Primary Magic: The Heaven's Order
Secondary Magic:
Caster or Holder: Caster
Description: This magic allows the user to manipulate his/hers surrounding elements. This magic is a well balanced consisting of offense, defense, and support type of spells. The magic is used by using the surrounding elements to attack, defend, and to support allies and himself/herself by buffing them.
Strengths: • The elements are always around you so you always have an unlimited amount of resources.
• If the user can see the element the user can use the element.
• if another mage uses a spell that is based off of an element the user is allowed to build of the spell.
Weaknesses:• The user cannot control anything that is comprised of darkness.
• The user cannot use any spells if he/she is in the dark because they cannot see anything.
• The users range is limited of where he can pull elements from. Range = 100 yards circumference.
• If a higher ranked mage uses a spell based on an element the user cannot build off of it.
Lineage: Progeny of Nyx Description: Eons ago, the eternal mother of the Night fell in love with a human. Transforming into human form, she eloped with the young mortal and lived with him until the end of his days. Their union bore three healthy kids, one of them specially rare. He had had been endowed with her mother's power, a progeny of Nyx.
Ability: Those who were not skipped by this lineage gets the ability "Night Form". For a brief duration, the user will meta-morph into a humanoid being of pure dark matter. Their body was molded from the fragment of the cosmos, making them virtually indestructible for a few moments.
Usage: Night form can only be activated at night and once per thread. During this time, your body is virtually immune to magic attacks which are equal to your rank. Physical attacks wont reach you for they will just pass right trough you, the draw back is you can't use any attacks or magic during this time. Effect lasts for 2 post and can't be deactivated or cancelled.
Unique Abilities: • The user is buffed by 10% while in any type of light.
• When the user is in a dire situation such as being in the darkness for 2 post a light is shined out of the users body illuminating the area allowing the first passive to activate and the user is aloud to use the surrounding elements for 2 post (Cooldown is for this passive is 3 post)
Spells
Name: The Flames Judgement
Rank: D
Type: Fire,Offensive
Duration: Instant
Cooldown: 2 post
Description: The user looks at fire and then visualizes the enemy or item he wants them to go. The fire then forms 3 small balls of fire that then go to the target and when reaching the target it engulfs the target or item, if all 3 fire balls hit the target the target is burned. The fire balls move at 1 foot per second, they are allowed to travel 80 yards away from the source before it disintegrates, the fire balls are as big as a golf ball.
Strengths: • The fire balls are small so they are harder to detected.
• Can draw fire from an 100 yard circumference.
• If all 3 fire balls hit the target they get burned.
Weaknesses: •
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name: (Name of the Spell )
Rank: (What rank is your spell or spells?? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells: (What Spells Went into the Fusion and their Ranks?)
Secondary Magic:
Caster or Holder: Caster
Description: This magic allows the user to manipulate his/hers surrounding elements. This magic is a well balanced consisting of offense, defense, and support type of spells. The magic is used by using the surrounding elements to attack, defend, and to support allies and himself/herself by buffing them.
Strengths: • The elements are always around you so you always have an unlimited amount of resources.
• If the user can see the element the user can use the element.
• if another mage uses a spell that is based off of an element the user is allowed to build of the spell.
Weaknesses:• The user cannot control anything that is comprised of darkness.
• The user cannot use any spells if he/she is in the dark because they cannot see anything.
• The users range is limited of where he can pull elements from. Range = 100 yards circumference.
• If a higher ranked mage uses a spell based on an element the user cannot build off of it.
Lineage: Progeny of Nyx Description: Eons ago, the eternal mother of the Night fell in love with a human. Transforming into human form, she eloped with the young mortal and lived with him until the end of his days. Their union bore three healthy kids, one of them specially rare. He had had been endowed with her mother's power, a progeny of Nyx.
Ability: Those who were not skipped by this lineage gets the ability "Night Form". For a brief duration, the user will meta-morph into a humanoid being of pure dark matter. Their body was molded from the fragment of the cosmos, making them virtually indestructible for a few moments.
Usage: Night form can only be activated at night and once per thread. During this time, your body is virtually immune to magic attacks which are equal to your rank. Physical attacks wont reach you for they will just pass right trough you, the draw back is you can't use any attacks or magic during this time. Effect lasts for 2 post and can't be deactivated or cancelled.
Unique Abilities: • The user is buffed by 10% while in any type of light.
• When the user is in a dire situation such as being in the darkness for 2 post a light is shined out of the users body illuminating the area allowing the first passive to activate and the user is aloud to use the surrounding elements for 2 post (Cooldown is for this passive is 3 post)
Spells
Name: The Flames Judgement
Rank: D
Type: Fire,Offensive
Duration: Instant
Cooldown: 2 post
Description: The user looks at fire and then visualizes the enemy or item he wants them to go. The fire then forms 3 small balls of fire that then go to the target and when reaching the target it engulfs the target or item, if all 3 fire balls hit the target the target is burned. The fire balls move at 1 foot per second, they are allowed to travel 80 yards away from the source before it disintegrates, the fire balls are as big as a golf ball.
Strengths: • The fire balls are small so they are harder to detected.
• Can draw fire from an 100 yard circumference.
• If all 3 fire balls hit the target they get burned.
Weaknesses: •
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name: (Name of the Spell )
Rank: (What rank is your spell or spells?? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells: (What Spells Went into the Fusion and their Ranks?)