Magic
Primary Magic: Tea Magic
Secondary Magic: N/A
Caster or Holder: Caster - Lost
Description:
Tea Magic is a Caster magic considered to be Lost as it is only passed down through the Herbsorrow family, teachings outside of the family simply don't exist. Tea Magic allows the user to create and control tea as well as imbue spells with various effects. With a focus on mobility and mid range, Tea Magic generally has a focus on offensive abilities with a few supportive and utility abilities (with the purpose of healing and enhancing) thrown in.
Tea Magic generally appears as generic tea with a burnt sienna color but can be tinted with other colors depending on the effect it might provide. The temperature of the tea can also be manipulated. When casting, hand motions and gestures are required to control it as well as voicing the name of the desired spell, failure to do so will result in less powerful results.
Strengths:
Fire Fighter: As all spells in this magic use tea, it can easily douse fire-related spells of equal or lower rank.
Versatility: Tea Magic allows for spells to take on different status effects (burning, freezing, etc.), making it easy to adapt to certain situations.
Mobility: Tea Magic doesn't require the user to do much other than voice the spell and gesture, allowing for the user to move around instead of having to stand still while casting.
Multiple-Targeting: Tea Magic doesn't have a direct focus on AoE, single-targeting, etc. and generally uses most types of targeting depending on the spell cast.
Weaknesses:
Speechless Casting: Casting without speaking the name of the spell instead of doing so can be very unstable and result in less powerful spells, it's considered to be a reckless.
Casting Detection: When a user of this magic starts to cast a spell, it becomes evident due to bodily and vocal gestures, allowing enemies to somewhat prepare for an incoming spell.
Lacking in Defense: Tea Magic lacks defensive abilities, while a few might be added at sometime, they will not be as common as offensive or supportive spells.
Consumable: Tea Magic's spells can be consumed by normal beings and especially any water-related Slayers with the ability to do so but they will be affected by whatever it is imbued with, no matter negative or positive (unless a unique ability counters the effect).
Friendly Fire: Allies are not immune to offensive spells cast with this magic, making team play a bit more difficult.
Blown Away: Wind-related spells of equal or higher rank (to the opposing Tea Magic spell) can blow away or set spells off-track with enough force.
Lineage:
Chimera Blood:
Description: A long time an ago, a hero slew a Chimera invading a small town. The great hero drank some of the Chimera’s blood to show dominance over the mythical creature. But it changed him greatly, giving the hero the ability the strength of a lion, flight of an eagle, and scales of a snake. The hero’s descendants were given the exact same traits as he did.
Ability: A transformation that allows the user to use one of the chimera’s ability, flight of an eagle from wings and a sight increase(flying ability and enhanced perception enough to detect the movement of a mouse in tall grass from a hundred meters away), strength of a lion(double strength), or scales of a snake(30% damage resistance). Causing great carnage if used correctly.
Usage: Each of the three transformations last 4 posts. 5 post cooldown that is shared after using a form which prevents the user from just flipping between forms too quickly.
Unique Abilities:
Passive - Tea Body: Due to the usage of Tea Magic, Bryan's body in combat, reacts to physical attacks similar to liquid. This makes physical attacks 25% less effective and makes Bryan immune to his own offensive spells.
Passive - Tea Regeneration: Every post, 4% of Bryan's maximum health will be regenerated due to constantly refilling his body with tea. This cannot provide extra health and will only be in-effect when Bryan is damaged (ex. Bryan is at 50hp out of 100hp, he'll regain 4hp per post until fully healed).
Active - Effectual Embodiment: When casting a certain few spells, a choice can be made on what effect it will take on. A list of effects that said spells can be imbued with are as follows (all effects can be countered by a case-to-case basis, generally, it'll be somewhat easy to counter them if of equal or higher rank, if not, it'll probably be not as likely for the effect to be countered):
Red: Red will create a burning effect, tinting the tea red, and doing an extra 50% of the imbued spell's as damage-over-time. The damage-over-time will do 5 damage per post until all the damage has been done (ex. spell does 20hp and an extra 10 over 2 posts).
Gray: Gray will create an effect that turns whatever part of the foe's body to stone, tinting the tea gray. The effect will last 1 post.
Yellow: Yellow will create a blinding effect, making the victim unable to see, tinting the tea yellow. This effect will last 1 post.
White: White will create a tornado effect, tossing the victim 10ft into the air and interrupting their spell casting, tinting the tea white. This effect will be instant and force the victim to suffer fall damage equal to an extra 25% of the imbued spell's damage (ex. spell does 20hp and an extra instant 5hp) as well as put an end to the current spell they're casting (if one at all).
Purple: Purple will create a silencing effect, making the victim unable to cast magic, tinting the tea purple. This effect will last 1 post.
Green: Green will create a toxic smoke effect around the where the spell hit, dealing an extra 25% of the imbued spell's damage per post and lasts 2 posts (ex. 20hp spell does 5hp per post inside the cloud).
Blue: Blue will create a frostbite and slowing effect, slowing the victim's movement speed by 25% for 1 post and dealing an extra 25% of the imbued spell's damage as damage-over-time. The damage will do 5 damage per post until all the damage has been done (ex. spell does 40hp and an extra 10 over 2 posts).
Black: Black will create a weakness effect on the victim's body depending on where the spell hit, tinting the tea black. The effect will create what appears to be a bruise on the victim's body, allowing for other spells or attacks to deal 25% more damage (a 20hp spell hitting the point of weakness caused by this effect will instead do 25hp). This effect will last 3 posts. If it misses the victim, it'll be useless.
It is possible to choose not to imbue a spell with one of these effects and to avoid being too unfair, imbuing a spell with one of the effects will cost an extra 5% MP.
Spells:
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? 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?)
Primary Magic: Tea Magic
Secondary Magic: N/A
Caster or Holder: Caster - Lost
Description:
Tea Magic is a Caster magic considered to be Lost as it is only passed down through the Herbsorrow family, teachings outside of the family simply don't exist. Tea Magic allows the user to create and control tea as well as imbue spells with various effects. With a focus on mobility and mid range, Tea Magic generally has a focus on offensive abilities with a few supportive and utility abilities (with the purpose of healing and enhancing) thrown in.
Tea Magic generally appears as generic tea with a burnt sienna color but can be tinted with other colors depending on the effect it might provide. The temperature of the tea can also be manipulated. When casting, hand motions and gestures are required to control it as well as voicing the name of the desired spell, failure to do so will result in less powerful results.
Strengths:
Fire Fighter: As all spells in this magic use tea, it can easily douse fire-related spells of equal or lower rank.
Versatility: Tea Magic allows for spells to take on different status effects (burning, freezing, etc.), making it easy to adapt to certain situations.
Mobility: Tea Magic doesn't require the user to do much other than voice the spell and gesture, allowing for the user to move around instead of having to stand still while casting.
Multiple-Targeting: Tea Magic doesn't have a direct focus on AoE, single-targeting, etc. and generally uses most types of targeting depending on the spell cast.
Weaknesses:
Speechless Casting: Casting without speaking the name of the spell instead of doing so can be very unstable and result in less powerful spells, it's considered to be a reckless.
Casting Detection: When a user of this magic starts to cast a spell, it becomes evident due to bodily and vocal gestures, allowing enemies to somewhat prepare for an incoming spell.
Lacking in Defense: Tea Magic lacks defensive abilities, while a few might be added at sometime, they will not be as common as offensive or supportive spells.
Consumable: Tea Magic's spells can be consumed by normal beings and especially any water-related Slayers with the ability to do so but they will be affected by whatever it is imbued with, no matter negative or positive (unless a unique ability counters the effect).
Friendly Fire: Allies are not immune to offensive spells cast with this magic, making team play a bit more difficult.
Blown Away: Wind-related spells of equal or higher rank (to the opposing Tea Magic spell) can blow away or set spells off-track with enough force.
Lineage:
Chimera Blood:
Description: A long time an ago, a hero slew a Chimera invading a small town. The great hero drank some of the Chimera’s blood to show dominance over the mythical creature. But it changed him greatly, giving the hero the ability the strength of a lion, flight of an eagle, and scales of a snake. The hero’s descendants were given the exact same traits as he did.
Ability: A transformation that allows the user to use one of the chimera’s ability, flight of an eagle from wings and a sight increase(flying ability and enhanced perception enough to detect the movement of a mouse in tall grass from a hundred meters away), strength of a lion(double strength), or scales of a snake(30% damage resistance). Causing great carnage if used correctly.
Usage: Each of the three transformations last 4 posts. 5 post cooldown that is shared after using a form which prevents the user from just flipping between forms too quickly.
Unique Abilities:
Passive - Tea Body: Due to the usage of Tea Magic, Bryan's body in combat, reacts to physical attacks similar to liquid. This makes physical attacks 25% less effective and makes Bryan immune to his own offensive spells.
Passive - Tea Regeneration: Every post, 4% of Bryan's maximum health will be regenerated due to constantly refilling his body with tea. This cannot provide extra health and will only be in-effect when Bryan is damaged (ex. Bryan is at 50hp out of 100hp, he'll regain 4hp per post until fully healed).
Active - Effectual Embodiment: When casting a certain few spells, a choice can be made on what effect it will take on. A list of effects that said spells can be imbued with are as follows (all effects can be countered by a case-to-case basis, generally, it'll be somewhat easy to counter them if of equal or higher rank, if not, it'll probably be not as likely for the effect to be countered):
Red: Red will create a burning effect, tinting the tea red, and doing an extra 50% of the imbued spell's as damage-over-time. The damage-over-time will do 5 damage per post until all the damage has been done (ex. spell does 20hp and an extra 10 over 2 posts).
Gray: Gray will create an effect that turns whatever part of the foe's body to stone, tinting the tea gray. The effect will last 1 post.
Yellow: Yellow will create a blinding effect, making the victim unable to see, tinting the tea yellow. This effect will last 1 post.
White: White will create a tornado effect, tossing the victim 10ft into the air and interrupting their spell casting, tinting the tea white. This effect will be instant and force the victim to suffer fall damage equal to an extra 25% of the imbued spell's damage (ex. spell does 20hp and an extra instant 5hp) as well as put an end to the current spell they're casting (if one at all).
Purple: Purple will create a silencing effect, making the victim unable to cast magic, tinting the tea purple. This effect will last 1 post.
Green: Green will create a toxic smoke effect around the where the spell hit, dealing an extra 25% of the imbued spell's damage per post and lasts 2 posts (ex. 20hp spell does 5hp per post inside the cloud).
Blue: Blue will create a frostbite and slowing effect, slowing the victim's movement speed by 25% for 1 post and dealing an extra 25% of the imbued spell's damage as damage-over-time. The damage will do 5 damage per post until all the damage has been done (ex. spell does 40hp and an extra 10 over 2 posts).
Black: Black will create a weakness effect on the victim's body depending on where the spell hit, tinting the tea black. The effect will create what appears to be a bruise on the victim's body, allowing for other spells or attacks to deal 25% more damage (a 20hp spell hitting the point of weakness caused by this effect will instead do 25hp). This effect will last 3 posts. If it misses the victim, it'll be useless.
It is possible to choose not to imbue a spell with one of these effects and to avoid being too unfair, imbuing a spell with one of the effects will cost an extra 5% MP.
Spells:
- D-Rank Spells:
Name: Tea Orb
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 1 post
Description: Tea Orb is a simple damage spell with the ability to be imbued with one of the effects provided by Effectual Embodiment. Casting would go with speaking the name of the spell, holding their palm upward while the tea orb is formed before hurling it as if it were an over sized baseball. The Tea Orb will do full D-Rank damage and apply any desired effects provided by Effectual Embodiment. The orb is generally the size of a basketball (30in/76cm in circumference) and travels at 22mph (10mps) with a range of 40ft (12m).
Strengths:- Able to be imbued
- Low cooldown
- Simple
Weaknesses:- Casting is detectable
- Single-target
- Not too big
- Can affect allies
- Simple
Name: Tea Stream
Rank: D
Type: Offensive
Duration: 1 post
Cooldown: 2 posts
Description: Tea Stream is a simple, beam spell with the ability to be imbued with one of the effects provided by Effectual Embodiment. Casting would go with speaking the name of the spell, placing your left hand palm over the top of your right hand, allowing your right hand palm to face outward, and lastly, aim where the spell would shoot. The user is capable of moving their hands around to move the beam while it's being cast. The Tea Stream will do full D-Rank damage and apply any desired effects provided by Effectual Embodiment. The beam has a 1ft (30cm) radius and a range of 16ft (5m), it is as long as the range. The spell can be cancelled early if desired and will not phase through objects or people, it will require a line of sight.
Strengths:- Able to be imbued
- Easy to aim
- Simple
- Movable
Weaknesses:- Casting is detectable
- Doesn't phase through anything
- Easy to step out of range to avoid
- Short range
- Can affect allies
- Simple
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)- Able to be imbued
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? 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?)