Secondary Magic: None
Caster or Holder: Caster
Description: Elemental Detonation magic is based around the ability to forcibly destabilize a given element til it discharges its energy resulting in an explosion.The truly terrifying thing about this magic is the detonated element maintains any properties it possessed just prior to its detonation allowing for combat against slayers as it is still their element just discharged in a way they hadn't wished for. This magic is almost exclusively combat effective and combos well with the spells of other elemental Wizards but is not entirely dependent upon them as the user can still detonate surrounding elements (dirt,puddles,campfires, etc.),the magic used is merely the catalyst for the explosion the element used provides the energy .The capability for combat of this magic is expressed as both devastating targeted attacks in the form of Micro detonations and widespread chaining AoE attacks in the form of Macro detonations.
Innate Abilities:
None
Aura Type:
Locked until B
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change its size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
Lineage:
Dragon Spirit:
Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his new found power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. Can avoid all traps during the duration.
Usage: The Active Ability can be used to actually predict events ahead for 3 posts and can only be used once per thread. The Passive Ability works as an additional sense that tells the user something is wrong, but without revealing any details.
Unique Abilities:
- Elemental Awareness:
- This passive ability allows its user to inherently know the location,strength,size(In the case of objects), and type of all mastered elements within his casting range. This would function similar to something along the lines of ESP as it is purely a mental awareness and does not require sight, sound, or other forms of perception to function.
- Enhanced Intelligence:
- Due to the unusually large amount of focus and directed will used during the casting of elemental detonation spells, the user's mind has become incredibly adept at multitasking and other mental tasks. This allows for a slightly sped up sense of perception and quick calculation and planning while in or out of stressful situations.
- Elemental Degradation:
- Through constant casting,the user's body has began to accumulate something of an negative aura that radiates from just over the top of their skin.The aura itself is not visible without some form of elemental perception.This ability allows the user to break down natural elements at a touch, causing them to degrade and fall apart harmlessly. The aura can be switched on and off at will and deals user rank equivalent damage per post on touch. Cannot be used against spells or magical items.
- Casting Range:
- Cast Range:
D-up to 20yrds
C-up to 30yrds
B-up to 50yrds
A-up to 70yrds
S-up to 90yrds
H-up to 120yrds
- D-Rank spells:
Name: Fire Detonation
Rank: D
Type: Fire,Force,Offense/Counter
Description:
Micro:The smaller form of fire detonation is the equivalent of a fire based hand grenade of the same color as the flame being detonated dealing D-rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the flame for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Single target only.
Macro:The larger form of fire detonation is the fiery equivalent of a couple of sticks of dynamite dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area. Its casting requires the user to focus on the flame for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode. Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change the size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
-Elemental Weakness Water:Detonations of this type possess a weakness to water based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Duration:Instant
-Cooldown time:Two Posts
Name: Water Detonation
Rank: D
Type: Water,Force,Offense/Counter
Description:
Micro:The smaller form of water detonation is the equivalent of a water based hand grenade of the same color as the water being detonated dealing D rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the water for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode. Single target only.
Macro:The larger form of Water detonation is the water based equivalent of a couple of sticks of dynamite dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area.. Its casting requires the user to focus on the water for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change the size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
-Elemental Weaknesses Fire and Lightning:Detonations of this type possess a weakness to lightning or fire based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Duration:Instant
-Cooldown time:Two Posts
Name: Air Detonation
Rank: D
Type: Air,Force,Offense/Counter
Description:
Micro:The smaller form of Air detonation is the equivalent of a Air based hand grenade being detonated dealing D rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the air for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Single target only.
Macro:The larger form of Air detonation is the air based equivalent of a couple of sticks of dynamite dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area.. Its casting requires the user to focus on the flame for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode. Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change the size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
-Elemental Weakness Earth:Detonations of this type possess a weakness to earth based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Duration:Instant
-Cooldown time:Two Posts
Name: Earth Detonation
Rank: D
Type: Earth,Force,Offense/Counter
Description:
Micro:The smaller form of earth detonation is the equivalent of a earth based hand grenade of the same color as the earth being detonated dealing D rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the earth for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode. Single target only.
Macro:The larger form of earth detonation is the earth based equivalent of a couple of sticks of dynamite dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area.. Its casting requires the user to focus on the earth for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change the size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
-Elemental weakness Air:Detonations of this type possess a weakness to air based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Duration:Instant
-Cooldown time:Two Posts
Name: Metal Detonation
Rank: D
Type: Metal,Force,Offense/Counter
Description:
Micro:The smaller form of metal detonation is the equivalent of a hand grenade of the same color as the metal being detonated dealing D rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the metal for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Single target only.
Macro:The larger form of metal detonation is the shrapnel filled equivalent of a couple of sticks of dynamite dealing dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area. Its casting requires the user to focus on the metal for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change the size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
-Elemental Weakness Lightning: Detonations of this type possess a weakness to lightning based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Duration:Instant
-Cooldown time:Two Posts
Name: Ice Detonation
Rank: D
Type: Ice,Force,Offense/Counter
Description:
Micro:The smaller form of Ice detonation is the equivalent of a hand grenade of the same color as the Ice being detonated dealing D rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the Ice for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Single target only.
Macro:The larger form of Ice detonation is the icy shrapnel filled equivalent of a couple of sticks of dynamite dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area.. Its casting requires the user to focus on the ice for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Variable attack sizes:Can use the micro or macro form of a spell to change the size of the blast.
-Elemental defense penetration:Elemental shielding can be used as a detonation target,providing little defense.
-Quick cast time:Detonations are the magical expression of the users will requiring no hand gestures or flashy mumbo jumbo.
Weaknesses:
-Elemental proximity:Need to be within range of a mastered element to use a detonation.
-Lack of defense spells:This type of magic possesses no outright defensive spells.
-Property Damage: Explosions are the archenemy of most buildings and nice things.
-Non Elemental:Cannot detonate any spell that the user has not mastered the element of.
-Friendly fire:spells can hit both myself and allies.
-Loss of Focus: Users who lose focus while casting can produce results that they didn't expect, often times bad results.
-Elemental Weakness Fire: Detonations of this type possess a weakness to fire based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Duration:Instant
-Cooldown time:Two Posts
Name:Lightning Detonation
Rank: D
Type: Lightning, Force, Offense/Counter
Duration:Instant
Cooldown:2 posts
Description:
Micro:The smaller form of Lightning detonation is the equivalent of a electrical based hand grenade of the same color as the lightning being detonated dealing D-rank damage in a 5ft x 5ft area. Its casting requires the user to focus on the lightning for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode.Single target only.
Macro:The larger form of Lightning detonation is the shocking equivalent of a couple of sticks of dynamite dealing D and a half-rank damage in a 10ft x 10ft area for each target in the original area. Its casting requires the user to focus on the lightning for just a brief instant, using his magic to disrupt the elemental matrix of a target or object making it unstable enough to explode. Targets all within its area of effect.
Strengths:
-Effective against slayers:If their own magic is detonated it cannot be consumed by slayers.
-Lightning Rod:Targets made of or wearing a conductive substance that are hit by this spell recieve 10% more damage per individual explosion.
-Destructive Storm:If used in a sizable lightning storm this spell is capable of large scale destruction due to its ability to chain.
Weaknesses:
-Elemental proximity:Need to be within range of a lightning based target to use a detonation.
-Elemental Weakness Earth:Detonations of this type possess a weakness to Earth based spells.
-Macro cost: The Macro version of this spell costs 25% more then a standard spell of this rank.
-Nonconductive: Nonconductive or grounded targets take 25% reduced damage from this spell.
-Magnetic shift: The areas hit by this spell are subject to strange magnetic changes that may be permanent.(Strange compass readings, flickering lights,etc.)
Name: Light Detonation
Rank: D
Type: Light,Counter,Debuff
Duration:1 post for Micro, 2 for Macro
Cooldown:2 posts for Micro, 3 for Macro
Description:
Micro:The micro version of this spell works much the same way as the other basic micro detonations(D Ranks)in that it breaks down a single target element source that is focused upon by its user until it becomes unstable and explodes. With light however the process has no physical force and therefor does no damage.However it does create an incredibly bright flash of light that lasts for one post and covers a 5x5ft area that will cause any targets to become temporarily blind for as long as they remain in the area and up to one post after leaving the area of effect or having it dissipate.Single light based target only.
Macro: The macro version of this spell works much the same way as the other basic macro detonations(D Ranks)in that it breaks down several targeted element sources until they become unstable and explode. With light however the process has no physical force and therefor does no damage.However it does create an incredibly bright flash of light that lasts for two posts and covers a 10x10ft area that will cause any targets to become temporarily blind for as long as they remain in the area and up to one extra post per every three targets detonated after leaving the area of effect or having it dissipate.Multiple light based targets only.
Strengths:
Soundless-Due to it being light particles being detonated, this spell produces very little actual sound.
Non violent-This spell deals no damage.
Blindness-This spell can cause temporary blindness.
Weaknesses:
Dark Magic-This spell can be dispelled by a Dark or Shadow type spell if it is at least equal rank.
Dark Environments-Areas with no sources of light make casting this spell impossible.
Increased Macro CD and Cost-The Macro version of this spell has a longer cooldown then most other detonations of this rank and cost 25% more MP then its Micro counterpart.
Shades-Heavily tinted eye wear can prevent a person from being blinded.
Name: Dark Detonation
Rank: D
Type: Dark,Counter,Debuff
Duration:1 post for Micro, 2 for Macro
Cooldown:2 posts for Micro, 3 for Macro
Description:
Micro:The micro version of this spell works much the same way as the other basic micro detonations(D Ranks)in that it breaks down a single target element source that is focused upon by its user until it becomes unstable and explodes. With darkness however the process is quite strange, having no physical force and therefor doing no damage.However it does create a bubble of pure darkness that lasts for one post and covers a 5x5ft area that will cause any targets to become temporarily blind for as long as they remain in the area.Targets who are within the initial area of effect also receive the shadow cling effect which is explained further in the strengths of this spell.Single Dark based target only.
Macro: The macro version of this spell works much the same way as the other basic macro detonations(D Ranks)in that it breaks down several targeted element sources until they become unstable and explode. With Darkness however the process is quite strange, having no physical force and therefor doing no damage.However it does create a bubble of pure darkness that lasts for two posts and covers a 10x10ft area per targeted source and will cause any targets caught within to become temporarily blind for as long as they remain in the area.Targets who are within the initial area of effect also receive the shadow cling effect which is explained further in the strengths of this spell. Multiple Dark based targets only.
Strengths:
Soundless-Due to it being darkness being detonated, this spell produces very little actual sound.
Non violent-This spell deals no damage.
True Blindness-This spell can cause temporary blindness and prevents natural sources of light from functioning within its area of effect for the duration.
Shadow Cling-Anyone who is caught in the area of this spell has darkness cling to their very body, causing them to leave shadowy prints on everything they touch or walk over for the duration, making them much easier to track. The duration for micro is one post after the target leaves the area or it dissipates, Macro is one post for every three targets within the initial area of effect.
Weaknesses:
Light Magic-This spell can be dispelled by a Light type spell if it is at least equal rank.
Shadow Mages-Shadow mages of equal or greater rank are unaffected by the blinding effect of this spell.
Increased Macro CD and Cost-The Macro version of this spell has a longer cooldown then most other detonations of this rank and cost 25% more MP then its Micro counterpart.
Alternative senses: Those with an enhanced sense of hearing or smell can still function at fairly normal levels within this spell's effect.
Flight:The use of flight magics render the shadow cling ability worthless as the subject does not touch anything and therefor will not leave a trail.
Name:Wood Detonation
Rank: D
Type: Wood,Offense/Counter,Debuff
Duration:Instant
Cooldown:2 Posts
Description:
Micro:A Micro Wood detonation breaks down a single wood based target or spell til it detonates into a controlled blast of splinters covering an area that can be anything from 3x3in to 5x5ft in size. This spell deals D rank damage, can pierce soft cover, and due to the incredible preciseness with which it can hit can be used to target a persons limbs, slowing their movements with that appendage by 20% for a period of up to two posts or until the offending pieces of wood are removed from the targets flesh. Single target only.
Macro:A Macro Wood detonation breaks down multiple wood based targets or spells til they each detonate in a controlled blast of splinters that covers an area from 3x3in to 10x10ft for each target detonated. This spell deals D rank damage per target in it's initial area, can pierce soft cover, and due to the incredible preciseness with which it can hit can be used to target multiple persons limbs, slowing their movements with that appendage by 20% for a period of up to two posts or until the offending pieces of wood are removed from the targets flesh. Multiple targets only.
Strengths:
-Controlled Blast:Can be directed towards a single person without fear of hitting others
-Pained Movement:Even after the movement effect is worn off the subject will still feel pain with every body movement until the splinters are removed.(No actual damage but can definitely affect concentration)
-Soft Cover Penetration:The splinters from this spell can pierce soft cover of a nonmagical nature.(Cloth, Bushes, Etc.)
Weaknesses:
-Fire Magic:Magic with a fire or heat base can easily turn the splinters to ash, rendering them useless.
-Low Damage: This spell has a lower amount of damage then most of the other detonations of the same rank.
-Hard Cover:Hiding behind such things as stone or metal will prevent damage from this spell.
-Desert Areas:Due to a decided lack of trees, using this spell in a desert like area usually requires wood to be brought along.
- C-Rank Spells:
Name: Firestorm Detonation
Rank: C
Type: Fire, Air, Force, Offensive, Combo
Duration:1 post for Micro, 2 posts for Macro
Cooldown:4 posts
Description:
Micro:Detonating Fire and Air in combination, the caster is able to use the influx of oxygen from the air detonation to feed the flames of its fire counterpart and create a single localized firestorm.(Think fire tornado.)The Micro version's firestorm covers up to a 10x10ft area,is 10ft tall, deals C-Rank damage in its area per post, and pulls those caught within to the center of its effect for up to 1 post or until dismissed by the caster.Objects of the "Weak" catagory caught within the firestorm's area are destroyed due to the extreme heat produced by this spell.Single target only.B-Rank or higher mages are not subject to the vortexes pull effect.
Macro:Detonating Fire and Air in combination to greater effect, the caster is able to use the influx of oxygen from the air detonation to feed the flames of its fire counterpart and create a localized firestorm for each Fire based target within its initial 20x20ft area of effect.The Macro version's firestorms each cover up to a 10x10ft area, are 15ft tall, deal C-Rank damage in its area per post, and pulls those caught within to the center of its effect for up to 2 posts or until dismissed by the caster.Objects of the "Weak" catagory caught within any firestorm's area are destroyed due to the extreme heat produced by this spell.Requires at least two fire based targets to be within its area of effect for this spell to be cast.B-Rank or higher mages are not subject to the vortexes pull effect.
Strengths:
-Shared Strengths:Shares the strengths of both of the spells that it is comprised of.(Fire Detonation and Air Detonation)
-Deoxygenation:The fire from a firestorm burns hot enough to use up all the oxygen in a given area and may cause suffocation even if a target is unharmed by the fire itself.
-Influx Pull:Due to the huge amounts of air being pulled in to support the flames those who are within 5 feet of the edge of a firestorm's area are likely to be pulled in as gale force winds are dragged into the center of the storm and consumed.
Weaknesses:
-Shared Weaknesses:Shares the weaknesses of both of the spells it is comprised of.(Fire Detonation and Air Detonation)
-Outside Casting:Due to the unique conditions required to create a firestorm, this spell cannot be used indoors.
-Complete Vacuum:Without air this spell is impossible to cast.
-Lack of Stealth:Because of the size and nature of this spell it is almost impossible to hide from anyone who isn't both blind and deaf;a highly unlikely scenario in a wizard's day to day life.
Name:Gaia Detonation
Rank: C
Type: Earth, Metal, Offensive, Combo
Duration:Damage is instant, Status effects last 3-6 posts
Cooldown:4 Posts
Description:
Micro:Detonating Earth and Metal in combination, the caster is able to use the explosion from a single subterrain earth based target to crack the ground.Following quickly with its metal counterpart, a plume of pressurized metal dust is sent forth from the opening to cover a 10x10ft area. The dust from this attack is made of fine metal particulates that are found scattered everywhere across the world in small quantities. Damage from being caught in the area of a Gaia Detonation is actually quite low;being only D-Rank but anyone without proper protective gear or spells who is caught in the area is subjected to an inability to speak or see which lasts for 3 posts due to breathing in the dust and having it get in their eyes.
Macro:Detonating Earth and Metal in combination, the caster is able to use the explosions from multiple subterrain earth based targets to severely crack the ground.Following quickly with its metal counterpart, a plume of pressurized metal dust is sent forth from the openings to cover a 10x10ft area for each earth based target detonated in its original 10x10ft area . The dust from this attack is made of fine earth and metal particulates that are found scattered everywhere across the world in small quantities. Damage from being caught in the area of a Gaia Detonation is actually quite low;being only D-Rank. Anyone without proper protective gear or spells who is caught in the area is subjected to an inability to speak or see which lasts for 3 posts due to breathing in the dust and having it get in their eyes, an additional post of these two status effects are added for each earth based target used in this spell up to a maximum of 6 total posts of duration.
Strengths:
-Shared Strengths:Shares the strengths of both of the spells that it is comprised of.(Earth Detonation and Metal Detonation)
-Blindness:Able to cause an opponent to become temporarily blind.
-Mute:Able to cause an opponent to become temorarily mute.
Weaknesses:
-Shared Weaknesses:Shares the weaknesses of both of the spells it is comprised of.(Earth Detonation and Metal Detonation)
-Magnetisim:Users of a magic that can manipulate magnetism are unaffected by the status effects of this spell.
-Reduced damage:Compared to other detonation spells of its rank, purely on damage dealing abilities, Gaia is the weakest.
-Air Currents: If the flow of air in an area is strong the dust cloud cannot form and is therefor useless.
Name: Frostflow Detonation
Rank: C
Type: Water, Ice, Offensive, Combo
Duration:Instant(Damage) See Description for other details.
Cooldown:4 posts
Description:
Micro:Using Water and Ice detonation in tandem the user explodes a single frozen or semi frozen target, dealing C-Rank damage and scattering ice cold droplets that flash freeze anything caught in its 10x10ft area.Those one rank below the user who are caught in the blast are frozen and unable to move for 1 post, those who are the same rank have their movements slowed by 30% for the same duration, those one rank higher have their movements slowed by 10% for 1 post. Anyone two ranks higher or more are unaffected by the flash freeze.
Macro:Using Water and Ice detonation in tandem to greater effect, the user explodes a single frozen or semi frozen target that sets off another detonation for each subsequent target in its initial 20x20ft area, dealing C 1/2-Rank damage per target and scattering ice cold droplets that flash freeze anything caught in the area of each detonated target.Those one rank below the user who are caught in the blast are frozen and unable to move for 1 post, those who are the same rank have their movements slowed by 30% for the same duration, those one rank higher have their movements slowed by 10% for 1 post. Anyone two ranks higher or more are unaffected by the flash freeze.
Strengths:
-Shared Strengths:Shares the strengths of both of the spells that it is comprised of.(Water Detonation and Ice Detonation)
-Movement Reduction:Those caught in the area of a Frostflow detonation are slowed down or frozen altogether.
-Vision blocking:If non heat based shielding spells are used to ward off damage, ice will form over the outside of it making it difficult to see and trapping the defender inside.(Requires one C-Rank worth of damage to break free.)
Weaknesses:
-Shared Weaknesses:Shares the weaknesses of both of the spells it is comprised of.(Water Detonation and Ice Detonation)
-Warm Climates:This spell is almost never able to be used in warm climates without the assistance of an ice or water mage.
-Heat Attacks:Heat or fire based spells of the same rank can counteract an individual explosion, nulling it completely.
-Hard Cover:If someone caught in the area of a Frostflow detonation is able to produce or hide behind solid cover larger then their body(And capable of taking C-Rank damage)they are spared the effect of the flash freeze.
- B-Rank Spells:
Name: Secondary Detonation:Implosion
Rank: B
Type: Air,Offensive,Counter
Duration:(Micro:1 Post)(Macro:2-6 Posts)
Cooldown:(Micro:4 Posts)(Macro:7 Posts)
Description:
Micro:By detonating a single air based target from the outside of it's elemental matrix rather then it's inside, the user is able to create one of the most devastating forces known to the natural world in the form of a localized implosion.The initial area of effect for this spell is 20x20ft centered on the detonated target with a B-Rank strength pulling effect that extends outward past the edges by 10ft in all directions that is capable of dragging in any caught opponents(or allies) into it's center in an instant. Objects and people that are caught by the strength of the suction and pulled into the initial area suffer B-Ranked damage as they are compacted by forces so violent that metal and any number of other materials that are pulled in are actually made denser if not crushed outright. Single Target Only.
Macro:By detonating multiple air based targets from the outside of their elemental matrix's rather then their inside, the user is able to create some of the most devastating forces known to the natural world in the form of a localized implosion that lingers based upon the number of targets in its initial area of effect..The initial area of effect for this spell is 30x30ft centered on the detonated targets with a B-Rank strength pulling effect that extends outward past the edges by 10ft in all directions that is capable of dragging in any caught opponents(or allies) into it's center in an instant. Objects and people that are caught by the strength of the suction and pulled into the initial area suffer 75% of B-Ranked damage per post as they are held in constantly pulled toward the center and compacted by the merged forces of several implosions so violent that metal and any number of other materials that are pulled in are actually made denser. The duration of the Macro version of this spell is increased by 1 post for each air based target beyond the first that is within it's initial area of effect up to a maximum of 6 total posts as the implosions feed off of one another to increase their longevity. Multi Target Only.
Strengths:
-Gather Before Me:This spell allows the user to easily gather his foes together in one spot for a pummeling.
-Crushing Power:Because of the sheer strength of of an implosion at work, circular craters are left behind upon it's every casting and objects that were caught are usually compacted or outright destroyed.(Wouldn't apply to anything beyond weak class items or natural objects.)
-Stacking Macro:Rather then working as most detonations do and dealing damage based off the number of targets present, the implosions that are in play from using the Macro instead increase the time that they are out in combat by feeding off of one another.
Weaknesses:
-Nonselective Gathering:Implosions will pretty much pick up almost anything(Within reason of course.)that is within the range making it so that the user has to be very careful about where he chooses to execute this spell.
-Loss of Area Vision:Due to the vast amount of flying debris when cast, it is almost impossible for someone to see the actual center of effect unless they are in it.
-Not City Friendly:The area on this spell is quite large and as such useless in a city without expecting to destroy a large part of someone's neighborhood.
-Vacuum Restriction:This spell cannot be used in any area that contains a complete vacuum.
Name: Secondary Detonation:Terra Barrage
Rank: B
Type: Earth,Offensive, AOE Counter
Duration:5 Posts
Cooldown:7 Posts
Description:Terra Barrage is one of the most truly terrifying spells in the arsenal of an Elemental Demolitionist. By choosing to spread out their magic over the surface of an area rather then selecting specific targets to focus upon, the user is able to create a huge thin blanket of negative energy that coats all of the earth based targets that are within or entering an area and begins to erode away at their elemental matrix until they begin to randomly explode thoughout this spell's duration. The area of effect for this spell is 60x60ft initially, with each detonated source within the area being 20x20ft and dealing 75% of B-Ranked damage apiece.(When used in PvP, it will be up to the other player as to what hits but damage will max out at a B1/2 per post.)
Strengths:
-Massive AOE:This spells initial area of effect is twice the size of a normal Macro for this rank.
-Difficult to Plan Against:Due to the fact that the detonations in the area randomly go off, it is quite difficult to quickly adapt to.
-Blanket Targeting:This spell targets a set area rather then a number of targets like other elemental detonation spells, making it easier to use in many situations.
Weaknesses:
-Macro Only:This spell does not have a Micro version being as it covers a set area and hits the elemental targets that are within it, making it effectively an altered Macro.
-Random Blasting:Even the user of this spell would have great difficulty in know which targets within the area of effect will be hit.
-No Shutdown:This spell cannot be stopped early by it's caster once it has been set.
-Planar Shift:When used in different planes of existance(Such as the Celestial Realm.)This spell acts in an incredible ways, such as having its damage shift back and forth between being weaker and stronger. (Effectively a 10% change in damage based upon the roll of a six sided die.Odd being weaker and Even being stronger.
Last edited by Inspirational Quote on 5th March 2016, 11:48 pm; edited 34 times in total