Primary Magic: Gift of the Young God
Secondary Magic: None
Caster or Holder: Caster
Description: Ruminal being the son of a god and a dark celestial spirit, possesses the ability to connect with the magical energies of the world around him. He uses his own magic power as a medium to access this wellspring of magic power to cast his spells. The magic energy type that he prefers and has a natural attunement to is the energies of nature, itself. With access to the power of nature's own energy supply, Ruminal can cast a large variety of supportive and defensive spells, and some offensive spells. Nature’s energies mostly prioritize with healing, as seen with the rapid grown of plants even after a disaster, such as a forest fire. Nature lends it energies to the plant life in order to bring new life.
Ruminal uses his magic to support his allies in battle, giving them the necessary support that they need for most situations. He can heal, cure illnesses, protect from damage and even buff them with a variety of effects. In later levels he could even summon nature's familiars to help aid him in supporting his allies. With Ruminal around backing his allies, very little can withstand them in a prolonged fight.
Strengths:
* Can heal allies to keep them from dying and in later ranks bring them back from unconsciousness.
* Able to cast protective spells to keep allies from taking too much damage too fast.
* Possess the ability to buff allies and self with a variety of effects such as speed/damage increases.
Weaknesses:
* Has little to no offensive skills of his own, making it difficult to fight on his own.
* Users of such magic would generally be a high priority target, meaning Ruminal could find himself being attack by multiple enemies often.
* If there is no access to nature's magical energies, Ruminal would find it difficult to cast even the simplest of spells. However, there is an alternative source he could tap into in such a case, but it would shave of years of his life meaning he would have to use his own life energies. Use of his own life energies could result in him not being able to heal himself and could even have the chance of passing out, even though he still has life yet in him.
* Some powerful spells require channeling in order to be performed, leaving him open to attacks.
Lineage: N/A
Secondary Magic: None
Caster or Holder: Caster
Description: Ruminal being the son of a god and a dark celestial spirit, possesses the ability to connect with the magical energies of the world around him. He uses his own magic power as a medium to access this wellspring of magic power to cast his spells. The magic energy type that he prefers and has a natural attunement to is the energies of nature, itself. With access to the power of nature's own energy supply, Ruminal can cast a large variety of supportive and defensive spells, and some offensive spells. Nature’s energies mostly prioritize with healing, as seen with the rapid grown of plants even after a disaster, such as a forest fire. Nature lends it energies to the plant life in order to bring new life.
Ruminal uses his magic to support his allies in battle, giving them the necessary support that they need for most situations. He can heal, cure illnesses, protect from damage and even buff them with a variety of effects. In later levels he could even summon nature's familiars to help aid him in supporting his allies. With Ruminal around backing his allies, very little can withstand them in a prolonged fight.
Strengths:
* Can heal allies to keep them from dying and in later ranks bring them back from unconsciousness.
* Able to cast protective spells to keep allies from taking too much damage too fast.
* Possess the ability to buff allies and self with a variety of effects such as speed/damage increases.
Weaknesses:
* Has little to no offensive skills of his own, making it difficult to fight on his own.
* Users of such magic would generally be a high priority target, meaning Ruminal could find himself being attack by multiple enemies often.
* If there is no access to nature's magical energies, Ruminal would find it difficult to cast even the simplest of spells. However, there is an alternative source he could tap into in such a case, but it would shave of years of his life meaning he would have to use his own life energies. Use of his own life energies could result in him not being able to heal himself and could even have the chance of passing out, even though he still has life yet in him.
* Some powerful spells require channeling in order to be performed, leaving him open to attacks.
Lineage: N/A
- Unique Abilities:
- Faith in the Young God:
- * Faith in the Young God - During battle Ruminal is constantly drawing in nature’s energies and converting it into magic power replenishing his mana supply by 3% per post.
- Nature's Protection:
- * Nature's Protection - Nature offers Ruminal the gift of its protection allowing him to possess a shield that will constantly protect him from damage. The shield is molded around the surface of his skin and is barely visible to the human eye indicated by the shine from lights reflection. The shield absorbs 10% damage from all sources.
- In Balance With Nature:
- * In Balance with Nature - As long as Ruminal is outside he can commune with nature allowing him to sense any presence that is within his range. How Ruminal senses these presences is through the shifting of winds or other similar signs given to him by nature. The range of this sense is 15 meters at D rank and adds 10 more meters to it for every additional rank. Example C being 25 meters, B 35, A 45 and so on.
- Siggy spells:
- Nature's Gift:
- Name: Nature's Gift
Rank: C
Type: Support
Duration: 4
Cooldown: 5
Description: Nature leds Ruminal its full power allowing his next spell to be cast have an added effect. If the next spell cast is a Healing spell, that healing spell will gain a regen effect with it for an equal amount of healing over the next 4 turns.
Strengths:
* Healing spells can gain a regen effect.
* Able to help keep allies healed so can focus on other allies in more need.
* If used on an AOE healing spell, can be used to cast regen on all who are within range.
Weaknesses:
* Healing spells that already have a regen effect are unaffected by this buff.
* This regen effect cant stack with other regen effects.
* Enemies who see this buff in action would try there best to not let it be used again.
* Can't be used with spells that don't heal hp.
- Regular Spells:
- D rank spells:
- Godling's Light:
- Name: Godling’s Light
Rank: D
Type: Supportive / Light
Duration: 1
Cooldown: 2
Description: Ruminal merely raises his hand towards his target for this spell and focuses his magic to gather the necessary energy from nature and engulfs his target with an exploding radiant light. The target that is caught in the explosion is healed for 20hp during this moment. The spell can only affect those who are allies to Ruminal or himself and they must be within 15 meters for it to take effect.
Strengths:
* Fast casting spell.
* Heals Allies and self for 20hp.
* Can prolong a fight that they would otherwise lose.
Weaknesses:
* Single target spell, can only heal one person at a time.
* Doesn't deal any damage.
* The mere sight of a healing spell makes the user a high priority target. Just tell me you didn't see a person casting a healing spell and then immediately think "He needs to go down fast."
* Target of the spell has to be within line of sight in order for it to take effect.
- Gift from the Earth:
- Name: Gift from the Earth
Rank: D
Type: Defensive / Earth
Description: Ruminal places his hand on the ground then waves the same hand towards his target or around himself in order to cause stone particles to appear around the target's skin. These stone particles act as a second skin shield absorbing 40 damage before crumbling. The target of this spell be able to move normally while this spell is active on them. Target must be within 15 meters and the shield lasts 2 posts.
Duration: 2
Cooldown: 3
Strengths:
* Able to shield allies or himself from damage.
* Fast casting spell.
* The presence of dirt or stones are not needed for the spell to work for it is created.
Weaknesses:
* Water based spells can crumble the shield faster. Shield takes double damage from water spells. In turn though, the shield can absorb more wind based damage.
* Doesn’t reduce a great deal of damage taken. Shield can easily be taken down with 1 C rank spell.
* Doesn’t absorb damage from Status effects such as bleed damage but can prevent status effects from being applied if the full force of the initial attack doesn’t break the shield. On top of that, the shield can only absorb damage from attacks that physically hit them.
* B rank spells and higher can bypass this shield and crumble it as if it's not there.
- Gift of Light:
- Name: Gift of Light
Rank: D
Type: Defensive/ Light
Description: Ruminal raises his hand to the sky then motions towards his target or down towards the ground for himself and a barrier of light appears around the surface of the target's skin. This shield reduces spell based damage by 20% for the next 2 turns. Targets of this spell must be within 15 meters in order to take effect.
Duration: 2
Cooldown: 3
Strengths:
* Reduces incoming spell damage.
* Fast casting spell.
* The presence of a light source is not needed for this spell to be casted.
Weaknesses:
* Doesn’t absorb damage from non magical based attacks such as common sword slashes or punches.
* B rank spells and higher can bypass this effect as if it's not there.
* Requires targeted allie to be within line of site.
* Light slayers can eat the light produced by this spell and dispel it.
- Gift of Mending:
- Name: Gift of Mending
Rank: D
Type: Supportive
Description: Ruminal places his hand on his target and sends a surge of nature’s energies through them removing a single detrimental effect from target. The word detrimental means things such as a status effect, debuff, or even a curse. target must be within melee range and Ruminal can’t use this ability on himself.
Duration: 1
Cooldown: 2
Strengths:
* Removes one detrimental effect from affected target.
* Helps keep allies fighting strong.
* If the target is affected by multiple detrimental effects at once, the one with the longest time remaining will be removed first. If it’s a tie, the affected target will choose which one to remove.
Weaknesses:
* Ruminal can’t use this ability on himself.
* Ruminal must be able to touch his target in order for this spell to work.
* Can’t choose which ailment to remove easily if multiple are in effect.
* Can’t be used to remove story related effect like from a job or event. Also cause that would just ruin the whole point of the event or job. It will simply be casted off as too strong of an effect to remove.
* Only removes D rank detrimental effects completely, C rank ones have there duration halved from there full duration, and B rank ones and higher are unaffected.
- C Rank Spells:
- Gift of Regrowth:
- Name: Gift of Regrowth
Rank: C
Type: Supportive
Description: This spell works similar to Godling’s Light, only differences are this spell only recovers HP over time instead of at once. This spell regens 60 hp over the course of 3 turns meaning 20 hp per turn. Target must be in line of sight and within 25 meters.
Duration: 3
Cooldown:5
Strengths:
* Can heal up to 60 hp.
* Fast casting spell.
* Can give the healer some time to focus on other allies while this one is in effect.
Weaknesses:
* Only heals 20 hp per post at a time.
* Requires target of the spell to be within line of sight.
* Target has to be within a 25 meters range.
* Single target only spell.
- Water's Defense:
- Name: Water’s Defense
Rank: C
Type: Offensive / Defensive / Water / AOE
Description: Ruminal rapidly raises his arms above him as water is conjured all around him within a few inches. From here Ruminal waves his arms outward in any direction and the water is expelled violently outwards in all directions around him knocking back enemies by 15 meters and dealing 10 damage. Enemies must be within 10 meters to be knocked back.
Duration: 1
Cooldown: 3
Strengths:
* Knocks enemies back giving Ruminal some breathing room.
* It’s an aoe affecting foe’s on all sides of Ruminal.
* Instant casting spell.
Weaknesses:
* Weak damaging ability.
* Limited knockback range of 15 meters.
* Can only knockback enemies who are within 10 meters of Ruminal.
* It’s a water based spell meaning those who are resistant to water most likely won't take any damage.
- Godling's Prayer:
- Name: Godling’s Prayer
Rank: C
Type: Supportive / AOE
Description: Ruminal raises his hand in front of his face and closes his eyes to gather energy. Once he has enough he waves his hand from left to right creating an explosion of radiant light. All allies including himself who are caught in this light are healed for 30 hp. The range of this heal is at max 15 meters around Ruminal himself as the focal point.
Duration: 1
Cooldown: 4
Strengths:
* Heals himself and all nearby allies at once.
* Fast casting spell.
Weaknesses:
* Only heals 30 hp per person.
* Limited range of 15 meters.
* Long Cooldown.
Last edited by Ruminal Blackflower on 7th July 2016, 6:51 pm; edited 13 times in total