Primary Magic: Crystal Magic
Secondary Magic:Divine Light Magic
Caster or Holder: Caster
Description:
Divine light magic was a forgotten magic that was once practiced by the followers of Corellon, a great mage who was dubbed as the Protector and Preserver of life and the disciple of the Goddess Tethys, the goddess of light. Wielders of this magic are considered as champions of the light, however during the past wars, most of their ranks perished and only a handful managed to survive persecution.
It is unlike normal light magic, casters are not able to manipulate and utilize light from their surrounding, instead they draw light from themselves. Wielders of this kind of magic gains an ability that harness their inner life force and project it, surrounding their whole body like a thin film of light, making them glow like a fairy in ethereal light. For some unknown reason, Alleria projects a violet light that makes her appear more of a specter than a fey.
This light is what they use to create various spells. When not in use, the glow is faint and in battle is shines bright, even more brighter when the caster wants to protect something dear to them. Light emitted from the caster's body, depends on their emotion and will so the stronger the will, the brighter the light emitted, at its full capacity its sheer radiance is able to blind an enemy or cause the surroundings to explode.
Being defensive in nature, divine light focuses more on defensive and supportive spells. Creating barriers, mystic rune wards, weapon and armor enhancement spell and healing spell. There are but a few offensive spells that exist though there are some potent support spells that have the capacity to transcend into offense spells. Divine light magic is quite useful in a lot of ways, its defensive, supportive and offensive potentials works great with her primary magic.
Strengths:
-An excellent defensive and supportive magic spell, it would greatly help her allies.
-Capable of curing ailments and mending light wounds and bruises.
-Creates light a light source that will power her primary magic spells.
-Merging both light and crystal magic, she is able to create a formidable weapons able to withstand not only physical but magical attacks.
Weaknesses:
-Almost no offensive spells.
-Healing magic can only do so little, it cant heal serious wounds.
-Mages that employ light as their source of power.
-And natural enemies of light magic users are light slayers for they can eat light.
Abilities/Powers:
Inner Light - Draw magical energy from within and projects it as light aura,illuminating her whole body with a faint violet glow.
Divine Fervor - Using light magic grants her the will to fight, the light of her aura burns brighter making her up and ready for any battle.
Divine Warding - Granted with the power of Tethys, they gain additional resistance to Darkness and Death magic.
Name: Breath of Light
Rank: D
Type: Light/Divine
Description:
A healing spell that heals and cures ailments from a selected target. Its a really good first aide spell, but the way that it is delivered is a bit of a nuisance. To heal a target, Alleria must transfer a portion of her inner light into the target. For that to happen, Alleria's face must be within half a feet away from the recipient. Once close enough, a gaseous ball of light, the size of a marble floats out of her mouth and into the partly open mouth of the patient.
Once inside, it would take some time for it to take effect. (1 post for it to take effect) When it does, it would either mend wounds and cuts, remove status ailments or drown out the pain of serious wounds that it cannot mend. There is a limit to how many times she can use this spell, over using it may endanger her own safety.
Strengths:
-Good support magic, a very nice spell to have around in missions.
-Can cure abnormal status caused by the enemy.
-Can mend wounds and cuts preventing dizziness and blood loss.
Weaknesses:
-Cant be used on herself.
-Cant heal serious wounds or restore damaged bones or organs,
-The way the spell is delivered is a nuisance, making her and her patient open to attacks.
-Can only be used twice in a thread.
Duration:Instant,1 post.
Cooldown:5 posts.
Name: Light Tampering
Rank: C
Type: Light
Description:
Is a support skill that works hand in hand with her crystal magic. Upon activation, this spell imbues the crystals she produces with violet light. The crystals are then re-enforced making it harder. Also when her crystals comes in contact with something it releases this light that causes bright flashes that blinds or dazes those within close proximity. The harder the impact, the brighter the flash. Duration of blind status lasts for 1 post.
Strengths:
-Can blind or daze opponents
-Makes crystals produced more denser.
-Good support skill that re-enforces her primary magic.
Weaknesses:
-Flashes can affect both friend and foe.
-Sneak attacks wont go really well when imbued with this spell.
-Its basically a support skill so it cant do direct damage.
Duration: 6 posts
Cooldown: 3 posts
Name: Orb of Light
Rank: B
Type: Light
Description:
Creates a defensive shield of light that forms around her like a sphere that blocks attacks. She can also use this as a platform that can levitate her and two other passenger, maximum height is 20 meters and max distance traveled is 250 meters. The light emanating from the orb is bright enough to power up most of her crystal magic spells. (By power up not enhance but as source of energy, most of her crystal magic spells works better during the day or at bright areas. Doesn't do any good during the night.)
Strengths:
-Good for defense, can block both physical and magical attacks
-Can be used as mean of transportation for not very far journeys
-The light emanating from the shield can be used to power up crystal magic spells that rely on light
Weaknesses:
-Those who rely on light magic can also harness the light to power their own spells.
-Dark elemental spells tend to eat away at the light, so as the light disperses the darkness, the darkness also eats away at the light.
-Can fend off a few rank B spells without causing harm to her but Rank A spells will cause it to shatter and deal half of the original impact of the attack, attacks from rank S and H cause it to shatter instantly withing dampening the original damage.
Duration: 5 posts
Cooldown: 4 posts
Name: Blade of Glorificus
Rank: A
Type: Light/Crystal
Description:
Alleria fashions a sword out of crystal and fills it up with her aura and magic, creating a glowing violet crystal sword that resembles the sword of the great hero Glorificus. This sword is very strong and very tough capable of cutting into almost anything, and with its radiant glow it can even cut the gloom of darkness and night. Can cut objects which are weaker than it, although magical imbued object would be harder to cut. Certain magic attacks can be deflected or affected as long as they have material form or semi-material form like energy rays,rock blast, or fire ball. The downside to this is, it constantly drains magic energy and while the sword is in her hand she is not able to cast any other spell, however already existing spells will continue until their duration ends.
Strengths:
-Can cut trough almost any object.
-Can deflect or cut certain types of magic which has form.
-Has no problem cutting trough barriers and shield that are magically enhanced with rank A or lower.
Weaknesses:
-Its a double edged sword, it uses the users life force to maintain the glow, although Alleria can regenerate magic through invigoration it still saps a lot of her energy.
-It takes 2 hits to breach A rank defensive spells, and 3 hits for S rank defensive spells and 5 for H rank spells.
-It explodes into pieces when if falls off her hands and someone else takes it
-She cant use any other spell while she has this at her hands, the sword is draining too much magic energy that she can focus to conjure up another.
-No matter how sharp this sword and that it can cut through almost anything, it can never inflict mortal damage to human, only serious wound, the goddess Tethys nerves allows a blow that would takes human lives away. (demons and other race it can)(although it cannot do mortal damage but it can still inflich serious wounds)
-Can only be used twice per thread.
Duration: 6 posts
Cooldown: 5 posts
Name: Wrath of Tethys
Rank: S
Type: Light/Divine
Description:
One of the few offensive spells that are known to the users of Divine Light magic, and also one of the most powerful. Since most of the spells of this form of magic is defensive in nature and meant to protect, the followers of Corellon created a spells that they could use in dire occasions. To invoke the aide of their patron Tethys, the Goddess of light.
To summon her help, Alleria raises her hand up towards the heaven in prayer, chanting hymns to open up the bridge between this world and the plane of the celestial beings. Once her prayer hears her plea, a ray of light shines down from the heaven, illuminating her. Gradually she would rise off the ground, wisps of light forming around, swirling faster and faster as she ascends towards the sky. Simultaneously, dancing lights of different hue fills the sky, mesmerizing those below with their grace and beauty, while descending downwards, eager to meet the caster.
When she has reaches max altitude(50 meters), Alleria lower both her hands towards the earth, then swirling wisps of light mixes with the aurora and goes falling down to earth with great speed, like shooting stars they fall, creating clusters upon clusters of luminous explosions. Anyone within 50 meters from her point of ascent would be caught in a barrage of light explosions. Direct hit from one of this would can cause a severe blunt trauma and dazed status from the intense light of falling lights. Those manage to avoid direct hits will suffer less, but the shock waves caused by the cluster of explosions are still painful, its like taking multiple jabs from different directions.
The whole duration of the spell, Alleria is protected by the swirling mass of light, however she is in a trance like, so she really has no control of her body. Once the spell ends, she regains control of her body, by then the wisps would have brought her back down to earth.
Strengths:
-Causes blunt damage either directly or indirectly.
-Can cause dazed status when hit directly, those dazed suffer from confusion, not able to tell who is who anymore.(2 posts)
-The swirling wisps of light serves as her protection but it can be shattered. It takes one Rank S or a barrage of four rank A spells to break up the cloak of light wisps swirling around her.
-Deals extra damage to Darkness/death type magicians.
Weaknesses:
-Reaching the intended height eats up one post, giving ample time to those familiar with the spell to make at least try to get out of the area covered by the attack.(The attack itself happens on her next post)
-Can be cancelled when Alleria is making her ascent, it takes either one Rank S, and a barrage of four rank A spells to cancel knock her out.
-Barriers and shields can cut the damage of the impact, but directs hits will still cause dazed status.
-She serves as a conduit of the goddesses power, she looses all control once she is in a trance, making everybody a target ally or foe.
-She will be completely drained for one post, unable to use magic the whole duration.
Duration: 3 posts.
Cooldown: 8 posts.
Secondary Magic:Divine Light Magic
Caster or Holder: Caster
Description:
Divine light magic was a forgotten magic that was once practiced by the followers of Corellon, a great mage who was dubbed as the Protector and Preserver of life and the disciple of the Goddess Tethys, the goddess of light. Wielders of this magic are considered as champions of the light, however during the past wars, most of their ranks perished and only a handful managed to survive persecution.
It is unlike normal light magic, casters are not able to manipulate and utilize light from their surrounding, instead they draw light from themselves. Wielders of this kind of magic gains an ability that harness their inner life force and project it, surrounding their whole body like a thin film of light, making them glow like a fairy in ethereal light. For some unknown reason, Alleria projects a violet light that makes her appear more of a specter than a fey.
This light is what they use to create various spells. When not in use, the glow is faint and in battle is shines bright, even more brighter when the caster wants to protect something dear to them. Light emitted from the caster's body, depends on their emotion and will so the stronger the will, the brighter the light emitted, at its full capacity its sheer radiance is able to blind an enemy or cause the surroundings to explode.
Being defensive in nature, divine light focuses more on defensive and supportive spells. Creating barriers, mystic rune wards, weapon and armor enhancement spell and healing spell. There are but a few offensive spells that exist though there are some potent support spells that have the capacity to transcend into offense spells. Divine light magic is quite useful in a lot of ways, its defensive, supportive and offensive potentials works great with her primary magic.
Strengths:
-An excellent defensive and supportive magic spell, it would greatly help her allies.
-Capable of curing ailments and mending light wounds and bruises.
-Creates light a light source that will power her primary magic spells.
-Merging both light and crystal magic, she is able to create a formidable weapons able to withstand not only physical but magical attacks.
Weaknesses:
-Almost no offensive spells.
-Healing magic can only do so little, it cant heal serious wounds.
-Mages that employ light as their source of power.
-And natural enemies of light magic users are light slayers for they can eat light.
Abilities/Powers:
Inner Light - Draw magical energy from within and projects it as light aura,illuminating her whole body with a faint violet glow.
Divine Fervor - Using light magic grants her the will to fight, the light of her aura burns brighter making her up and ready for any battle.
Divine Warding - Granted with the power of Tethys, they gain additional resistance to Darkness and Death magic.
Name: Breath of Light
Rank: D
Type: Light/Divine
Description:
A healing spell that heals and cures ailments from a selected target. Its a really good first aide spell, but the way that it is delivered is a bit of a nuisance. To heal a target, Alleria must transfer a portion of her inner light into the target. For that to happen, Alleria's face must be within half a feet away from the recipient. Once close enough, a gaseous ball of light, the size of a marble floats out of her mouth and into the partly open mouth of the patient.
Once inside, it would take some time for it to take effect. (1 post for it to take effect) When it does, it would either mend wounds and cuts, remove status ailments or drown out the pain of serious wounds that it cannot mend. There is a limit to how many times she can use this spell, over using it may endanger her own safety.
Strengths:
-Good support magic, a very nice spell to have around in missions.
-Can cure abnormal status caused by the enemy.
-Can mend wounds and cuts preventing dizziness and blood loss.
Weaknesses:
-Cant be used on herself.
-Cant heal serious wounds or restore damaged bones or organs,
-The way the spell is delivered is a nuisance, making her and her patient open to attacks.
-Can only be used twice in a thread.
Duration:Instant,1 post.
Cooldown:5 posts.
Name: Light Tampering
Rank: C
Type: Light
Description:
Is a support skill that works hand in hand with her crystal magic. Upon activation, this spell imbues the crystals she produces with violet light. The crystals are then re-enforced making it harder. Also when her crystals comes in contact with something it releases this light that causes bright flashes that blinds or dazes those within close proximity. The harder the impact, the brighter the flash. Duration of blind status lasts for 1 post.
Strengths:
-Can blind or daze opponents
-Makes crystals produced more denser.
-Good support skill that re-enforces her primary magic.
Weaknesses:
-Flashes can affect both friend and foe.
-Sneak attacks wont go really well when imbued with this spell.
-Its basically a support skill so it cant do direct damage.
Duration: 6 posts
Cooldown: 3 posts
Name: Orb of Light
Rank: B
Type: Light
Description:
Creates a defensive shield of light that forms around her like a sphere that blocks attacks. She can also use this as a platform that can levitate her and two other passenger, maximum height is 20 meters and max distance traveled is 250 meters. The light emanating from the orb is bright enough to power up most of her crystal magic spells. (By power up not enhance but as source of energy, most of her crystal magic spells works better during the day or at bright areas. Doesn't do any good during the night.)
Strengths:
-Good for defense, can block both physical and magical attacks
-Can be used as mean of transportation for not very far journeys
-The light emanating from the shield can be used to power up crystal magic spells that rely on light
Weaknesses:
-Those who rely on light magic can also harness the light to power their own spells.
-Dark elemental spells tend to eat away at the light, so as the light disperses the darkness, the darkness also eats away at the light.
-Can fend off a few rank B spells without causing harm to her but Rank A spells will cause it to shatter and deal half of the original impact of the attack, attacks from rank S and H cause it to shatter instantly withing dampening the original damage.
Duration: 5 posts
Cooldown: 4 posts
Name: Blade of Glorificus
Rank: A
Type: Light/Crystal
Description:
Alleria fashions a sword out of crystal and fills it up with her aura and magic, creating a glowing violet crystal sword that resembles the sword of the great hero Glorificus. This sword is very strong and very tough capable of cutting into almost anything, and with its radiant glow it can even cut the gloom of darkness and night. Can cut objects which are weaker than it, although magical imbued object would be harder to cut. Certain magic attacks can be deflected or affected as long as they have material form or semi-material form like energy rays,rock blast, or fire ball. The downside to this is, it constantly drains magic energy and while the sword is in her hand she is not able to cast any other spell, however already existing spells will continue until their duration ends.
Strengths:
-Can cut trough almost any object.
-Can deflect or cut certain types of magic which has form.
-Has no problem cutting trough barriers and shield that are magically enhanced with rank A or lower.
Weaknesses:
-Its a double edged sword, it uses the users life force to maintain the glow, although Alleria can regenerate magic through invigoration it still saps a lot of her energy.
-It takes 2 hits to breach A rank defensive spells, and 3 hits for S rank defensive spells and 5 for H rank spells.
-It explodes into pieces when if falls off her hands and someone else takes it
-She cant use any other spell while she has this at her hands, the sword is draining too much magic energy that she can focus to conjure up another.
-No matter how sharp this sword and that it can cut through almost anything, it can never inflict mortal damage to human, only serious wound, the goddess Tethys nerves allows a blow that would takes human lives away. (demons and other race it can)(although it cannot do mortal damage but it can still inflich serious wounds)
-Can only be used twice per thread.
Duration: 6 posts
Cooldown: 5 posts
Name: Wrath of Tethys
Rank: S
Type: Light/Divine
Description:
One of the few offensive spells that are known to the users of Divine Light magic, and also one of the most powerful. Since most of the spells of this form of magic is defensive in nature and meant to protect, the followers of Corellon created a spells that they could use in dire occasions. To invoke the aide of their patron Tethys, the Goddess of light.
To summon her help, Alleria raises her hand up towards the heaven in prayer, chanting hymns to open up the bridge between this world and the plane of the celestial beings. Once her prayer hears her plea, a ray of light shines down from the heaven, illuminating her. Gradually she would rise off the ground, wisps of light forming around, swirling faster and faster as she ascends towards the sky. Simultaneously, dancing lights of different hue fills the sky, mesmerizing those below with their grace and beauty, while descending downwards, eager to meet the caster.
When she has reaches max altitude(50 meters), Alleria lower both her hands towards the earth, then swirling wisps of light mixes with the aurora and goes falling down to earth with great speed, like shooting stars they fall, creating clusters upon clusters of luminous explosions. Anyone within 50 meters from her point of ascent would be caught in a barrage of light explosions. Direct hit from one of this would can cause a severe blunt trauma and dazed status from the intense light of falling lights. Those manage to avoid direct hits will suffer less, but the shock waves caused by the cluster of explosions are still painful, its like taking multiple jabs from different directions.
The whole duration of the spell, Alleria is protected by the swirling mass of light, however she is in a trance like, so she really has no control of her body. Once the spell ends, she regains control of her body, by then the wisps would have brought her back down to earth.
Strengths:
-Causes blunt damage either directly or indirectly.
-Can cause dazed status when hit directly, those dazed suffer from confusion, not able to tell who is who anymore.(2 posts)
-The swirling wisps of light serves as her protection but it can be shattered. It takes one Rank S or a barrage of four rank A spells to break up the cloak of light wisps swirling around her.
-Deals extra damage to Darkness/death type magicians.
Weaknesses:
-Reaching the intended height eats up one post, giving ample time to those familiar with the spell to make at least try to get out of the area covered by the attack.(The attack itself happens on her next post)
-Can be cancelled when Alleria is making her ascent, it takes either one Rank S, and a barrage of four rank A spells to cancel knock her out.
-Barriers and shields can cut the damage of the impact, but directs hits will still cause dazed status.
-She serves as a conduit of the goddesses power, she looses all control once she is in a trance, making everybody a target ally or foe.
-She will be completely drained for one post, unable to use magic the whole duration.
Duration: 3 posts.
Cooldown: 8 posts.
Last edited by Alleria on 21st December 2012, 12:40 am; edited 12 times in total