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Amaterasu [Storm Magic]

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Amaterasu [Storm Magic]

Post by Amaterasu on Sun Oct 28, 2012 7:48 pm



Name: Storm Magic
Type: Holder
Element/Aspect: Multi-elemental
Description: Storm Magic, as the title already says is a holder type magic which uses scythe to manipulate the weather. This magic is focused on multi elemental attacks of many kinds, which includes defense, offense and supplementary attacks as well. The holder item needed for this magic is scythe, which is able to accept magic energy from the user. In Ama’s case, scythe is named “Reaper of the North.” This magic allows used to control weather freely, as he wishes, most of the attacks are based on first, primary attack called “Storm Calling”. User can create heavy storm, let the wind blow enemy away or can even combine water and lightning to create heavy electricity attack. As well as he can start rain, he is able to freely control weather around him. There are some negatives about this magic as well. First one, probably the biggest one as well is fact, that this is Holder magic, and without scythe the magic has no effect, because user will loose his ability to control the weather. The second one is that Storm Magic has many wide area spells and he can’t control the direction of them. This applies mainly for Amaterasu because his low level won’t even allow him to cast wide ranged spell. Also amount of magic power this magic uses is enormous, so usually Amaterasu has to beat enemy sooner before his energy is down.
Side Effects: There are several side effects along with this magic. First one is quite obvious, all the spells are mostly ranged, and that means for example if Amaterasu decides to start a heavy rain, it won’t affect just his enemies, but him as well. Also, another significant side effect is the fact, that this magic needs a perfect concentration, and if Ama doesn’t concentrate enough, then he will simply loose control of the weather and that may cause even worse things. So basically everything that happens to enemy can happen to Ama as well.

REAPER OF THE NORTH

Spoiler:


Name: Reaper of the North
Rank: D
Classification: Weapon
Type: Scythe
Elemental Alignment: Multi-elemental
Ability: Allows Amaterasu to use Storm Magic
Material(s): Wood, Iron, Organic Materials
Appearance: Reaper of the north takes appearance of unusual scythe. Originally it was made from various materials, including bones from various animals. Probably the most visible piece of this scythe is the red eye on the top. Scythe is as long as Amaterasu is, which perfectly suits his needs.
History: Reaper of the North, originally Reaper of the East belonged to Ama’s teacher, Zelrauk. He was a powerful mage who has mastered Storm Magic, however he did only one mistake. He believed Amaterasu is his student. Ama acquired Reaper of the East after he killed Zelrauk during sleep, and after that he renamed it to “Reaper of the North”.

SPELLS


Storm Calling
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Utility
Element: Multi-elemental
Range: Ranged (100 meters around Amaterasu at base spell)
Requirements: To have Reaper of the North
Effect: Storm Calling is the base spell of the whole Storm Magic. By swinging his scythe, Ama will summon black clouds and heavy wind. By using this spell, the user is able to cast another spells, but also creates a battleground which is perfectly sustainable for him. One of the biggest advantages of this spell is fact, that the storm which is created can take area of 100 meters, but if Amaterasu decides to make it smaller, the storm will become also more intensive.
Cooldown: 10 posts

Spoiler:


Wind Blast
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged (5 meters)
Requirements: Storm Calling activated
Effect: Wind Blast is another spell based on Storm Magic. Amaterasu, by swinging his scythe, creates a blast of pure wind headed towards his enemy. This spell is good mainly because Ama can choose the direction he wants and also starting point of the wind. Overall this spell isn’t any strong, it can’t hurt anybody. It is mostly used for blocking attacks or blowing enemy away.
Cooldown: 4 posts

Spoiler:


Black Tornado
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged (10 meters)
Requirements: Storm Calling activated
Effect: The stronger spell, which uses wind element. Main priority of this spell is offensive. By swinging his scythe, Amaterasu creates a great tornado made of the black wind which is whirling, making the illusion of tornado. If this spell hits enemy, there is a big chance he will get damaged, but again, this spell can’t kill anybody, not at this rank.
Cooldown: 6 posts

Spoiler:


Thunder Overcast
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Lightning
Range: Ranged (5 meters)
Requirements: Storm Calling activated
Effect: Probably the most dangerous spell that Amaterasu has at the moment. This is yet the only spell that is casted right away from The Reaper of the North. This spell combines two elements, lightning and wind, creating a black tornado boosted with lightning. This spell can cause some medium damage to an enemy, if used correctly.
Cooldown: 3 posts

Spoiler:


Water Blast
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: Water
Range: Ranged (5 meters)
Requirements: Storm Calling activated
Effect: The last spell that Amaterasu has is based on water element. This spell sends a great amount of water towards enemy, making him float away. This spell can’t kill enemy, and mostly can’t even hurt him. Another thing that this spell could be used for is to fight against fire, because the amount is that big that it can damp down even bigger flames.
Cooldown: 2 posts

Spoiler:


Last edited by Amaterasu on Wed Oct 31, 2012 6:50 pm; edited 4 times in total
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Re: Amaterasu [Storm Magic]

Post by Sokuseki on Mon Oct 29, 2012 5:38 pm

The magic as a whole if fine and is well done, especially considering English isn't your first language. However, the magic needs relevant side effects. You control multiple elements, which is kind of a big thing. Headaches doesn't really make sense for holder magic, as you don't use your mind to really do anything. Since it's weather magic, a lot of your spells will be area of effect, so perhaps a major side effect would be that he is effected by almost every spell he casts in the same way his opponents are?

If rain would obscure view, it would obscure his view as well. If wind were to knock debris in the air, he would have a difficult time standing in that very wind. It doesn't have to be this side effect, but it should be a bit more relevant to your magic.
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Re: Amaterasu [Storm Magic]

Post by Amaterasu on Mon Oct 29, 2012 8:51 pm

Thanks, I was thinking the same after I wrote this but you gave me a good idea.
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Re: Amaterasu [Storm Magic]

Post by Amaterasu on Wed Oct 31, 2012 6:50 pm

Bump.

Finished.
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Re: Amaterasu [Storm Magic]

Post by Game Master on Sun Nov 04, 2012 9:02 am

Storm Magic: In the Elemental/Aspect category specify the elements. In your case it would be wind, water, and lightning.

Reaper of the North: This should have been listed in your character application under Equipment. Spoiler the entire thing please. And PM me about this.

Storm Calling: Even though this will be needed for most of your spells, its parameters as a base spell is way off (as I'm sure you know since your other spells are better). I would suggest that you NOT make this a huge part of your upcoming spells (like needing it to be required), but rather a spell that you can randomly turn on when needed/wanted. With that in mind, I would like you to drop the range to 20 meters in diameter (10 meters in radius) and up the cost of your magic to 15 magic activation with 10 magic for upkeep/duration. Drop the Cool-Down to 5 posts. In Element, don't just say "multi-element". List them out.

Wind Blast: Please give me a measurement on how big this wind blast is - 6 ft by 3 ft? - and how fast is it travelling - 5 meters/second? With a semi-circular edged tunnel-like shape? Also, I'm not quite getting this part of your effect: "...choose the direction he wants and also starting point of the wind." With the direction, I'm going to assume that it only go in one direction (and cannot turn) - make sure to add that if that's what you're going for. And as for the starting point... I'm not following. Please explain. Drop the cool-down to 2 and up the range to 10 (though it might change depending your given measurements).

Black Tornado: Again, measurements - how big and how fast. When describing damage, please be specific in this too. Large bruises or something if hit solely by that spell. Things like that. Drop the cool-down to 1.

Thunder Overcast: Measurements. Range up to 10 meters. Element should be Lighting and Wind. Define medium damage.

Water Blast: Measurements. "Great amount" isn't really a good thing to use when describing spells, at least, when you're registering them and not RP-wise. Up the range to 10 meters. As for damping fire, try to use something like - "It'll hold against 3 Base spells of fire on different occasions, 2 Tier 1" etc.
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