Name of Magic; Descendent of the Titan: Tyrannus
Type/Subtype of Magic; Offensive
Current Rank; X
Description; Channeling power from the Titan known as Tyrannus, the decedents of this Titan are hard as metal, capable of sprouting extra arms as their ancestor had. A master of this magic may unleash devastating salvos, appear stronger than gods, and more resilient than life itself.
Information;
STRENGTHS:
* Massive Increases to Strength, Endurance, and Magic Defense
* Multiplicative Damage Out Put from Extra Limbs.
* Massive Terrain Destroying Techniques
WEAKNESSES:
* Friendly fire prone
* Berserker Status Ailment Prone
* Long Range Attacks are more draining than the short range.
* Primary method of damage is close range.
Traits;
Titan’s Lineage: Tryton’s body has become hard like metal, as such all-physical attacks are reduced by 50%, unless the attacks are Metal enhanced. Magical attacks are reduced by 35% regardless of element.
Tyrannus’s Limbs: At will Tryton may sprout up to 3 sets of arms in addition to his own. As long as all arms are deployed. A-S rank spells can be used. All the limbs move as if they were organically apart of the body capable of independent movement and functionality like he was born with them. The arms hold no cooldown as they are manifestations of his actual power.
Berserker’s Might: During combat, if Tryton falls below 50% health or takes 25% or more of his health in damage. For 3 Posts, He gains +30% Strength, +25% Agility, +30% Magic Defense. During this temporary buff, he is filled with rage becoming obsessed with destroying his foe. Allies become targets if they get in his way or he deems them taking his fight.
Type/Subtype of Magic; Offensive
Current Rank; X
Description; Channeling power from the Titan known as Tyrannus, the decedents of this Titan are hard as metal, capable of sprouting extra arms as their ancestor had. A master of this magic may unleash devastating salvos, appear stronger than gods, and more resilient than life itself.
Information;
STRENGTHS:
* Massive Increases to Strength, Endurance, and Magic Defense
* Multiplicative Damage Out Put from Extra Limbs.
* Massive Terrain Destroying Techniques
WEAKNESSES:
* Friendly fire prone
* Berserker Status Ailment Prone
* Long Range Attacks are more draining than the short range.
* Primary method of damage is close range.
Traits;
Titan’s Lineage: Tryton’s body has become hard like metal, as such all-physical attacks are reduced by 50%, unless the attacks are Metal enhanced. Magical attacks are reduced by 35% regardless of element.
Tyrannus’s Limbs: At will Tryton may sprout up to 3 sets of arms in addition to his own. As long as all arms are deployed. A-S rank spells can be used. All the limbs move as if they were organically apart of the body capable of independent movement and functionality like he was born with them. The arms hold no cooldown as they are manifestations of his actual power.
Berserker’s Might: During combat, if Tryton falls below 50% health or takes 25% or more of his health in damage. For 3 Posts, He gains +30% Strength, +25% Agility, +30% Magic Defense. During this temporary buff, he is filled with rage becoming obsessed with destroying his foe. Allies become targets if they get in his way or he deems them taking his fight.
- Spoiler:
Name of Spell; Free-Run
Type; Utility
Rank; D
Description; The caster creates a a puddle of magic beneath the soles of their feet, allowing them to stick to any surface they choose. Allowing them to run up walls, along them, and stand upside down without fear of falling during duration.
Information;
Strengths:
* Allows a user to move freely across almost any surface.
Weaknesses:
* Cannot be used to cross elemental fields, Water, Lava, Chasms, etc.
Duration: 4 posts
Cost: 5% MP
Cooldown: 6 posts.
Name of Spell; Running Riot
Type; Utility
Rank; D
Description; The caster imbues their legs, allowing them to increase their speed momentarily. Their momentum will carry with them and can move in one dorection. The caster will move fast enough that it makes them hard to see, as they will move faster than the eye can see at 100+ Spell Power. Can travel up to 50 meters in a single cast.
Information;
Strengths:
* Gives the caster an ability to close gaps
Weaknesses:
* Turning is difficult
* Limited Range to travel
Effects;
Cost: 5% MP
Cooldown: 2 posts
Range: 50 Meters
Name of Spell; Concuss
Type; Offensive
Rank; D
Description; The caster claps their hands hard, causing a loud boom to echo out. All individuals except the caster can be effected. Individuals caught by the boom can become off balance, applies single post debuff to speed by a percentage of (Strength divided by rank cost). For every 100 milestone over 100% damage is doubled. Damage is configured as Base Power only.
Information;
Strengths
* Can disrupt Opponents movements
Weaknesses:
* Can effect allies
* Low Damage until higher stats
Effects;
Range: Close (10m)
Cool Down: 2 posts
Cost: 5% MP
Name of Spell; Mountain Walk
Type; Utility
Rank; D
Description; The caster imbues their legs and allows them to leap long distances or over tall mountains by (5m X Agility). Traveling at (20 x ½ Strength) meters per second.
Information;
Strengths:
* Allows for Fast Travel
*Excellent gap closer
Weaknesses:
* Can be shot at while in air
* Predictable trajectory
*Need a moment to prepare to jump
Effects;
Duration: 1 Post
Cost: 5% MP
Range: Long Distance
- Spoiler:
- C Ranks
Name of Spell; First Salvo
Type; Offensive
Rank; C
Description; The caster fills their palms with magic power and fires it towards the intended target in a beam.
Information;
Strengths
* With 60+ Spell Power, the spell will cut through walls/trees.
* Fast Traveling Spell
Weaknesses
* Can be dodged at a distance
* Can be blocked/reflected
* Can be mitigated or countered by opposing spells.
Effects;
Cost: 10%
Range: Medium
Speed: (3/4 Spell power)mps
Cooldown: 4 Posts
Name of Spell; Hammer Fist
Type; Offensive
Rank; C
Description; Magic is condensed into the fist of the caster, the strike deals 150% Strength to an opponent.
Information;
Strengths
* With a high Strength state, the user can crush weaker opponents without expending much Magic Power.
• Can be casted Twice before going on cool down as long as its done in the same post.
Weaknesses
* Can be dodged or blocked
* Point Blank Range
* Can be countered
Effects;
Cost: 10%
Range: Point-Blank
Cooldown: 3 Posts
Name of Spell; Comet Rush
Type; Utility
Rank; C
Description; The caster envelopes their body in magic power, rushing them forward at tremendous speed (10m x Agility) per second into an opponent. The caster becomes immune to speed debuffs during this cast.
Information;
Strengths:
* Extremely Effective Gap Closer at higher stats
* Low Mana Cost
Weaknesses:
* Can only move one direction
* Does not mitigate damage but stops debuffs
* Can be stopped by objects.
Effects;
Cost: 10%
Cooldown: 4 posts
Range: Long Range
- Spoiler:
- B Rank
Name of Spell; Two Ton Hammer
Type; Offensive
Rank; B
Description; The caster clasps both hands together and fills it with magic, then slams them down onto an opponent or onto the ground and causes an explosion. Physical damage inflicted by a successful hammer strike to an opponent is (Base Power + 1/2 Strength). Explosive power is calculated by (Base Power + Spell Power)
Information;
Strengths:
* Can cause Massive Damage on a successful physical attack
Weaknesses:
* Allies can get caught in the blast
* Easily Dodged if not point blank.
Effects;
Cost: 15%
Range: Short
Speed: (1/2 Spell Power)mps.
Cooldown: 6 Posts
Name of Spell; Bombarding Salvo
Type; Offensive
Rank; B
Description; The caster channels magic power into large spheres in four arms, launching them into the air to travel at (5m x 1/2 Strength) per second. Each salvo deals (Base Power + 1/2 Spell Power) and has an effect of (5m X 1/4 Spell Power) in size.
Information;
* Super effective Long Range attack
* Massive destructive oput
Weaknesses:
* Friendly Fire Prone
* Take a moment to gather enough energy
* Long Cooldown
Effects;
Cost: 15%
Range: Medium
Cooldown: 8 Posts
Name of Spell; Piercing Strikes
Type; Offensive
Rank; B
Description; The caster imbues their hands with magic power allowing them to pierce or slash a target rather than apply blunt force. Must use open handed strikes. Armor is only half effective. Successful head strikes deal double damage. Damage is factored as (Base power+Strength)
Information;
STRENGTHS:
* Can wound or maim easily
* Armor Piercing
WEAKNESSES:
* Close quarters dependent
* Able to be parried or deflected.
* Duration Based
Effects;
Range: Point Blank
Cost: 15%
Duration: 4 posts
Cool down: 6 posts
- Spoiler:
Name of Spell; Titans Bomb
Type; Offensive
Rank; A
Description; The caster must be holding an opponent or have 2 hands on them. The target is charged with an immense amount of magic power. The affected is then launches in a direction of the casters choosing in a straight line for up to Sniping Distance. If the affected hits a solid object, spell, or reaches Max distance. They explode expending the energy that was stored in them. The resulting explosion covers a 800 meter diameter and causes paralysis for 2 posts. The caster may not use magic during the paralysis time.
Information;
Strengths:
* Causes massive damage
* large AOE
* Debuffer
Weaknesses:
* Friendly fire prone
* Suspension of mana during debuff
* Possible backlash on caster
* Touch required
Effects;
Range: Sniper
Duration: 1, 2 for debuff
Speed: 10m x Spell Power
Cool down: 1 per thread
Cost: 20%
Name of Spell; Final Salvo
Type; Offensive
Rank; A
Description; the caster unleashes a barrage of blasts from their limbs. It can be anywhere from 10 to 100 each blast will lob through the air or fly in a straight line. Upon impact or Max distance the blasts will explode for (Base Power + Spell power) damage each and each blast will cover 50m diameter explosions.
Information;
Strengths:
* Massive Aoe
* Massive Damage
* Extremely fast speed
Weaknesses:
* Friendly fire almost garunteed
* Large mana usage
* One time use in thread
* Limited Applications
Effects;
Range: Long Distance
Duration: 3 posts ( 1 cast, shots fall for 3 rounds)
Cool down: 1 per thread
Cost: 20%
- Spoiler:
- S Rank
Name of Spell; Ill Prayer
Type; Offensive
Rank; S
Description; The caster envokes the destructive spirit of Tyrannus through prayer and calls their ancestors power forth. A large spell circle appears on the battle field. Covering 900m, as the prayer is completed the caster draws the kanji for death in the air with their fingers. Allies within range are ejected from the circle by way of Comets Rush. All targets within the circle take increased damage. The caster takes 150%, enemies take 200%, the caster also receives 50% magic power from any enemy spell. Enemy targets of the caster also experience reduced spell power of 50%.
Information;
* Ally protection
* double damage output
* Manavamp
Weaknesses:
* Caster can be out numbered
* Increased received damage
* 2 post implimentation
* one time use
Effects;
Range: Up to 900 meters
Duration: 6 posts
Cool down: 1 per thread
Name of Spell; Titan Release
Type; Support
Rank; S
Description; Envoking the power of Tyrannus the caster ups all stats by 50, their magic pressure is suppressed, they move faster than what an eye can process without A Rank or higher detection magic, They gain 400% increase to magic regen and recover magic power every 3 posts. Physical attacks now send blasts of magic power from every strike, every open handed strike deals damage like Piercing Strikes. Once the duration is over. The caster suffers 45% debuff to strength, magic power, and agility. However they are healed up to 75% of their health.
Information;
Strength:
* Amplifies all power for duration.
* Gives the illusion of teleportation.
* Hyper casting possible
Weaknesses:
* User suffers debuff
* One per event use
* Does not fully heal
* Does not mitigate damage or stop debuffs.
Effects;
Range: Point Blank to Close Range (100 meters)
Cost: 25%
Duration: 8
COOL DOWN: Once Per Thread