Magic
Primary Magic: Storm Goddess Slayer (Actually god Slayer, but she calls herself that)
Secondary Magic: N/A
Caster or Holder: Caster
Description: Storm Goddess Slayer magic is the gift bestowed upon Katherine for service to the Goddess Eos. The goddess can be as gentle and calm as the gentle rain, cold as the artic winds or angry as the fiercest thunderstorms. It is from this goddess that protected Katherine in her darkest hour and brought the young lady over into Eos angelic wings to protect. From then on Katherine swore a blood oath to the goddesses service and trained under her. 1 year felt like one decade in that piece of the universe and when given enough of a satisfactory performance was released into Fiore. With the training a piece of the divine spark was put into the flesh into the body of Katherine, making her body faster, stronger and more durable than the average mortal. With the enhanced body and the training, Katherine fights her enemies with the fury the weather can bring.
Weather is multi-element magic capable of harnessing the powers of water, wind and lightning in the form of weather anomalies. This includes the ability to manipulate local temperature, it's precipitation, humidity, moisture, lightning, atmospheric pressure and ability to create all forms of meteorological tempests. She can also create meteorological effects that would be deemed impossible to be created naturally. This makes said magic extremely versatile to use and the caster very dangerous to fight against.
Strengths: *Extremely versatile to use with capabilities in offense, defense, support and defensive spells.
* Katherines body is more durable against atmospheric pressure, making her immune to such effects. Also Katherine through power of electrolisis can breathe underwater by separating hydrogen from oxygen.
* Has the physical perfection of the slayer which causes her body to be physically stronger, faster and durable by a factor of 25%. Also the senses of the user is heightened.
*Most of the magic used causes status effects on the enemy or can change the terrain, effectively controlling the battlefield.
*Can eat a naturally caused storm to replenish magic power.
Weaknesses: *Storm Goddess Slayers have a natural weaknesses based on what is the core element used (Will be put in type in each spell made). For wind and electric based spells its elemental weakness is earth, for water its ice based magic.
*User cannot eat their own storms or those of the Demon Storm Slayer.
*The users emotions are tied to the weather. Another mage could effectively manipulate her magic if they can control Katherines emotions. No anger, then no storms.
*A lot of spells have more than one element attached to them which makes 1/2 spells of 2 elements. So a spell that would be effective by half a spell could lose effectiveness due to the 2nd or 3rd element attached to it.
*Some magics can effectively negate the status effect that is inflicted.
Abilities/Powers:
*Slayers Body: As a Slayer Katherine receives 10% boost to strength, speed and durability.
*Slayer Sense: Katherine senses are heighted to 10% beyond a normal human.
*Dining on Storms: Katherine can eat naturally made storms to regenerate MP as the rules chart says.
*Slayer Resistance: Katherine's resistances are spread out, so while she is excellently immune to Storm, but to a lesser extent to the 3 individual elements (Water, Wind and Lightning).
- Slayer Resistances:
2 ranks above: 0%
1 rank above: 4%
Same rank: 9%
1 rank below: 10%
2 ranks below: 17%
3 ranks below: 20%
*God Force: As a 3rd Gen Slayer she God Forces as per these rules.
- God Force Rules:
Third Gen. God Slayers have learned the magic from the God of their respective element, as well as imbued themselves with Lacrima from the same God.
God Force: Can be activated at will, anytime.
God Force highly increases the power of the God Slayer's magic, physical endurance, speed, and strength. (God's Aura: Body is cloaked in a shaded aura of their respective element) It puts all stats into the next range on the character scaling.
The spell power of each rank is increased to 150%.
In God Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, etc. )
During God Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 10% mp.
Lasts 7 posts.
*Adjusted Body: Body accustomed to changes in atmospheric pressure, temperature and underwater. This is for natural occurring effects an not those caused by magic due to it affecting subtle aspects of nature. Body is resistant due to the training inside storm that toughen up the body to weather anomalies or Katherine would be killed by her own spells.
*Blood of an Angel: Due to Katherine's control of her body and her Celestial ancestry she is able able to heal wounds rapidly and thus regenerate 2% of her HP per post. Removes ability to be scarred. Bleeding status effect counters the healing.
*Lightning Reaction: Due to the electricity that courses through her body, Katherine is able to speed up her mental acuity to accelerate the speed in which she responds to attacks, traps or Alyias pranks. This speeds her ability to react, but not her actual speed and thus this does not make do impossible dodges.
*Pure Breathe: Katherine can let out a breath that can purify the local air of all non-magical contaminants. In fact her simple breathing purifies the air for others to breathe.
*Pain is an Illusion: By controlling the electrical impulses of her nervous system, Katherine can shut off the feeling of pain. However this also shuts off all sense of touch so while this may make her ignore excruciating pain, it also makes her not realize her own injuries and could kill her.
- Hypothermia:
- It is the status effect of a character suffering from cold exhaustion. As the body tries to maintain body heat, it costs additional Magic power to cast spells. This status effect can be removed by simply casting a heat based spell or healing magic equal to the spell rank that cast it. The debuff lasts for 3 posts if left alone and the debuff is determined by rank of mage and spell cast. People with cold resistance that are equal or higher than the rank of the spell used are considered immune to this effect.
If equal rank- All spells cost an additional 2% mana to cast.
If spell lower rank than mage- For every difference in rank the spell cost goes down 1%. (1 rank diffence being 4%, 2 rank difference being 3%, etc.)
If spell is higher rank than mage- For every difference in rank the spell cost goes up 1% (1 rank difference being 3%, 2 rank differences being 4%, etc.)
- Soaked:
Status effect of simply being wet. While this alone does not do anything, it chains off other elements to cause additional to the opponent. If target is struck by any source of electricity then the recipient receives damage and paralysis if it was considered 1 rank stronger. If hit by an ice spell then the target takes an additional ice damage and is considered frozen as the debuff. Soaked lasts for 3 rounds or until dried off by a spell of equal rank. Water users can also inflict the stauts on others as soaked is simply the act of being wet.
- Paralysis:
- Status effect caused by electrity hitting the target and overloading the victims nervous system. This causes the electrical impulses to go haywire and cause them to either not move or do so more slowly. This can put them in a predicament as the only way to remove paralysis is to receive healing. The duration of paralysis depends on the difference of rank between spell level and victim. If subject has electricity resistance and is equal of higher than spell used, then subject is immune to paralysis.
If equal ranks- Victim loses 75% movement speed lost for next 1 posts.
Spell 1 rank higher than victim- Victim paralyzed for 1 post and cannot cast any spells that require movement or move at this time. 75% movement lost for next post.
Spell 2 ranks higher than victim- Victim paralyzed for 1 post and cannot cast any spells that require movement or move at this time. 75% movement speed lost for next 2 posts.
Spell 3 ranks higher than Victim- Victim Paralyzed for 2 posts and receives 75% movement loss for next 2 posts.
- Frozen:
- Status effect when a soaked victim is hit with an low temperature wind spell. Target is frozen and put out of play for a while until released. Victim is rendered helpless and cannot break free unless they use a strength spell equal rank as the ice spell that is cast or inflicted with a heat spell of the same rank. Also released after receiving an attack 1 rank stronger than spell that frozes victim, but receives 10% damage of the spell due to being cut by ice shards (if released with help of ally). This effect can sta ck if consecutively hit with Ice spells or soak-based spells. Ice resistance does not have effect on the actual freezing of the target, but affects the hypothermic part.
Spell equal rank to victim: Frozen for 1 turn, suffers from hypothermia as if it were the same rank.
Spell 1 rank stronger than mage: Frozen 2 posts, suffers from hypothermia as if it were 1 rank higher after being freed.
Spell 2 ranks higher than mage: Frozen 3 posts, suffers from hypothermia as if it were 2 ranks higher.
- Blindness:
- Blindness: Status effect of a character losing visibility and stumbling around blindly. This makes single target spells hard or impossible to aim and making them innacurate. Does not stop a character from functioning with the other senses and is cured with a healing spell of the same rank.
Spell equal rank to mage: Blindness for 1 post.
Additional rank stronger than mage: As equal rank, but for each difference add another duration for the status effect.
Spell 1 rank lower than mage: 50% loss of visibility
Spell 2 ranks lower than mage: 35% loss of visibility.
Spell 3 ranks lower than mage: Immunity to blindness
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- Signature Spells:
Name: Lightning Step
Rank: B
Type: Movement/Lightning
Description: Katherine takes a step in a single direction that she wants to move in. Upon doing that she turns into a into a bolt of electricity that travels at speed of lightning 50 feet in that direction. By using the momentum behind the burst of speed, Katherine can follow up to deal extra physical damage.
Strengths: Does an additional rank of physical damage on the next melee attack (Whether by fist or blade)
Moves as fast as lightning allowing for great offensive and defensive capabilities.
Can travel along metal surfaces to reduce chance of getting hit in process.
Weaknesses: Moves in a straight line, cannot go around corners.
Useless in confined spaces.
Can collide into something solid that does B-rank damage to self or an additional rank of damage of whatever ability hit him.
Can be bounced off a reflective surface and caused go in an unintended direction if an opponent is smart,
Cooldown/Duration: 3 post Cooldown/ Instant Duration
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Name: Calm before the True Storm
Rank: A
Type: Offensive/Refresh
Description:Katherine puts her hands together in prayer, at that moment all the spells that are on duration up to A-rank immediately stop. And the weather is as if it was normal before she cast any weather changing spells. She then chants a prayer...
Eos Goddess of Storms hear my prayer: Grant them a moment of peace before they know thy fury.
I shall pray for their souls so that after your wrath they will hopefully find peace...
And if by some miracle they are to survive... I shall take my blade and perform my duty.
In which upon completion causes all the spells that had their duration's end immediately return with their duration refreshed to assault the enemy. Katherines allies also receive a small skintight aura that protects them from effects of the storm. This the true storm of Storm Goddess Slayer...
Strengths: Refreshes the duration of all the spells so the weather can assault the enemy at once.
Does not actually have to say the spell, but its a formality to her Goddess. Still needs to actually pray
Removes Friendly fire off all her spells thanks to courtesy of her Goddess.
Weaknesses: Requires Katherine to stand perfectly still for one post which sets her up to take a ton of damage. She needs to be in Prayer even if she doesn't need to chant it out loud.
Gives the enemy 1 post to prepare for impact and await the calming storm.
Cannot attack or have any defensive spells up while its chanting so she can't cheat being hit by that.
Enemy can always use the 1 post chance to run and escape the blast zone of all the spells hitting at once.
Refreshed spells still cost MP to recast them which can be a lot.
Cooldown/Duration: 10 post Cooldown/ 2 post Duration (1 post for the wait and 2nd to release it all again)
- D-rank:
Name: Hasten the Storm
Rank: D
Type: Support
Description: Katherine charges the air with her magic and hasten the atmosphere to acclimate itself again to reuse another spell. This causes a weather effect to speed up and align themselves. This accelerates the spell by 2 posts and makes it available to be cast again.
Strengths: Accelerates a situational spell that the user may need in a hurry.
Can be used to shorten the long absurdly long spell cooldowns
Allows for combat flexibility.
Weaknesses: Actually inefficient by 1 post as in your trading 2 cooldown duration for a 3 spell cooldown on this spell.
A spell with extremely long Cooldown cannot gain benefit from this spell twice, because it can make the spell unstable.
Even if possible spell cannot be used to put a spell to 0 Cooldown. It always rests at 1.
Cannot be used on items Cooldown, only Storm Goddess Slayer Magic
Duration/Cooldown: Instant Duration/ 3 post Cooldown
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Name: Cold Fog
Rank:D
Type: Utility Wind/Water/Cold
Description: Katherine exhales a a extremely cold fog Inside the 50 foot diameter to 10 foot tall fog there is little visibility and the cold air causes Hypothermia to it's targets.
Strengths: *All targets withing the smog suffer from 75% lack of visibility if D-rank, 50% if C, 25% if B and 10% if A. S and above utterly ignore the spell. Lasts while in the smog.
*Target receives the hypothermia status effect upon entering the fog and remains with it until exiting where it will end as per Hypothermia's description.
*Coughing fit causes 1 D-rank of damage,
Weaknesses:*Friendly fire
*D-rank wind spell can simply blow this magic away.
*Hypothermia is cancelled if you have any reasonable heat source.
*Can be countered if target has a way to enhance his senses, treating visibility loss as if she were 1 rank higher.
*Not cold enough to cause frozen status effect to a target.
Duration/Cooldown:3 posts/ 4 posts
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Name: Storm Passage
Rank: D
Type: Supplemental
Description: Katherine puts her hand over her shoulder where the guild seal is and whispers "Please give *insert names* a safe passage through this storm." Upon then a magic sigil appears and a small aura of electrical/wind/water energies flow just above the recipients skin. This gives Katherine's allies protection from the havok she is going to wreak.
Strengths: Protects user from being friendly fired from Katherines spells for said amount of time the rune is one up to B-rank
By channeling through tattoo, she can give bonuses at range to fellow Eclipse Soul members.
Could technically be placed on objects as well.
Weaknesses: While using the seal she stands perfectly in one place for 3 seconds which makes it easy for her to get hit.
It only protects one ally, each additional ally costs an additional 3% MP of magic.
Only works on Eclipse Soul members, other guilds need to be touching her to receive same benefit.
Only protects them for the 2 posts in the storm and thus may deal with the aftermath if they remain.
Duration/Cooldown: 2 posts/4 posts
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Name: Breeze in the wind
Rank: D
Type: Wind
Description: Katherine goes into a meditative pose with her eyes shut and one with the wind. For up to 10 miles she can sense everything through the storms elements and determine the natural weather of this area. By moisture of the air, breeze and electricity in a persons body she can determine location of people and objects of interests in her surrounding.
Strengths: Grants 10 miles of vision in the form of blurred vision (No exact details given).
Can be used to detect people in stealth if they still have a physical form.
Can be used to determine the local weather by studying the movements and humidity within it.
Weaknesses:Has a 50 feet blind spot around her as she is not focused on her body right now. Meaning any punk can just hit her and catch her by surprise.
Defeated by a closed window or any situation natural atmosphere is not allowed in, creating blind spots.
No other spells can be cast at this state
Requires wind so a vaccum can also create blind spots as well.
Duration/Cooldown: Indefinite/ Number of turns spent in state + 3
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Name: Efficient weather
Rank: D
Type: Support
Description: By focusing her magic, Katherine can make a spell use less natural energies of the world and allow a spell to be useable again fast. This allows Katherines storms to not only be fast, but also consistent. This spell will make a single spell that's charged be available quicker by 2 posts.
Strengths: Shorten long cool spells to manageable levels.
Brings back an effective spell that you want again fast.
Allows for great combat flexibility.
Weaknesses: Requires to be used during a spell being cast making user have to predict when to use it.
It is inefficient by 1 post.
Cannot be used on items, only Storm Goddess Slayers spells.
Cannot make a spell have instant Cooldown.
Cooldown/Duration: 3 post Cooldown/ Instant Duration
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Name: Decoy!.
Rank: D
Type: Invisibility
Description: By using water to reflect back light and cause a see through mirage and cutting off the sound in the wind. Katherine can turn invisible for a single second and leave behind a mirage duplicate of self. The mirage is immediately destroyed, but Katherine gets 3 seconds to quietly move away.... that if she is not busted first.
Strengths: Turns Katherine invisible for a couple seconds
Is very silent in process.
Leaves behind a decoy that a person will target.
Weaknesses: Heightened sense of smell will immediately bust Kat for spelling like rain.
Decoy has no consistency so person knows immediately that its a fake.
C-rank mages are not fooled.
Can still be hit by stray AoE spell.
Cooldown/Duration: 5 cooldown/ immediate duration
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Name: Storm Goddesses Dance
Rank: D
Type: Support
Description: Katherine removes air resistance on herself and allows her to move faster by not producing drag. This allows much more freedom of movement upon herself, but can produce the gift to somebody else by touch. This lack of resistance produces a 30% speed buff.
Strengths: Gives a 30% boost to speed, allowing faster strikes and greater movement speed.
Can be transferred to an ally by simply touching them.
Can be used as a good escape tool.
Weaknesses: Harder to stop since air resistance is gone
Harder to turn as well.
Colliding with an object or attack adds an additional D-rank damage
Does not stop gravity.
Loses benefit to self if transferred.
Cooldown/Duration: 5 post Cooldown / 3 post duration
- C-rank:
Name: Healing rain
Rank:C
Type: Healing Water/wind
Description: A mile radius rain cloud enters a the battle field and starts showering on the battlefield. This rain heals wounds and purifies the body of all toxins within the body. Allies the rain feel also calm and relaxed, which quickens their ability to cast their low level spells again. The spell reaches from the clouds in the air to 65 foot diameter in the ground.
Strengths: Heals 1 C-rank worth of damage to all allies.
Removes all C-rank or lower debuffs from allies that are in it
Reduces the Cooldown of all C and D-rank spells by 1 to allies to accelerate being able to be used again. As in, they are in Cooldown already.
Weaknesses: Allies and foes get wet which causes then to take an additional 1 rank damage to all electricity based attacks.
Reduces visibility to everyone by 50% which can put people in danger.
Requires channeling which requires Katherine to stay perfectly still.
Enemies get healed by 1 D-rank as residual rain does get on them.
Duration/Cooldown:1 post/ 4 posts
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Name: Storm uppercut
Rank: C
Type: Offensive/Physical/Electric/Wind
Description: Katherine delivers an electrifying punch that launches a target 35 feet in the air. The electrical punch deal 1 C-rank worth of damage and paralysis status effect. Katherine can then follow up with more attacks while opponent flies in air if fast enough.
Strengths: An attack that not only deals C-rank damage, but gives space for Katherine to do follow up attacks.
Can cause paralysis as the status effect described above.
Each elemental part are subject to their elemental strengths
Weaknesses: Is a melee attack.
Each individual element is subject to the elemental weaknesses separately.
Individual with high enough rank can resist the paralysis
Heavy targets can resist being flung into the air and thus stay on the ground.
Duration/Cooldown:1post/ 4 post
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Name: Cold rain
Rank: C
Type: Offensive/Water/Cold
Description:Temperature suddenly decides to drop rapidly as the clouds start showering over 82 feet of the battlefield. The water soaks everyone wet, but then freezes over the area that was affected. This rain is just before freezing and causes damage by hypothermia. This puts targets in very precarious situations.
Strengths: Target takes 1 C-rank of damage as they are hit with sudden coldness.
Hypothermia status effect is inflicted
Frozen status inflicted if followed up with anything that would make it colder or cast in a cold weather.
Weaknesses: Friendly fire
Hypothermia is countered by heat spell of equal rank.
Frozen status (if afflicted) is countered by strength spell of equal rank
Ground becomes slippery due to the rain, 50% chance for people to slip and fall. Lasts 2 posts afterwards or until dried by any spell. Logic applies as needed.
Duration/Cooldown:1 Post/5 posts
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Name:Storm Mirage
Rank: C
Type: Defensive/Debuff/Storm
Description: Katherine splits into 6 different entities of herself, each a perfect duplicate of herself visually. My using mirages she can confuse the enemy to attack someone a clone that contains a nasty surprise. By causing humidity in the air and letting suns natural light hit it she can blur an area to make a target believe there are multiples of her. By charging it with electricity not only does she create a light source, but puts a nasty surprise from within.
Strengths: When an opponent does a single target attack, attacker needs to roll a 6 sided dice. Upon rolling a 6 is when he succeeds on hitting. This makes it hard to target her.
If a melee attacker hits a wrong a ball of electricity shocks the enemy for C-rank damage.
Can surprise target and land a few good hits without knowing where it came from.
Weaknesses: Mirages cannot use spells, so the cover is blown when caster uses a spell.
Range attacks can avoid the electrical explosion.
AoE can hit more than 1 mirage at a time.
Heightened senses of smell and hearing can detect real mage as well as B-ranked and higher mages with enhanced sight. A-rank mages are not fooled.
Cooldown/Duration: 5 post Cooldown/ 3 post duration.
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Name:Storm Body
Rank: C
Type: Defensive/Debuff/Storm
Description: For a single attack Katherines body disolves into that of a localized storm shaped like her physical form. She does this to phase through a single C-rank attack and possibly go through target to apply status effects to set up for worse combos. Deals D-rank damage to enemy.
Strengths: Avoids a single C-rank or lower attack by allowing it to phase through her.
Applies soaked and Paralysis status effects if touched while in this form.
Allows Kat to fit into cracks and hard to reach places by being immaterial.
Weaknesses: C-rank wind magic will blow user away 10 feet + additional 10 feet per additional rank. Pops her straight out of the magic
Range attackers can avoiding being walked through and get damaged.
Does not stop B-rank or higher spell from affecting her.
Katherine needs to be aware of attack to use this spell.
Cooldown/Duration: 4 post Cooldown/ Instant Duration
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Name:Leech the Storms life
Rank: C
Type: Offensive/Debuff/Storm
Description: Katherine attampts to grapple the enemy, upon succeeding she slowly leeches out the 3 essences of the storm that every living being has. Water (MP), Electricity (HP) and Air (Cooldown). While the gains are very minimal, it is enough to minorly inconvenience the enemy. Deals D-rank worth of continous damage.
Strengths: Deals D-rank of continous damage to the enemy while grappled and heals Katherine's HP by half amount inflicted.].
Destroys 2% MP per turn and gives 1% MP to user of spell.
Increases Cooldown of a single spell by 1, if held for 2 posts the user can lower one of his Cooldowns by 1 post
Weaknesses: While grappling, the user is weak to contact based magics.
Can be stopped with C-rank barriers
The gains are only 50% efficient and thus do not give the full benefit at what was stolen.
Grapple can be broken with a C-rank strength boosting spell.
The Cooldown that suffers a 1 turn penalty is chosen by opponent, meaning they could sacrifice a lower ranked magic to spare the higher ones.
Cooldown/Duration: 7 posts/ 3 posts
- B-rank:
Name: Arctic Winds
Rank: B
Type: Offensive/Cold/Wind
Description: Katherine lets out a cold breath which causes the entire areas temperature to drop as extremely cold winds hit the area. This cold front causes everyone to suffer from hypothermia and take damage from the cold. This affects a 165 feet area and lingers for a while until the worlds natural order fixes it right up.
Strengths: Deals continual B-rank damage to everyone in area.
Causes hypothermia in target and woe be to the person if target is soaked (frozen status inflicted if so).
Cannot be dodged if walked into area, only blocked by barrier spells that wrap around body.
Weaknesses: Countered by any B-rank spells that produces a large amount of heat. Ends spell immediately.
Friendly Fire.
Upon casting Katherine needs to remain still for 1 post or 15 seconds Real time, making it a good time to hit her.
Restricts some of Katherine's spells due to possibility of canceling her own spell.
Duration/Cooldown: 4 posts/ 7 posts
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Name: Fire my Rainbow lasers!
Rank: B
Type: Offensive/Debuff/Lightning/Water
Description: Katherine charges her spell by creating 3 mirrors of floating water in front of her right hand and a conduit of electricity in her left. By using the water as mirrors to focus an electrical beam she uses an electrified laser tantamount to effects of a railgun straight at the target/ Do to the reflection of the mirrors the lightning appears as if it was a laser from a rainbow. However it is not, merely an effect for the eyes.
Strengths: Hits target for B-rank damage at speed of lightning making it hard to dodge.
Inflicts blindness status on the enemy as the light is bright.
Inflicts an additional B-rank damage if moisture was heightened due to a water spell up to 2 turns prior.
Weaknesses: Single target spell that goes in a straight line.
Spell is weaker if a spell was used earlier to heat up the air and has not reacquired its moisture causing the damage to be reduced to C-rank.
Requires one post of charge time making a good time to hit her as she is focusing on this spell.
Has a max range of 120 feet in an utter straight line.
Duration/Cooldown: 2 posts (1 charge and 1 fire) / 5 post
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Name: Skin of the Storm Goddess
Rank: B
Type: Defensive/Offensive
Description: Katherine focuses her magic to wear a miniature storm that is just above the skin. This comes in the form of a silent prayer to Eos to protect her and her allies. By spending additional magical energies, she can protect her allies with this shield. The chaos of the storms however provide random type of shielding as each individual element shifts in the skin. When struck the type of skin that is currently worn is determined by the 6 sided and comparing it to the chart below. The skin changes every turn and thus its effects are changed constantly. This also provides an additional random buff for that particular turn.
1-Wind: Provides a 65% speed boost and physical damage this turn deals additional C-rank physical damage.
2-Lightning: Provides additional C-rank lightning damage to any melee attacks to user, and provides paralysis as if it was a C rank spell.
3-Water: Provides an additional C-rank water damage to any melee attacks and inflicts soaked status.
4-Water/Wind: Provides an additional C-rank damage to any melee attacks and melee attacks inflict hypothermia status as if a C-rank spell.
5-Water/lightning: Flashes like a electrified flashbang, causing blindness to enemies as if a C-rank spell
6- Recipients choice: Player selects what element he/she wants this turn.
Strengths: Buff is random, creating trouble to pinpoint an elemental weakness.
Blocks 2 B-rank spells before dissipating.
Can change to an element that is strong elementally to the opponent and cause the spell to be treated as if it was 1 rank lower.
Weaknesses: Can change into an element that actually is weak elementally to the opponents they are fighting, causing an additional rank of damage to the armor.
Dual elements mean weaknesses to 2 elements and thus can be a fatal flaw
Costs an additional 5% mana per person she wants to give this spell to including herself.
Does not Block A-rank of higher spells.
To cast Katherine needs 1 post to pray.
Duration/Cooldown: 5 posts/ 9 posts
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Name: Boiling Rain
Rank: B
Type: Offensive/Debuff/Water
Description: Katherine raises an arm in the air and calls down the rain filled that is so hot that it acts like effects of boiling water if hit with it. This will scald flesh and cause severe burns on the targets body. Due to the heat and nature of water, it sticks to a persons clothes that continues damaging afterwards. It even ignores magical barriers by using its malleable shape to slip in through the cracks.
Strengths: Water will slip through barriers and armor due to the nature of the spell unless specifically targeted against water magic
Applies soaked status on the enemy even if it is hot.
Deals continuous C-rank damage per post as rain falls on you and an additional
Weaknesses: Stripping soaked clothes or any absorbent (drying via wind or evaporation works too) materials will stop the skin from burning per turn after escaping.
Friendly fire is applicable.
Cancels Hypothermia.
Unless used with a A-rank cold-based spell, this cannot be used to inflict frozen status.
By having a durable cover over your head will prevent it from hitting you.
Cooldown/Duration: 10 posts Cooldown/ 4 post Duration
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Name: Dance of the Tornadoes
Rank: B
Type: Offensive/Entrapment/Wind
Description: User outstretches her arms and starts spinning in circles forming a 100 foot diameter tornado around her that moves at 100 MPH. Targets caught in tornado take continual C-rank damage and trapped as they are thrown around like ragdolls. Damage is on a per post basis.
Strengths: Continual C-rank damage to the enemy if trapped inside.
Target is trapped in the tornado for the duration of the spell and can be flung out when duration is over for a final C-rank of damage.
Acts like a crude barrier of sorts to the caster as she is in center of the tornado.
Weaknesses: Friendly Fire Applicable.
Center of tornado has the caster which dissipates tornado if hit hard enough to stop her spinning.
2 B-rank damage is enough to dissipate the tornado whether from inside or out.
Mages that weight themselves down sufficiently with a B-rank spell can walk in tornado and not be trapped in it.
Cooldown/Duration: 7 post Cooldown/ 4 post Duration.
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Name: Thunderclap
Rank: B
Type: Offensive/Debuff/Sonic
Description: This spell adds an extremely loud Thunder when lightning strikes that adds 1 B-rank worth of sonic damage. his Thunder also deafens the target causing loss of hearing and balance as the eardrums get overloaded. The sonic boom will reach out to 50 feet before dissipating.
Strengths: Gives Electric spells added sonic B-rank damage for those tough nuts to crack mages.
Deafened targets cannot hear possible instructions from allies.
When a mage is hit by spell they are required to roll a 6 sided dice for next 3 posts. On a 1 or 2 the mage falls down from lack of balance due to overloaded eardrums. -1 per rank for higher ranked mages than this spell.
Weaknesses: Needs to be used in conjuction with a lightning spell.
Deafened status loses 1 post duration if target covered ears before the sonic boom hits.
Deafened status is removed by a healing spell of equal rank to this spell.
Friendly Fire.
Cooldown/Duration: 6 posts Cooldown/ Instant Duration.
- A-rank:
Name: Storm Angel Apotheosis
Rank: A
Type: Self-buff Mode
Description: Katherine closes her eyes and reaches deep into her soul to pull out that fragment of divinity in her by sparking her nervous system (electricity), pumping her blood faster (water) and accelerate the oxygen she breathes. She requires so much magic that this is only possible when she is God Forcing. Suddenly she cries out in pain as 2 black wings made of black lightning rip out of her back. The process is extremely painful, but with it causes a surge of power to course through her body. In this mode her clothes are constantly rippled by the wind, her breath as cold as winter, water condensing off her skin and the black lightning from her wings. For a while her power increases and the mortals of Fiore witness the power of a servant of the Goddess Eos. She is her servant and will not fail in her duty. The angelic blood that pumps in Katherine's veins do not allow for such failure and thus hardens her mind, body and soul for the task. Thus the enemies of the Gods will be judged.
Strengths:
All B-rank and lower spells damage/healing/buffing/status effects are treated as if they were a spell one rank higher than their current rank.
Katherine's physical strength also increases, dealing additional B-rank damage physical per punch.
Incapable of suffering any debilitating status effects that affect her mentally, physically or spiritually. Her body metabolism accelerating so fast that it negates these effects.
Weaknesses: Katherine loses 5% of her health upon activating this spell, causing damage to herself as the wings literally rip out of her body.
Requires God Force to even activate.
Ends when God Force is done thus making it difficult to suffer the effects afterwards.
Leaves Katherine completely exhausted after it is used and thus requires 1 turn to gasp for air. She then moves at 75% movement speed lost as her nerves are recovering.
Most people will use it to finish her off.
Duration/Cooldown: God Force/thread
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Name: Lightning Strikes twice
Rank: A
Type: Offensive/Lightning/Water
Description: As if out of nowhere a lightning storm forms overhead everyone and starts a downpour on everyone friends and foes alike. After a while strikes everyone equally as well, using the fact that everyone is soaked to cause additional damage. For the duration of spell, the possibility of another lightning bolt hitting a target additional times occur per round of duration.
Strengths: Everyone receives the soaked status upon first turn of this spell. This persists even after duration is over.
Lightning strikes down on everyone for A-rank of damage, causing paralysis and travels at 224,000 mph.
Upon getting lightning struck at post 2, every following turn of this duration everyone must roll the sites 6 sided dice. Upon rolling a 1, lightning strikes you again a second time. This second lightning strike autohits and needs to be blocked instead.
Weaknesses: *The first post of duration is the rain storm concurring, causing her to need to stand still and channel. She must stand still at this time when casting the spell.
*If target can prevent from receiving soaked status, then the damage from this spell is considerably lower. This can be as easy as having an umbrella or getting into sufficient cover.
*Friendly fire.
*If one gets hit by lightning a second time, then no more additional rolls are needed on that person.
Duration/Cooldown: 5 Duration/ 8 Cooldown
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Name: Storm Goddess Bellow
Rank: A-rank
Type: Offensive/Debuff/Storm
Description: Katherine takes a deep breath and lets out a shout, unleashing the storms fury upon his enemies. Their bodies have to withstand everything nature can bring to them and the effects will be apparent upon exiting. The effects are as if blasted by cold winds, water and electricity in chaotic blast.
Strengths: Inflicts A-rank damage in a 200 feet cone with a 12 foot diameter
Element and Status Effect depends on the 1d6 die roll.
1- Water- Inflicts soaked
2- Electricity- Inflicts paralysis
3- Wind- Inflicts hypothermia
4-Water/Wind- Inflicts Frozen Status after 1 post.
5-Water/Electricity- Inflicts paralysis as if 1 rank higher
6-Wind/Electricity- Inflicts hypothermia and paralysis as if both were 1 rank lower.
Utterly melts right through D and C rank barriers and although blocked by a B-rank barrier, it only stops the damage. Status effects go through it.
Weaknesses: Friendly fire if allies are caught in the blast area.
Can be blocked by an A-rank barrier spell completely
Shout is so powerful that it pushes Katherine back 10 feet, but otherwise has to stand still for duration of spell.
If anyone has seen a slayers shout, then this can be predictable and thus smart/quick people can avoid it.
Duration/Cooldown: 1 post/5 post
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Name: Cold Front
Rank: A
Type: Offensive/Cold/Wind
Description: A massive gust of freezing Air descends on the area, freezing every source of liquid that is on the immediate vicinity. This massive wave of frozen winds hit at speeds of 100 MPH and causes a devastation as sources of water freeze and targets suffer Hypothermia. The winds stick around for a while, but winds calm down after initial blast. Blasts a 35 cubic meter cube of a volume.
Strengths: Immediately freezes any source of A-rank or lower water for duration of magic.
Deals A-rank damage for the first post.
If target is soaked then Frozen status is afflicted, but otherwise hypothermia is given
Weaknesses: Damage is a sudden burst, but then sputters to do D-rank damage.
Heat source of equal rank or higher cancels any frozen or hypothermia status inflicted.
Friendly fire.
Can be countered by wind of equal rank or higher.
Cooldown/Duration: 8 Cooldown/ 4 Duration
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Name: Storms of life
Rank:A
Type: Resurrection/Storm
Description: The human body is a perfect representation of a storm. Their lungs breathe air, their heartbeat pumps blood derived from water and the nervous system has a spark of electricity. With that reasoning, what was to stop Katherine from using her magic to cheat death? By causing a healing rain to drip on them (and nearby allies within the 50 diameter), followed by breathing magical air in the lungs and finalized with a shock of electricity. Katherine brings them back to working condition all over again.
Strengths: Localized healing rain heals 15% of nearby allies.
Brings back a single player that has reached 0 HP and brings them back to fight with 10% HP and MP.
Removes allies physical debuffs that are placed on them except S rank and above.
Weaknesses: Requires 1 turn of uninterrupted work to resurrect someone, interrupting will cause spell to fail.
Cannot Ressurect anyone thats been dead for 4 posts and body needs to be realistically fixeable.
Healing rain will also heal enemies by 15% HP
Will also remove their debuffs as well.
Does not work on undead PC characters as they dont have living biology
Cooldown/Duration: 10 post Cooldown/ 1 post
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Name: Storm Godesses Counter
Rank: A
Type: Offensive/Defensive/
Description: Katherine forms barriers made from concentrated on her forearms and blocks a single melee based strike from the enemy whether it be unarmed or with a weapon. With lightning reflexes katherine blocks a single attack, negating its effects and allowing for a quick follow up from the other arm. The concentrated stom is so intense that it can break lesser ranked weapons or damage the attacker before the follow up punch.
Strengths: Reacts with lightning fast reflexes to negate any melee based attack whether it be a spell or other source that is A-rank or lower.
If the weapon is of Strong quality or weaker (Or a requip weapon that's B-rank or lower), the storm instantly shatters the weapon. Unarmed attacks that are B-rank or lower suffer from B-rank damage.
The following up attack is lightning fast and deals additional C-rank damage to enemy.
Weaknesses: Anything faster than lightning cannot be countered this way and can dodge follow up attack easily.
A rank requip weapons and Legendary weapons do not suffer any damage. Neighter to A-rank unarmed strikes as the 2 energies negate each other.
Does not stop ranged attacks whatsoever
The counter is elementally weak against earth magic
Cooldown/Duration: 5 post Cooldown/ Instant duration
Last edited by Katherine Wickfield on 14th January 2015, 11:15 pm; edited 51 times in total