Name: Boom (Burst Control)
Rank: Weak Weapon (C)
Type: Fire - Offense
Duration: Instant
Cooldown: N/A
Description: Sudden changes in direction with a propelling burst of flame and concussive force. Allows her to travel 10 meters in a single direction in a straight line, in a burst that increases her speed by 40m/s for the short burst. (Speed will remain if on a descent, gravity taking charge.)
Strengths:
• Gap closer / momentary speed burst.
• Alter the direction of movement regardless of current velocity or trajectory. Alternatively it can just nullify momentum without changing course.
• Can make a melee attack strike faster by propelling just an arm or leg, adding C-rank spell damage to the attack.
Weaknesses:
• Momentary pause between available uses creating a very noticeable window to attack should she make frequent use of this. Pause is roughly 3 seconds long.
• Causes C-rank stress damage when used on an individual body part/limb.
• Doesn't interact well with titan sizes. The 10 meters remains 10 meters regardless of size limiting its effectiveness to normal human sizes or below.
• She'll take C-rank equivalent damage if this spell would jam her into something she can't break through with her strength.
Name: Thud (Impact Control)
Rank: Weak Armor (C)
Type: Earth - Support/defense
Duration: Instant
Cooldown: N/A
Description: Redirects the kinetic energy from falling damage from her body back into the surface she lands on (Increasing any cratering by 50% her height wide, 10% her height deep depending on how far she fell. Falling a few feet isn't going to do much of anything. These craters wont be very big at all normally, just flavor text for scenes where she hops down from something or so on. For dramatic effect, see Meteor Impact instead.)
Strengths:
• Negates fall damage. (Something that on its own many mages do without any effect like this.)
• Amplifies the force of her landing, causing a dramatic cratering effect often seen in anime.
• Reduces physical force attacks that she actively blocks by B-rank equivalent damage (Defense effects work against 1 rank higher).
Weaknesses:
• When applying to blocks, she has to have actually blocked it. Such as raising her arms or "catching" a punch or bat.
• Blocking doesn't apply to nonphysical attacks. Such as a stream of fire, lightning bolts, energy bursts, or light rays or so on.
• Only reduces non-blunt physical attacks by C-rank equivalent damage (Arrows. Bullets. Picks. Spears. Axes.) IF she can block them.
• Has to fall for it to be of any use against fall damage to begin with.
• Kinetic energy is still injected into the ground meaning she and someone she is carrying may be safe, but bystanders near the landing site wouldn't be.
• Every time this is used to block within a post it's effectiveness is reduced by 50% per use.
Name: Fwoosh (Flamethrower)
Rank: Legendary+ Weapon (A) (Old slot now freed up)
Type: Fire - Offense. "Multiple Hit Spell"
Duration: Instant
Cooldown: N/A
Description: Causes a jet of flames out to 30 meters, 4 meters wide at the end in a streamline sort of effect.
This deals 20% A-rank spell damage per second an enemy is caught in the flames, flames that of course catch things on fire.
Strengths:
• Can exceed A-rank damage with sustained fire.
• Can burn multiple enemies at once in the flamethrower effect.
• Double damage to objects.
Weaknesses:
• Takes an ungodly five full seconds to match normal A-rank damage.
• Damage reduction / fire resistances apply to each second of damage individually, making it not good at penetrating defenses.
• Requires sustained damage to achieve full effect. Evasive enemies are unlikely to be hit for much damage.
• Less effective up close do to the cone shape, it's very thin at closer ranges.
Spell Fusion:
Rank: Weak Weapon (C)
Type: Fire - Offense
Duration: Instant
Cooldown: N/A
Description: Sudden changes in direction with a propelling burst of flame and concussive force. Allows her to travel 10 meters in a single direction in a straight line, in a burst that increases her speed by 40m/s for the short burst. (Speed will remain if on a descent, gravity taking charge.)
Strengths:
• Gap closer / momentary speed burst.
• Alter the direction of movement regardless of current velocity or trajectory. Alternatively it can just nullify momentum without changing course.
• Can make a melee attack strike faster by propelling just an arm or leg, adding C-rank spell damage to the attack.
Weaknesses:
• Momentary pause between available uses creating a very noticeable window to attack should she make frequent use of this. Pause is roughly 3 seconds long.
• Causes C-rank stress damage when used on an individual body part/limb.
• Doesn't interact well with titan sizes. The 10 meters remains 10 meters regardless of size limiting its effectiveness to normal human sizes or below.
• She'll take C-rank equivalent damage if this spell would jam her into something she can't break through with her strength.
Name: Thud (Impact Control)
Rank: Weak Armor (C)
Type: Earth - Support/defense
Duration: Instant
Cooldown: N/A
Description: Redirects the kinetic energy from falling damage from her body back into the surface she lands on (Increasing any cratering by 50% her height wide, 10% her height deep depending on how far she fell. Falling a few feet isn't going to do much of anything. These craters wont be very big at all normally, just flavor text for scenes where she hops down from something or so on. For dramatic effect, see Meteor Impact instead.)
Strengths:
• Negates fall damage. (Something that on its own many mages do without any effect like this.)
• Amplifies the force of her landing, causing a dramatic cratering effect often seen in anime.
• Reduces physical force attacks that she actively blocks by B-rank equivalent damage (Defense effects work against 1 rank higher).
Weaknesses:
• When applying to blocks, she has to have actually blocked it. Such as raising her arms or "catching" a punch or bat.
• Blocking doesn't apply to nonphysical attacks. Such as a stream of fire, lightning bolts, energy bursts, or light rays or so on.
• Only reduces non-blunt physical attacks by C-rank equivalent damage (Arrows. Bullets. Picks. Spears. Axes.) IF she can block them.
• Has to fall for it to be of any use against fall damage to begin with.
• Kinetic energy is still injected into the ground meaning she and someone she is carrying may be safe, but bystanders near the landing site wouldn't be.
• Every time this is used to block within a post it's effectiveness is reduced by 50% per use.
Name: Fwoosh (Flamethrower)
Rank: Legendary+ Weapon (A) (Old slot now freed up)
Type: Fire - Offense. "Multiple Hit Spell"
Duration: Instant
Cooldown: N/A
Description: Causes a jet of flames out to 30 meters, 4 meters wide at the end in a streamline sort of effect.
This deals 20% A-rank spell damage per second an enemy is caught in the flames, flames that of course catch things on fire.
Strengths:
• Can exceed A-rank damage with sustained fire.
• Can burn multiple enemies at once in the flamethrower effect.
• Double damage to objects.
Weaknesses:
• Takes an ungodly five full seconds to match normal A-rank damage.
• Damage reduction / fire resistances apply to each second of damage individually, making it not good at penetrating defenses.
• Requires sustained damage to achieve full effect. Evasive enemies are unlikely to be hit for much damage.
• Less effective up close do to the cone shape, it's very thin at closer ranges.
Spell Fusion:
- Spoiler:
Name: Molten Arrows
Rank: AC
Type: Fire - Earth: Lava | Offense
Fused Spells: Burn Bolt x Boulder Toss
Combining these two forms 1 meter long "arrows" with a solid stone core and molten exterior to strike targets within Burn Bolt's normal range +20 meters.
Otherwise functionally identical to Burn Bolt.
Name: Volcanic Gush
Rank: AC
Type: Fire - Earth: Lava | Offense
Fused Spells: Fwoosh (Flamethrower) X Shatterstorm
All the descriptions and function of Fwoosh, but it adds the earthen matter from Shatterstorm to transform the flamethrower into a bush of lava composed of individual particulates of lava (The bits from shatterstorm made molten and concentrated into 1 "Flamethrower" like effect).
Functionally identical to Fwoosh, though now adds 20% C-rank damage as well, and the lava doesn't just disappear when done but can be considered a hazard zone you might not want to step in.
Name: Heavy Slam
Rank: CC
Type: Fire - Earth: Lava | Offense
Fused Spells: Boom X Thud
Utilizes both Boom and Thud at the same time in order to cause a burst up and a burst down and amplify the force of it with Thud in a small pulse of flames as it forms a crater at her feet equal to half her height in area and 10% her height in depth. Fires flicker in this shallow crater and little bits of lava can be seen in the cracks. Doing this causes CC damage in addition to a physical Heavy attack from her own strength.
Name: Meteor Impact
Rank: SC
Type: Fire - Earth: Lava | Offense
Fused Spells: Thud (Impact Control) X Fields of Fire
As with Thud, this is used when Siren strikes the ground after a fall. Neutralizes all fall damage and redirects all kinetic energy from Siren's body on impact back into the impact itself to exaggerate the cratering effect. The crater can be massive, as wide as Siren is tall depending on how tall she is at the time of impact + 50% +5% per 50 meters of fall. She has to fall at least twice as far as she is tall to or else each 50 meters lower than that reduces this spell's effectiveness by 20% each. Causes a shockwave throughout that area knocking things back to outside the area of the crater (which can deal commonsense damage) unless resisted. The crater effect and shockwave are boosted by her physical traits, as a physical hit.
The area is full of intense heat and looks like a big fireball explosion, which when clears leaves the crater a molten mess with earth surfaces becoming molten and fires dancing around the crater as it slowly fills with lava that flows from the sides. Rivers of lava form in a spiderweb out from the crater and flow towards it.