Magic/Spells
Primary Magic: Force of the North
Secondary Magic: N/a
Caster or Holder: Holder
Description:
Force of the North is a unique magic that does not utilize magic circles or traditional when casting spells. It is bound to ancient Nordic runes and the language of the Northman. It is a magic that controls two things: the Everfrost and the Ancient Power. Everfrost isbasically, as its name suggests, ice that never melts. However it possesses several unique properties. Everfrost ice creates extremely low temperatures around itself by absorbing almost all forms of energy around it, creating an “energy void”. The only exception is Ancient Power. The second most important trait of Everfrost is its toughness. It is said to be harder than Adamantine and Orihalcum combined.
Ancient Power is a derivative force of magic. Whilst adhering to the same laws and principles of magic, it’s true strength lies where else. This form of energy has the ability to materialize the “Will of the North”. Its abilities can range from summoning ancient North spirits/creatures to creating great Northman constructs (Siege weapons, fortifications etc.) and even gives the user the ability to cast ancient North-Spells, forgotten by time. But its main trait is its ability to fortify the users body and strengthen it beyond human limitations. This gives Asgeirr both superhuman strength and tenacity.
The medium for channeling this magic is an Everfrost crystal that can change its shape into any weapon and/or armor. It is embedded in a North-Steel ring.
Strengths:
Weaknesses:
Primary Magic: Force of the North
Secondary Magic: N/a
Caster or Holder: Holder
Description:
Force of the North is a unique magic that does not utilize magic circles or traditional when casting spells. It is bound to ancient Nordic runes and the language of the Northman. It is a magic that controls two things: the Everfrost and the Ancient Power. Everfrost isbasically, as its name suggests, ice that never melts. However it possesses several unique properties. Everfrost ice creates extremely low temperatures around itself by absorbing almost all forms of energy around it, creating an “energy void”. The only exception is Ancient Power. The second most important trait of Everfrost is its toughness. It is said to be harder than Adamantine and Orihalcum combined.
Ancient Power is a derivative force of magic. Whilst adhering to the same laws and principles of magic, it’s true strength lies where else. This form of energy has the ability to materialize the “Will of the North”. Its abilities can range from summoning ancient North spirits/creatures to creating great Northman constructs (Siege weapons, fortifications etc.) and even gives the user the ability to cast ancient North-Spells, forgotten by time. But its main trait is its ability to fortify the users body and strengthen it beyond human limitations. This gives Asgeirr both superhuman strength and tenacity.
The medium for channeling this magic is an Everfrost crystal that can change its shape into any weapon and/or armor. It is embedded in a North-Steel ring.
Strengths:
- Mostly hard hitting AOE spells
- Creates a favorable terrain for user
- Very powerful defensive and physical abilities
- More dependent on normal attacks than spells as it greatly boosts the users physical traits
- Provides passive protection through Everfrost
- Everfrost is poisonous to slayers
- Anti-mage oriented magic
Weaknesses:
- Can harm civilians and allies
- Higher than average Cooldown
- Reliant on Tool --> can be disarmed
- Most spells defensive or supportive-->fewer offensive capabilities
- Most spells are massive and slow -->predictability
- Everfrost reacts violently and uncontrollably if matched against Magic-disabling abilities and/or artifacts
- Completely defenseless when out of MP
- Can add tremendous physical stress on users body
- Can add tremendous magical stress on users body
- Everfrost: The Everfrost creates a 5 meter wide field (+1 meter each rank) that in which energy is continuously drained. This causes a 1% MP drain from all enemies within the field as well as a gradual fall in temperature that may affect the enemies stamina and ability to move.
- Everfrost Forge:
Asgeirr possesses the ability to change the Everfrosts shape into any weapon or armor. These weapons will sap 1% of the enemies max MP (gains 0.5% each rank) on hit whilst returning 2% (+0.5% every rank) to the user. These weapons can be given to allies but will tax the holder with 1% MP per post of wielding it. Everrfrost armor is capable of deflecting normal attacks (e.g. punches/kicks and normal weapon attacks). Armors and weapons can block 2 User-Ranked spells. If armor is broken it takes 3 posts to regenerate. - Force of the Northman:
All attacks double damage against defensive spells of equal and/or lower rank, though it reduces the attacks power 50%. Normal attacks carry 75% power of Player-Rank spells. - D-Rank Spells:
- Warrior's Bellow:
- Rank: DType: Offensive/SupportiveDuration:1 Cooldown:5Description: Asgeirr gathers Ancient Power inside his lungs before releasing it in form of a shout. It carries tremendous force that is meant to push back an enemy. It can reach up to 25m and covers cone-shaped area that is approximately 30m wide. It only deals 50% damage. It also causes invigoration that boosts the damage of the next attack by allies and himself by 25%.Strengths:-Allows one to disorganize the enemy’s forces by sending them flying-can deflect projectiles-reinforces allies and own attackWeaknesses:-High cost-High CD-limited area-does not affect mages that are 2+ Ranks above user
- Charge of the Brigadier:
- Rank: DType: Offensive Duration:1 Cooldown:5 Description: Asgeirr channels Ancient Power through his body and around him. He then proceeds to charge at the enemy accelerating to up to 25 km/h and gaining the mass and stability of a train. This ability last for a distance of 15 m though the range can be extended by 5m through sacrificing 1% MP (Up to 10 times). It also reduces all incoming damage by 50% (loses 10% damage reduction for every rank the spell is above player rank). It deals 1 D-rank damage against each enemy hit.Strengths:-created to break through multiple barriers and breaking through enemy lines-reduces damage taken-good escape tool-gains bonus from hidden ability Force of the NorthmanWeaknesses:-High cost-High CD-limited area-Mainly moves in a straight line-->can only minimally alter trajectory-does not affect mages that are 2+ Ranks above user
- Frost Guard:
- Rank: DType: DefensiveDuration:3 Cooldown:4Description: Asgeir forms a wall of Everfrost that is 5m wide, 8m high and 0.5m thick in front of him. It can absorb up to 2 D-Rank spells (or 1 C-Rank).Strengths:-Blocks incoming attacks up to 1 rank higher than player-can deflect projectiles-reinforces allies defenseWeaknesses:-High cost-High CD-limited area-does not affect mages that are 2+ Ranks above user-renders Asgeirr immobile (is cancelled if Asgeirr moves)
- Northern Shieldmen:
- Rank: DType: Offensive/Supportive/DefensiveDuration:3Cooldown:5 Description: Asgeirr gathers Ancient Power and uses it to summon 3 shield wielding spirits of old Northam warriors. They can each withstand 1 D-rank Spell but possess negligible offensive capabilities. They are slow but can dash to an ally within 3m in an instant.Strengths:-Grants protection for both caster and allies-multiple Shieldman can be rowed behind each other to lessen impact of stronger and/or penetrating spells (Row of 2 soldiers to block 1 C-Rank spell, Row of 3 to reduce damage from B-Rank spell by 30%)Weaknesses:-High cost (+3% in addition to already existing penalty)-High CD-limited area-Slow movement-purely defensive
Lineage: Light of LunaUnique Abilities:
Last edited by NorthSentinel on 21st June 2015, 9:50 am; edited 6 times in total