Water Magic
Primary Magic:
Water Magic
Secondary Magic:
N/A
Caster or Holder:
Caster
Description:
Water magic is a magic that allows the user control of water, its mass being useful to do blunt force damage, and the pressure can also be manipulated for more precise aim. Because the surface of water can be manipulated, it can also cut like a blade. The user can also create water domes, depriving enemies of air. Water mages also seem to be able to breathe underwater, and are also able to assist allies underwater by creating air pockets in the water.
Strengths:
Weaknesses:
Abilities/Powers:
Spells
Primary Magic:
Water Magic
Secondary Magic:
N/A
Caster or Holder:
Caster
Description:
Water magic is a magic that allows the user control of water, its mass being useful to do blunt force damage, and the pressure can also be manipulated for more precise aim. Because the surface of water can be manipulated, it can also cut like a blade. The user can also create water domes, depriving enemies of air. Water mages also seem to be able to breathe underwater, and are also able to assist allies underwater by creating air pockets in the water.
Strengths:
- Strong against fire attacks of equal or lesser rank
- Obscures light and illusion attacks of equal or lesser rank.
- Can be used in high amounts
Weaknesses:
- Weak against Nature, lightning, earth, and metal of equal or greater rank.
- All attacks can be frozen
- Water Slayers can eat attacks.
- Because of low rank, a lot of spells take long to cooldown and take up alot of energy.
Abilities/Powers:
- Water mages can breathe under water
- They can have manipulate balls of water, the size getting bigger as they rank up (Current size: Tennis Ball)
- They are able to take water from the moisture in the air, the amount they take getting bigger as they rank up. (Current size: Golf Ball)
Spells
- Water Bubbles:
- Name:
Water Bubbles
Rank:
D
Type:
Water, supportive.
Duration:
3 posts
Cooldown:
4 posts
Description:
Magic bubbles is cast from the hand and is used to help allies breathe underwater. Its range is short, so all allies with a water bubble must be close to the caster. The spell casting is rather fast for one, but it gets longer the more bubbles are needed. Energy used is 5%
Strengths:- Multiple bubbles can be cast at once (maximum: 6)
- They help others breathe underwater
- They can withstand popping under water pressure.
Weaknesses:- It leaks occasionally, requiring a new bubble to be cast.
- As the pressure gets higher, the oxygen gets thinner in the bubble.
- Poor range, requires allies to be close to the caster
- Takes longer to cast for multiple bubbles
- Multiple bubbles can be cast at once (maximum: 6)
- Water Body/Signature Spell:
- Name:
Water Body
Rank:
C
Type:
Water, Defensive
Description:
Water Body is a spell that allows the user to turn their body into water, protecting them from any physical attack.For a lower rank, it takes up 20% energy to cast and the recharge is longer than usual.It also takes a deal of time to cast, and sometimes doesn't convert the whole body if used by a low ranked mage. It is rendered useless by magic that targets the casters senses.
Duration:
3
Cooldown:
4 posts
Strengths:- Any physical attack is unable to hit the caster
- It allows for good camouflage near bodies of water.
- The caster can still use water spells in this form.
Weaknesses:- Trouble with converting entire body to water
- Can be hit by magic
- Rendered- useless by sense dulling magic
- Possible to be eaten/dranken by water slayers.
- Water Lock cannot be used in this form
- Does massive damage to the caster if hit my lightning in this form.
- Any physical attack is unable to hit the caster
- Wings of Love:
Name:
Wings Of Love
Rank:
D
Type:
Water, Offensive
Duration:
1
Cooldown:
3
Description:
The caster raises their left arm upwards and swings it downwards, subsequently swinging their extended right arm backwards and stretching it upwards, creating a ferocious whirlpool laced with neon pink hearts. Casting takes long and cool down is long. It is used as a knock back as it hits with great physical force. The attack can only hit one target. The energy take is 10%
Strengths:- Hits with strong physical force
- Knocks back enemies
- Does decent damage
Weaknesses:- Takes a long time to cast
- Uses a great deal of magic energy
- Doesn't shoot enemies very far
- Can be destroyed before impact by a wall of any form.
- Hits with strong physical force
- Water Lock:
- Name:
Water Lock
Rank:
D
Type:
Water, offensive
Duration:
2
Cooldown:
3
Description: The user raises their arm and it creates a dome of water around the target, depriving them of oxygen. The spell takes a short time to cast, and takes a short time to recharge. The dome doesn't last long, and can be broken out of if frozen, with one spell or weapon of the same or above rank. The attack can trap up to 5 or 6 people if they are standing within the radius of the dome. It takes 10% magic energy.
Strengths:- Limits targets oxygen
- Takes a short time to cast
- If a teammate can electrocute it, it can do more damage.
Weaknesses:- The dome only lasts 2 posts
- Can be broken out of if frozen
- Takes up decent amount of energy
- Water body cannot be active when casting this spell.
- Limits targets oxygen
- Water Casts:
Name: Water Casts
Rank: C
Type: Water, Offensive
Duration:
3 posts
Cooldown:
4 posts
Description:
The user puts both of their hands up skyward as tentacles of water coil around both arms until they become completely consumed by it. From the shoulders of the user, the tentacles can extend to a length of 6 feet. Starting out the movements are slow, but gain faster with more momentum. The water tentacles are durable enough to grab and hold onto something/someone. It can be used as a method of movement, and also as dual whips.
Strengths:- Able to propel the user around at a faster than usual speed.
- Able to grab and latch onto to physical things.
- Able to hit targets from a distance and up close
Weaknesses:- If frozen, the user can be essentially attached to the ground or whatever they grabbed for a period of time before they break free.
- The tentacles can be electrocuted, damaging the user.
- The user is unable to do complex movement, limited to swinging and grabbing.
- The user's strength determines how far and how fast the user can go. A weak person can't travel as fast.
- Able to propel the user around at a faster than usual speed.
- Water Slice:
Name:
Water Slice
Rank:
C
Type:
Water, Offensive
Duration:
1 post
Cooldown:
3 posts
Description:
The user slices there hand across the air, and a serious of sharp water slashes bursts forward and travels forward at high speed. They curve after travelling 5 feet, and either hit a wall/person or evaporate. The spell is over quickly after it begins, and deals 10% of C-rank damage for one of the 10 water slashes sent out.
Strengths:- Slashes move at a high speed
- Can be used as to distract opponent's attention
- High chance of hitting with multiple slashes
Weaknesses:- The slashes move in one defined area (distance from each other 3 feet max), so if the target moves far enough, they can dodge all of them.
- The attack, despite multiple slashes, is made to only target one person. Multiple people are extremely difficult to take on with this move.
- One water slash doesn't do much damage, it's intended to hit with full force.
- Slashes move at a high speed
- Water Light:
Name:
Water Light
Rank:
C
Type:
Water, Supportive
Duration:
4 posts
Cooldown:
5 posts
Description:
The user places both their hands on the ground, and water wraps around them, and begins to glow in a soothing light. When the user's hands are placed on a wound, the water goes into the wound and heals it, the time it takes to heal depending on the deepness and size of the wound. The user can sacrifice a larger portion of their energy to fuel the effects and speed up the process, however, using too much energy can potentially injure the user. If the water is placed on something it cannot heal, it simply falls off the user's hands, losing it's glow and becoming regular water.
Strengths:- Able to heal allies with haste.
- The water's light helps numbs pain from the injury
- Drinking the water can help cleanse one from poisons, but carries the same duration rules as a flesh wound.
Weaknesses:- The water can't stop blood loss, only slow it. Blood will still leak from the wound until it is fully healed.
- Wounds bigger than the area of both the user's hands cannot be healed.
- The water does not push out objects lodged in the body, bullets, blades, etc. must be removed or they will be encased in the target's body.
- The water cannot heal wounds that have already healed somewhat overtime (scabs, scars, etc.)
- Able to heal allies with haste.
Last edited by Ren Hengi on 23rd June 2015, 3:43 pm; edited 4 times in total