In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
Name of Spell: Iarri Danksh Elemental Type: Pure Aura Rank & Spell Type: Junior ¦ Physical Reinforcement ¦ Attack Creation Range & Speed: 25m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: 1/2 Junior Strength Buff Applicable Perks: Apex Predator, Elemental oddity Description: Moving their hands into fists two inches apart and punching them together three times in quick succession causes what should be pure aura to look like glowing molten lava-covered gauntlets due to its odd quirk, on top of this bits of the gauntlets drip almost like moving lava and start circulating their ankles while some just pools underneath their hand looking almost like a lava ball. Thrusting their hand forward they can cause the lava ball around the size of a baseball to go in the general direction of an enemy. The lava ball will not only damage junior rank but also cause third-degree burns if they get too close with minor second-degree hit on the spot. In addition to this, when in melee combat they will find that their strength has gone up slightly and will have magical backing, if they do manage to hit a person physically it will give the same sensations as if being hit by one of their fireballs. With the use of the ammo rules, additional lava balls can be created.
Name of Spell: Gvaykstal Serth Elemental Type: Pure Aura Rank & Spell Type: Junior ¦ Physical Reinforcement Range & Speed: Self ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: +7 m/s Applicable Perks: Full Blitz, Elemental Oddity Description: Bringing their hands together as if they are about to pray they turn their hand downwards before bringing them apart quickly causing two what should be two pure aura orbs the size of golf balls but look more like glowing lava orbs due to the peculiar quirk her magic has. She grabs both orbs and throws them at the ground before hitting the ground they almost seem to gravitate towards her ankles allowing her speed to increase.
Name of Spell: Kor'inth Yorn Elemental Type: Pure Aura Rank & Spell Type: Junior ¦ Attack Creation Range & Speed: 25m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: +2 Power Applicable Perks: Apex Predator, Elemental Oddity Description: Keeping their arms close to them with their dominant hand going to shoulder level with the palm flat facing forward while the other hand was stretched fully by the thigh. With the palm facing the ground, five glowing runes appear around each wrist before landing and marking them. They then find that their nails to extend three inches and are razor sharp. These nails should look like pure aura but due to the uniqueness of their magic, they look more like glowing lava. Those who are struck with these razor-sharp nails will receive not only junior-rank damage but will be dealt minor second-degree burns. With the use of ammo rules if she touches someone she considers an ally they can also gain the claw like nails.
Name of Spell: Illistic Xta'rl Elemental Type: Glass Rank & Spell Type: Junior ¦ Physical Reinforcement ¦ Attack Creation Range & Speed: 25m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: +2 m/s Speed Applicable Perks: Apex Predator, knockback Description: Placing their hands together in reverse prayer before bending their elbows as they make a steeple creates a rune of glass between the palms bringing them together and crushes the rune allowing the glass dust to fall around his ankles allowing his speed to get slightly faster. In addition to this as the rune is shattered a shard of glass 6 inches (15 cm) in length in the shape of a diamond appears in front of them, flicking the glass shard will send it in the general direction of an enemy allowing them to deal not only junior rank damage upon a successful hit but also knock them back for 2m with an additional 5m being added for every 10 power they have. With the use of the ammo rules, additional glass shards can be created.
Name of Spell: Doton Dastudr Elemental Type: Glass Rank & Spell Type: Junior ¦ Physical Reinforcement Range & Speed: Self ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: 1/2 Junior Strength Buff Applicable Perks: -- Description: Bringing their hands up to their face making sure there are 6 inches (15 cm) between them, they connect their wrists making sure their prominent hand's palm is facing towards their face while their other hand's palm is facing out the other way, they twist their wrists in such a way that they never disconnect but end up in the position of the other before being pulled apart. Glass like dust covers the entirety of their hands while some fell to cover their feet increasing their physical damage slightly while allowing magical backing to their physical attacks.
Name of Spell: Winirlet In'loilfrey Elemental Type: Glass Rank & Spell Type: Junior ¦ Attack Creation Range & Speed: 25m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: +2 Power Applicable Perks: Apex Predator, Blinding, Knockback Description: Bringing their hands together so only the edges of their pinkies touch they have their palms face outwards before bringing their hands to their face, as they do they close their eyes. As their hands get close to their face they separate their hands and open their eyes which have now taken on a silvery appearance briefly before returning to normal. In front of them would be a longsword which was 35 inches (88.9 cm) in length made out of glass with some fine glass shards falling from it. They can either grip the blade or flick their hand and the sword will move like a projectile in the general direction of the flick. If the longsword hits someone due to how sharp it is it will deal junior rank damage, as it does have very fine glass-like dust there is a chance that it can blind as per the blinding rules, in addition to this getting hit by the sword will cause a person to be knocked back by 2m with an additional 5m being added for every 10 power a person has. With the use of the ammo rules, additional longswords can be created to be used as projectiles or handed to allies if he so desires.
Name of Spell: Sril've Suru'nishan Elemental Type: Paint (Gemstone ¦ Precious Metals) Rank & Spell Type: Junior ¦ Transformation (Transmutation ¦ Transportation ¦ Temperature Changing) Range & Speed: 25m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Affected: -- Applicable Perks: -- Description: Clapping their hands twice together with the fingers pointing to the sky before turning them to the side the dominant hand closer to the mage while their less dominant hand is outside clapping them twice with the fingers touching the palms. At that moment a set of what appears to be metallic shimmering emerald wings in the shape of a swan's. The wings themselves are 12 inches long and are capable of flying and being used as a mode of transportation the person with them can fly at 5m/s, in addition to this by wrapping the wings around themselves they can emit warmth to the area while flapping them gently can cool the area. When being used as a mode of transportation an additional person can be carried, however, with the use of the ammo rules, he can create additional sets of wings on his allies.
Name of Spell: Arlathil's Ssinssrigg Spell Element: Paint (Wood ¦ Sap) Spell Rank: Junior Mana Cost: 10 ¦ 5 Type of Golem: Balanced Applicable Perks: Puppet Master Description: Stamping their left foot twice in quick succession before tapping the ground twice with both feet twice going right, left, left right all of a sudden a magic circle forty-eight inches wide appears, from the magic circle a three-meter tall wooden golem seems to almost sprout from it. The golem looks like an ent, however, instead of lush green leaves they are hardened golden amber sap and on occasion drip liquid amber dew drops. These golems can be used as a mode of transportation but when they do they can only hold one person and moves at 5m/s. With the use of the ammo rules a maximum of 5 ents can be made each of which can hit for junior rank damage.
Type
Power
Durability
Sensory
Range
Speed
Health
Balanced
20 (+5)
20 (+5)
20 (+5)
50m
12m/s
Junior
Name of Spell: Chath Xar'zith Elemental Type: Paint (Fire ¦ Ice) Rank & Spell Type: Junior ¦ Transformation (Offensive Transformation) Range & Speed: 10m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Affected: -- Applicable Perks: -- Description: Bringing their hands together so the flats of the palms touch they bring down their middle fingers down while the others don't move twisting their hands and pulling them apart causing a glowing ice-blue magic seal to appear directly above them allowing ice and snow fall, while a flaming magic circle appears below them. These circles start at twelve inches and expand to ten meters. As these circles expand the fire cracks the earth making it difficult to move for the first round (Debuffing speed at -2m/s). The two elements working together anyone, including the caster will be hit with not only half junior rank damage but will gain not only minor second-degree burns but minor frostbite.
I heard there is another idol around and so designed these for you Aura McKinly
Name of Spell: Etharzi Oecrimi Elemental Type: Song Rank & Spell Type: Junior ¦ Sensory (Map) Range & Speed: 10m (+sensory x4) ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: -- Applicable Perks: Heightened Senses Description: Bringing her dominant hand to her chest laying it flat on her chest and breathing out before bringing up her other hand laying it on top connecting the thumbs but leaving a gap as she started to whisper sing a soft melody. Around her are multi-coloured music bars with musical notes on the bars, soon the notes leave the bars and move out mapping the area, and as they do the bars create a somewhat detailed version of her surrounding area. Differing notes represent the effigy of people and animals. Allies are seen in major cords, enemies in sharp notes, and neutrals in flat notes. Above these treble clefs are seen above each showing just how strong the person in question is.
Name of Spell: Balit Congamphlgh Elemental Type: Pure Aura Rank & Spell Type: Junior ¦ Attack creation ¦ Sensory (Homing ¦ Tracking) Range & Speed: 25m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: +2 Power Applicable Perks: Apex Predator, Blinding, Knockback Description: Raising their dominant hand to the sky in front of them with their fingers pointing up, their other hand moves behind pointing the tips of the fingers to the ground. Pale blue runes appear at the tips of each hand, bringing the hands together, when the two runes touch a glowing pale blue shard one meter long and half an inch wide appears in their place. This shard can be used as a short spear in a pinch, but by either throwing or by swiping her hand at an enemy the shard will follow its intended target as per the homing rules. Upon striking an enemy it will do junior rank damage, there is also a chance it will blind for a single round as per the blinding rules, and on top of this, it will knock a person back for 2m + 5m being added for every 10 power she has. What a person will find is that in the area they have been hit is a pale blue marking in the shape of a treble that allows her to track them within range. With the use of ammo rules, additional shards can be made.
Name of Spell: Madriax Camilax Elemental Type: Song ¦ Pure Aura Rank & Spell Type: Junior ¦ Attack Creation ¦ Sensory (Illusion ¦ Homing) Range & Speed: 10m ¦ 10m/s Mana Cost: 10 ¦ 5 Stats Effected: -4 Sensory ¦ +2 Power Applicable Perks: Apex Predator Description: As she stretches her dominant hand out, her other comes to her chest and she starts to sing an upbeat melody, around her glowing pale blue musical bars with notes appear and expand the entire area turning into a music hall. There are magicians with some rundown instruments, they seem to be talking but no sound can be heard. Upon noticing the group (This will be done by pointing at her intended target) the musicians walk towards the person as per the homing rules seemingly confused at their presence. Within one of the musicians is a surprise, an orb of pure aura that is only as big as a ping pong ball that will deal junior-rank damage if it hits a target. To see through this illusion a person must have 20 sensory which increases by +2 for every 15 control that she has. This wanes by -2 each round that goes by and can be further decreased by the use of a map spell as shown inside the sensory magic specialization. With the use of the ammo rules, additional orbs can be created inside of other musicians, not only this but she can use these same ammo rules to protect allies. Even if the illusion is seen through the orbs will remain.
Post by Hinota Yuiee✾ on Apr 30, 2024 13:25:34 GMT -5
Name of Spell: Vitreum Pretiosum Spell Element: Paint (Glass ¦ Gemstone) Spell Rank: Intermediate Mana Cost: 20 ¦ 10 Type of Golem: Scout Applicable Perks: Repair Shop Description: Allowing the back of his fingers to touch while they are pointed at himself he flicks both hands forward pointing his fingers out leaving a six-inch gap between them. Paint begins to form in the space between, this pain starts to harden taking the shape of a stained glass and gemstone window that is three meters in size. The colours are completely symmetrical, starting with black with moons and then to a golden border with moons, the next part is aquamarine followed by teal with a combination of lavender and yellow jade with gold in the centre. Two further moons, a sun and seven daggers are aimed towards the centre. In the middle stands a figure two meters in height towering over a mountain-like city with a sword in their hand. At the command "Defend your kingdom" the figure will start moving leaving the sword and background to shatter as it moves. This golem can do intermediate damage if it lands a hit, with the ammo rules up to four additional stained-glass warriors can be summoned at once. In addition to this, this golem can be used as a mode of transportation allowing for up to two passengers per golem but it may only move at 10m/s while doing so, if not destroyed these golems will start repairing themselves at the beginning of the round.
Name of Spell: Obsedit Impetum Elemental Type: Paint (Oil ¦ Fire) Rank & Spell Type: Intermediate ¦ Attack Creation ¦ Restraining Range & Speed: 40m ¦20m/s Mana Cost: 20 ¦ 10 Stats Effected: -6 control Debuff ¦ +4 Power Buff Applicable Perks: Tightly bound, knockback, blinding Description: Using their hands Freyr signs the name of his spell, on the last movement a rune around the size of a snooker ball made from oil paint appears three inches in front of him, touching this rune causes the rune to set ablaze and follows the oil dripping from it. Freyr can flick his hand towards the opponent he wishes to attack. This oily fireball will deal intermediate damage if it touches anything knocking them back for 4m with an added 5m being added for every 10m he possesses, on top of this it will start smoking causing a person to potentially be blinded for a single round as per the blinding rules while also receiving second-degree burns where it touched. As this is happening the oil is still dripping from the oily fireball which starts running around a person's body, while it will not restrain movement it will deal an additional amount of junior damage and require intermediate damage to break the restraint. Not only does it lower a person's control but it will also cut their spell cap in half. Additional oily fireballs can be created with the use of the ammo rules.
Name of Spell: Confusio Aeterna Elemental Type: Paint (Tar ¦ Feather) Rank & Spell Type: Intermediate ¦ Attack Creation ¦ Restraining Range & Speed: 40m ¦20m/s Mana Cost: 20 ¦ 10 Stats Effected: Junior Strength debuff ¦ +4 Power Buff, knockback, blinding Applicable Perks: Tightly bound Description: Freyr touches his fingers and thumbs together to create a triangle his fingers pointing out, he then breaks the triangle the left hand going clockwise while the right goes anticlockwise returning to the original points at the same time creates a circle of runes no more than three inches from his feet made of what looks to be black paint, the runes that make this circle come towards the triangle made and go through it as they do they become what looks like slick black feathers that clump together to become the size of a medicine ball. touching the tips of his fingers lightly on the ball causes it to go in the general direction he wants, if it lands a hit on someone they will find that they have been tarred and feathered leading to them not only being dealt Intermediate damage but being knocked back by 4m with an additional 5m being added for every 10m he possesses and the possibility of blinding them for a single round as per the blinding rules. The tar-like substance quickly starts to harden rebuffing a person's strength and will take intermediate damage to crack it off, in addition to this while the restraint is in effect not only will it deal an additional junior rank of damage but will also cut the person afflicted by this humiliation's spell cap by half. Additional feather tar balls can be created with the use of the ammo rules.
Name of Spell: Venenata Umbra Elemental Type: Paint (Shadow ¦ Miasma) Rank & Spell Type: Intermediate ¦ Attack Creation Range & Speed: 40m ¦ 20m/s Mana Cost: 20 ¦ 10 Stats Effected: +4 Power Applicable Perks: Apex Predator Description: Saying the spell's name creates a black whispy foul-smelling arrow around the size of a ruler, this arrow will leave dark shadow whisps in its wake as it is motioned towards an opponent, the stench only getting more unbearable as it continues forward. Hitting an enemy it will deal intermediate damage, the scent making them feel like they should bathe as it has infected their clothing. With the use of the ammo rules, additional shadow arrows can be created.
Name of Spell: De Novo Regatur Elemental Type: Paint (Pure Aura ¦ Plant) Rank & Spell Type: Intermediate ¦ Restraint Range & Speed: 40m ¦ 20m/s Mana Cost: 20 ¦ 10 Stats Effected: -5m/s Speed Applicable Perks: Tightly Bound Description: Freyr uses the index finger of his dominant hand and writes the name of the spell, silver paint leaving a trail of glowing silver vines that are six meters in length but coiling like a rope. The coiled vines can be used by being held or will hover around him, thrusting his hand forward will cause the vine to go in the general directly it was sent in uncoiling as it does. On the chance that it does something it will not only wrap around the person tight enough to do a junior rank of damage but also cut a person's spell cap in half while reducing their speed. The vines will also deal second-degree burn damage due to the heat that comes from the aura. To destroy the vines they require an intermediate amount of damage. With the use of the ammo rules, additional glowing vines can be created.
Name of Spell: Aphyon's Eaphyon Element: Decay Rank: Archmage ¦ Elemental Incarnate Size: 10m Mana Cost: 80 ¦ 80 Type of Golem: Predator Applicable Perks: Puppet Master, Light-Footed Golems, Repair Shop, Elemental Oddity, Odd magic Description: Sol need only speak the words "Sutus Vesdrac" A red viscus diamond cage ten meters in size appears right behind Sol, as the red liquid falls down it reveals the bone beneath before finally cracking and breaking open. What was within was a ten-meter-tall make figure made out of what looked to be sinue floating three inches off the ground but unlike normal it was completely white as if it had been drained of blood. Starting from its waist, going up its sides onto its chest and armour seems to be additional flesh but it almost looks like bone. (This would be armour gives no defence is purely for aesthetics). Its head also looks odd as though it has a mouth with razor-sharp teeth the top of its head is more like a crowned helmet which covers the eyes. This golem can attack via biting, claws, fists, feet or ramming but regardless of how many strikes it does on an opponent, it can only do archmage damage. It can fly and be used as a mode of transportation, being able to carry 15 people at once and travel at 80m/s when it does so.
Power
Durability
Sensory
Control
Mana Pool
Mana Regen
220
110
190
100
400/400
15
Type
Speed
Range
Health
Predator
45 (+5)m/s
180m
Archmage + Junior
Golem Spells:
Name of Spell: Vostul Dro Elemental Type: Decay Rank & Spell Type: Senior ¦ Attack Creation ¦ Hex and Curse Range & Speed: 80m ¦ 40m/s Mana Cost: 30 ¦ 30 Stats Effected: Junior Endurance Debuff ¦ -5 Mana Regeneration ¦ +9 power Applicable Perks: Apex Predator, Battle Knight, Sinister Magic, Corroding Curse, Malicious Mage, knockback Description: Moving their right hand out in front of them they have their palm facing straight towards their enemy for a few seconds before moving their hand as if to grip something as if by an extension its bony flesh seems to expand to make what appears to be a broadsword 60 inches in length. This sword can only be held by it but when hitting someone it deals not only senior rank damage but knocks a person back for 8m with an additional 5 being added for every 10 power it possesses. In addition to this, it leaves a bone-white marking on the place where it is hit allowing them to take an additional amount of Junior rank damage every round until the curse is cleansed or the spell is ended, if this wasn't bad enough not only does the marking do an additional intermediate rank of damage but also debuffs a person's mana regeneration by -5. With the use of the ammo rules, extra swords can be made to fly around him and by pointing at the enemy can be sent in their general direction. The curse will actively attempt to reverse healing and buffs as per the clashing rules. [break][break]
Name of Spell: Elghinyrrok Ap'za Elemental Type: Decay Rank & Spell Type: Senior ¦ Attack Creation ¦ Physical Reinforcement Range & Speed: 80m ¦ 40m/s Mana Cost: 30 ¦ 30 Stats Effected: +15 m/s Speed Applicable Perks: Apex Predator, Full Blitz, knockback Description: Lifting their right hand towards the ground what seems like thick red viscous liquid falls from its hands and lands on the ground, as soon as it does a white circle of what seems like bone dust appears before drifting away, at the edges of his feet the white sinue seems to sharpen slight points appearing on the front and back of them these only help boost his speed as the blades that were on feet almost seem to have travelled up his body and cutting through the skin at the knuckles. Thrusting his hand forward a dagger of pure rotting white flesh bursts free and goes in the general direction it was aimed though deals senior rank damage if it hits something on top of this it will knock a person back 8m with an additional 5 being added for every 10 power it possesses. With the use of the ammo rules, extra swords can be made to fly around him and by pointing at the enemy can be sent in their general direction. The curse will actively attempt to reverse healing and buffs as per the clashing rules.