Primary Magic: Electric/Lightning Magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: User can dispel electricity from any part of his body, or within a small radius of him. Accepting this magic the user’s body acts more like a conduit than anything else. The combat focus of this magic is primarily ranged fighting, but also can be used defensively, shocking anything to come too close. Being a conduit of sorts, when struck by any attack of the user's same element the amount of damage taken is slightly reduced.
Strengths:
- Several attacks have the capacity to hit man targets at once, allowing the user to not push himself very hard in a fight if out-numbered.
- Being shocked by the magic lightning has a chance to stun the target.
- Few attacks have a chance to temporarily paralyze anyone hit by them.
- Absorbing Electricity (Described Above)
Weaknesses:
- When drenched or submerged in a conductive liquid, attacks will do damage to the user, regardless of how successful they are against an opponent.
- Less effective on Earth magics, and Earth itself.
- Being hit by magical attacks of the same elements stun the user when struck.
- Ranged attacks can be redirected by conductive objects.
- Attacks may hit allies if either party is careless.
Abilities/Powers:
- Signature Spells:
- Name: Arc Railgun
Rank: User Ranked
Type: Lightning, Offensive
Description: The user pretends to make a pistol from his hands, and aims at where ever they choose, taking a knee. The user can take one shot. The shots travel a distance of 10 meters before fading. The damage is equal to user's rank, maximum of A Rank.
Strengths:- Fair range
- Can attack multiple targets at once.
- Shots pass through organic material, striking many in a straight line
Weaknesses:- Requires great accuracy
- Can be stopped by any surface or obstacle (non organic)
- Attempting to use this spell while wet harms the user.
- Shots can be redirected by metal
Duration: 1 post
Cooldown: No cooldown - Fair range
- Abilities:
Viper Static - When a target is struck physically by the magic user, the electricity will paralyze organic enemies contacted by the hit, but it does affect the individuals differently.
The paralyzing effect lasts for one post. (Aprox. 10 seconds)- Mages ranked higher than the user are rarely affected, would take numerous hits to actually paralyze them.
- Mages ranked on par with the user have a 50% percent chance of being affected/unaffected.
- Mages ranked below the user will always be affected by the paralysis from a physical hit.
Lightning Rod - In the event of, start of such an event where lightning or electricity is readily available, any source in a 5 ft radius of the user get's drawn to their body.
Reduced Impact - Taking a hit from an attack of the same element (Lightning/Electricity), the user takes reduced damage based on the power of the spell.- Spells ranked higher than the user = -10%
- Spells ranked on par with the user = -20%
- Spells ranked below the user = - 40%
- Mages ranked higher than the user are rarely affected, would take numerous hits to actually paralyze them.
- D-Rank Spells:
Name: Shock
Rank: D
Type: Lightning, Offensive
Description: A static blue color arc of lightning extends from either outcast hand of the caster, at in less than a second, and hits up to three targets in front of the caster. The attack itself isn't very damaging (Half D-ranked damage), but it does stun whomever is effected, halting their movement for 2 seconds, and interrupting other actions. Can reach up to 15 ft in any direction. The lightning travels at 2 m/s
Strengths:- People struck by the lightning have a chance of being stunned.
- The Lightning branches out after making contact with the first target, and strikes others in a 5 ft radius.
- The speed of the attack makes it somewhat difficult to avoid.
Weaknesses:- The spell can be blocked by and object thicker than an inch.
- Will easily harm allies in range of the attack.
- User cannot pivot or turn while using the spell.
- The duration of the spell is essentially 1 second (Only last for one post). The user must wait (2 posts length of time) before reusing.
Duration: 1 post
Cooldown: 2 posts
Name: Static Jump
Rank: D
Type: Lightning, Movement, Offensive
Description: The caster’s body is enveloped in a sheet of lightning that trails 5 ft behind them as they move. When the spell is cast, the user can either jump or dash in any given direction, hitting anyone with this attack who can’t avoid it. Requires one post to rest and charge Lightning. Anyone struck by this spell suffers D-ranked damage.
Strengths:- The speed alone will knock down any one hit by the spell, even if not paralyzed.
- The amount of lightning in the spell will leave anyone touched by the trail of it, or by the user them self becomes paralyzed for one post, akin to the Viper Static ability.
- While the spell is active, the user moves much faster.
Weaknesses:- Once the user has chosen a direction they can only move that direction until the spell wears off or is used.
- Requires the user to stand entirely still and build up energy before use, in other words 1 post to charge before the attack is unleashed.
- User cannot move while charging
- If the attack is avoided, the user is left in a weakened state for 1 post duration.
Duration: 1 post
Cooldown: 2 posts
Name: Shocking Skin
Rank: D
Type: Lightning, Defensive
Description: The caster’s body is enveloped in a sheet of lightning that protects him from contact from other sources. When contact is made, the sheet expands from the body in a 4 ft radius, knocking back whomever is in range. User has to wait 3 posts before reusing this spell. Anyone within the radius is subjected to D-ranked damage
Strengths:- Area of Effect
- Multi-target
- People within the radius of the spell
Weaknesses:- User poses the chance of harming allies nearby
- Cannot move more than a foot while the spell is activated
- The spell expires if no contact is made by the next turn.
- When the spell expires, it acts as if it was activated, and will harm nearby allies if any.
Duration: 1 post
Cooldown: 3 posts
Name: Thunder
Rank: D
Type: Lightning, Offensive
Description: Areas of non-organic material that were previously affected after using the caster’s magic. (Shocks that hit the ground, locations where Shocking Skin was activated) Sends a short range shock from those areas, about 2 ft in diameter. Requires one post to rest and charge Lightning. This only affects electrified areas within 20 ft of the user. The lightning moves at aprox. 2 m/s. The spells shocks all targets for D-ranked damage.
Strengths:- Anything hit by the lightning from these areas can be stunned, halting their movement for 10 seconds.
- Due to the possibilities, of where this spell can strike, many targets can be hit.
- Several locations struck in a widespread area.
Weaknesses:- Harms any allies within range.
- Must keep close proximity to the areas.
- Cannot shock areas that the user can't see.
- Has to put a lot of focus into the attack, and is left wide open during it's use.
Duration: 1 post
Cooldown: 3 posts- People struck by the lightning have a chance of being stunned.
- C-Rank Spells:
- Name: Static Charge α
Rank: C
Type: Lightning, Offensive
Description: Lighting takes a spherical form 6 inches in diameter within the user’s hand that acts as a projectile. It can be thrown a distance of 7 meters from the user’s location, traveling at a speed of 5m/s. When detonated, the static discharges primarily to targets and secondly to the environment within a 6 ft diameter dealing C-ranked damage to those caught in the blast. The charge will detonate on impact with another object or being. If it doesn’t make contact with anything, it will detonate following post.
Strengths:- Enemies caught in the blast are knocked back approx. 6 feet.
- The discharge will stun foes
- Can be thrown at enemies as a projectile
Weaknesses:- Allies caught in the blast can suffer the same effects.
- The user will take damage if the charge never leaves their hand.
- Small and easy to avoid the charge itself when thrown.
- Discharges when it hits water, no explosion
Duration: 2 PostsCooldown: 3 Posts
Name: Thunderpunch
Rank: C
Type: Lightning, Offensive
Description: The user builds up electrical energy, and it causes his physical attacks gain a boost in offensive capability. Once charged for an approx. time (1 post), contact with objects or beings thereafter, the primary target suffers C ranked damage due to the shock, and a shockwave erupts from the force of the impact, doing D ranked damage to nearby attackers. All enemies hit by the spell and knocked back 4 feet.
Strengths:- Multi-target
- Knocks enemies backwards
- Stuns primary target
Weaknesses:- Requires physical contact
- The magic power consumed is lost if not used in 2 posts time
- Ineffective against metallic objects
- Attemping while wet causes user to electrocute themself
Duration: 2 posts
Cooldown: 3 posts
Name: Lightning Strike α
Rank: C
Type: Lightning, Offensive
Description: The user calls down a lightning strike from the sky (or rather from the ground, because facts) That targets a precise location, affect those within a 2 foot radius of the area and committing C ranked damage. The strike is almost instantaneous
Strengths:- Precise
- Hard to avoid
- The attack stretchs from the ground to the clouds
Weaknesses:- Requires great accuracy
- Can be diverted by grounded metals
- Cannot harm anyone submerged, or underground
- Useless on enemies above the clouds
Duration: 1 post
Cooldown: 4 posts
Name: Static Curtain
Rank: C
Type: Lightning, Defensive
Description: A 6ft tall, 9ft wide arced electric fence-like shield can be placed anywhere within 3 meters of the user. The barrier shocks anything organic or metal, and prevents them from passing through, doing C rank damage for every post of direct contact with object in question.
Can resist a maximum of 2 C ranked spells.
Strengths:- Prevents enemies from passing through
- Damages everything in direct contact with it over time
- Enemies whom make contact with the barrier for two full post are paralyzed
Weaknesses:- Cannot stop objects that negate electricity like rubber, plastic and other textiles
- Even the user cannot make contact with the barrier/shield
- Cannot be moved once placed in a location, attached to whatever it touches when summoned
- Cannot block liquids
Duration: 3
Cooldown: 5 - Enemies caught in the blast are knocked back approx. 6 feet.
Last edited by Linxwire on 22nd December 2014, 6:19 pm; edited 14 times in total