Tear M. Lacrimoso Shinigami Tsukuyomi :: Moon's Eye Mirror; Keeper of the Crystal Heart
Posts : 2105 Points : 3094 Reputation : 1 Join date : 2014-11-04 Age : 30 Location : Pandemia (Mors Academia) Job/hobbies : The Teacher
| Subject: Magister Class; Magus Wed Aug 15, 2018 9:41 pm | |
| Chapter 8; Magus and Nightshade - Spoiler:
Name: Magus (Mage) Natural: Color Magic Required Item: Magical Item Specialty: Black Magic Forte: Offensive and Debilitating Magic
Description: "Not hate, just love." The most widely known and popular magical users there are, they are renowned for their mastery of offensive magics, and the most Color Magics. Although ill-suited for wielding weapons, Magi (plural of Magus) easily bend destructive black magic spells to their will. The counterparts of the also famous Evangelists, a Magi's primary ability is to cast Black Magic, which usually consists of a variety of offensive Color Magic spells, but also contains some debilitating effect spells. They are a simple, yet effective class, equipping rods, tome, staves, pendents and/or other magical items to focus their magical power and make their magic more potent.
As a side note, there are a race of people called 'Black Magus' that are masters naturally at all Black Magic.
Color Magic Expertise; Black Magic
Basic Level (Genin) Center: Focuses power within to increase spiritual strength by double the original.
Wind: The most basic Green Magic spell, which generates powerful winds.
Chill: The most basic Clear Magic spell, which generates chilling ice or snow.
Fire: The most basic Red Magic spell, which generates burning flames.
Spark: The most basic Yellow Magic spell, which generates sparking electricity.
Water: The most basic Blue Magic spell, which generates forceful waters.
Rubble: The most basic aerial Brown Magic spell, which generates rocks and earth to hurl.
Tremor: The most basic Brown Magic spell, which shakes the earth violently in a small area to harm a target with intense vibrations or ruptured earth.
Novice Level (Chuunin) Valor: Empowering magic that increases physical strength by double its original power.
Squall: The second level of the Green Magic spell, Wind, which generates very forceful wind.
Cold: The second level of the Clear Magic spell, Chill, which generates extremely cold ice or snow.
Pyre: The second level of the Red Magic spell, Fire, which generates hotter, more powerful flames than the embers before.
Electrocute: The second level of the Yellow Magic spell, Spark, which generates more intense crackling electricity.
Aqua: The second level of the Blue Magic spell, Water, which generates powerful water currents.
Stone: The second level of the aerial Brown Magic spell, Rubble, which generates large stones and clods of earth to hurl.
Rupture: The second level of the Brown Magic spell, Tremor, which shakes the earth viciously in a moderately large area, harming the target with powerful vibrations or ruptured earth.
Intermediate Level (Sp. Jounin) Concenter: Centers self more intensely to power up spiritual strength by triple the original.
Gale: The third level of the Green Magic spell, Squall, which generates extremely powerful gale force wind.
Subzero: The third level of the Clear Magic spell, Cold, which generates dangerously cold ice or snow.
Scorch: The third level of the Red Magic spell, Pyre, which generates intensely burning, scorching flames.
Bolt: The third level of the Yellow Magic spell, Electrocute, which generates high voltage, powerful electricity.
Waterfall:The third level of the Blue Magic spell, Aqua, which generates rushing, destructive water currents.
Boulder: The third level of the aerial Brown Magic spell, Stone, which generates giant boulders to hurl.
Geoseism: The third level of the Brown Magic spell, Rupture, which quakes the earth vehemently in a large area, harming the target with extremely ruptured earth and grand vibrations.
Advanced Level (Jounin) Epicenter: Perfectly centers self to power up both physical strength and spiritual strength by quadruple the original power.
Windstorm: The fourth level of the Green Magic spell, Gale, which generates wind with very destructive force.
Icestorm/Blizzard: The fourth level of the Clear Magic spell, Subzero, which generates freezing ice or snow of very destructive power.
Icicle: Special Clear Magic that generates frozen spikes able to freeze what they touch on contact, as well as stick to whatever they touch and cause it to freeze over as well.
Firestorm: The fourth level of the Red Magic spell, Scorch, which generates flames of incredible burning storm of pure, cindering flames.
Burning Needles: Special Red Magic that generates burning spikes to latch onto and burn whatever they touch to a crisp.
Thunderstorm: The fourth level of the Yellow Magic spell, Bolt, which generates an incredible electrical storm to shock and destroy what is in its path.
Lightning Spikes: Special Yellow Magic that generates electrified spikes to latch onto and electrocute whatever they touch constantly.
Oceanstorm: The fourth level of the Blue Magic spell, Waterfall, which generates a huge torrent of raging waters as powerful as the seas to drown everything in its way.
Sandstorm: The fourth level of the Brown Magic spell, Boulder, which generates a powerful storm of debris, rocks, sand and other earth to break through what is in its way.
Earth Spire: Special Brown Magic that generates earthen spires from the air or ground to impale the opponent.
Gravity: Powerful Spacio-Temporal magic that creates a malevolent concentrated gravitational force condensed into different forms.
Master Level (ANBU/Sannin) Choke: Powerful Green Magic spell that uses the wind to suffocate the target.
Frost: Powerful Clear Magic spell that chills targets to the point where they start to freeze over gradually.
Burn: Powerful Red Magic spell that heats the target to the point of spontaneous combustion, melting or simple burning to a crisp.
Shock: Powerful Yellow Magic spell that sends a quick jolt of extremely strong electrical current through the target, sapping their energy and paralyzing them in the process.
Drown: Powerful Blue Magic spell that uses the command over the water element to drown the foe completely with water.
Crush: Powerful Brown Magic spell that generates earth clods to completely consume, crush and suffocate the target and trap them in an earthen prison.
Forbidden Level (Kage)
Tornado: The fifth and final level of the Green Magic spell, Windstorm, which generates wind with catastrophic power.
Freeze: The fifth and final level of the Clear Magic spell, Icestorm, and powered up version of Frost. This spell flash-freezes a huge radius in an instant.
Eruption: The fifth and final level of the Red Magic spell, Firestorm, which releases super hot energy that burns and melts away all things in its way.
Lightning: The fifth and final level of the Yellow Magic spell, Thunderstorm, which calls down pure, utter plasmatic lightning bolts to strike down and destroy all things its destructive force makes contact with.
Tsunami: The fifth and final level of the Blue Magic spell, Oceanstorm, which calls forth a great, annihilating flood to wash away everything, leaving nothing undestroyed.
Landslide: The fifth and final level of the aerial Brown Magic spell, Sandstorm, which calls down mountain sized boulders to hurl and plow through everything they come in contact with.
Earthquake: The fifth and final of the Brown Magic spell, Sandstorm, which calls forth the wrath of the earth, shaking it with utter voracity all around, rupturing and destroying everything with vibrations of the highest magnitude.
Poison: Basic level poison spell which will inflict the foe with a mild poison. (Chuunin)
Poisonga: Powered up version of Poison, where the poison covers the entire area, inflicting the foe with a severe poison. (Special Jounin)
Venom: Very deadly poison said to be able to kill at great speeds. (Jounin)
Toxify: Most potent poisonous element there is, where the user secretes spreads a large amount of their Venom over a large area to envenom everything. (Jounin)
Bio: Basic level Poison element. A gaseous or liquid-like energy that will harm the foe and also poison them. (Special Jounin)
Biora: A powered up vversion of the Bio spell, and a strong Pison elemental spell: Thick gaseous or liquid-like energy is sent forth to harm the foe severely and inflict a more potent and deadly poison upon them. (Jounin)
Bioga: The most powerful Poison spell. Consumes the entire area with thick gaseous or liquid-like energy that will severely cripple those it touches and inflict them with the most potent of poisons. (Anbu)
Ruin: A basic level non-elemental spell. Releases a sphere of condensed force and energy which will explode outward to ruin what it touches with such great force and energy. (Chuunin)
Ruinga: Powered up version of Ruin spell. User releases a larger sphere of even more condensed force and energy, causing a massive explosion of ruination that will destroy whatever is in the midst. (Special Jounin)
Ardor: Immensely powerful non-elemental spell, where the user condenses a great deal of white-hot energy and force into one point, then causes an immense explosion of said energies to totally destroy everything caught in the massive blast. (Jounin)
Flare: One of the strongest non-elemental spells, where A powerful explosion of immensely concentrated and condensed white-hot energy and force are focused and then explode outward violently to completely obliterate everything in the area. (Anbu)
Comet: A large comet will crash down from the sky and make a huge impact, dealing a massive amount of damage to the foe. (Special Jounin)
Cometeo: Powered up version of the Comet, where a larger and faster comet is shot down to make greater impact with much more force and power than the normal Comet. (Jounin)
Meteor: Powered up version of Cometeo spell. A massive meteor falls from the sky and crashes down on the foe with incredible force and power, destroying all in its impact. (Jounin)
Meteorga: Powered up version of the Meteor spell. Many massive meteors fall from the sky and rapidly crash down with utmost force and power, destroying everything in their wake. (Anbu)
Doomsday: Most powerful of the Comet/Meteor spells and one of the most powerful Black Magic spells. It summons a godly sized meteor that covers the entire sky with its image long before it touches down on the planet. It hits the entire area, harming both friend and foe and destroys the entire area and beyond that when it makes contact, destroying absolutely everything. (Sannin)
Stun: Briefly stop the foe's actions for a couple seconds by releasing a great magical force upon them to paralyze them momentarily. (Special Jounin)
Bind: More powerful version of Stun. With the use of powerful magic, bind the foe's mobility and forcefully keep them in the same spot with magic, being unable to even warp out of it. They may still attack, however. (Special Jounin)
Hold: More powerful version of Bind. With the use of great magic, completely force the foe into incapacitation by holding them in place, disallowing all forms of attack and movement of any kind. (Jounin)
Erase: The Black Magic equivalent to Dispel, causing all ailments to be wiped clean from their body, as well as destroy weaker magic. (Jounin)
Destroy: A spell of pure and utter destruction. It releases a force and energy from the user that most literally destroys whatever it touches on contact. However, it also harms allies and cannot be controlled at all, meaning that anything and everything in its radius will be destroyed. It also reduces the user's chakra to nothing and is so hard on the body, they virtually cannot fight afterwards in most cases... Even for a Sannin. (Sannin)
Blind: Releases dark magic that will cover the eyes of the foe and cause them Blindness. (Chuunin)
Blindga: Most powerful Blind spell there is that will release Blinding magic upon the entire area, making all foes who are hit become Blinded. (Jounin)
Osmose: Sucks out the chakra/magic/soulenergy/etc.etc. of foe via magical contact, if it connects and absorbs into self. (Chuunin)
Osmora: Powered up version of Osmose, sucking out a larger portion of chakra/magic/etc. on contact. (Special Jounin)
Osmoga: Most powerful Osmose spell, where it sucks out a huge amount of chakra/magic/etc. on contact at a time. (Jounin)
Silence: Magic seal that forcefully restricts the chakra network, disallowing the use of any justu, magic, etc. and the sound of whatever is within it. (Special Jounin)
Silencega: Most powerful Silence seal that will forcefully restrict the chakra network, disallowing the use of any jutsu, magic, etc. and the sound of everything in the area. (Anbu)
Sleep: Magic that will induce sleep to whoever it touches instantly. (Special Jounin)
Sleepga: Most powerful Sleep spell that will induce sleeping on all foes that are hit with this sleeping magic. (Anbu)
Confuse: A spell that causes the foe to become confused through hallucinations or by tampering with their minds through any means. Causes them to attack themselves, not be able to aim and even become unable to work their bodies correctly. (Special Jounin)
Confusera: More powerful version of Confuse, which causes more potent hallucinations and tamperings with the mind. (Jounin)
Confusega: Most powerful version of Confuse which causes the greatest amount of hallucinations and tampering of the mind to go about to everyone in the area. (Anbu)
Slow: Slows down the flow of space and time around someone to cause them to continuously go extremely slowly temporarily. (Special Jounin)
Slowga: Slows down the flow of space and time around a large area to cause anything caught in it to continuously go extremely slowly temporarily. (Anbu)
Stop: Powered up version of Slow. Stops the flow of space and time around a foe completely temporarily, making them... stopped completely. (Jounin)
Stopga: Powered up version of Slowga. Stops the flow of space and time around a large area to cause anything caught within it to stop everything completely temporarily. (Sannin)
Drain: Sucks out the life and energy of the target to restore your own.(Special Jounin)
Drainra: More powerful version of Drain, where the drain of life and energy is much greater. (Jounin)
Drainga: Most powerful version of Drain that causes a drain of life and energy that is incredibly large. (Anbu)
Break: Magic that will petrify all who touch it. (Jounin)
Toad: Magic that will change whoever is hit into a frog, or turn anyone who is already a frog back to normal. (Jounin)
Telekinesis: Uses magic of pure force, not energy, to levitate, crush, etc.etc. things (Jounin)
Magical Counter: Any non-physical attack done to the user will be used right back at the foe (only if they are hit and have enough chakra to do so, cannot be used casually.) (Jounin)
WarMage: If a magical attack hits you, your magic/chakra/soulenergy/etc. is increased by double the amount it cost to use the attack. (Jounin)
Spellbound: Any status ailment or enhancements or any magic used at all will last twice as long and have double its original potency. (Special Jounin)
Geomancy: Reduces the foe's resistance by one level.. [Absorb > Nullify > Half > Normal Damage > Weak] (If you are Weak to something, you don't go any lower.) (Anbu)
Death: Summons the Reaper who will instantly kill the foe (via dice roll, must get 6 6 6). (Sannin)
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Name: Nightshade Natural: Forbidden Magic Requirements: Mastery of all Magus Magic; Acquirement of a Kishin soul; or 'other' specifications Specialty: Dimension Magic Forte: All
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The Nightshade, also known as a Warlock or Black Sorceror, is a Magus promoted to the highest rank that they can, mastering all of the Black Magic abilities to the point where they have mastery of even the dimensions, and have been trusted to use such Forbidden Magic wisely. In addition to their magical prowess, they have also become masters of physical combat as well, with and without weaponry. With Magic powerful enough to rip through even space and time, they are dangerous mage-knights that rival the fabled Biskmatars.
Forbidden Dimensional Magic
Time Blade: Use magic via a physical attack to Slow, Stop or Delay a foe.
Saber: Increases attack power to quadruple.
Dimensional Rift: Tears a hole in the fabric of space and time, thus creating a powerful, magical dimensional rift (cannot be traveled through). This rift will release powerful magic as well as darkness and gravity to deal MASSIVE damage to anyone near or under it.
Abysmal Slash: A slash with a weapon that will cut through the fabric of space and time, thus creating an abyss that will suck in whatever it can and close up, taking whatever it will with it.
Annul: If the user is hit with a non-physical attack, whomever the source of the attack was will have their chakra/magic/soulenergy/etc. reduces to nothingness.
Rebirth: Cleanses the body of any and all status ailments as well as fully restores the health of the user.
Sheol: Alters space and time around self and others simultaneously to Slow and Immobilize all foes and use Haste and Regen on self and all allies.
Omega: The negative opposite of Ultima, sharing the exact same strengths and abilities of it, however just being made of negative power.
Reflex: Any normal physical attack (such as a punch, kick, weapon strike or something that is nameless) will instantly be dodged by your reflexes.
Blink Counter: A specialized counter that will not only harm the foe instantly after an attack, but knock them backward a long way with a powerful strike.
Bonecrusher: However much damage the attack done to the user was, is doubled with a counterattack to the foe.
Impervious: Immune to all status ailments of all kinds.
Warp: Warps to any location instantly.
Breakga: Petrifies everything in the entire area.
Kill: An instant kill move that summons death to kill the enemy without dice roll. If they are touched even once by Death, they will die, but the user will receive no items, souls or anything involved with using the ability.
Anti-Judge: The only magic capable of rendering all of a Judge's powers useless. Doesn't work on the Judgemaster, however.
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