Primary Magic: La Doncella del Viento Angélico (Maiden of the Angelic Wind)
Secondary Magic: N/A
Caster or Holder: Caster
Description: How ironic that a woman such as Kistiñe would develop a magic such as La Doncella del Viento Angélico. It is a magic that would make one think of angels, or perhaps a priestess--not a flirt and adulterer. Did her time as a bird cause some kind of an internal change to bring out a holy nature in her magical abilities, or was it something else? Her family ties to the clergy? Whatever the case may be, it seems as though her magic has become more potent in general than before.
This magic is intended to be able to take on the duties of offense and support. The halo “chakrams” that can be generated do very little damage on their own, and thus require additional spells to make them of use; however, the chakrams are not the only avenue by which magic can be used. Certain spells are completely separate from the glowing white discs, while some are completely reliant on it. Many of the spells for the halos are meant to cause status effects on enemies--there are exceptions, of course--and spells that are not reliant on the halos can either cause direct damage to an opponent or act as buffs for Kistiñe's attributes.
Strengths:
- Offensive spells deal 20% more damage to dark or unholy beings.
- Healing spells restore 20% more HP to holy or divine beings.
- Chakrams provide a constant source of damage output if the user is unable to cast spells at any given time.
Weaknesses:
- Healing spells restore 20% less HP or MP to dark or unholy beings.
- Offensive spells deal 20% less damage to holy or divine beings.
- Damage from spells is (typically) broken up with multiple chakrams, usually in groups of two or three, making it difficult to cast a spell to its full effect.
- Statuses rely on the chakrams being able to hit their targets.
Lineage:
- Aspect of Jupiter:
Description: The aspect of Jupiter, once a king among gods he has now become as fallen as any other. Having freed his siblings from the belly of his father, Jupiter is tenacious and clings to his immortal essence. Jupiter was hailed as the ruler of the sky, and these certain traits bring themselves to bear in his host.
Ability: The Aspect of Jupiter lends to it's host a certain favour with the winds. Their magic can only be eaten by god slayers. Wind magic costs 5% extra when targeting the host and they are 30% resistant to the element. The host can spend half of the magical energy of a wind spell to nullify it(max S-rank).
Gains a user-ranked Wind-based signature spell. (S- rank Max) It must be made in the magic app as normal in addition to the spells made.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
- Halo Chakram Summon- La Doncella relies heavily on this ability, as it summons the rings of energy that many spells rely on to hit their intended target. By themselves, the chakrams glow white and deal the user's base melee damage at a given rank (max S rank). Unless otherwise stated in the spell description, normal spell damage is combined with that of the chakrams. (Active, no cooldown.)
- Wind Manipulation- Kistiñe retains her ability to manipulate the winds, thus allowing her to cast wind spells if need be.
- Baile de la Ninfa- A family legend says that one of Kistiñe's ancestors was a nymph; regardless of whether it is true or not, she has a passive 25% buff to movement speed and agility, and appears to be a bit hardier than her peers with 20% more HP.
- El Beso de la Doncella- A kiss is such a simple gesture, but one that can be effective in its purpose. In this case, the kiss is supposed to completely infatuate and seduce an opponent for a limited amount of time; how long that is depends on the rank of the mage. Typically, the effect is applied via a kiss on the cheek, although the lips and forehead are also viable targets--anywhere else, and the magic does not take hold of Kistiñe's opponent. (Active ability, may only be used once per thread. Infatuation lasts 3 posts on mages of equal rank, with one post subtracted until the duration is equal to one; one post of duration may be added for each rank beneath the user's. Infatuated targets will find it difficult, but not impossible, to attack the user for the duration of the effect.)
- Rasgos Angelicales***- This ability allows Kistiñe to create a pair of angel wings, made from light. These wings may be used for flight inside and outside of battle for a limited amount of time, but afterwards take a long time to recharge. Her movements also seem to be more graceful, with many motions performed with ease. (Wings last for six posts and allow Kistiñe to fly before disintegrating, with seven posts of recharge; adds a passive 25% speed buff regardless if the wings are being used).
***Ability slot(s) won in a raffle or contest.
- Halo Damage Calculation:
For those of you who might be wondering how damage and HP restore might be calculated with the Halo Chakrams, I came up with an easy-to-follow formula:
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m + (s/x) = c
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“m” is equal to the base melee damage of the caster’s rank and is not affected by the amount of chakrams being thrown at an enemy; if the spell being used is a healing or regenerative spell, “m” is always equal to zero. “s/x” is the damage or health regen of the spell divided by the number of chakrams that are used in casting it. “c” is equal to the damage of one chakram used in the spell. For offensive spells, “s” must be less than zero; for healing spells, it must be greater than 0; and, unless otherwise stated in the spell description, assume that “s” is the maximum allowable value at a given spell’s rank. “x” must always be positive and can never be equal to zero, otherwise you would destroy the fabric of reality.
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For the total damage or healing, simply use this formula:
y(c) = T
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In this case, “c” is the result of the previous equation, “y” is the number of chakrams that have actually hit their target*, and “T” is the total damage that would be inflicted on the target.
*Please note that “y” ≤ “x”.
Spells:
- Signature Spells:
- La Brisa Fresca:
Name: La Brisa Fresca
Rank: D, Signature Spell
Type: Instant
Duration: 3 posts
Cooldown: 4 posts
Description: Although her previous magic had a spell of the same name, this spell works differently than in her previous set of abilities. Rather than creating a vacuum that sucks her body through, the spell in this form simply ups her base speed (after the passive buff provided by her ability, Baile de la Nymfa) by 20%.
Strengths:- Allows for increased dodging capability.
- Allows the user to close gaps between herself and an opponent.
Weaknesses:- Cannot be used back-to-back, but not while it is in effect.
- Physically tires the user after each use(effect lessens after ranking up).
- Does not take into account speed buffs provided by other spells.
- Allows for increased dodging capability.
- Destructivo:
Name: Halo Destructivo
Rank: Signature
Type: AoE
Duration: Instant
Cooldown: Once per post
Description:
Strengths: A single halo is thrown at the enemy; the halo explodes on contact (or on command, whichever happens first) and damages not only the opponent that was hit, but any surrounding entities that happen to be around. (full ranked damage for a direct hit, and 75% for anyone caught in the blast radius (10m)). The range of the spell is only 25 meters.- Can damage more than one opponent at a time.
Weaknesses:- Blast radius is small.
- This spell has a short range.
- Can damage more than one opponent at a time.
- D-rank Spells:
- Curidad:
- Name: Halo de Curidad
Rank: D
Type: Instant
Duration: 1 post
Cooldown: 2 posts
Description: This spell nullifies the damage naturally dealt by the chakrams and, instead heals the target of the spell. Two chakrams are thrown at the target can heal minor wounds and ailments.
Strengths:- Able to heal from a distance.
- Can heal two people instead of one, if desired.
- Relatively short amount of time between casts.
Weaknesses:- Chakrams can be deflected.
- Each chakram only heals half of the full potential of the spell.
- Becomes less effective as a target’s rank increases.
- Opponents can be healed if they are in the path of the halo.
- Able to heal from a distance.
- Corte:
- Name: Halo de Corte
Rank: D
Type: Damage Over Time
Duration: 3 posts
Cooldown: 4 posts
Description: Kistiñe throws a single chakram with this spell, accelerated and kept on course by a stream of high speed wind. The aim of the spell is not to directly hit someone, but to cut them and cause bleeding. (40% D-rank damage on contact, +30% D-rank damage for each post after initial contact.)
Strengths:- Since it is propelled by the wind, the chakram is much harder to blow off course.
- Can distract an enemy from a more powerful spell.
- Useful for a quick strike.
Weaknesses:- Damage takes time to accumulate.
- Easy to dodge since the spell is aimed at limbs rather than an opponent’s core.
- Cannot be used repeatedly.
- Bleeding can be stopped by any healing spell.
- Since it is propelled by the wind, the chakram is much harder to blow off course.
- Ofrenda:
- Name: Halo de la Ofrenda.
Rank: D
Type: Instant
Duration: 1 post
Cooldown: 2 posts
Description: This spell may work in one of two ways. The first is relatively simple: a single chakram is created and thrown at an enemy for regular D-rank damage; however, if Kistiñe wishes, she may sacrifice up to 90% of her total HP to increase the strength of the spell. If her HP is below 10% of her total, then she is not able to sacrifice any for a stronger effect. (⅔ of any health sacrificed is converted to additional damage; capped at 60 additional damage; if health is sacrificed, add two additional posts to the cooldown.)
Strengths:- Can be used to quickly take out a chunk of an enemy's health.
- Can be effective against a higher level mage.
- Can end a fight quickly if an enemy is low on health.
Weaknesses:- If the maximum amount of HP is sacrificed, the caster becomes exhausted and disorientated.
- User must sacrifice HP for a larger effect.
- Range is reduced from 15 meters to 10 if health is sacrificed.
- The wait is longer if HP is sacrificed.
- Can be used to quickly take out a chunk of an enemy's health.
- El Halo:
- Name: El Halo
Rank: D
Type: Instant
Duration: 1 post
Cooldown: 2 posts
Description: A halo charged with enough energy to deal D-rank spell damage. No special effects are applied to this; just a plain vanilla damage spell.
Strengths:- Quick, easy way to deal some direct damage.
- Benefits from the Halo Damage Calculation provided above.
Weaknesses:- Has no additional effects other than dealing damage.
- Can be easily deflected.
- Ineffective against higher ranked mages.
- Quick, easy way to deal some direct damage.
- C Rank Spells:
- Circulo:
Name: Círculo de Protección
Rank: C
Type: AoE, Healing, DoT
Duration: Four posts
Cooldown: Five posts
Description: In this spell, the user creates a decorative circle of holy energy on ground (30 meter radius). It has two effects depending on who is inside; for Kistiñe and her allies, it heals 20 HP per post they are inside the circle, or until the spell wears off; for enemies, any time they enter the circle they are dealt 20 HP in damage outright and 10 HP in damage for every post they are within its diameter.
Strengths:- The spell is extremely versatile.
- Allies can be healed quite a bit.
- It looks pretty.
Weaknesses:- Kistiñe must remain in the circle; otherwise, the spell dissipates.
- Enemies and allies must be in circle for their respective effects to be applied.
- It looking pretty has absolutely nothing to do with the usefulness of the spell.
- Kistiñe cannot cast any spells while inside the circle.
- The spell is extremely versatile.
- Halos de Castigo:
Name: Halos de Castigo
Rank: C
Type: DoT
Duration: 5 posts
Cooldown: 6 posts
Description: Kistiñe creates four halos that move in a rapid pattern around her body. By themselves, they do nothing but swirl around her, waiting for her command. She may either throw them one at a time, or all at once. When thrown, they are given enhanced cutting power via the wind, causing the opponent to bleed profusely from each cut. After they are thrown and reach their intended target (or miss), they disappear. The spell ends after the duration has been met, or all halos have been thrown, whichever is first. (Each halo causes 10 damage on impact and 3 damage of bleed out per post. Bleed out lasts for four posts after impact, regardless of if the spell ends or not.)
Strengths:- Creates multiple chakrams at once.
- High damage output.
Weaknesses:- Any healing spell can stop the bleeding instantly.
- Halos cannot be used to block anything.
- The halos cannot track and home-in on an opponent.
- Creates multiple chakrams at once.
- Protección:
Name: Protección de Aire
Rank: C
Type: Defensive
Duration: Three posts
Cooldown: Four posts
Description: Protección de Aire--Protection of Air, in English--is a defensive spell designed to give the user a wide but immobile bubble of protection that allows the potential for several people to be protected at once. To form the bubble, wind is manipulated to circulate in an almost spherical pattern around the user; the radius of the bubble is 25 meters. However, certain projectiles, such as arrows, are likely to break through the barrier. (80 points of damage can be blocked while the spell is active; piercing projectiles (arrows or an elemental equivalent) have a 50% chance penetrating and dealing half damage to the user or an occupant.)
Strengths:- Able to protect allies, as well.
- Handily deflects most low level spells, and is generally effective against higher leveled ones.
Weaknesses:- Not effective against piercing projectiles (icicles, arrows, etc.)
- User is vulnerable to higher ranked mages.
- Projectiles cannot be shot out of the barrier.
- Able to protect allies, as well.
Last edited by Kistiñe Ibáñez on 17th May 2016, 7:27 am; edited 13 times in total