Grass village seed techniques

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Grass village seed techniques

Post  Rasher on Mon Sep 10, 2012 12:27 am

Name: Nature creation technique
Description: A unique type of fundamental magic that allows the user to grow plants for use in spells with out having the wood mana element, the technique works by feeding seeds with one’s mana causing them to grow rapidly in ones hands, the plants that result, having been grown from the users mana can be manipulated in a variety of ways, this is considered the prerequisite for many grass kingdom spells however it cannot be used to grow entire trees with out taking a massive toll on ones mana so it is primarily used on smaller plants. The advantage being that the seed itself has little effect on the final plant, the user can shape the same seed in to a leafy stem, flower, vine, blade of grass, etc, it all comes down to mana control. This could even be used to turn a seed in to a single fruit or vegetable in a survival situation, meaning the user would have a renewable source of nutrition.
Type: Fundamental Spell
Requirements: Seeds
Cost: Negligible
Rank: E

Name: Flora armament technique
Description: After growing a plant using the nature creation technique or harvesting one from the immediate area the user can reinforce and shape it in to a useable weapon, blades of grass can become needles, leaves become small cutting edges, small vines to thorny cords, flowers to throwing stars etcetera. These weapons are not as durable or as solid as real one for blocks or parries but remain sharp enough for offensive use. Plant weapons are easy to create and retain the properties of plants for use in other spells.
Type: Fundamental Spell
Requirements: Seeds or pre-existing plants, nature creation technique
Cost: E
Rank: D

Name: Nature’s rejuvenation
Description: This spell is two-fold, the user can flood a plant with mana to re-vitalize dead plant-tissue, or use that same mana to coat it in a resistive shell against external threats. This spell can be used to “heal” or restore damaged, dead, dehydrated or sick plants to a full healthy state, and it can be used to protect plants long-term from heat, excessive drought, mundane insects etc. This can also be used to “repair” other constructs made with this technique tree, such as weapons made from the flora armament technique.
Type: Fundamental Spell
Requirements: Existing plant mater, nature creation technique
Cost: E
Rank: D

Name: Grass needles spell
Description: After throwing down a arcane gesture and touching a patch of grass the user causes the grass to grow, sharpen and solidify as if it were a patch of needles growing from the ground in a two foot radius. This spell is often used while the opponent is in mid air, making landing dangerous but can also be deployed to ward off prospective attackers or even be plucked and thrown like normal needles. This effect lingers for some time so it can also be used as makeshift caltrops.
Type: Fundamental Spell
Requirements: Seeds or existing grass, flora armament
Cost: D
Rank: D

Name: Flower-pedal scattering blades
Description: after flooding a flower with mana the user shakes the flower causing its pedals to fall off and blow in to the air, these pedals have been reinforced with mana and fly at the opponent as multiple cutting blades, this is less damaging than throwing knives but greater in number and harder to doge, typically done with a few flowers at once to maximize the potential of a hit. The tricky part about this spell is angling the pedals to ride the air toward the target but the result is a target covered in small cuts from multiple sides.
Type: Fundamental Spell
Requirements: Seeds or existing flower, flora armament
Cost: D
Rank: C

Name: Biting plant trap spell
Description: The user plants a seed in the ground and uses a small amount of mana to make the plant sensitive to movement, when someone steps on the ground above this seed the seed rapidly grows in to a large, carnivorous flytrap-like plant which bites at the ankles of the victim, strong enough to injure and immobilize them, though this isn’t as powerful or as solid as a bear-trap it is the same concept.
Type: Fundamental Spell
Requirements: Seeds, dirt to plant the seeds in, grass needles, rejuvenation
Cost: D
Rank: C

Name: Entangling vines spell
Description: Carrying vines grown either by the nature creation technique or found in the area the user causes them to grow rapidly and expansively. These vines rush toward a target enveloping them, wrapping around their limbs and binding them. This is a very fast and effective way to immobilize a target and the vines can then be tied off to complete the restraints. The mana-enriched vines are as solid and durable as rope and cannot be broken by ordinary bare hands.
Type: Fundamental Spell
Requirements: Seeds or vines, rejuvenation
Cost: C
Rank: C

Name: Grass clones
Description: A lesser clone spell, though the clones are solid they cannot attack, speak or use spells and they vanish when attacked and disintegrate in to grass. However because they are inferior to normal clones many more can be made at a time (one to six). Also these clones are complete, meaning they retain a link to the user, meaning they can be used to scout areas with virtually no risk to the real body. Considered one of the weakest clone spells.
Type: Fundamental Spell
Requirements: Seeds or grass,
Cost: D
Rank: C

Name: Pollen manipulation technique
Description: By controlling an appropriate plant with mana the user causes it to dispel a large volume of pollen in to the air, then with a tiny amount of mana on each grain of pollen manipulates the movement of said pollen though the air. This can be used to cause opponents to sneeze and have irritated eyes, potentially causing allergic reactions in some but is mostly used to spread the users mana to other plants in the area to create larger scale spells later on. The one advantage this spell has is its wide area of effect, able to cover great distances in an unusually saturated mist of pollen. This technique is often used to wear-down enemy squads over long marches.
Type: Fundamental Spell
Requirements: Seeds, a plant which can produce pollen
Cost: D
Rank: C

Name: Tendrils of nature
Description: The user feeds mana in to already existing plants to grow large, vine like structures from the ground with bladed leaves at the end, one to four. These tendrils can be manipulated to ensnare or cut targets and can usually assist the user quite well in combat, as the tendrils can be controlled directly as if an extension of the users body. These tendrils can wield weapons, have their leaves formed in to weapons with the flora armament technique, and even be used in the entangling vines spell for an added offensive edge. The tendrils are mana-enforced and durable and if the user is touching them they can restore any damage they take with the ‘nature’s rejuvenation’ spell as it occurs, making this a very popular grass spell.
Type: Fundamental Spell
Requirements: Seeds, existing plants, entangling vines, flora armament, nature’s rejuvenation.
Cost: C
Rank: C

Name: Natures wrath, dance of the flowers spell
Description: A technique which involves manipulating pollen to other plants in the area, then manipulating the pollen of those plants to repeat the process, creating a vast volume of pollen which is then pooled around a target, used to strike the victim with condensed balls of pollen before wrapping around them and throwing them skyward causing a very damaging fall
Type: Fundamental Spell
Requirements: Seeds, flowers, a large amount of flower producing plants in the area
Cost: B
Rank: B

Name: Toxic spore bombs spell
Description: A spell in which the user performs nature creation on small microbes existing on most any plant (but most commonly on dead wood) to create orb like fungi (three) which are then thrown at targets, upon impact these fungi explode in to a cloud of spores which cause dizziness, blurred vision and loss or reduction of motor skills for five posts when directly inhaled and itchiness and irritation of contacted skin. The spores can be used in the pollen manipulation spell to greatly enhance their effect, range and the spore’s duration in the air.
Type: Fundamental Spell
Requirements: Seeds, dead plants, pollen manipulation and flower-pedal scattering blades
Cost:
Rank: B

Name: Explosive plants spell
Description: A stronger grass spell in which the user fills a plant with mana causing an uneven balance between the users mana and the mana of the plant itself, this results in a blast that is proportional to the size of the plant, a bush exploding with the force of an explosive tag, this spell can be set off at a distance after the user has touched the target plant
Type: Fundamental Spell
Requirements: Seeds
Cost:
Rank: B

Name: Nature’s clairvoyance
Description: The user floods their mana in to a plant and leaves it in a desired location, this plant now acts as a sensory asset to the user, able to ‘feel’ if another body of mana passes it enabling the user to track opponents movements from a distance, maximum thirty feet (if the user has the mana sensing technique this spell allows them to sense using the target plant at their own mana sensing range)
Type: Fundamental Spell
Requirements: Seeds
Cost:
Rank: B

Name: Secret Hidden Grass kingdom technique; mana hungry seed
Description: A high level grass village spell based off their simplest techniques, rather than feeding their own mana in to a seed to cause it to grow they perform this technique on the seed and place it on the victim or inside an injury, the seed will then leech off the target’s mana to grow gradually. This technique is particularly painful as the roots of the seed will burrow in to the victim as it saps away their mana, the pant itself will also coil and wrap around the user as it grows, restraining them, the ultimate goal being to burry the opponent in a large tree like plant while draining them of their vital mana. However this technique can be countered, by feeding their own mana to the plant faster than it can take it in they can cause the seed to pop open and fall away, though this will take such a large amount of mana that the victim would likely be unable to fight and be totally exhausted physically
Requires flora armament and toxic spore bombs
Type: Fundamental Spell
Requirements: Seeds
Cost:
Rank: A
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Rasher
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