Magic
Primary Magic: healing/supportive magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: The magic is geared more towards healing and support rather than just offense. The healing power granted by it is extremely high, having been described as capable of healing wounds done by other magics and non-magic things. This Magic can also increasing attributes such as speed, strength, even muscle size, by an incredible margin. This can give the boot the user and or team needs to win. Catarina uses her magic to to help boot her team mates. She uses the healing to help them if they get hurt on and off the battlefield and for others as well.
Strengths:
Weaknesses:
Lineage: Serpent’s Fang:
Description: A brave pirate was said to have slain a serpent. The pirate took the fangs of the serpent and turned the fangs into a broth. Little did he know that the fangs would consume the pirate and give him snake like abilities.
Ability: The user becomes agile like a snake, moving quickly in water and grass. The ability is passive and also allows the user to spew out deadly venom from his mouth to paralyse living beings. Range of 5 meters, lasts 1 post. 3 post cool-down.
Usage: Passive ability that effects the user. The paralysis poison can have an effect against the same person a maximum of 3 times.
Unique Abilities:
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Speed up
Rank: D
Type: Wind, Supportive
Duration: 2 Post
Cooldown: 3 Post
Description: A supportive spell that, by chanting out an incantation, allows the user to temporarily enhance the targets' movement speed by surrounding them with Magical Auras. When cast, the target, and/or user, is able to hover around at their own discretion within said Magical Aura. It can be employed upon multiple allies, and also on the caster themselves given the allies and or caster a 20% speed boot. The user and or person it was casted on can hover up to one foot form the ground.
Strengths:
Weaknesses:
Name: Power up
Rank: D
Type: Wind. Supportive
Duration: 2 Post
Cooldown: 3 Post
Description: After reciting an enchantment and generating a flat, elongated oval mass of Magic before their hands, the user surrounds the target in a quavering Magical aura, enhancing their offensive power for a certain period of time. It can be used on multiple allies at once, and can also be used in conjunction with other supportive spells simultaneously, such as Speed up.
Strengths:
Weaknesses:
Name: Healing hands
Rank: D
Type: Wind Supportive
Duration: Until dismissed
Cooldown: 3 Post
Description: The user's power is capable of manipulating clean air, to perform various feats, such as draining poison from an infected victim. By using a lot of energy, the user can even revive people that are in a near-death state. With the use of this Magic, the user is also capable of restoring the body internally and externally including a patient's fatigue and body stress.
Strengths:
Weaknesses:
Name: Sky Drill
Rank: D
Type: Wind Defensive
Duration: Instant
Cooldown: 2 Post
Description: The user moves into a wide stance, spreading their arms wide and causing a fast wind barrier to form, which surrounds them and their opponent and prevents either from escaping. The user then moves their arms in a counter-clockwise direction, causing the wind wall to contract inwards around their opposition, sending them flying upwards into the air and crashing back down to the ground.
Strengths:
Weaknesses:
Primary Magic: healing/supportive magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: The magic is geared more towards healing and support rather than just offense. The healing power granted by it is extremely high, having been described as capable of healing wounds done by other magics and non-magic things. This Magic can also increasing attributes such as speed, strength, even muscle size, by an incredible margin. This can give the boot the user and or team needs to win. Catarina uses her magic to to help boot her team mates. She uses the healing to help them if they get hurt on and off the battlefield and for others as well.
Strengths:
- Power Boots- Help the team power up to be able to do more.
- Healing- About to help heal magic and Physical damage done to someone of her self.
- Debuffs- Able to lower the targets speed, and offensive power, and so on
Weaknesses:
- Earth Magic- most if not all her attacks are weak against earth attacks. Earth attacks are usually used with brute force, meaning if large hunks of rock are thrown it would be difficult to blow them back given the density and such.
- Multiple people- Her spells use more magic when she uses her spells on a lot of people for a bit and the more magic it takes to renew the spell(s).
- Energy- When doing a spell for a long time it not inly drains her magic power it drains her energy as well making it hard to keep spells going to long period if she pushes her self for to long she well pass out.
- Time- The healing spells can tack some time to fully heal someone depending how bad it is.
Lineage: Serpent’s Fang:
Description: A brave pirate was said to have slain a serpent. The pirate took the fangs of the serpent and turned the fangs into a broth. Little did he know that the fangs would consume the pirate and give him snake like abilities.
Ability: The user becomes agile like a snake, moving quickly in water and grass. The ability is passive and also allows the user to spew out deadly venom from his mouth to paralyse living beings. Range of 5 meters, lasts 1 post. 3 post cool-down.
Usage: Passive ability that effects the user. The paralysis poison can have an effect against the same person a maximum of 3 times.
Unique Abilities:
- Self healing- Able to heal her wounds that she may of taken in or out of combat.
- Light body- Let her walk run longer and jump higher her magic makes her lighter than she looks so she may move longer to got to the wounded faster or get away easer form attacks.
- Boost+- Boost spells used on her can give her a 4% boot plus the boot it self.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Speed up
Rank: D
Type: Wind, Supportive
Duration: 2 Post
Cooldown: 3 Post
Description: A supportive spell that, by chanting out an incantation, allows the user to temporarily enhance the targets' movement speed by surrounding them with Magical Auras. When cast, the target, and/or user, is able to hover around at their own discretion within said Magical Aura. It can be employed upon multiple allies, and also on the caster themselves given the allies and or caster a 20% speed boot. The user and or person it was casted on can hover up to one foot form the ground.
Strengths:
- Speed boots- given the allies and or caster a 20% speed boot.
- Low cool down- The spell has a Low cool down
- Long range- can be used from a distance, preventing unnecessary harm. The caster can cast it form as far as 25 yards away.
Weaknesses:
- muscles- If used for too long and of to often at one time the person can pull and or even rip a muscle.
- Over Use- If used on too many people at once or too often the caster started getting drained of her magic power and or her physical energy making her pass out.
- Stopping- The person(s) it was casted upon is not able to stop instantaneously and requires an extra 2 to 3 feet to be able to slow down save.
- Turning- The person(s) have to slow down almost to a slow run than can turn.
Name: Power up
Rank: D
Type: Wind. Supportive
Duration: 2 Post
Cooldown: 3 Post
Description: After reciting an enchantment and generating a flat, elongated oval mass of Magic before their hands, the user surrounds the target in a quavering Magical aura, enhancing their offensive power for a certain period of time. It can be used on multiple allies at once, and can also be used in conjunction with other supportive spells simultaneously, such as Speed up.
Strengths:
- Boost- Increase you persons seeped by 20%
- Low cool down- The spell has a Low cool down
- Long range- can be used from a distance, preventing unnecessary harm.
Weaknesses:
- muscles- Like whit Speed up If used for too long and of to often at one time the person can pull and or even rip a muscle.
- Over Use- If used on too many people at once or too often the caster started getting drained of her magic power and or her physical energy making her pass out.
- Damage- Any and Damage you take or do to ones self is all so going to hurt more.
- Water- After using the spell the person well have to drank some water as soon as possible or the muscles well one: give out or two: they well cramp up making moving harder.
Name: Healing hands
Rank: D
Type: Wind Supportive
Duration: Until dismissed
Cooldown: 3 Post
Description: The user's power is capable of manipulating clean air, to perform various feats, such as draining poison from an infected victim. By using a lot of energy, the user can even revive people that are in a near-death state. With the use of this Magic, the user is also capable of restoring the body internally and externally including a patient's fatigue and body stress.
Strengths:
- Healing- Able to heal others.
- painless- The spell doesn't cause any pain to the person it's being used on.
- Energy- As well as being able to heal others it all so refresh and energized.
Weaknesses:
- Time- it takes some time to heal the bigger the wound the more time it take to heal.
- Interrupt- The spell can be interrupted and hurt the person it is being used on.
- Over Use- If used on too many people at once or too often the caster started getting drained of her magic power and or her physical energy making her pass out.
- Moving- When using this spell the person or user can't move to much or the spell can get interrupted.
Name: Sky Drill
Rank: D
Type: Wind Defensive
Duration: Instant
Cooldown: 2 Post
Description: The user moves into a wide stance, spreading their arms wide and causing a fast wind barrier to form, which surrounds them and their opponent and prevents either from escaping. The user then moves their arms in a counter-clockwise direction, causing the wind wall to contract inwards around their opposition, sending them flying upwards into the air and crashing back down to the ground.
Strengths:
- Defensive- If gives the user a way to push back there attacker.
- Safety- It helps keeps the user safe form attackers.
- Buys some time- This spell pushes back and keeps the user safe for a little so the user can get back or some one can come and help.
Weaknesses:
- Interrupt- The spell can be interrupted and lave the user open for a attack.
- Slow- The spell is a little slower than most other spells to perform.
- Back friending- The spell can push a attack(s) away as well as the suer of the spell.
- Fire spells- If a fire spell hit the sky drill it would ignite and harm the attacker and the suer.
Last edited by Catarina Fenix on 23rd February 2015, 12:47 am; edited 10 times in total