Hell's Ritual
Primary Magic | Caster Magic |
Hell's Ritual is a child of the Knight of FrostFire magic, given that it can work both with fire and ice, as well as create combinations of fire and ice (FrostFire). However, this magic works similarly to Solid Script, in which a magic circle must first be drawn in the air, followed by any symbols or words connected with the spell. This does not grant the mage the ability to simply write the name of the spell and activate it, that is not how it works. Once any of the spells are activated, it opens up a portal to Hell, which produces the effect of the spell cast. It is given the name of "Hell's Ritual" because of the significant usage of magic circles, symbols, and words, as well as the affiliation with fire and ice. The magic can also be enhanced by any demonic or hell-based power or buff, granting it farther "evilness."
As of now, Marschal is only able to activate weak parts of the magic, meaning weak, but still quite strong, spells. He has to channel chi-based energy, as well as maintain a significant amount of focus to use the magic. Because the magic is so ritual-based, it often takes him a bit to activate one of the spells the magic has. However, the more he is able to train and concentrate his energy and focus, the quicker he will be able to activate the spells. The more he practices the spell, the stronger they will get as well, though the strength of each spell is also based on how focused and energized he is.
As of now, Marschal is only able to activate weak parts of the magic, meaning weak, but still quite strong, spells. He has to channel chi-based energy, as well as maintain a significant amount of focus to use the magic. Because the magic is so ritual-based, it often takes him a bit to activate one of the spells the magic has. However, the more he is able to train and concentrate his energy and focus, the quicker he will be able to activate the spells. The more he practices the spell, the stronger they will get as well, though the strength of each spell is also based on how focused and energized he is.
Strengths | Weaknesses |
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Lineage of the Knight of FrostFire
Description: One of the Seven Knights of King Kuroryu, this Knight could use the power of fire and ice and combining it into a mysterious element "FrostFire" known as the most lethal Knight out of the Seven, he could combine his element into his weapon or enhancing his magic spells to give it properties of "FrostFire." FrostFire was said to either be so cold it burned, or so hot it froze. This Knight was eventually banned from ever using this technique, however his descendents were later found to have this rare capability.
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned/slowed due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 5 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects once every 5 posts. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for 2 posts if they are 2 or more ranks lower than the user. If the target is 1 rank lower than the user they will be stunned for 1 post, if they are equal rank or higher though they will receive a 50% speed reduction for 2 posts. If burnt, the target will receive half the user’s rank in spell damage in their next post.
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned/slowed due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 5 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects once every 5 posts. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for 2 posts if they are 2 or more ranks lower than the user. If the target is 1 rank lower than the user they will be stunned for 1 post, if they are equal rank or higher though they will receive a 50% speed reduction for 2 posts. If burnt, the target will receive half the user’s rank in spell damage in their next post.
Unique Abilities
- FrostFire Resistance:
- The mage gains +25% resistance to fire and ice element attacks. The caster is also unaffected by extreme heat/cold due to the environment.
Spells
- D Rank:
Melting Star
Instant duration and cool down of 3 posts
Rank D
FrostFireMelting Star is the strongest of the mage's D rank spells. It is cast through the aerial writing of a magic circle, followed by a star drawn in the center of the circle. This is the only spell that does not use more than one symbol, given that the symbols written in the magic circle are not to activate the spell. Once the spell is cast, a freezing comet will come crashing down from the Heavens to make impact with the opponent. Upon impact with the opponent, an explosion will occur, like that of an atomic bomb going off when hitting the ground. As it hits, it has a knockback effect of 2 meters for any opponent within effective range if they are of equal or lower rank than the spell. It is an area of effect spell, able to range out to 8 meters.
Strengths
Weaknesses- Catastrophic damage
- Fire aspect may be enhanced by any fire-based buffs
- Explosive
- Unpredictable usage (i.e. may or may not always work)
- Can be consumed by ice or fire element slayers
- Fire aspect may be nullified by water of significant quantity
- A comet of smaller size than normal may deal less damage
Knight's Cold Storm
Duration of 2 posts and cool down of 3 posts
Rank D
IceKnight's Cold Storm produces sword shaped icicles of various sizes to rain hell upon the opponent targeted. It is a strong spell, but not as comparatively strong as Melting Star, and may be easily dodged by stronger opponents. To cast this spell, the mage must write a magic circle with various sword names written in an ancient language around the inner part of the circle with two swords at the center. The spell does damage over time, as the swords struck upon the opponent can leave lasting injuries and may even stun the opponent. The damage done over time is 1.5x over the course of two posts. This is what makes the spell strong, but leaves it at a point where it can be considerably weaker as well. However because the mage must focus on dealing the damage over time, it leaves them open to vulnerability.
Strengths
Weaknesses- Can leave a significant amount of damage in its wake
- Able to stun/daze opponent
- Can be consumed by ice element slayers
- Takes focus to cast the spell, leaving mage open for attacks
- Easy for stronger opponents to dodge
- Leaves the mage open for other attacks
Shooting Rings of Flame
Duration of 3 posts and cool down of 4 posts
Rank D
FireShooting Rings of Flame creates a series of fire rings around any affected or nearby opponents, as it is a multiple hits spell. These rings of flame shoot fire upwards to block the opponent from leaving the trap easily. It also shoots bullets of flame inward to the opponent, dealing something damage. A person can escape the ring they're trapped in by walking through it, but by doing so, it would deal half the damage of the bullets. If a person succeeds in escaping from the ring, it will leave a burn effect of 5 damage for 2 posts. The bullets, themselves, deal 20 in hp damage. This spell cannot be used in player-versus-player. To summon the spell, the caster must draw a magic circle with the ancient words for "Rings of Flame" written around the inner part of the circle.
Strengths
Weaknesses- Strong if balanced correctly
- Significant damage over time
- Can affect multiple people
- Nullified by water of significant amount
- Requires concentration to deal significant damage
- Any effects left from the attack are weak
- Ineffective against other fire element mages
Blades of Greater Heat
Instant duration and cool down of 2 posts
Rank D
FireBlades of Greater Heat is a spell that produces crescent-shaped blades as sharp as the edge of a warrior's sword. The blades are then "thrown" at the opponent, cutting into and slicing up the victim with the excessive heat its made out of. Each blade deals half of D rank magic upon impact. Once the blades hit the target, they fade away into orange, yellow, and red magic dust particles. Because of the extensive heat used to create these blades, this spell leaves a burn effect of 5 damage for 4 posts. It intensifies the heat of the surrounding air of the opponent, which causes the burn effect. In order for a mage to summon this spell, they must first draw an aerial magic circle with the symbols for blades and heat wrapped into a circle of its own in the center of the inner magic circle.
Strengths
Weaknesses- Leaves a burn effect from concentrated heat
- Concentrated heat is able to melt certain metals/objects
- Sharp for something that doesn't necessarily exist
- May be weak against fire element mages
- Nullified by colder weather (i.e. winter/ice)
- Can be consumed by fire element slayers
- Can potentially injure allies with carelessness
- Catastrophic damage
Last edited by Marshy on 24th October 2015, 4:30 pm; edited 1 time in total