Post by Tsundere Shinzu on Aug 16, 2015 18:32:59 GMT -5
Lightning Transmutation
In its most basic form, Lightning Transmutation grants the user with the ability to conjure and manipulate lightning in order to deliver fatal voltages into opponents. Unlike Slayers, elemental mages cannot ‘eat’ their element. They do, however, bear semi-immunity against attacks revolving around their chosen element of mystery which represents their total dominance over that aspect of nature. Lightning mages in particular can even transform into electrostatic energy at will, allowing them to manoeuvre around the battle field with unrivalled flexibility. Lightning Transmutation also grants the ability to create different forms of lightning with unique properties. Not only can this lead to lightning which is far more destructive than the mundane counterpart, but it can also allow the user to purposely conjure lightning that is highly toxic to Slayers and mythical creatures capable of feasting on electricity.
Aura Spells – Rather than being spells specifically, the below are more so ‘auras’. Upon activation, each aura will grant the user with the ability to make use of one specific form of lightning that may in some way be different to the mundane counterpart. It is important to note, however, that only one aura may be active at each time. Although swapping auras is instantaneous for high-level mages, spells from different aura branches cannot be combined. Due to this, any continuous effects an aura may have will immediately end as soon as a new one is activated.
Spell Name: White Lightning
Level: D-S
Range: ~
Description: This spell represents the ability to conjure White Lightning, a special form of lightning that has been designed to rival and compete against Slayer magic. This unique lightning is iconically characterised by bolts of snow-white electricity that are outlined with a vibrant azure aura. As opposed to black God slayer lightning that has been designed to murder, White Lightning’s greatest strength is not its ability to annihilate opponents, but rather, its ability to render anyone capable of surviving its wrath completely useless. Anyone directly struck by White Lightning will find themselves paralyzed around the point of initial contact for several posts (depending on the target’s willpower). Just barley dodging an attack can also prove to be quite dangerous and will often lead to extreme numbness in the targeted region.
Drawback: High-level mages can resist the paralyzing and numbing effects of White Lightning should it be used in conjunction with a spell that is of a much lower rank than the opponent. Despite its versatility and raw power, White Lightning is usually used to disable opponents as opposed to outright killing or defeating them. For that reason, while White Lightning can lead to some devastating combos, it is not well suited in battles of attrition where one side is attempting to overpower the other with raw strength alone.
Spell Name: Lime Light
Level: D-S
Range: ~
Description: Often regarded as one of the most deadly and outright dangerous forms of lightning to ever have been created. Lime Light consists of very dense lightning that bears an iconic lime-green tint. Lime Light is considered to be extremely menacing due to the fact that rather than electrocuting, it will quite literally atomize the target before instantly jumping to the next object to repeat the process until everything has been consumed by its foreboding glow. This corrosive effect not only allows Lime Light to dismantle matter itself, but also to eat away at magic until nothing is left.
Drawback: Each spell involving Lime Light requires a very dense concentration of magical energy. Due to this, Lime Light cannot be used as a wide-scale area of effect attack as even attempting this would completely drain the user of all of his energy. Instead, Lime Light can only be fired off as thin arks of lightning. Due to this reason, it can only really blow off chunks of opponents as opposed to completely disintegrating them. The very nature of Lime Light is also chaotic and unpredictable. Upon making contact with a target, it can easily bounce in the direction of the user or his allies.
Spell Name: Super Bolt
Level: D-S
Range: ~
Description: This version of lightning is the closest one can get to the mundane counterpart. In fact, the only real difference between this spell and traditional lightning is the fact that Super Bolts are many times brighter than the counterpart. Due to this unique property, Super Bolt can be used to blind opponents for several posts as opposed to outright killing them. This can even potentially be done to opponents who manage to avoid the attack entirely, however, make the mistake of glancing at the intense light directly.
Drawback: Being rather flashy, spells revolving around Super Bolt draw attention rather quickly and can easily lead to the user giving away his position. Also unlike some other forms of lightning, the lack of majorly unique properties means that enemy Slayers can ‘eat’ this form of lightning and use it to restore their strength without any real side effects. Spells utilizing Super Bolt are also usually quite large and area of effect related, making it a poor choice for when precision and finesse is required.
Spell Name: Electromagnetism
Level: D-S
Range: ~
Description: This spell represents the ability to emit electromagnetic fields in order to manipulate metals. In its most basic form, this can extend to simply attracting and repelling nearby metals, as well as producing electromagnetic pulses in order to short circuit nearby machinery. More advanced applications, however, can include things such as projecting a very weak field of electromagnetism onto the surrounding area in order to ‘sense’ the general size and location of metals in the immediate vicinity. In its most powerful form, this spell can even unlock the ability to create metallic constructs through Ferrokinesis as long as there is an abundance of usable metal in the area.
Drawback: Electromagnetism is useless on its own as the user cannot produce or create any metals. He can only make do with what is available in the immediate vicinity. Spells revolving around electromagnetism are quite powerful due to the fact that they are combinations of real world objects and magic. However, due to this spell stemming from the lightning branch, the user will never have as much precise control over things they are manipulating as mage’s that purely specialize in magnetism. This can lead to several issues, such as the magnetic field weakening and having less of an influence the further away it is from the user.
Spell Name: Ferrokinesis
Level: D-S
Range: ~
Description: By generating a field of electromagnetic energy in order to gather nearby metals into one location, the user may distort and warp the field in order to shape the metals into a construct of his choosing. This can range from small objects such as weapons to large structures and even semi-living creatures. The latter of which, however, requires a lot of focus as the creation does not actually possess a consciousness. Due to the versatility of this spell, the user can quite literally create anything as long as there are enough metals to give life to the user’s imagination.
Drawback: This spell can only be used while the user is transmuting an electromagnetic aura. Constructs directly next to the user will be extremely powerful, however, the further away it moves, the weaker the magnetism holding it together will become. Anything created by this spell is not truly living and is simply a product of the user’s manipulation. While this does make constructs extremely difficult to destroy, it does mean that they are highly reliant on the user’s senses and focus in order to function properly. As a general rule, it is impossible to create anything with moving parts as this requires an extra degree of focus that is far beyond a normal human’s mental capacity.
In its most basic form, Lightning Transmutation grants the user with the ability to conjure and manipulate lightning in order to deliver fatal voltages into opponents. Unlike Slayers, elemental mages cannot ‘eat’ their element. They do, however, bear semi-immunity against attacks revolving around their chosen element of mystery which represents their total dominance over that aspect of nature. Lightning mages in particular can even transform into electrostatic energy at will, allowing them to manoeuvre around the battle field with unrivalled flexibility. Lightning Transmutation also grants the ability to create different forms of lightning with unique properties. Not only can this lead to lightning which is far more destructive than the mundane counterpart, but it can also allow the user to purposely conjure lightning that is highly toxic to Slayers and mythical creatures capable of feasting on electricity.
Aura Spells – Rather than being spells specifically, the below are more so ‘auras’. Upon activation, each aura will grant the user with the ability to make use of one specific form of lightning that may in some way be different to the mundane counterpart. It is important to note, however, that only one aura may be active at each time. Although swapping auras is instantaneous for high-level mages, spells from different aura branches cannot be combined. Due to this, any continuous effects an aura may have will immediately end as soon as a new one is activated.
Spell Name: White Lightning
Level: D-S
Range: ~
Description: This spell represents the ability to conjure White Lightning, a special form of lightning that has been designed to rival and compete against Slayer magic. This unique lightning is iconically characterised by bolts of snow-white electricity that are outlined with a vibrant azure aura. As opposed to black God slayer lightning that has been designed to murder, White Lightning’s greatest strength is not its ability to annihilate opponents, but rather, its ability to render anyone capable of surviving its wrath completely useless. Anyone directly struck by White Lightning will find themselves paralyzed around the point of initial contact for several posts (depending on the target’s willpower). Just barley dodging an attack can also prove to be quite dangerous and will often lead to extreme numbness in the targeted region.
Drawback: High-level mages can resist the paralyzing and numbing effects of White Lightning should it be used in conjunction with a spell that is of a much lower rank than the opponent. Despite its versatility and raw power, White Lightning is usually used to disable opponents as opposed to outright killing or defeating them. For that reason, while White Lightning can lead to some devastating combos, it is not well suited in battles of attrition where one side is attempting to overpower the other with raw strength alone.
Spell Name: Lime Light
Level: D-S
Range: ~
Description: Often regarded as one of the most deadly and outright dangerous forms of lightning to ever have been created. Lime Light consists of very dense lightning that bears an iconic lime-green tint. Lime Light is considered to be extremely menacing due to the fact that rather than electrocuting, it will quite literally atomize the target before instantly jumping to the next object to repeat the process until everything has been consumed by its foreboding glow. This corrosive effect not only allows Lime Light to dismantle matter itself, but also to eat away at magic until nothing is left.
Drawback: Each spell involving Lime Light requires a very dense concentration of magical energy. Due to this, Lime Light cannot be used as a wide-scale area of effect attack as even attempting this would completely drain the user of all of his energy. Instead, Lime Light can only be fired off as thin arks of lightning. Due to this reason, it can only really blow off chunks of opponents as opposed to completely disintegrating them. The very nature of Lime Light is also chaotic and unpredictable. Upon making contact with a target, it can easily bounce in the direction of the user or his allies.
Spell Name: Super Bolt
Level: D-S
Range: ~
Description: This version of lightning is the closest one can get to the mundane counterpart. In fact, the only real difference between this spell and traditional lightning is the fact that Super Bolts are many times brighter than the counterpart. Due to this unique property, Super Bolt can be used to blind opponents for several posts as opposed to outright killing them. This can even potentially be done to opponents who manage to avoid the attack entirely, however, make the mistake of glancing at the intense light directly.
Drawback: Being rather flashy, spells revolving around Super Bolt draw attention rather quickly and can easily lead to the user giving away his position. Also unlike some other forms of lightning, the lack of majorly unique properties means that enemy Slayers can ‘eat’ this form of lightning and use it to restore their strength without any real side effects. Spells utilizing Super Bolt are also usually quite large and area of effect related, making it a poor choice for when precision and finesse is required.
Spell Name: Electromagnetism
Level: D-S
Range: ~
Description: This spell represents the ability to emit electromagnetic fields in order to manipulate metals. In its most basic form, this can extend to simply attracting and repelling nearby metals, as well as producing electromagnetic pulses in order to short circuit nearby machinery. More advanced applications, however, can include things such as projecting a very weak field of electromagnetism onto the surrounding area in order to ‘sense’ the general size and location of metals in the immediate vicinity. In its most powerful form, this spell can even unlock the ability to create metallic constructs through Ferrokinesis as long as there is an abundance of usable metal in the area.
Drawback: Electromagnetism is useless on its own as the user cannot produce or create any metals. He can only make do with what is available in the immediate vicinity. Spells revolving around electromagnetism are quite powerful due to the fact that they are combinations of real world objects and magic. However, due to this spell stemming from the lightning branch, the user will never have as much precise control over things they are manipulating as mage’s that purely specialize in magnetism. This can lead to several issues, such as the magnetic field weakening and having less of an influence the further away it is from the user.
Spell Name: Ferrokinesis
Level: D-S
Range: ~
Description: By generating a field of electromagnetic energy in order to gather nearby metals into one location, the user may distort and warp the field in order to shape the metals into a construct of his choosing. This can range from small objects such as weapons to large structures and even semi-living creatures. The latter of which, however, requires a lot of focus as the creation does not actually possess a consciousness. Due to the versatility of this spell, the user can quite literally create anything as long as there are enough metals to give life to the user’s imagination.
Drawback: This spell can only be used while the user is transmuting an electromagnetic aura. Constructs directly next to the user will be extremely powerful, however, the further away it moves, the weaker the magnetism holding it together will become. Anything created by this spell is not truly living and is simply a product of the user’s manipulation. While this does make constructs extremely difficult to destroy, it does mean that they are highly reliant on the user’s senses and focus in order to function properly. As a general rule, it is impossible to create anything with moving parts as this requires an extra degree of focus that is far beyond a normal human’s mental capacity.