Rank: D
Mana Cost: 25
Requirements: Must have Lightning-based magic, Must remain in motion, Must wield Scarlet Arclight magic
Type: Supplementary - Movement
Element: Lightning
Range: Self
Cooldown: 1 Post
Duration: Sustain
Effect: Shinkiro begins by altering his bioelectricity and channeling it into his feet. The channeled electricity's sole purpose is to provide Shinkiro with a method of augmented movement. Shinkiro then utilizes the electricity to "ride" the electromagnetic currents of his surroundings or those of manmade structures/objects. As long as he remains in motion and the surface can hold an electrical or electromagnetic charge, Shinkiro is capable of traversing the surface through the use of this spell. The effect lasts as long as Shinkiro channels it, being ended the moment he ceases moving, receives damage, or no longer has the mana required to sustain the spell.
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Name: Arc Pulse
Rank: D
Mana Cost: 25
Requirements: Must have Lightning-based magic, Must wield Scarlet Arclight magic
Type: Supplementary - Sensory
Element: Lightning
Range: 1 Meter
Cooldown:1 Post
Duration: Sustain
Effect: Shinkiro charges repeated pulses of low-voltage electricity within himself and releases them outward from his location over a 1m area. The electricity is entirely harmless and has no ill effects on anyone or anything hit by them. Upon coming into contact with anything that can carry an electromagnetic, bioelectric, or electrical current, Shinkiro is able to sense them without having auditory or visual line of sensory on them. If the objects or person(s) are in motion, it is easier for Shinkiro to sense them. If they leave the affected area, Shinkiro can no longer sense them. The spell effect ends when Shinkiro discontinues channeling the spell or he no longer has the mana necessary to sustain it.
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Name: Shock Blast
Rank: D
Mana Cost: 25
Requirements: Must have Lightning-based magic, Must wield Scarlet Arclight magic
Type: Offensive - Projectile
Element: Lightning
Range: 5 Meters
Cooldown: 1 Post
Duration: Instant
Effect: Shinkiro begins by channeling his own bioelectricity as well as the electromagnetic energy from his surroundings into his hands. The electricity gathered has no ill effects on Shinkiro and is only damaging to targets or objects that Shinkiro designates. Once the electricity has been gathered and formed into a blast about the size of a basketball, Shinkiro proceeds to launch the blast in a forward line up to 5 meters ahead of him. Upon colliding with the intended target, it will sustain D-rank Shocking damage. If the blast reaches its full range without striking anything, it will harmlessly dissipate.
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Name: Lightning Shield
Rank: C
Mana Cost: 50
Requirements: Must have Lightning-based magic, Must wield Scarlet Arclight magic
Type: Defensive
Element: Lightning
Range: 1 Meter
Cooldown: 2 Posts
Duration: Sustain
Effect: Shinkiro charges his own bioelectricity and projects it out in front of himself and any nearby allies. The projected electricity is then merged with the electromagnetic currents of his surroundings to form a barrier of lightning 2m x 2m in size. The lightning used to compose the barrier is incapable of causing direct damage to his opponents. The barrier can withstand damage from up to two C-rank spells or a single B-rank spell before being broken.
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Name: Living Lightning
Rank: D
Mana Cost: 25
Requirements: Must have Lightning-based magic, Must wield Scarlet Arclight magic
Type: Self-Buff - Speed
Element: Lightning
Range: Self
Cooldown: 1 Post
Duration: Sustain
Effect: Shinkiro supercharges his own bioelectricity and allows it to circulate throughout his body. The electricity is harmless to him and instead serves to augment his natural speed. The circulating magic increases Shinkiro's speed for as long as he has the mana necessary to sustain it or until he deactivates the spell.
Last edited by Shinkiro Yamato on Sun Feb 18, 2018 4:23 pm; edited 2 times in total