Magic
Primary Magic: Botany Magic
Secondary Magic:
Caster: Caster
Description: Botany magic is the magic of controlling, growing, strengthing and weakening of plants of all types. It cannot create plants out of thin air but can manipulate any botanical entity that the user can get close enough to.
Strengths:
Weaknesses:
Lineage: Beast Pride
Ability: The user can communicate with animals telepathically. When they share a bond with a creature ( must be a pet ) they can use a weaker version of their pet's abilities themselves(one rank lower than what the pet has them) with weaker effects. Their pet have has 50% more HP and deals 50% more melee damage. Once per topic they can cause a Frenzy in which natural wildlife will assault the user's enemies. Birds, deer, wolves, bears, you name it. This deals the user’s rank in melee damage(max S-rank) per post over the course of 4 posts. Greatly depends on the location on the type of beasts.
Usage: Passive. Once per thread use of the frenzy ability that lasts 4 posts.
Unique Abilities:
Growth: Plants freely grow more quickly whenever the user wants. This isn't fast by any means but it is visibly noticeable by the human eye. Plants can slowly grow outwards at a rate of 1 foot per minute.
Photo-telepathy: User can communicate with plants telepathically when touching them. This is similar to Beast Pride except the user is more in-tune with nature then just with animals. Keep in mind the perspective of a plant is vastly different from animals.
Free Control: User can slowly move plants at will as long as the user has line of sight to the plants. This doesn't mean the plant can uproot and walk around but rather a branch from a tree could be moved within its range of motion or a vine slowly moved to somewhere within its reach.
Spells:
Name Seed Grenade
Rank: D
Type: Utility
Description: Caster imbues a seed, via touch, with a powerful burst of growth energy. This burst of growth energy can have a delay of up to 30 seconds or just instantly burst with growth. When the growth burst triggers vines instantly spread out quickly and entangling everything within 3 meters of the seed with the vines. The vines cover whatever is within the area but with so much growth being channeled into them they will wither quickly and turn to dust after expanding so much energy.
Duration: 2 posts
Cooldown: 3 posts
Strengths:
Weaknesses:
Name Vine Whip
Rank: D
Type: Offensive
Description: What self respecting plant mage wouldn't have a spell to have a vine whip out and deal some damage? That is just what this spell is. The caster imbues a vine with strength and power having it whip out within its reach with the strength of a whip! The vines are strengthen so that they won't break like normal vines. This deals half damage of a normal D rank spell making it just about the same as a normal whip attack but can be cast in quick succession in the trade off.
Duration: Instant
Cooldown: 1 Post
Strengths:
Weaknesses:
Name Cutting Leaves
Rank: D
Type: Offensive
Description: The caster can turn the leaves on a tree hard and turn their edges sharp. This makes the leaves on the tree cut unprotected enemies. This can also just be used on an individual branch or just a section of the tree. It can be used on bushes and other plants that have leaves as well. The bladed leaves will not distinguish between friend and foe though. Caster must touch the plant/s in question to enact the effect.
Duration: 2 posts
Cooldown: 3 posts
Strengths:
Weaknesses:
Name Camoflage
Rank: D
Type: Utility
Description: This spell moves plants around to surround and cover the caster and those near them. It doesn't protect them from spells but rather moves large number of nearby plants so that the caster and those near them cannot be seen. It does this in such a way that no normal eyes could catch the subtle movements. This is great for vanishing into the wilderness when someone is not aware of the caster or if an enemy of the caster loses sight of them. The caster cannot cast any other spells while moving so many plants as it takes a lot of concentration to maintain the spell, they can move while maintaining the spell though. The caster can maintain the spell for as long as their magic reserves hold out.
Duration: As long as maintained.
Cooldown: 4 posts
Strengths:
Weaknesses:
Primary Magic: Botany Magic
Secondary Magic:
Caster: Caster
Description: Botany magic is the magic of controlling, growing, strengthing and weakening of plants of all types. It cannot create plants out of thin air but can manipulate any botanical entity that the user can get close enough to.
Strengths:
- Lots of different effects possible depending on the plant
- Good for binding, disabling and capturing
- Most attacks can be used as defense too
- Strong in the sunlight/moonlight
Weaknesses:
- Requires some botanical entity
- Weakness to Fire magic
- Not the most damaging of magic
- Terrain can be a problem if inhospitable to plants
- Weak in complete darkness
Lineage: Beast Pride
Ability: The user can communicate with animals telepathically. When they share a bond with a creature ( must be a pet ) they can use a weaker version of their pet's abilities themselves(one rank lower than what the pet has them) with weaker effects. Their pet have has 50% more HP and deals 50% more melee damage. Once per topic they can cause a Frenzy in which natural wildlife will assault the user's enemies. Birds, deer, wolves, bears, you name it. This deals the user’s rank in melee damage(max S-rank) per post over the course of 4 posts. Greatly depends on the location on the type of beasts.
Usage: Passive. Once per thread use of the frenzy ability that lasts 4 posts.
Unique Abilities:
Growth: Plants freely grow more quickly whenever the user wants. This isn't fast by any means but it is visibly noticeable by the human eye. Plants can slowly grow outwards at a rate of 1 foot per minute.
Photo-telepathy: User can communicate with plants telepathically when touching them. This is similar to Beast Pride except the user is more in-tune with nature then just with animals. Keep in mind the perspective of a plant is vastly different from animals.
Free Control: User can slowly move plants at will as long as the user has line of sight to the plants. This doesn't mean the plant can uproot and walk around but rather a branch from a tree could be moved within its range of motion or a vine slowly moved to somewhere within its reach.
Spells:
Name Seed Grenade
Rank: D
Type: Utility
Description: Caster imbues a seed, via touch, with a powerful burst of growth energy. This burst of growth energy can have a delay of up to 30 seconds or just instantly burst with growth. When the growth burst triggers vines instantly spread out quickly and entangling everything within 3 meters of the seed with the vines. The vines cover whatever is within the area but with so much growth being channeled into them they will wither quickly and turn to dust after expanding so much energy.
Duration: 2 posts
Cooldown: 3 posts
Strengths:
- Can entangle many targets preventing movement
- can be used defensively
- can be placed as a timed trap
Weaknesses:
- Deals no damage
- magic fire burns it away
- User needs to have a healthy seed in hand to use it
- If the seed is damaged before the burst the spell is cancelled.
Name Vine Whip
Rank: D
Type: Offensive
Description: What self respecting plant mage wouldn't have a spell to have a vine whip out and deal some damage? That is just what this spell is. The caster imbues a vine with strength and power having it whip out within its reach with the strength of a whip! The vines are strengthen so that they won't break like normal vines. This deals half damage of a normal D rank spell making it just about the same as a normal whip attack but can be cast in quick succession in the trade off.
Duration: Instant
Cooldown: 1 Post
Strengths:
- A quick and efficient attack
- Can be used to attack from unique angles
- Can be used to move vines into the way to block attacks.
Weaknesses:
- Requires vines to be nearby
- Can be burned away with magic fire
- Limited to length of vine for attack range.
- Only 1 vine per cast
Name Cutting Leaves
Rank: D
Type: Offensive
Description: The caster can turn the leaves on a tree hard and turn their edges sharp. This makes the leaves on the tree cut unprotected enemies. This can also just be used on an individual branch or just a section of the tree. It can be used on bushes and other plants that have leaves as well. The bladed leaves will not distinguish between friend and foe though. Caster must touch the plant/s in question to enact the effect.
Duration: 2 posts
Cooldown: 3 posts
Strengths:
- Can make an area difficult to pass
- Effect can be used on a smaller area
- Can be used to make makeshift weapons out of parts of leaved plants
Weaknesses:
- No range even after casting
- User must touch the plant to cast
- Magic fire can burn away the effect
- If not careful the caster could easily hurt themselves or others not intended
Name Camoflage
Rank: D
Type: Utility
Description: This spell moves plants around to surround and cover the caster and those near them. It doesn't protect them from spells but rather moves large number of nearby plants so that the caster and those near them cannot be seen. It does this in such a way that no normal eyes could catch the subtle movements. This is great for vanishing into the wilderness when someone is not aware of the caster or if an enemy of the caster loses sight of them. The caster cannot cast any other spells while moving so many plants as it takes a lot of concentration to maintain the spell, they can move while maintaining the spell though. The caster can maintain the spell for as long as their magic reserves hold out.
Duration: As long as maintained.
Cooldown: 4 posts
Strengths:
- Great for making escapes
- Can hide allies too
- Good for avoiding detection
- Long duration
Weaknesses:
- No damage
- Doesn't block attacks
- Cannot be used while enemy can see them
- requires a lot of foliage to produce the effect
- Magic fire can burn the spell away if they can hit where the spell is in effect