Here will be the collection of reserved and custom Magics and Spells. Reserved meaning only for your 1 of your characters. If it is just a custom magic then anyone who might want that magic may go for it as well.
▐░ Archive Custom ██ █████████████████████████ Creator: Krinaz Faernd Description: A branch of caster magic that plays more of a support role as opposed to a hands on role. The Magic is based around information. The user becomes a walking computer and can manifest screens and keyboards according to their stylistic preferences in order to help them play their role on their team. Their brain will automatically store everything they know into easily files for them to read and share as they wish. It also allows them to take anything seen and or experienced in any way and keep a recoding and a diagnostic scan. In addition it allows them to establish links with willing friends and companions so that everything they know and experience will automatically be recorded as well effectively making the user a literal information hub. The screens which they manifest if very durable, and can be used for transportation or combat if used correctly.
▐░ Celestial Magic Reserved ██ █████████████████████████ Creator: Kyohei_Yokohama Description: A magic once know by a Tribe of Kitsune that worship the moon and stars this is a nearly lost and extinct type of caster magic. This magic is a magic that is of the holy type it is limited however to defensive art then an offensive one with one Offensive spell and two defensive spells.
▐░ Blood Magic Custom ██ █████████████████████████ Creator: xXRedemption_VengeanceXx Description: In Ancient times, as people began to experiment and discover the world of magic they eventually came to the topic of the user's body. Eventually the subject of Blood was raised, and it was immediately shunned. The thought of using blood was so horrid that it was a magic never worked on. However one curious mind was a bit more determined than the rest to work on this type of magic. Eventually perfecting the basis of it. However this man kept the magic's existence to himself. Worried that it would be denied as soon as he showed it off. The man began to work on the magic's untapped power in his free time, and eventually passed the technique down through his family. Its existence is little known, and the wielders are often in direct relation to each other. Usually by 'blood.'
The magic involves the caster's blood. The caster is able to manipulate it in the way a water mage might manipulate water. He is able to make it float, and spin around him. Or harden and become deadly when needed. But his sources of blood usually only come from him. Some spells may allow for the exception of the things around him, or people.
Magic Details: Perks: The caster has connections to the ancient world of magic. And is able to manipulate his own blood. Because of the specific body type required to use this magic, the caster appears pale, and very gloomy. Their eyes are red from the exposed loss of blood. Taboo:- However because they manipulate blood the casters receive more damage to their endurance than most humans. (Attribute me and Ome will discuss later. Subject to Change) The casters are not be allowed to exhaust their blood for they will face death. - User cannot absorb another target's blood in any attack unless they come into physical contact with that blood or the skin of the target. Clothes and armor that blocks the target's body also block the user's ability to absorbed blood from afar. Requirements: An ancient bloodline connecting to the original creator of the magic. The body type of the casters, providing large blood vessels and arteries. Because the casters share a similar bloodline (always subject to change based on character's story) they often look alike. The main family that manipulated the magic always had pale hair, sometimes even being silver or pure white.
Spells:
Spell Name: Sanguine Drain Description: Upon touching the open wound of a target the caster is able to drain a bit of their blood, and then absorbs the blood into the caster. The caster does minimal damage damage. The user cannot use this attack unless they are physically touching an open wound. The caster cannot use it on an open wound that has armor protecting it. This is a continuous spell that only lasts as long as the user and target are in contact. [Takes 5% of user's Endurance per post][Subtracts 15% of user's Endurance from opponent's endurance max from target] Mana Cost: 150 Mana, 50 per post Requirements: +10 Endurance Strive: 200
Spell Name: Crimson Strike Description: The user uses the open wounds on himself to expel blood, and slinging the blood forward the caster is able to harden it into thin and deadly needles. If it strikes or cuts a wound it inflicts damage upon them. [-15% Endurance upon user for 2 turns][15% Magic Power used] Mana Cost: 150 Requirements: None Strive Cost:Starting Spell
Spell Name: Blood Wall Description: The user manipulates the blood of their own body to form a floating circle of blood, to deflect an oncoming ranged attack. Such as a fireball. [This attack can only be used five times per battle.] Mana Cost: Equivalent to the opponent's Mana Cost for spell Requirements: Crimson Strike Strive Cost: 100
▐░ Steel Make Magic Custom ██ █████████████████████████ Creator: Ryshio Saigari Description: This form of caster magic grants the user a way to create and shape steel for attacks and assist movement. Spells:
Spell Name: Ban Hammer Spells Belonging To: (Steel Make Magic) Description: This spell is used for the user to attempt to smash opponents, with a 4 foot long handle, and a cylindrical hammer head 2 feet in length, 3 feet in high, and 2 feet in width. Mana Cost: 200 MP Requirements: You must have Steel Make Magic Strive Cost:Starter Move
Spell Name: Metal Skin Spells Belonging To: (Steel Make Magic) Description: This spell increases the users base defense by adding +4 Defense if Rank D, +6 If Rank C, +8 If Rank B, and +10 if you are Rank A. This spell also increases attack if using melee by the same integers depending on rank. Mana Cost: 350 MP Requirements: Must at least have your defensive stat at 4. Strive Cost: 250 Strive
Spell Name: Shrapnel Spells Belonging To: (Steel Make Magic) Description: He/She will deploy sharp shrapnel(s) in an attempt to damage the opponent, this will lower there speed, endurance, and defense by 15%, but will not do damage if its not direct. The shrapnel(s) will stay on the floor for 2 posts. This attack will not deploy if the user is not on a flat surface. Mana Cost: 150 Requirements: You have to be a steel make mage, must be a C-Rank Strive Cost:300
Spell Name: Bolster Sword Spells Belonging To: (Steel Make Magic) Description: The user will create a Bolster Sword as a weapon for melee, this will lower the users speed by 20% unless they have their strength stat at 175 Mana Cost:500 Requirements: You have to be a steel make mage. Have at least 10 Strength. Rank C and up Strive Cost:450
▐░ Paper Magic Custom ██ █████████████████████████ Creator: Crasher Wave Description: Origami is a versatile magic involving the creation of objects using paper. The user can create a variety of objects out of paper to be used for offensive, defensive, or miscellaneous purposes. It is derived from Paper Magic and mainly focuses on the aspect of creation known as origami, the traditional japanese art of paper folding. Like Molding Magic, Origami Magic spells can be categorized by static, involving the creation of inanimate objects, or dynamic Origami Magic, involving the use of animate objects such as animals. Origami Magic can take advantage of nearby paper in the vicinity, thusly making it part Holder Type. Origami Magic users are also cable of producing paper from their bodies in the form of small sheets of paper, which is why it is also known as a Caster Type magic. Users are able to infuse Origami Magic with the parent magic, Paper Magic, to create powerful elemental infusion spells. Spells:
Spell Name: Paper Shuriken Spells Belonging To: Paper Magic Description:Subsequent to summoning a torrent of gray-colored papers and forming them into spheres, the user morphs the spheres into Shurikens and sends them forth towards their target. Mana Cost: 200 Requirements: Paper Magic mage Strive Cost:Starting Spell
▐░ Arc Of Disaster ██ █████████████████████████ Creator: Souchi The 2nd Description: Arc Of Disaster Magic is a branch of Lost Magic, that can be used as a Caster or Holder-type Magic. It is an ancient magic that is rarely seen and whose users can benefit greatly from its power. The major strength of this magic is that it allows the user to produce as well as become the element they control. In this case, the user is able to create, control, and become the element. With this in mind, the user is able to create element-based attacks and is immune to any attacks of that element. The user is also able to avoid normal attacks by turning into that element and allowing the attack to pass through him. Like slayer magic, they can manipulate other magical elements by absorbing it like a sponge. Later, they suffer dire consequences. It is although, one of the hardest Magics to master and it has several consequences after its constant and repetitive use. Currently, the only way known to master it is by training with someone who knows it and to have enough desire in one's soul to obtain its power. One of the most unique features of this magic is that it has a soul of its own and it talks to the user. One of the most common type of Arc Of Disaster is an emotionally connected soul, that contacts the user by luring them into understanding their emotions. Those with bad intentions that use the Arc Of Disaster magic are susceptible to be more manipulated by this magic, as it is guided by one's heart. It's, basically, the true soul and the "embodiment" of one's goals. It is, in fact, one of the most feared Magics, because, not only it can be devastating if well used and mastered, as it can gain control over the Mage's body and soul, being the main mind behind one's actions.
Kinesis (Default State) - Is a stage where the mage achieved the first level of Arc Of Disaster magic. Kinesis is an ancient technique used by few mages in the entire history. In summation, Kinesis is the ability to manipulate the world around you by creating, controlling, or transforming into its natural essence. The user channels and manipulates energy in the surrounding environment. It has a number of forms it takes, ranging from becoming a force of nature, or manipulating supernatural powers. This state, as well as all others, is influenced by the user's emotions.
Disaster (2nd State Release) - Is a stage where the mage is partially overwhelmed by Arc Of Nature's great power. The Mage enters a low consciousness level where it has few control over its actions. The body fuses temporarily with the magic power. Since the user's body is more energy than matter, they are known as an existence instead of a person. They gain superhuman powers beyond anything seen. The user literally becomes a force of nature. The down side to this great power is its terrible aftereffects. They're life-span decreases by every second during this state. For people who are learning it, if they don't have full control over Disaster, than they become engulfed by it and lose consciousness.
Requirements: - Strength and M. Attack must be at least 150 before achieving the 2nd State.
Natural Variations: 1. Hydro (the ability to create, control, and transform into water) 2. Pyro (the ability to create, control, and transform into fire) 3. Geo (the ability to create, control, and transform into earth) 4. Aero (the ability to create, control, and transform into wind) 5. Cryo (the ability to create, control, and transform into ice) 6. Electro (the ability to create, control, and transform into electricity) 7. Agro (the ability to create, control, and transform into plants) 8. Umbra (the ability to create, control, and transform into darkness and control gravity) 9. Photo (the ability to create, control, and transform into light.) 10. Thermo (the ability to create, control, and transform into magma or lava.)
▐░ Satyr ██ █████████████████████████ Creator: Battle Ram Description: A form of Lost Magic that was once known by the Satyr People. Their deep connection with nature and Mother Earth allowed them to further manipulate and control the different aspects of nature, most notably the flora that grew wild. Their unmeasured time spent within the confines of the forests allowed them to even take on the aspects of the plant life around them, their bodies shifting into partial plant like formations at times. This magic is limited to plant life, meaning that if it does not grow from the ground, the Caster cannot use it. For the most part, the caster will retain their normal size, no matter what spell is cast (i.e. they cannot become a twenty foot plant monster, unless they were originally twenty feet tall). They are limited to their bodies, meaning that the spells they use most often transmute something of their own body, i.e. arm, leg, hand, torso, ect. and are unable to pass this magic to others. They cannot heal themselves or others either. Requirements: Must be a Satyr / of Satyr blood.
Spell Name: Fox Fire Description: The caster summons a purple black flame to coat enemies and burn obstacles in their path. This attack is based solely on Magic Power. [+10 Magical Power] ▐░ Nogitsune MagicReserved ██ █████████████████████████ Creator: Battle Ram Description:Nogitsune Magic is a type of Lost Magic has a high chance of consuming its caster. Because of this, only one person is known to hold this magic at a time, because in order to wield it, one must essentially give up their humanity. Mana Cost: 100 Requirements: Must be a Nogitsune. Strive Cost: Starter Spell
Spell Name: Fox Coat Description: The caster engulfs themselves in their Magic, giving them a greater defense and resistance to Magics. The coating itself gives the illusion of ears and four tails on the caster's body. [+20 Defense][+10 to all Resistance] Mana Cost: 300 Requirements: Must be Nogitsune. Strive Cost: 300
Spell Name: Will - O - Whisp Description: The caster summons multiple balls of purple black fire fire that they can control from a distance to either confuse or set things ablaze. Mana Cost: 300 Requirements: Fox Fire Strive Cost: 300
Spell Name: Inari's Curse Description: The caster's Magic overtakes their weakening humanity, forcing their body to change into a black and red fox creature. This change is forced by Magic, and the fox body is made purely of Magic that is weak to water Magic. During this time, the caster is more beast than human, giving them an increase in strength and speed by 20%. [-5% Mana after] Mana Cost: 450, plus 100 to maintain form Requirements: Fox Coat Strive Cost: 500
▐░ Serpent CallReserved ██ █████████████████████████ Creator: Edo Tensei Jesus Description:A very old but not lost magic that allows the user to call forth water enabled creatures to do their bidding many of these creatures are already extent or have evolved into other living animals. The caster based on the size if the creature which he or she calls for can change the magic to holder or caster. and example of that is the piranha bullet shot, which is a small animal so it is classified as caster. While the Shark summon is a much bigger animal that requires a sources of water to summon, which is why it is holder.
Spell Name: Piranha Bullet Shot Description: The Users fires a Piranha made from water out of the tips of their fingers and sends it to attack. Based on Magic Power. (+10 Magic Power) Mana Cost: 200 Requirements: None Strive Cost:200
Spell Name: King of Herrings Description: The King of the Herrings is a giant Oarfish measuring 12 meters long. it can be summoned either if the users uses the natural water within their own body or an body of water to attack. Based on Magic Power. (+30 Magic Power) Mana Cost: 500 Requirements: Piranha Bullet Shot Strive Cost: 500
Spell Name: Shark Punch Technique Description: A variation of the Water Punch the water gathered around the users fist takes the form of the head of a shark. Once the punch connects the shark also bits the victim for extra damage. Based on Strength. (+ 10 Strength) Mana Cost: 200 Requirements: Strive Cost: Starter
▐░ Reiki MagicReserved ██ █████████████████████████ Creator: Envy Sin Maxwell Description:Reiki Magic is an ancient art of lost magic that uses hands-on-healing. It was mainly used by Elves for healing of all sorts during times of war. Users observe and absorb the energy around him or her and use it. The energy was believed to have come from the universe itself. It is a sacred spiritual type of magic that was intended for good purposes.
Name: Iyasu Effect Heals minor injuries such as cuts, gashes, bruises, headaches, illness, and other small injuries Description: Iyasu is a Reiki magic that allows the user to pull energy from around them in order to heal minor injuries. It is a weak healing spell that may be used as much as the user's mana allows. It is not able to cure poison of any kind, bring people back from near death, or anything else that is major. (Solely restores 2 Endurance. Against debuff spells, a decrease of one stat can bee weakened by 5%) Rank: D-rank Mana Cost: 200 Strive Cost: Starter Spell
▐░ Scribble MagicReserved ██ █████████████████████████ Creator:Lord0fAngels Description:Caster translates and creates magic using ancient origin language called “Birth Language.” There are two parts to spell : understanding existing magics using Birth Language, and imbuing mana with the language to create scriptures of spells.Magic Biography :It all started with a strive for unification. In the world under constant struggle, scholars of one country sought to unify the world in one language in an attempt to unify all culture. These scholars started their work from scribbles, which was universal by all children of any culture. Soon, scholars came to shocking conclusion that scribbles that children “wrote” in their first papers were actually a language of its own: complicated and forever lost as children grew up. Scholars eventually came to simplify this raw form of communication into proper language. The language could translate all other known languages, and it brought sense of nostalgia to those who read its texts.
The language, however, brought unexpected fruit. As Birth Language could describe everything, as it must to unify all culture and language, it could also be linked to very first magic casted upon the world. Curiosity of one scholar eventually led to whole swarm of magicians working on creating a system of magic which could describe every magic known and will be known to mankind. Scribble Magic was born.
Unfortunately, Scribble Magic was born with critical error: complexity. Scholars sought to unify all language, but they made a mistake that everyone was at their caliber of knowledge. As a result, Birth Language was so complicated in both vocabulary as well as grammar that very few could completely understand it. Even those that understood it could not fully write sentences to create worthy magics in time. Eventually the interest of Scribble Magic faded, with very few scholars still striving to perfect the art. However, the principle never truly faded; impatient magicians still carried potential of putting magic into letter forms into new branches of magic. Letter Magic and Archive is two such inventions. Eventually bright scholar that gave birth to Birth Language died one after another, and with so few to translate the language, Scribble Magic faded into history, with spoken Birth Language being lost completely. Magic Details Process :User partakes in two acts. Caster sees the magic with eye contact to translate magic into Birth Language to study them. Afterwards, caster uses Birth Language to describe magic using vocabulary learned from previous encounters of magics to create new or carbon-copied magics through writing. Requirement :Caster MUST understand Birth Language to certain degree of proficiency. Caster must be healthy enough to produce one or more of ingredients needed to link magic into Brith Language. Factors :Longer time invested in writing magic = stronger magic Perks :Caster has knowledge a language that can translate all other languages, and with time, can translate all written forms of language into Birth Language. Similar condition amounts with all magic and its constructs. Limitations :Because Birth Language is so all-encompassing, user tends to “forget” all other languages apart from Birth Language simply because languages tend to mesh together. While caster will never forget his or her primary writing language, he or she will slowly forget all other languages and spoken languages the more time invested in studying Birth Language. Spells:
Understanding
Effect :
Caster can passively translate all magic and magical devices to Birth Language, which floats in Caster’s eyes like hallucination for set duration.
When looking at magical phenomenons, Scribble Magicians can image these phenomenons into Birth Language so well that it floats around their sight like hallucinations. Scribble Magicians can study these languages and put them into their vocabulary.
The process of studying these languages can take quite a while depending on the complexity of spells. However, more pressing question is how long will these spells will stay translated. Like all memories, even Birth Language fades over time (in approximately 3 posts, Birth Language of said magical phenomenon fades). Should the magical phenomenon is continuous, Scribble Magicians can look at the language again, but otherwise unlearned knowledge is lost. (The determining factor of this is spell’s rank. Should the magical phenomenon be ranked two ranks or higher, Scribble Magician will fail to completely study the magic.)
Rank :D Strive :100
Transcribing
Effect :
Caster uses magical means to extract blood and bone to use as ink and pen respectively. Caster then describes the desired magical phenomenon using Birth Language on top of any medium (even air). Once completed, the magic will immediate activate to desired action.
Mana Required :100 mana to begin the procedure, 50 mana per RP post afterwards invested in Transcribing. Cooldown :
None. Time is used to create magic instead.Lower Rank as Caster : 1 postSame Rank as caster: 2 postsSame Rank as caster+: 3 postsOne Rank above Caster: 5 posts (Only for copy/editing Archive or Letter Magic)
Decay : All unbound writing decays in 5 RP posts upon completion Description :
Caster begins the Transcribing process by creating pen and ink required for Transcribing procedure. From his or her left forearm, caster’s bone protrudes out, creating a slender pen from the overgrowth. Once the pen leaves the bone, the hole is filled with jet-black blood, which shimmers in crimson color when written. Caster uses these ingredients to write down Birth Language and imbue it using his or her own mana.
Caster uses his own knowledge of Birth Language to write down desired magical phenomenon to occur. This can only be based on his complete and full knowledge of magic, and cannot come from vocabulary or grammar that he does not know, but simply copying it down word-for-word (thus, caster’s magic can only be limited to his own rank).
Caster also cannot carbon-copy magical phenomenons. He or she cannot edit any previous magical works by adding Birth Language onto it. Only exception to this is Scribble Magic’s two child magics: Archive and Letter Magic. Any magical phenomenons based on these two branches of magic can be edited and carbon-copied by Scribble Magician. However, this is also limited by Scribble Magician’s own vocabulary (as a result, he can only copy/edit magics on or one rank higher than his or her own rank).
Transcribed magic ends when one of three conditions are met: magic has achieved its desired phenomenon, mana invested into desired act runs out, or when the transcribed word decays. When the magic ends, the Scribble Magic “burns away,” leaving the medium from which it was written out intact. Before this happens, Scribble Magician can write additional verses to sustain the magic (in terms of decay, 1 additional post of augmenting verses will add two more turns for spell’s survival.)
Rank : D Strive : 400
Heart-Binding
Effect :
Caster creates binding strings using his or her own heartstrings as medium. These strings can be used on any Transcribed words to indefinitely sustain the magic, taking necessary mana from the caster.
Mana Required : 200 mana to create single string. Cooldown : 5 posts. Decay : unbound strings decay after 5 turns. Description :
Caster creates binding strings from his or her own heart to connect the Transcribed magic to his or her own mana pool. This act basically creates link between Transcribed magic and caster, allowing the magic to survive indefinitely without fear of decay.
As the bound magic will take mana from caster automatically, this act of binding is dangerous. Should the magic activate or run out of desired mana to continue its function, the magic will automatically take from Caster to keep itself functioning (mana based on mana required to create the Transcribed magic in the first place).
Should the caster be unable to provide necessary mana, caster will spend all remaining mana before fainting. This coma will last until caster has replenished all the bound magic’s mana and have recovered full mana. Until such condition is met, all bound magics will fall into state of dormancy regardless of how much magical power they have. During this state of dormancy, any magical attack, however slight, will damage the link between caster and the magic. Unless the link is reestablished, the magic will function as unbound magic (in other words, as long as it wasn’t the reason behind caster’s comatose, the magic will strive to achieve desired action or lay dormant until 5 post decay kicks in).
Rank : D Strive : 200
▐░ Wave MagicReserved ██ █████████████████████████ Creator: Vaan_Hatake Description:Wave Magic, otherwise known as Tremor Magic, basically allows the user to create vibrations (or "quakes").This magic's major strength is that it allows the user to generate massive vibrations, or shock waves, which can travel though virtually any medium, including the ground, the seafloor, or even in the air. This magic's powers are also noted to be a hazard to both friend and foe alike. This is largely because, although the user seems to be able to control both the magnitude of the shock wave and its point of impact, the quakes produced by said shock waves are indiscriminate in their effects. Because of this, allies of the user must be prepared for the impacts unless they want to become unintended victims of them. The waves generations are based on Magical Power. Magic Wave buffs cannot be used collectively.
Spell Name: Wave Sensing Description: This technique allows the user to see the tremors that travel through the earth. Pretty much just that. Mana Cost: None, passive ability. Requirements: Wave Magic Strive Cost: Starter Spell
Spell Name: Nausea Description: At close range, the mage can push extremely weak, largely ineffective waves through an opponent's body, resulting in a very slight nauseous feeling or a very slight headache. Pretty much only effective as a distraction tactic or for interrogation. [-5 Endurance to target] Mana Cost: 100 Requirements: Wave Sensing Strive Cost: 100
Spell Name: Tremor Finger Description: At extremely close range, the user can push very tiny waves through the opponent's body, basically enhancing their close-range fighting by a small degree. Can only use it on one finger at a time. Lasts one post, has a two post cooldown. [+10 Magical Power for attack] Mana Cost: 100 Requirements: Wave Sensing Strive Cost: 100
Spell Name: Tremor Shield Description: When an opponent attacks with some kind of blunt attack (so not a one-finger punch or some kind of stabbing motion, basically limited to kicks, throws, or elbow strikes) the Wave Magic user can force weak waves to travel around the area that was hit, which helps reduce the damage slightly, by pushing away the opponent. It won't send them flying or even stop them, but it can help slow them down enough for you to dodge/take less damage. [+10 Defense] Mana Cost: 100 Requirements: Tremor Finger Strive Cost: 100
Spell Name: Wave Leg Description: A simple roundhouse kick to the opponent's torso, but at the point of impact, the Wave Magic user creates a tiny sphere of tremors, enforcing the kick's strength. This spell is based purely on Magic Power [+20 Magic Power] Mana Cost: 200 Requirements: Tremor Finger Strive Cost:200
Spell Name: Wave Fist Description: A simple right hook to the opponent's face, but after impact has been made, as the opponent's face is being pushed back by the force of the punch, a tiny sphere of tremors is created at the base of the opponent's face, knocking them back further. Contact must be made, user must be in good position to not risk dislocating own shoulder from kickback. [+25 Magic Power] Mana Cost: 250 Requirements: Wave Leg Strive Cost: 250
Spell Name: Nausea Wave Description: Basically an enhanced version of Nausea, this technique is initiated by grabbing the opponent by the face. The wave is then applied, resulting in a very strong headache. [-15 Endurance] Mana Cost: 200 Requirements: Nausea Strive Cost: 200
Spell Name: Stomach Weakening Description: Basically an enhanced version of Nausea, this technique is initiated by punching the opponent in the stomach. The wave is then applied, resulting in massive stomach upheaval, and possible retching. [-20 Endurance] Mana Cost: 200 Requirements: Nausea, Nausea Wave, Wave Fist Strive Cost: 200
Spell Name: Tremor Ring Description: The Wave Magic user creates a pulsating ring of Wave Magic around their clenched fists and at their insteps, allowing their punches and kicks to become far stronger. Lasts five posts max. Can be used once per fight. [+40 Strength] Mana Cost: 400, then 50 Requirements: Wave Fist, Tremor Finger, Tremor Shield Strive Cost: 400
Spell Name: Tremor Finger Death Description: This technique creates a tiny sphere of Wave Magic at the tip of the user's finger, allowing them to easily pierce through objects, as the magic basically creates an extremely quickly vibrating tip in front of the finger. [+45 Strength][3 Posts Max Duration][10 Post Cooldown] Mana Cost: 200, then 50 Requirements: Tremor Finger, Wave Fist, Wave Leg Strive Cost: 200
Spell Name: Unsteady Footing Description: The Wave Magic user creates spheres of Wave Magic at the base of his opponent's feet, causing the ground underneath them to become crushed, resulting in tiny, suppressed earthquakes in a 1 meter diameter circle. The ground will sink by about an inch. [-20 Speed to target][5 Post Cooldown] Mana Cost: 200 Requirements: Strive Cost: 200
Spell Name: Flying Death Description: This technique is initiated by the user creating waves underneath their feet to propel them upwards, and then waves at their backs to send them rocketing downwards. They clench both fists together and come down on their opponent in a two-handed strike to the head, creating a sphere of tremors around their own fist, amplifying their attack greatly. [+30 Speed] [+ 30 Strength] Mana Cost: 600 Requirements: Unsteady Footing, Wave Leg, Wave Leg Strive Cost: 600
Spell Name: Coating Technique Description: This technique basically does what its name suggests. A Wave Magic user can coat the outside of any weapon with Wave Magic, increasing both power, as well as cutting power drastically. [+30 Strength] Lasts five posts, can be used once per fight. Mana Cost: 300, then 50 Requirements: Wave Leg, Wave Fist, Tremor Finger, Tremor Shield Strive Cost:300