Magic
Primary Magic: Vampiric Shaman Magic
Secondary Magic: ---
Caster or Holder: Caster
Description: Artemis uses what's known as Shaman or Shamanistic Magic. Not a commonly seen magic there are offensive options to this magic, but Artemis uses the magic as a defensive and supportive magic. Not only is it better suited for defensive magic, it's defensive and supportive capabilities and much stronger and easier to cast. The spirits Artemis can invoke range from animal spirits to elemental spirits and in rare cases mythical spirits, like phoenix's or other creature of myth.
The magic is used by Artemis by invoking nature spirits to aid her. Unlike Celestial Spirit mages where they actually summon the spirit the nature spirit channels it's power through the host. Using the host as an conductor and amplifier, the spirit casts a spell of the host's wish. Also unlike Celestial Spirits, the user doesn't need to make a pact with the spirit. However only those with natural affinities to nature and invoke a nature spirit. Making it a very uncommon magic and very difficult to learn. However each spirit can only cast a certain type of spell or in the case of more powerful spirits one spell. The effects of the spell can be instant or be done through a certain amount of time.
However when Artemis was turned into a Vampire, her magic was changed as well. The Vampirism brought of the predator side of Artemis and her magic. Her magic is no longer focused of support but rather on offense and self-preservation. Her connection to mystical creatures is now limited, mainly focusing on beast of nightmares. And plant based spells become twisted.
Strengths:
-Still has a very large spell verity.
-Good for damage and control
-Stronger During the night (20%)
-Can still summon creatures and plants to help her in battle
Weaknesses:
- No longer has very many support options
- Nature spells are still weak to their natural weaknesses.
-Due to being a vampire Artemis is weaker during the day. (20%)
- Constantly is hungry for blood to the point where might randomly attack people.
- Can still only summon one creature at a time
-Since her senses are so strong compared to what they used to be, Artemis can be easily over stimulated if not careful.
Abilities/Powers:
-User usually has animistic traits, like how Artemis has wolf ears, a wolf tail and slightly fanged teeth.
-Natural senses are enhanced, primarily hearing and smell. Artemis’ sense are 7 times stronger then a normal humans
-The user can communicate with animals and mythical beasts
-The user can heal themselves when draining the enemies blood (For every one post of draining blood, they get one post of healing of the rank below. Example: 1 post of C rank damage draining gets one post of d rank healing)
-Is stronger then a human during the night (check strengths)
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Primary Magic: Vampiric Shaman Magic
Secondary Magic: ---
Caster or Holder: Caster
Description: Artemis uses what's known as Shaman or Shamanistic Magic. Not a commonly seen magic there are offensive options to this magic, but Artemis uses the magic as a defensive and supportive magic. Not only is it better suited for defensive magic, it's defensive and supportive capabilities and much stronger and easier to cast. The spirits Artemis can invoke range from animal spirits to elemental spirits and in rare cases mythical spirits, like phoenix's or other creature of myth.
The magic is used by Artemis by invoking nature spirits to aid her. Unlike Celestial Spirit mages where they actually summon the spirit the nature spirit channels it's power through the host. Using the host as an conductor and amplifier, the spirit casts a spell of the host's wish. Also unlike Celestial Spirits, the user doesn't need to make a pact with the spirit. However only those with natural affinities to nature and invoke a nature spirit. Making it a very uncommon magic and very difficult to learn. However each spirit can only cast a certain type of spell or in the case of more powerful spirits one spell. The effects of the spell can be instant or be done through a certain amount of time.
However when Artemis was turned into a Vampire, her magic was changed as well. The Vampirism brought of the predator side of Artemis and her magic. Her magic is no longer focused of support but rather on offense and self-preservation. Her connection to mystical creatures is now limited, mainly focusing on beast of nightmares. And plant based spells become twisted.
Strengths:
-Still has a very large spell verity.
-Good for damage and control
-Stronger During the night (20%)
-Can still summon creatures and plants to help her in battle
Weaknesses:
- No longer has very many support options
- Nature spells are still weak to their natural weaknesses.
-Due to being a vampire Artemis is weaker during the day. (20%)
- Constantly is hungry for blood to the point where might randomly attack people.
- Can still only summon one creature at a time
-Since her senses are so strong compared to what they used to be, Artemis can be easily over stimulated if not careful.
Abilities/Powers:
-User usually has animistic traits, like how Artemis has wolf ears, a wolf tail and slightly fanged teeth.
-Natural senses are enhanced, primarily hearing and smell. Artemis’ sense are 7 times stronger then a normal humans
-The user can communicate with animals and mythical beasts
-The user can heal themselves when draining the enemies blood (For every one post of draining blood, they get one post of healing of the rank below. Example: 1 post of C rank damage draining gets one post of d rank healing)
-Is stronger then a human during the night (check strengths)
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- C Rank Spells:
Name: Vampiric Vines
Rank: C
Type: Nature, Offensive,Supportive.
Description: Artemis spawns multiple tentacle-like vines from the ground to warp around her enemies. The vines can grow barbs on them that can drain blood from the victims for C rank damage and heal Artemis for D rank healing. The vines have C rank strength. The vines can not transfer Artemis' vamprism to other people.
Strengths:
-Can heal Artemis (D rank healing)
-Can hold down and drain blood from foes (C rank damage/strength)
-The vines last 3 posts or until they are destroyed
Weaknesses:
-Weak to Fire.
-costs 5% extra mana to use for every target after the first
-After destroyed they take 4 posts to be able to be used again
-Anyone with B rank or higher strength and break out of them easily.
Name: Madness Spores
Rank: C
Type: Nature, Supportive
Description: Strange flowers ground around Artemis in a 25 foot radius. After a short amount of time (1 additional post), the flowers mature enough to start producing spores that fill the air that cause anyone in the field other then Artemis to hallucinate. The spores start by completely covering the 25 foot radius but the cloud of spores grows by 5 feet per post until the 4th post where they cover 45 feet. The plants look like medium sized mushrooms are there are about 10 mushrooms per foot)
Strengths:
-Last 5 posts (First post is casting and maturing. 2nd-4th post is the effect)
-Artemis and her summons are unaffected by the spores.
-Hallucinations lasts 2 posts after the spores are gone.
-If the opponent breathes in unfiltered that carries spores they are effected by the spores until the effect is over.
-Opponents B rank or higher are unaffected.
Weaknesses:
-If the flowers are destroyed before they are done maturing, Artemis still has to go with the full cooldown.
-Cooldown of 5 posts
-Wind can blow the spores away.
-Allies are also affected.
-Opponents can leave the affected area.
Name: Spectral Wolf.
Rank: C
Type: Nature, Ice
Description: Artemis summons a spirit of an arctic wolf to help her in battle. The area around the wolf begins to cool in chill. Being a spirit it can pass through objects, freezing them.
Strengths:
-Lasts 4 posts or till it's killed (4 D rank hits, 2 C rank hits, 1 b rank or higher)
-Can become intangible, allowing it to pass through objects.
- On top of being connected to to her mentally, allowing Artemis to control it with a thought, it has the ability to freeze the area around it. When it dies it explodes ice. It is cold to the touch so it physical attacks have a chance to freeze the target. (C rank damage, 20% chance to freeze target. Area of freeze and explosion is 10 feet)
Weaknesses:
-Cooldown of 5 posts after killed
-Can only have one shaman summon out at a time
-The cold can kill Artemis' summoned plants
-takes double damage from fire spells (takes half as many hits)
-Even though it's immune to psychical damage with intangible, spells can still hit it.
- D Rank Spells:
Name: Blood Bark Armor
Rank: D
Type: Defensive, Nature
Description: Artemis infuses nearby tree bark with her blood, causing it to attach to her body like armor. The armor has small barbs on it that deal D rank Damage when hit with a physical attack, draining blood from the opponent and repairing the armor.
Strengths:
-Barbs deal D rank damage against physical attacks, draining blood from those who hit it, repairing the armor if not broken for D rank healing 2 posts after draining the blood.
-Last 5 posts until destroyed (3 D rank hits, 1 C rank hit)
- Can be created instantly and can be used with her other spells
Weaknesses:
-Is destroyed immediately by fire magic equal of greater in rank and it takes half as many hits from fire magic to destroy the armor (rounded down).
-There needs to be trees or tree bark around to create the armor
-If Artemis isn’t careful she can hurt herself with the armor.
- If it’s destroyed instantly Artemis will feel weak from the blood floss (additional 5% mana cost for all spells for 3 turns)
-Cooldown of 6 turns after destroyed.
Name: Wings of the Bat
Rank: D
Type: Supportive
Description: Artemis grows 4 bat-like wings from her back. The top two wings are larger, They have a wing span of 6 feet and the bottom ones have a wing span of 4 feet and allow her to fly at 70 mph and up to 200 mph while in a dive.
Strengths:
-Allows Artemis to be more mobile and allows Artemis to move faster then normal, four set’s of wings allow her to move fluently while flying.
-Last for up to 2 posts but be ended early.
-Can use her other spells while flying
Weaknesses:
-Cooldown of 3 posts when ended
-Large wing span and the wings can be hit with magic
-Due to the large wing span, the spell can be force to end early if hit in the wings.
-How fast she can fly depends on weather. During bad conditions she can not fly safely.
Name: Swarm of Wasps
Rank: D
Type: Offensive, Nature
Description: Artemis summons a large swarm of venomous wasps (100 wasps). The wasps can move at 15 miles per hour but will stop chasing an enemy once they are a mile away from Artemis. The Venom does d rank damage for 3 turns but can be treated to end early.
Strengths:
-Fire and forget, wasps will automatically seek out enemies.
-Damage over time, venom can continue damaging and causing pain after the wasps are gone. (venom last 1 post after being stung.)
-Lasts for 2 posts or until they are destroyed (2 d rank hits, anything higher kills automatically) Wasps do not die after stinging. Both the bees and the venom deal D rank damage.
- They use Artemis as a base so they will defend her.
Weaknesses:
-Can be stopped by a fair number of elements (fire burns them, wind blows them away, water stops them from flying)
-50% resistance of the poison for those who specialize in venom-related magic.
-Can be outrun
-Takes 3 posts after the swarm dies to summon a new swarm
-Poor against enemies with thick/hard skin, or thick clothing covering them.
-Can only have 1 swarm at a time
Name: Imprint
Rank: D
Type: Nature
Description: Artemis focuses on one smell in particular, filtering out all over distractions. While imprinting a smell she gets faster and stronger physically.
Strengths:
-Can follow one smell anywhere for the duration.
-Lasts 4 posts
-She moves faster and hits harder during the duration. (30% stronger)
Weaknesses:
- Part of filtering out all distractions means she has her eyes closes and moves only following her sense of smell.
- Other strong smells can over simulated her, causing her pain.
- Since she is only focusing on one scent, people can sneak up on her.
-Cooldown of 5 posts
Last edited by Artemis on 20th September 2014, 6:56 pm; edited 3 times in total