Primary Magic: Water Magic
Caster or Holder: Caster
Description: In many practices of water magics, there is an emphasis on healing and support rather than actual fighting. In Ambrosia's case, more care is given to the sheer power and versatility of water, rather than it just taking a backseat to all the rest.
Strengths:
- Quite effective for mid-ranged and long-distance combat.
- At full-strength, it is strong enough to cut through steel.
- Can be very useful in situations where crowd control is needed.
- Quite effective against fire magic.
Weaknesses:
- Not the best for close-range combat.
- Since she focuses more on the offensive power of water, she is provided less defense.
- Can be deflected by wind, earth, or similar magic.
- With certain spells, allies could get caught in the backwash.
- Most spells do their damage in one go, so it's really hit or miss.
Lineage: Arm of Destiny
Unique Abilities: The user can call forth a powerful laser of light energy to decimate whatever lies ahead of them. 100 meter range.
In her dark state, the effect is the same, except it calls upon the eddies of darkness for power.
Spells:
Spell Template
Name: Hydro Blade
Rank: D
Type: Water, Offensive
Description: This is her most basic move. Ambrosia thrusts her arms back, chanting the name of the spell. Light blue magic circles appear on both of her hands, and two long streams of water flow forward along her arms, which she then uses to whip at her opponent(s). Duration of 3 posts, cooldown of 4 posts. Max. range of 3 meters.
Strengths:
- Can be used for close-ranged to mid-range combat.
- Powerful and precise enough to cut through D-rank steel if she cranks the spell out at full power.
- Instant casting.
Weaknesses:
- Used alongside physical fighting, so if she's weak physically or her opponent is more skilled at fighting hand-to-hand than her (which wouldn't be too hard) this move won't be too useful.
- It is very possible to hit an ally with this spell, so much so that it has in fact happened. On multiple occasions.
- Can be dodged by someone fast with quick anticipation of melee moves.
- Does not offer any buffs or boosts.
Name: Hawaiian Punch
Rank: D
Type: Water, Offensive
Description: Ambrosia rears back her left hand, chanting the name of the spell then punching out towards her opponent. A light blue magic circle as large as her body appears, and a wave arches up before rushing forward. Duration of one post, cooldown of 4 posts. Max. range of 10 meters, speed of 2 meters per second.
Strengths:
- Leaves the enemy(ies) (up to C-rank) affected dazed for one post.
- Can take down multiple enemies and is effective for crowd control.
- Good for putting out flames.
Weaknesses:
- Also capable of sweeping Ambrosia's allies into the fray.
- Has a casting time of five seconds.
- Does not offer any buffs to Ambrosia or allies.
- Not very effective against earth, steel, or similar solid magics.
Name: Malestrom
Rank: D
Type: Water, Healing, Defensive
Description: Ambrosia clasps her palms together, focusing her magic energy as she spreads her arms out to her sides, a ring of water and bubbles springing up around she and her allies. Two light blue magic circles appear at her palms when the spell is complete. The water swirls around them, providing knockback from enemies as it heals. Duration of two posts, cooldown of six posts. Max. range of 5 meters.
Strengths:
- Buffs Ambrosia and her allies' health by 5%.
- Knocks back D and C-rank enemies.
- Protects Ambrosia's allies from 2 D-rank spells.
Weaknesses:
- Casting time is 5 seconds.
- Drains Ambrosia's MP by 10% per use.
- Can be broken after fully cast by a strong enemy.
- If she is hit at any time before the spell finishes, it will cancel.
- Does not do any damage.
Name: Avestrucera Stage Out!
Rank: D
Type: Water, Offensive
Description: Ambrosia chants the spell name, a small light blue magic circle appearing in her hand as she forms a bolas out of water. She then whips it at her opponent, tangling them up. Duration of one post, cooldown of three posts. Bolas is about 2 feet long, range of 7 meters.
Strengths:
- Binds a D to C-rank enemy for one post.
- Very effective against fire magic.
- Casts instantly.
Weaknesses:
- Can be blocked/negated with solid magic like earth, steel, etc.
- Can be dodged.
- Usable against only one enemy at a time, leaving her open to attack if against multiple enemies.
- Though Ambrosia is skilled with the bolas, she is not above tangling up an ally instead...or in case of a boomerang effect, herself.
Caster or Holder: Caster
Description: In many practices of water magics, there is an emphasis on healing and support rather than actual fighting. In Ambrosia's case, more care is given to the sheer power and versatility of water, rather than it just taking a backseat to all the rest.
Strengths:
- Quite effective for mid-ranged and long-distance combat.
- At full-strength, it is strong enough to cut through steel.
- Can be very useful in situations where crowd control is needed.
- Quite effective against fire magic.
Weaknesses:
- Not the best for close-range combat.
- Since she focuses more on the offensive power of water, she is provided less defense.
- Can be deflected by wind, earth, or similar magic.
- With certain spells, allies could get caught in the backwash.
- Most spells do their damage in one go, so it's really hit or miss.
Lineage: Arm of Destiny
Unique Abilities: The user can call forth a powerful laser of light energy to decimate whatever lies ahead of them. 100 meter range.
In her dark state, the effect is the same, except it calls upon the eddies of darkness for power.
Spells:
Spell Template
Name: Hydro Blade
Rank: D
Type: Water, Offensive
Description: This is her most basic move. Ambrosia thrusts her arms back, chanting the name of the spell. Light blue magic circles appear on both of her hands, and two long streams of water flow forward along her arms, which she then uses to whip at her opponent(s). Duration of 3 posts, cooldown of 4 posts. Max. range of 3 meters.
Strengths:
- Can be used for close-ranged to mid-range combat.
- Powerful and precise enough to cut through D-rank steel if she cranks the spell out at full power.
- Instant casting.
Weaknesses:
- Used alongside physical fighting, so if she's weak physically or her opponent is more skilled at fighting hand-to-hand than her (which wouldn't be too hard) this move won't be too useful.
- It is very possible to hit an ally with this spell, so much so that it has in fact happened. On multiple occasions.
- Can be dodged by someone fast with quick anticipation of melee moves.
- Does not offer any buffs or boosts.
Name: Hawaiian Punch
Rank: D
Type: Water, Offensive
Description: Ambrosia rears back her left hand, chanting the name of the spell then punching out towards her opponent. A light blue magic circle as large as her body appears, and a wave arches up before rushing forward. Duration of one post, cooldown of 4 posts. Max. range of 10 meters, speed of 2 meters per second.
Strengths:
- Leaves the enemy(ies) (up to C-rank) affected dazed for one post.
- Can take down multiple enemies and is effective for crowd control.
- Good for putting out flames.
Weaknesses:
- Also capable of sweeping Ambrosia's allies into the fray.
- Has a casting time of five seconds.
- Does not offer any buffs to Ambrosia or allies.
- Not very effective against earth, steel, or similar solid magics.
Name: Malestrom
Rank: D
Type: Water, Healing, Defensive
Description: Ambrosia clasps her palms together, focusing her magic energy as she spreads her arms out to her sides, a ring of water and bubbles springing up around she and her allies. Two light blue magic circles appear at her palms when the spell is complete. The water swirls around them, providing knockback from enemies as it heals. Duration of two posts, cooldown of six posts. Max. range of 5 meters.
Strengths:
- Buffs Ambrosia and her allies' health by 5%.
- Knocks back D and C-rank enemies.
- Protects Ambrosia's allies from 2 D-rank spells.
Weaknesses:
- Casting time is 5 seconds.
- Drains Ambrosia's MP by 10% per use.
- Can be broken after fully cast by a strong enemy.
- If she is hit at any time before the spell finishes, it will cancel.
- Does not do any damage.
Name: Avestrucera Stage Out!
Rank: D
Type: Water, Offensive
Description: Ambrosia chants the spell name, a small light blue magic circle appearing in her hand as she forms a bolas out of water. She then whips it at her opponent, tangling them up. Duration of one post, cooldown of three posts. Bolas is about 2 feet long, range of 7 meters.
Strengths:
- Binds a D to C-rank enemy for one post.
- Very effective against fire magic.
- Casts instantly.
Weaknesses:
- Can be blocked/negated with solid magic like earth, steel, etc.
- Can be dodged.
- Usable against only one enemy at a time, leaving her open to attack if against multiple enemies.
- Though Ambrosia is skilled with the bolas, she is not above tangling up an ally instead...or in case of a boomerang effect, herself.
Last edited by Ambrosia on 21st February 2015, 2:19 am; edited 2 times in total