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Jinchu Raizen [Crash Magic]

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Jinchu Raizen [Crash Magic]

Post by Jinchu on Fri Nov 02, 2012 9:19 pm

Crash Magic
Type: Caster
Element/Aspect: N/A
Description: It is a very advanced Magic that smashes everything that the caster comes in physical contact with. The user can only bestow the crashing power on things he/she actually touches or strikes. When used against an opponent to effect, this Magic can send the person flying several meters with incredible force. Naturally an offensive Magic, Crash does have defensive capabilities too. It can be used as a sort of deflective barrier, sending an attacker flying back, or simply breaking apart the actual earth. It is a difficult discipline to master but it pays off heavily when controlled by a pro. The potential to level battlefields and take down titans is only attainable at the later stages of the magic but once there, the user can be truly a destructive force.

Side Effects: As this magic is such a great offensive power there are limits on the level of defense capabilities it has besides the straight forward approach. This magic also as very little, if any potential for personal buffs and attribute enhancement because its nature is so externally oriented, there is barely any room for self-effect. Lastly it is quite a dangerous magic; if the person is unfocused, he/she could destroy objects such as houses unintentionally.

__________________________


Crashing Fist
Tier: 1
Sigils/Sigil Slots: 1/1
Magic Cost: 25
Type: Offensive
Element: N/A
Range: Self
Requirements: Crash Magic
Effect: The user invokes their magic as they make their strike. Upon contact with the target or any solid object there is an instant concussive force that erupts from the point of impact. It sends the entire target or object flying backwards at varying distances depending on weight (75 lbs and lower 18 ft. 75-150 lbs 15 ft. 150+ lbs 12 ft.) The power from this move is mainly the force of the push so limited bodily damage is done. At most the point of impact could get a deep bruise on the area struck right down to the muscle connected to the bone.
Cooldown: 1
Sigil:
Specialty Sigil (Vibration's stun): On striking, the vibrations of the concussive impact numb the muscles directly effected, making them limp and stunned for 1 post after being hit. The vibration effect would require legitimate armor for the defender to resist it.

Ground Breaker
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: N/A
Range: 10 m
Requirements: Crash Magic
Effect: The user stomps down on the ground while activating his/her magic. The destruction unfolds as a blast radiates the ground. The Earth shakes within a 5 meter radius enough to knock anyone off-balance besides the caster. The shaking is just a side-effect from the force. What the spell does is radiate through a chosen cone of terrain starting from the stomped foot's landing that is roughly 3 meters wide by the end and 10 long (the maximum range the attack can reach). That cone at the point of impact is crushed downwards, into a tiny cracking, foot-sized crater and as a balance the opposite end of the strip breaks away from the ground on either side to fly up with intention to hit a target. The broken Earth flies up to about 6 ft. high in a second's time. The damage that can be caused by this is merely a hard knock and some intense bruising on the hit area. If hit in the head or face by it there is a guarantee moment of being dazed from getting the brain jumbled.
Cooldown: 3

Backlash Palm
Tier: 1
Sigils/Sigil Slots: 1/1
Magic Cost: 25
Type: Defensive/Offensive
Element: N/A
Range: Self
Requirements: Crash Magic
Effect: The user prepares his/her magic in the face of an oncoming magical attack. Magic funneled into outstretched palm to block it. When the opposing attack hits the open palm, the attack is not only blocked but concussively redirected back at the user in full splendor. If the attack is a physical blow then the force applied to the blow from the opponent is instantly redirected on the area of impact. Because of the advantages of this technique it can only be successfully executed against a spell of equal level to it.
Cooldown: 3
Sigil:
Offensive Sigil (Attacker's Punishment): The built up energy to reflect the spell can also now be surged along with it if the user so chooses. With bestowing the technique with the increased repulsive force it will fire back at the opponent the speed that it travels at will increase also (+5m/s to original spell speed.)

Crashing Barrier
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Defensive
Element: N/A
Range: Self
Requirements: Crash Magic
Effect: The user smashes his/her fists together in response to an incoming attack. The magic is activated on contact of the fists hitting each other. The crashing forces colliding make a powerful concussive barrier capable of withstanding magical or physical attacks up to 1 Tier above this spell’s level. The barrier is formed completely around the user and even with attacks that have force behind them; the momentum is stopped from continuing passed the barrier. Due to the nature of this technique it won’t last longer than one defensive act, meaning even though it can stop a spell a tier above it will still only block one time against equal and lower levels as well.
Cooldown: 2

Breaking Point
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive
Element: N/A
Range: Self
Requirements: Crash Magic
Effect: This technique is applied when magical energy is focused to both fists. The user uses the magical energy to do a dual-fist attack towards a defensive shield. This specific technique allows the force of the double-fist attack to shatter through the shield as long as it is of equal level. The explosive shattering effects don’t have any damage dealt passed the shield but the shield will be broken through, regardless of the specifications as long as the tier level is the same as this spell.
Cooldown: 2


Last edited by Jinchu on Tue Jan 08, 2013 10:40 pm; edited 2 times in total
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Re: Jinchu Raizen [Crash Magic]

Post by Jinchu on Sat Nov 03, 2012 6:23 pm

This app is finished and ready for speculation. BUMP! ^^

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Jinchu Raizen | Crash Magic

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Re: Jinchu Raizen [Crash Magic]

Post by Game Master on Sun Nov 04, 2012 9:24 am

Crash Magic: "...if the person is unfocused, he/she could destroy objects such as houses unintentionally." This part should be in the Side-Effects, and the stuff in Side-Effects should be up at the description. Side-Effects is something that affects your character physically or mentally. Other than that, it sounds pretty good to me.

Crashing Fist: Nice spell, though bones don't get bruises (unless you're stating that all the muscles attached to the bone are "bruised") - they get hair-line fractures and that needs to be checked in by a medic. So re-word that or take it off.

Ground Breaker: Make it 5 meter radius because your range is 10 meters max. As for the cone... By "long" to you mean the depth the spell affects the ground? Because 10 meters (assuming that's the measurement you meant) is pretty deep in there.

Backlash Palm: Approved.

Crashing Barrier: This is spell is only meant for the user correct? If it is then the range is suppose to be "self", I think.

Breaking Point: Drop the cool-down to 2.

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Re: Jinchu Raizen [Crash Magic]

Post by Jinchu on Sun Nov 04, 2012 6:24 pm

Alright I believe I fixed everything. Specifically Ground Breaker, 10 m long has to do with attack range. The Earth is only notably effected 6 ft. deep since that's how high it shifts up to attack.

Anyways, I hope that's good ^^ BUMP!

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Re: Jinchu Raizen [Crash Magic]

Post by Game Master on Sun Nov 04, 2012 8:05 pm

Crash Magic: Approved.

Crashing Fist: Approved.

Ground Breaker: Approved.

Crashing Barrier: Approved.

Breaking Point: Approved.

Congratulations!
Your magic is fully approved. Have fun!

This has now been moved to the Public Archives.
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Re: Jinchu Raizen [Crash Magic]

Post by Jinchu on Mon Jan 21, 2013 11:23 pm

Crash Mode
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10 | 5 every turn after
Type: Offensive/Defensive
Element: N/A
Range: 10 m
Requirements: Crash Magic
Effect: The user focuses their magic outward, creating a very thin crash-magic barrier around their whole body. This barrier is visibly seen as a thin white outer-glow from the user, making an outline of the person. This line offers protection to withstand offensive base spells, requiring a Tier 1 spell or higher to break through it (Can be broken by base spells if 2 or more hit the barrier simultaneously to overload its ability to withstand the force). Coupled with this ability the user can also clearly use the crash barrier for offensive attacks as well. Any physical blow dealt while in this form is to be considered on par with the average base level spell, able to cause harsh bruising and pain on impact.
Cooldown: 3



Detonating Palm
Tier: Base Spell
Sigils/Sigil Slots: 0/0
Magic Cost: 10
Type: Offensive/Defensive
Element: N/A
Range: 10 m
Requirements: Crash Magic
Effect: At a chosen given time, the user can palm thrust at their opponent opponent while invoking their magic. If the palm connects, the user can turn their palm ninety degrees inward to disperse the magic from its concentrated blow to a thin film of Crash magic around the target hit with the palm. From there the next thing the target touches (i.e. takes a step, grabs, strikes something) will detonate the energy, sending the target flying directly opposite from the point they touched. The distance they fly back depends on their weight (75lbs and lower 15 ft. 76-150lbs 12 ft. 151+ 9 ft.)
Cooldown: 2


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