotio Liber can cast Nox Cadere (Night Fall) and Umbra Fera (Shadow Beast)
► Magic Rules & Abilities: - User must have contact with the book at all times while casting the spell -The user must have the target insight or the spell will target everything. -User can only use one sell at a time with this book -Only one book can be used at a time
► Taboo: The user must protect the the book at all coasts, the books are rare so they can not easily be replaced. ► Requirements: User must have an understanding of how to read and pronounce words along with understanding the meaning behind each work spoken. ► Open to Everyone: It can be.
Posted: Thu Dec 22, 2016 12:01 pm
► Name: Summoning Magic
► Description: Summoning Magic (召しの魔法, Meshi no Mahō) is a Caster and Holder Magic that provides the user the ability to summon objects out of thin air from a completely different location.
► Magic Rules & Abilities: - Can only use this magic either through an item or through magical energy - By using one's magical power and subjugating an animate or inanimate object (animals and weapons, per-say), one highlights a seal of sorts onto them. - When an individual has recited an incantation or gone through a simple process, they may transport the object from somewhere else to their own location - The magic power usage is dependent on what the summoned is and by its weight (a large animal may cost more magic to summon than a weapon.) - In regards to weapons or items, the user doesn't lose magic to maintain the summon - In regards to non inanimate things, magic has to be used to maintain the summon.
► Taboo: Not allowed to summon the dead, it's not this time of magic ► Requirements: Have to be at least a B-Rank Wizard ► Open to Everyone: Yes
► Description: Stemmed from the code of the warrior, users of this magic utilize their shields for defensive and offensive spells, both ranged and close-combat. This spell is usually for those that are physically strong to handle holding a heavier shield for long periods of time, but lighter shields may be used- the effects of this spell just won't be as strong. This spell is usually compared to Crash Magic, as it can cause quite a lot of concussive and overall collateral damage. The damage of this spell in the hands of a master is incomprehensible. This was actually created by the Guild Master of Dragon Dreams herself as a means to make good use of a shield in battle, offensively and defensively.
► Magic Rules & Abilities: - Must sport a physical shield with them; whether it is magical or not makes no difference. - For effective use of this magic, is it recommended one is physically stronger than the common human. - This ability possesses both ranged and close-combat techniques - This ability doesn't have a specific element, even though it is mistaken for using earth magic
► Taboo: You have a shield in front of you, not the back of you. While your front may be protected, your back is pretty much vulnerable if the shield isn't blocking it. Also, your shield cannot block everything unfortunately. ► Requirements: Must be skilled in actually using a shield, or else it just... Makes no sense to begin with. ► Open to Everyone: Yes
Posted: Sat Dec 31, 2016 2:00 pm
► Name: Primordial Dragon Slaying
► Description: Primordial Dragon Slaying is more like an upgrade of Dragon Slaying Magic. They have much more control over their own element, seeming to be the purest embodiment of it at this level. Their ability to use and cover their own body with their element, even exuding it from their body, makes them quite a force to be reckoned with. Their body seems to be able to destroy any poisons or toxins that get within their body at a quickened pace, though they can still be affected by such things. Primordial Dragon Slayers are powerful enough that even a 1st Generation Primordial Dragon Slayer is able to go toe to toe with a Devil or God Slayer. They also have an advanced form of Dragon Force, making them even more draconic in this form.
► Magic Rules & Abilities: - Same as a regular Dragon Slayer.
► Taboo: Same as regular Dragon Slayer. ► Requirements: Must be a 1st, 3rd, 5th, or 7th Generation Dragon Slayer to be able to upgrade. Must have two King Dragon Souls in order to upgrade (whether earned or given). ► Open to Everyone: Only to 1st, 3rd, 5th, and 7th Generation Dragon Slayers.
► Description: Toxic Spirit Slayer Magic, also known as simply Poison Spirit Slayer Magic is a Caster Magic, Lost Magic and a type of Spirit Slayer Magic, which utilizes such strange element as the poison, which is (at least in biology) a substance that causes disturbances in organisms, usually by chemical reaction or other activity on the molecular scale, when an organism absorbs a sufficient quantity. In a more specific way, the user of this Magic is able to fully utilize different forms and aspects of such thing as Spirit's Venom, involving its main property, dangerous poisoning, as its main power.
Poison Spirit Slayer Magic is a sub-type of ancient Spirit Slayer Magic, which can be utilized only by Spirit Slayers. This magic allows its user or users to transform their physical bodies into a Spirit's, granting them various characteristics, that are typical for a Poison Spirit. Poison Spirit Slayer Magic allows its users to produce and control poison from any part of their body, which can be used in melee combat or other purposes. Poison incorporated in this type of Magic is different from a standard Poison Magic, because of incredibly toxic ability - the toxicity of this poison gives the ability to greatly damage the victims with different types of poisoning and even change the essence of utilized poison. Also, it seems, that depending on the user or maybe the Spirit, which was the mentor of Spirit Slayer, the colour of the poison, which shows Poison Spirit Slayer can be different. As it was said earlier, Poison Spirit Slayers like other Spirit Slayers, have transformed physiology, which is suiting the Spirit's one. Firstly, it must be said, that the user becomes totally invulnerable to the poison element. The user's lungs become capable of spewing and inhaling poisons, the user's skin gains a protection against the poison. Also, they attain the ability to consume external sources of poison to restore their body's health and regain strength. Poison Spirit Slayers are immune to every type of poison, as they have the capability of nullifying poison-based attacks by sucking them in and eating them. However, the user, like all Spirit Slayers, cannot consume their own produced element to recover themselves, or suck it out from their victims for the same purposes. It is unknown, but can be truth, that like all Spirit Slayers, Poison Spirit Slayers can consume some poison of "higher class", like God Slayer's Venom. In order to consume such venom, the user must do a self-nullyfying of their Magic Power, which will grant enough room to consume and even use such venoms. In order to consume such venom, the user must do a self-nullyfying of their Magic Power, which will grant enough room to consume and even use such venoms, but such process is known to be quite hard and therefore damage the user, while they will try to do it. The body of Poison Spirit Slayer is defined for different types of poison. From such point, it gives to them special cells within their body, which accumulate their own blood, which can be named as special Toxic Cells which allows the user to shift their blood from being poisonous to being a cure for any poison imaginiable. For example, they can poison their victims with their own blood, or save poisoned people by giving them some part of their blood, in order to fuse the body of victims with some amount of toxic antibodies.
It was said earlier, that the poison, which is incorporated in this Magic differs from the standard one. The generated poison can be manipulated in a wide variety of ways, their “type” can be changed at will of the Spirit Slayer, and they can even be given a material consistency. Usually, the poison of Spirit Slayer is manifested in a form of a toxic gas. On the other hand, such gas seems to be tangible. In other words, such poison seems to have a “blunt” effect to it, seemingly causing bludgeoning damage alongside poisoning. Poison produced by this type of Magic provide much more toxicity than standard infections. It is unknown, how to properly cure the victim from Poison Spirit Slayer's toxic powers, but it is known, that some of their elemental counterparts can ultimately reject all the poison. Such examples are Fire and Sky Spirit Slayers - while the first one can literally burn off the poison, the second one can cure it within their healing powers. But, even at this rate, Poison Spirit Slayer continues to be a very dangerous in a fight with them.
The initial form of Spirit Slayer's poison can be changed on easy terms. The user freely can change it, making in appearing in liquid or even solid states, which also grants the user ability to use their own powers in more versatile ways. Moreover, they can make a use of different types of poison; for example, the one of which they can use, starts off by slowly stealing the movements from the victim's' body away, before subsequently killing them or even make their poisons act as tranquilizers. As stated by the spirit, Venetus, the supposed King of Poison Spirits, his poison has deadly virus in it, which slowly paralyzes its victim, ultimately killing them afterwards. He also claimed, that one touch from his poison will decay and utterly destroy everything in his path, but if it was true or not is still unknown, otherwise it can be hinted, that the poison of Spirit Slayers has a high degree of destruction. In other words, different Poison Spirit Slayers, while attaining better control over their powers, can reach such level of mastery, when their element can not be considered just like simple Spirit Slayer's poison. Its different forms can have other special effects, such as liquid poison can indeed become the natural acid, without the needs of the user's consumption of another element.
► Magic Rules & Abilities: - User cannot eat their own element -
► Taboo: Slaying your own Spirit Master will make yourself a spirit that cannot interact with the physical realm ► Requirements: Requires to find a Spirit to teach them this magic ► Open to Everyone: N/A
► Name: Spirit Slaying Magic
► Description: Spirit Slayer Magic is a Caster Magic, Lost Magic, and finally, a subsection of the Slayer Magic line that grants the wielders of its power the ability to transform the physiology of their body into a spirit, an extremely powerful type of legendary creature that's classified non-corporeal substance contrasted with the material body; this includes those brought into the physical realm through the power of other magicians such as Celestial Spirits and possibly many more that can be categorized as belonging to the definition of Spirit Summoning Magic and are of an ethereal composition, but also encompasses a wide variety of terms, including ghosts and sprites. Spirit Slayer is known to be a rare magic even for Lost Magic standards, perhaps even rarer than Devil Slayer Magic, or God Slayer Magic at least on par with Dragon Slayer Magic in terms of elusiveness.
Following the closure of the Dragon Civil War that was waged between Dragons and Humans, along with the reign of the Black Wizard ending, a select few wielders of Spirit Summoning Magic of all kinds wished to take over the world with their relatively unknown power being reportedly superior to that of others. To this extent, these magicians had begun to conjure spirits themselves using their own magic to do so. Sensing this uneven distribution in supernatural entities, the Celestial Spirit King, along with the ruler of the Familiar Spirits and other spiritual entities began to, in a similar manner to Dragons, teach Humans their ways of combat in order to neutralize this uprising; because of this, Spirit Slayer is one of the "newer" types of Slayer Magic. Just like how users of Dragon Slayer Magic are referred to as Dragon Slayers, the wielders of Spirit Slayer Magic, trained to hunt and destroy these otherworldly beings, are referred to as Spirit Slayers and Spirit Charming Magicians.
In order to learn the power of Spirit Slayer Magic in the first place, the beginning stages of obtaining its power takes place in a similar manner to a wielder of First Generation Dragon Slayer Magic; being taught by a spirit itself; of course, it doesn't matter what kind of spirit it is, as long as it can be classified as "an incorporeal body with an existence composed entirely out of energy" as per most forms of spirits. A willing user can learn Spirit Slayer Magic from almost any type of spirit, as long as the spirit in question has the methods in order to teach the magician; though "Spirit Kings"; leaders of a spirit race cannot teach a magician, as if they were to attempt to teach a human their magic, they would be unable to accept the force of their magic - however, some exceedingly rare exceptions exist to this. Once a hopeful wielder of this incredible power has decided what spirit to have them teach this magic, the caster must forge a contract with spirits of any type, even ghouls hailed as Summon Spirits which are located within the world of Earth Land —usually one per town. These beings are part of a set created by the 'higher spirits' for the sole purpose of keeping order within Earth Land. First, the foremost requirement is to locate a spirit. Finding one isn't a walk in the park, that's for sure- the user must be knowledgeable in its habitat, its favorite kind of food, and what it wishes to make out of the contract. From here, the spirit and the caster work out a suitable deal with the target commonly asking for their heart's desire and the user asking for something important to the target in return; but once the deal has been completed, the spirit expels their supernatural energies outwards, engulfing the target in their malefic supernatural powers which seep into the target's body, reaching their soul itself in a ritualistic process. From here, the spirit utilizes their mastery over the arcane and the supernatural particles that are strewn about through this world of whimsy and wonder, engulfing the hopeful wielder with their arcane energies as they seep inside of the target's body, with the spirit reaching inside the humanoid's soul, searching for that otherworldly organ referred to as a Magic Origin and from there, making a few changes here and there as to alter the process of how the Magic Origin functions and its properties, therefore transmogrifying their Magic Origin into a strange hybrid between that of a spirit's Magic Origin and a humanoid Magic Origin, possessing the traits of the former but the arcane storage capacity of the latter, effectively causing their body to be bestowed with the magical powers of a Spirit - otherwise known as Spirit Slayer Magic. Continuing with this process, this magical power acts alongside the energy of the body in order to catalyze a variety of bodily processes, therefore allowing the morphing of their physiology to a point where the individual has adopted some physical traits, a myriad of abilities also shared with their teacher, as well as the element from the said spirit, which can be conjured from the magician's body for countless purposes; upon teaching the magician their form of Spirit Slayer Magic, the spirit enters the caster's soul in a manner not dissimilar to the Dragon Soul Seal and engraves their powers within the wielder, constantly boosting Spirit Slayer Magic to a level akin to Primal Dragon Mode. As one may notice, Spirit Slayer's mechanics are extremely similar to that of any other Slayer Magic; however, there's more than meets the eye.
However, as well as what's detailed below, what sets Spirit Slayer Magic apart from other forms of Slayer Magic, including Dragon Slayer Magic, God Slayer Magic, and Devil Slayer Magic, is that the installment process of the user's spirit teacher's magical energies and subsequent change in their physiology results in an exceedingly beneficial mutation alongside the regular boosts in bodily properties a wielder of Slayer Magic receives during the learning process. Going forward, the changes in their biological traits and structure range from rather unnoticeable things such as enhanced senses, which are a physiological capacity of organisms that provides data for perception, such as olfaction to the point that they can smell blood on a shirt even if it's been through the dry-cleaners or discover a forest fire even from several thousand kilometers away, audioception, which grants them a minor form of extra-sensory perception that allows them to detect movements through a form of clairvoyance, and ophthalmoception, bestowing upon the wielder of Phoenix Slayer Magic the ability to see things with pin-point accuracy even if it's a fair distance away and gain a form of night vision, allowing them to see in low light conditions. While this is all standard for a Slayer Magic, Spirit Slayer Magic also bestows upon its wielder the perpetually available ability of channeling the powers of other spirits, with the caster working as a medium, which is the practice of certain people—known as mediums—to purportedly mediate communication between spirits of the dead and living human beings; this allows them to not only talk to souls which wander around the world in a manner not dissimilar to Legend of City and gain their strength, but also, by voluntary choice, allow others to do so as well as long as the third party is in direct contact with the wielder of Spirit Slayer Magic. Through their connection with the spirits, they are capable of summoning various spirits to do their bidding, with their ethereal beings acting as spirit guides. Despite the boons bestowed upon the user, those traits above can be said to simply be side-effects of having the physiology of a spirit; indeed, the greatest ability of a wielder of Spirit Slayer Magic is also its signature power – calling upon the assets of a spirit even if their bodily structure isn't one-hundred-percent the same as the beings from which this magic originated, the caster is capable of inducing a metamorphosis of their body structure as to take upon traits of a spirit instantaneously which is done in conjunction with the activation sequence of their particular element, bestowing upon the user of Spirit Slayer Magic; spiritual lungs and enhanced vocal folds that are capable of spewing elemental energies, a corporal body that's laced with elemental energies as to provide protection against said element, and fierce limbs, whether prehensile or not which are enshrouded with elemental energies, specifically attuned to dealing incredible amounts of damage; though unlike most forms of Slayer Magic, these traits are highly variable depending on the spirit whom taught the wielder, as spirits come in all shapes and sizes.
All of this combined, results in the physiology of a Spirit Slayer transforming their entire existence into that of a make-shift weapon whose ownership is unique to them and them alone, wielding the element harnessed by their spirit and passed down to them alongside the natural physical superiority of a spirit in combat, utilizing offensive ability, stamina, and vitality, to transmogrify themselves into the greatest weapon of all, thus dramatically increasing the damage inflicted upon anything that they come into contact with using the sheer force of their strikes in all ranges – however, as one may have suspected, close-combat is where Spirit Slayer Magic usually shines thanks to the overwhelming physical might of a spirit. The form of Elemental Magic that the wielder of Spirit Slayer Magic commands, whether it be one of the classical elements, which are the rudimentary, simplest or essential parts/principles of which nature consists and were proposed to explain the nature and complexity of all matter in terms of simpler substances or something more abstract is theirs to command and at its absolute strongest when harnessed by a Spirit Slayer. Unlike its cousin, Dragon Slayer Magic, Spirit Slayer Magic is not the only known way to slay a spiritual being, though it is, without a doubt, the most effective method as it turns the spirit's advantages on them. Unlike other forms of Slayer Magic, while Spirit Slayer styles are indeed classified as elements, Spirit Slayer Magic has yet another function- certain spirits can teach the user more abstract concepts which naturally accompany the element - ranging from phenomenon such as sound waves to abstract powers such as emotions. This is not solely restricted to elements though, as not only elemental-oriented spirits can teach it; meaning that there are many possibilities for the style, as even unorthodox aspects can be manifested, such as emotions and mimicry. These traits don't encompass full magics by themselves, but rather, they're part and parcel of the powers bestowed upon the Spirit Slayer by their spirit; thanks to a highly variable interpretation of what it is to be a spirit, a wielder of Spirit Slayer Magic is capable of becoming intangible, elemental-wise or not, for brief periods of time.
As per its nature as a Slayer Magic, a wielder of Spirit Slayer Magic has absolute dominance over any form of their element, and as such, a wielder can control their respective elements that are not generated from their own Magic Origin, but are already preexisting within the environment; this is achieved through intense mental focus and the mere act of having the element that's brought into existence through their magic wash over the preexisting source, causing the affected area to have its coding modified to obey the will of the caster, thus bolstering their already incredible power to higher and more versatile levels – a good example of this is how a user of an air-inclined Spirit Slayer Magic if geared towards offense like its subspecies, is able to shift the atmospheric air in order to suffocate their opponents. Not only this, any other form of the wielder's specific Elemental Magic, if it isn't from another user of Slayer Magic or a greater magic manipulator than the Spirit Slayer whom would naturally take precaution and add in countermeasures, is immediately put under their thrall, and even if the user simply doesn't absorb it, a Spirit Slayer Magic is able to smother the elemental energies and using their eternano and magical makeup in order to increase the speed, power, and scope of the currently manifested spell. To the extremes, a Spirit Slayer is capable of incorporating the activation sequence of Elemental Body ability of Elemental Magic into their form of Spirit Slayer Magic, integrating their element into their very existence, absorbing their element into their flesh and fusing it with their body as to undergo a full-body transformation into said element; they can change their physiology into their element either partly, or completely. Doing so offers the user of Spirit Slayer Magic something akin to nigh-invulnerability, as they can be damaged in almost any way imaginable such as being shattered, split into numerous pieces or dissipated - but as long as the user of Spirit Slayer Magic is in their elemental form, they are capable of reforming their bodies without injury with physical-based attacks simply passing through their corporal form. A Spirit Slayer's Magic Origin automatically and unconsciously draws in elemental energy of the user's attuned power with every second that it is active, effectively rendering elemental magicians useless; in addition, it also absorbs natural sources of their element, with a Water Spirit Slayer Magic user being capable of absorbing small lakes and a Fire Spirit Slayer can put out fires simply by walking into the source; though, in more extreme cases, a Spirit Slayer is incapable of absorbing too much of their element at a time due to risk of magic overload. As a side-effect of Spirit Slayer Magic predominantly dealing with anything that could be classified as a spirit, not dissimilar to how a Devil Slayer whom wields Devil Slayer Magic can harness both Curse Power and Magic Power, a Spirit Slayer is capable of manipulating, generating, and absorbing spirit power (霊力, Reiryoku), which is not only said to be the matter that composes the bodies of all sorts of spirits such as those manifested through Spirit Summoning Magic, but also encompasses a myriad of paranormal phenomena. Utilizing it alongside their Magic Power, a Spirit Slayer is capable of intermingling both energies while using spirit energy to fight using a power from the outside in order to overwhelm their opponent easily, taking them by surprise as rapidly switching between both forms of energy makes it extremely difficult to counter.
Indeed, as one may have guessed from the name of this Slayer Magic, the purpose of Spirit Slayer Magic is to slay the existence referred to as spirits, and thus, the absolute greatest advantage that Spirit Slayer Magic has over the other Slayer Magics is that, unlike many other Slayer Magics, Spirit Slayer Magic can be utilized to kill all sorts of spirits, whether they be "summon beasts" (召喚獣, Shōkanjū), such as Celestial Spirits, spirits who dwell in the atmosphere, souls of the departed whether reanimated or not, sprites, and even some demons and countless others as the term "spirit" is known to encompass a wide variety of terms, only loosely categorized as "doesn't fit in other races but definitely isn't human, also ghost as ********". Thus, the wielder of Spirit Slayer Magic has their attack and defensive power massively boosted against everything that can be considered to belong to the race of spirits - indeed, as the term "spirit" is open to a vast amount of interpretation, in a manner similar to Devil Slayer Magic, Spirit Slayer Magic could be considered a rare gem in that it can be categorized as an extremely rare and powerful type of subcategory of magic known as a Semantic-Type (意味型, Imi-gata), meaning that it is a supernatural power that can be defined solely by the caster's interpretation of what it governs over, all depending on their wording rather than anything logical—because of this, Spirit Slayer Magic can theoretically affect anything that constitutes a "spirit", allowing for a great deal of stretching of what it is capable of. In that manner, Spirit Slayer Magic could be considered a power akin to that of Memory-Make or Arc of Embodiment, in all three heavily rely on the caster's imagination in order to bring out its full potential- while the former two are simply confined to using the power of creation to forge objects and attacks from the magician's thoughts to do battle, Spirit Slayer Magic is only limited by the creativity of the caster, as mentioned before, anything that can be referred to as a "spirit" causes their maneuvers to power up; indeed, this simple concept can be applied to a near countless multitude of unconventional uses as to almost give a Spirit Slayer a distinct advantage in any situation. However, despite all these overwhelming advantages that Spirit Slayer Magic has over the others, it more than makes up for these disadvantages with a rather awkward set-up. By itself, at the start of a battle, Spirit Slayer Magic has little to no offensive pressure and not much in the defense department either; while Spirit Slayer does function in a similar manner to that of a normal Slayer Magic, a fair amount of their moves are situational at best; and they cannot activate their stronger forms and abilities from the get-go. However, with every usage of their magic, the spirit-modified Magic Origin of the user fills up, whether it be from landing a successful hit or from absorbing/negating a foe's attack; once it is completely filled, the wielder of Spirit Slayer Magic is capable of activating Trance; which drastically increases the power of their attacks, slowly regenerate their stamina and magical power, and grants them an enormous boost in power.
However, the Magic Origin empties gradually as the user fights, lasting ten minutes; and accessing their full power also decreases the amount of magical power within the Magic Origin as while also emptying naturally; making this a difficult to master magic, but devastating when applied correctly. Through an ingrained part of Spirit Slayer Magic that's something unlike any other form of Slayer Magic known as Slayer Imitation depending on the spirit that taught the wielder of Spirit Slayer Magic their particular magic, a wielder of Slayer Magic is capable of inducing a peculiar style of mimicry, which is a similarity of one species to another that protects one or both in evolutionary biology, with the arcane patterns of the caster's Spirit Slayer Magic evolving to share perceived characteristics with another Slayer Magic by copying the processes and mechanics of another form of Slayer Magic perfectly. However, as one may have guessed, Slayer Imitation only applies to select forms of Spirit Slayer Magic that have an association with particular spirits. Normally, as mentioned above, there's only a single method in which a hopeful wielder of Spirit Slayer Magic procures the needs and knowledge that's necessary for utilizing the power of this magic, one can gain more power through a relatively complex and rather dangerous surgical implantation process that can only be successful if a potential wielder has an incredible quantity of magical energy dwelling within their body, a user's body is able to accept a Rei no Lacrima which is a rare and extremely expensive Lacrima; a magic crystalline substance found in both Earth Land and Edolas; this Rei no Lacrima gives individuals artificially increased spiritual powers when implanted into their body; unlike Ryū no Lacrima, these Rei no Lacrima do not have Spirit Slayer Magic captured within, but rather, these Rei no Lacrima are actually the postmortem remains of a spirit, their essences crystallized within these magic stones. This means that unlike the the Dragon Slayer equivalent, this does not make a hopeful user of this power a wielder of Second Generation Spirit Slayer Magic, but rather, it can be considered akin to stacking Arc of Embodiment on top of Memory-Make, only bolstering the user's power but not really making any noticeable changes to their power-set; in the case of a non-Spirit Slayer, implanting a Rei no Lacrima would not grant them the power and knowledge necessary to use an artificial form of Spirit Slayer Magic, meaning that Spirit Slayer Magic is only available to those whom have learnt this unfathomable power from an actual spirit.
Indeed, Spirit Slayer Magic has virtually unlimited customization options in regards to the element formed through simple magical manipulation and reinforced through the power of a spirit – the colour of the element is able to be altered freely, its properties which aren't limited to but include temperature, the smell that it emits, its taste, and overall "feel" is capable of being modified to the user's liking for countless different effects and powers, more often than not being attuned to the user's own personality and ambitions; the type of damage that the element inflicts upon anything that it comes into contact with is able to be changed at will such as a fire-inclined Spirit Slayer Magic changing from inflicting "blunt" damage that feels like being hit with a sledgehammer to a stream that burns anything in its path through inducing a minor form of phase transition as to grant it corporality and switch back. Of course, as the highest form of elemental manipulation around, a wielder of Spirit Slayer Magic is capable of harnessing their magic in any manner that they deem to be suitable, commonly changing between offensive, defensive, evasive, or supplementary potencies in accordance to the situation at hand; but generally, as long as the Spirit Slayer is able to imagine their element being used in a particular manner and it doesn't break the laws of physics or conflict with any established limitations, then the sky is the limit, more or less. As per the nature of Slayer Magic, a wielder of Spirit Slayer Magic is known to be immune to the effects of their own element, and can consume external sources of their element to replenish their strength, both stamina-wise and magic-wise. They are also naturally immune to the effects of their own element that came from both their own person and to those from other sources, but must consume it through their mouths if they are to actually absorb it into their bodies - a Spirit Slayer cannot consume the element that they produce themselves; however, unlike other Slayer Magics, a Spirit Slayer's magic shall absorb any trace of that element in the immediate vicinity, and/or use the correct chemical reactions in order to produce the element continuously. It should be taken into consideration that Spirit Slayer Magic also bestows upon the wielder immunity to effects related to their elements as well. For example, a user of a fire-inclined Spirit Slayer Magic is unaffected by various temperatures as their body heat is constantly regulated thanks to their magic.
► Magic Rules & Abilities: - User cannot eat their own element -
► Taboo: Slaying your own Spirit Master will make yourself a spirit that cannot interact with the physical realm ► Requirements: Requires to find a Spirit to teach them this magic ► Open to Everyone: N/A
► Name: Metal-Make
► Description: Metal-Make is known to be a cut above most other forms of Molding Magic – it's unique in that it grants the caster to generate and shape all alloys known to man, as a contrast to pretty much every other Molding Magic, which commonly center around a single element. However, in the case of Metal-Make, the alloy-type "elements" being separated is rather redundant, so a magic that would group them all together was deemed necessary in regards to the progression of metal-type magics. In any case, when activating Metal-Make, the caster focuses their magical energy intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, the caster is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways, causing them to become hard, opaque, and shiny, losing their electrons as they are effectively transmuted into metal (金, Kane), an easily formed element in the periodic table which is almost completely solid and is of exceptional durability when compared to other traditional elements, possessing impressive defensive qualities. From here, going by the basics of Molding Magic, the caster is capable of shaping the metals into almost anything by understanding the inherent structure of the properties about to be reproduced; including the flow and balance of atoms within, before using the metals in order to perfectly replicate the structure of the identified material, using their magical energy to cause the manifested item in a more malleable state, completely unlike its regular version, as to allow it to be easily reshaped into a new form, reforming the material in the blink of an eye through hand gestures.
The hand gestures that one takes is a conduit which focuses and dictates the flow of magical energy, tapping into the magical energies that already exist within the earth and matter; representing the cyclical flow of eternano and turns that power to manipulable ends; allowing the user to form the metals faster—however, some users are shown to be capable of performing Metal-Make without any hand gestures. It should be noted that depending on the caster's ingenuity and mastery of Metal-Make, all sorts of items are capable of being manifested in the time span ranging from a few seconds to the blink of an eye. But to continue onwards, as an "unrestrained" type of magic just like its allied Molding Magics, Metal-Make functions more on the caster's imagination rather than possessing a set limit – all sorts of items are capable of being brought into this current plane of existence, whether or not they are geared towards combat-focused utilization or more casual uses, such as manifesting chairs, tables, and many more. Metals are generally malleable—they can be hammered or pressed permanently out of shape without breaking or cracking—as well as fusible by being merged together and melted and ductile, being drawn out into a thin wire – this makes Metal-Make exceptionally versatile, along with the final point in the last paragraph.
The metals generated through Metal-Make all share one consistent quality – depending on how much the caster focuses when bringing them into the current plane of existence, the ability to melt through exposure to extreme heat or turn brittle and shatter from temperatures close to absolute zero can be removed from their composition, making any and all metals manifested through this magic a major step up from ordinary metals found "naturally" and forged from the hands of mankind, however doing this takes a lot from the user's magic supply as they are overwriting a weakness to a natural element. Thanks to Metal-Make, the caster displays the ability to repair all sorts of metallic structures, including their own, by filling in any punctures and the like with their own magical energy and then activating this magic – it doesn't matter the composition, but as long as the user possesses knowledge of the constituting materials, they can fix anything if it is predominantly metallic. Another skill that a user of Metal-Make is capable of harnessing is that of shifting the hardness of an alloy by lining the surface of a metallic structure, whether it was forged through the magic or not, with trace amounts of their own magical energy, before focusing their thoughts alongside their magical power, inducing a powerful pressure that bolsters the mass through accelerating the velocities of its molecules, shifting their density to become as tough as diamonds – on the inverse, they are also capable of making metals as weak as wet tissue paper; the latter is commonly used on enemy armour and weaponry, granting the user a rather blatant advantage in any battle that involves metallic objects.
Like similar forms of Molding Magic before it such as Ice-Make, Metal-Make displays various types of casting methods. Indeed, there are currently two known types of Metal-Make; the first one is called Static Metal-Make. This type of Metal-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them – all sorts of weaponry and defenses are capable of being manifested, turning the caster into a walking armoury of a sort. The second type is called Dynamic Metal-Make. This type of Metal-Make focuses on creating animate forms of metal, usually in the form of animals; though human body parts and the like can also be formed; generally Dynamic Metal-Make centers around metallic forms that promote dynamism such as gears and the like. Dynamic Metal-Make is said to be more quickly cast than Static Metal-Make. While both styles of Metal-Make have their own pros and cons, there is no clear "superior", leaving the matter of which style is "stronger" up to the individual user. It should also be noted that once something has been created through Metal-Make, the user can freely manipulate its form.
Static Metal-Make: Static Metal-Make is one of two methods with which Metal-Make is harnessed, and perhaps the most common usage of the magic; it is characterized by the creation of inanimate objects, more often than not weaponry and tools to suit the situation at hand. When activating Static Metal-Make, the caster focuses their magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, the caster is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation while the minerals/rocks and particles finish their transformation, causing them to become hard, opaque, and shiny, losing their electrons and becoming a metallic structure that the user thought of during the formation process. For many Metal-Make users, Static Metal-Make is more often than not their main usage of the magic, as weapons are relatively easier to manifest and keep in-action for long periods of time in contrast to the summoning constructs of the Dynamic version of the magic. Generally, each construct is capable of matching and easily overpowering a real metallic weapon blow-for-blow without shattering- Static Metal-Make can be utilized to form almost any static structure at all; the caster is capable of conjuring anything from nothing. Not only can all forms of weapons be manifested, supplementary creations can additionally be generated, such as armour and shields – of course, they are also capable of manifesting gigantic structures that erupt from the earth itself to take their opponent by surprise, and during the heat of battle, the user more often than not forms various objects of metal with a single snap of their fingers or by affecting the immediate vicinity where combat is ongoing, granting advantages to them and hampering their opponent(s).
Dynamic Metal-Make: Dynamic Metal-Make is one of two methods with which Metal-Make is harnessed, and a much rarer version of the magic; it is characterized by the creation of familiars hewn from metals and alloys to accommodate the situation at hand. When activating Dynamic Metal-Make, the caster focuses their magical energies intently, washing it over the vicinity as to search for the minerals embedded within the rocks and soil below, bringing them up from their resting places beneath the surface – doing so, the caster is capable of attaching eternano particles which are ambient throughout the atmosphere to these minerals and rocks in a multitude of ways while using Shape Transformation alongside their imagination in order to access the inherent malleability of metallic existences to stretch, bend, and restructure the constituting magical particles, expanding them into a form that's desired in the current situation – but from here, the caster focuses more of their magical energy into the formation of their Magic Seal while envisioning a proper 'guardian', causing the minerals/rocks and magical particles to shape themselves into a Familiar of sorts that is completely metallic in nature; displaying several similarities to that of Weakness. While Dynamic Metal-Make focuses on animals of metal, human body parts and the like can also be formed; the user can also manifest full humanoid beings; the user more often than not utilizes the creations made manifest by Dynamic Metal-Make in order to assist them in battle, be used as diversions from all sorts of incoming blows, and last, but not least, as a means of transportation to reach heights that would normally be considered impossible or to evade an enemy's onslaught. Dynamic Metal-Make is said to be more quickly cast than Static Metal-Make; though they generally cost more magical power to maintain due to Dynamic Metal-Make summoning beings which more often than not requiring the user to direct and command them; though after a while, these metallic guardians are capable of displaying free will and thought, making all sorts of movements on their own judgments based on the current situation, allowing them to take appropriate action in many cases.
Power Tool Change: A casting method of Metal-Make, Power Tool Change is the ability to shape and manipulate the Metal-Make structures through the manipulation of magnetic fields; and indirectly through them control anything that is affected/connected/by/to them. When activating the Power Tool Change method, the caster focuses their magical energy outwards; this is signified by violet sparks being emitted from the user's body, using earthen elements in order to convert the projected magical energy into magnetic waves which can be utilized to manipulate ferrous objects and materials, which are used to levitate, utilize, or control metallic objects; effectively, the user is capable of generating, controlling and manipulating magnetism in all its forms, effectively allowing the user of this magic to become an electromagnet; because of this, when using Power Tool Change, the caster has comprehensive control over all forms of magnetism, utilizing that control to manipulate ferrous metals and it can be used to levitate, utilize, or control metallic objects in order to achieve countless varieties of effects which can wreak havoc on the fields of battle. Since the user can induce magnetism, metallic structures become infinitely easier to generate and shape, with the process occurring in a split second of time in comparison to both Static and Dynamic Metal-Make methods, and the user can manipulate scores of metallic objects simultaneously and accelerate them to high velocities; once the user comes into contact with a magnetic object, they can remotely move it in any way that they wish.
► Magic Rules & Abilities: - Cannot create all powerful items - After the items are used the return to where they came from
► Taboo: N/A ► Requirements: A understanding of molding magics ► Open to Everyone: A few