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☢ Endless Fusion ☢
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Primary Magic: ☢Endless Fusion☢☢ Endless Fusion ☢
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Secondary Magic: Fire Dragon
Caster or Holder: Caster
Description: Endless Fusion magic is Clementine's barely controllable ability to direct and utilize the nuclear energy that burns within her. Clementine is a living nuclear reactor of a huge scale, the avatar of a colossal sun brought into human form. Endless Fusion magic deals with Nuclear energy and the resulting radiation and explosion. How the nuclear energy manifests varies on how it is utilized but is inherently blunt and offensive, full of destructive power without room for little tricks and utilities or defense. The only effects that aren't directly offensive are contained within it's passives, meanwhile some measure of defense is possible in the most basic and aggressive ways possible. "The best defense is a good offense" style.
Because of all this, the wielder of Endless Fusion is an almost literal living nuke, packed with devastating potential to untold levels of collateral damage. Using Endless Fusion is not a precise art, and engaging the wielder of such a magic should not be done lightly. As the EF-Nuke is sure to wreck havoc on the surrounding terrain and civilians perhaps even more so than the challenger themselves. The challenger can only take so much, but the ground everywhere else can be pounded into rubble. Even when dodging these explosions, the effects of the nuclear detonations (No matter the scale) result in a Fallout that provides lasting ailments that slowly crop up over time and devastate crops and make the land useless, unable to sustain life. Water gets tainted, and plants wither, and with more exposure, the body sickens and turns frail.
Strengths:
☢ Pure Destruction: Endless Fusion magic is one of the best magics for dishing out destruction. All Endless Fusion spells are inherently larger in effect, allowing spells to have much higher overall area of effect. The area effects are still situational based on the spells, but all can be significantly larger than typical spells of their rank.
☢ Pure Death: Endless Fusion magic is devastating and tears things apart with extreme prejudice, being a magic focusing on delivering death and destruction. All Endless Fusion spells are inherently more damaging in effect, with no spell that does not deal damage.
This is much easier to handle than area effect as this is a more constant thing. All damage is at a flat rate 50% more potent than standard spells of it's rank.
☢ Pure Despair: Endless Fusion magic is a magic of radiation. Radiation is not a friendly force and is no fan of life. Endless Fusion spells are high radiation effects that cause lasting problems over time. Wherever an Endless Fusion spell hits, no plant life can grow except through the use of plant/nature magic of 1 spell higher than the Endless Fusion spell that tainted it. Every 1 minute or post (whichever is shortest) spent in the area of destruction caused by an Endless Fusion spell results in a mounting .5% chance of suffering a level of Radiation sickness, which doubles for every exposure and starts at a certain percentage off the bat with higher ranked spells. D-ranks start with .5, C 1, B is 2%, A is 4%, S is 8%, and H is 16%. The effects of Radiation Sickness are defined later in this post. Radiation tends to have it's own area of effect independent of the spell but is always larger. In the case of explosions, the radiation extends outwards 5x the area of the explosion itself (So a 300 meter explosion would create a 1,500 meter area of radiation), meanwhile in the case of projectiles/beams the radiation will usually continue forward until it cannot penetrate further. Which means if the beam hits something, the radiation could continue to bombard the area behind what the beam itself could not penetrate, and a short area around where the beam traveled (A 5 meter wide beam would irradiate a 15 meter strip of land along where the beam traveled, 5 meters on either side of where the beam was and the 5 meters of the beam itself).
Radiation is harder to cure, and is incredibly resilient. Only the types of healing listed in the weakness can heal radiation sickness. Radiation Contamination on an area lasts 10 years per spell rank (Unless purified early.). Radiation Poisoning however, lasts as described or until cured.
Beings that are immune to being effected by powerful diseases are similarly immune to the effects of radiation sickness and vice versa. Undead / unliving creatures are immune as such. However, they can still be irradiated themselves, spreading the radiation around.
Radiation passes through obstruction. Only types listed in the weaknesses can block the radiation itself, though defensive spells can block the damaging main effect as normal.
Weaknesses:
☢ Careless Disregard for Personal Safety: Endless Fusion magic cannot possess Defensive spells. Endless Fusion magic is specialized in delivering Destruction, and cannot contribute to Preservation, not even Self Preservation. The only "Defense" Endless Fusion has is defense through superior firepower.
☢ Careless Disregard for support and utility: Endless Fusion magic cannot possess Supplementary spells. Endless Fusion magic specializes in destruction and blunt brutality, it cannot form the tact required to produce effects that aren't brute-force and explosions. This eliminates almost all utility spells (Such as how someone might use wind magic to heal, fly, cloak/invisible, create smoke screens, walk on walls, ect).
☢ Inherent limitations of Radiation. This is a weakness for the radiation effect spells have. Liberties will be taken to provide the simplest limitation that is not so representative of real world radiation.
Metal and Earth slayers can block Radiation with equal ranked spells to the radiation spell in question. Wood slayers can block radiation with spells 1 rank greater than the radiation spell.
The rest of the spell beyond the side-effect radiation can be blocked as normal, this is only regarding the pure radiation effect.
☢ Light-based healing, chemical-based healing, and pure healing magic (Of a magic type dedicated to healing in the way EF-Nuke is dedicated to devastation) can all heal Radiation at 1 rank lower than the EF-Nuke spell used. Spells themselves focused on healing ailments and sicknesses but not part of one of those three healing types can still heal Radiation, but at 2 ranks higher than the EF-Nuke spell used or two usages of 1 rank higher, and 3 usages of same-ranked healing spells. NOTE: This is for the RADIATION, not the direct damage a spell causes.
Nature and Pure Healing magic can heal the land of radiation contamination at 2 ranks higher than the EF-Nuke spell used, but in doing so they take the radiation they eliminated into themselves and they must then heal that. This limits them to the total amount of radiation they can cleanse at once. And not any Nature of healing spell can do this, but it has to be an especially pure hearted magic and the spell actually has to be focused on cleansing land.
The symptoms of radiation sickness can be covered temporarily with any sort of healing magic, however.
I'm just trying to give radiation a semblance of seriousness it has in real life, where we can't do anything about radiation except prevent it from spreading with the use of concrete and lead.
Abilities/Powers:
☢ Nuclear Aura: Clementine like all powerful mages has a significant aura pertaining to her magic. Clementine's Aura is listed as an actual Ability however, because it isn't just for show. Clementine has to suppress her aura otherwise it goes wild. She will usually pay minimal attention to suppressing this aura, leaving it still there but in a small field around her person a few inches from her body. Being suppressed, the aura cannot be detected by any means as it is not there anymore.
When allowed to roam this aura extends out 10 meters around her in which all who enter it immediately feel the effects of Weak radiation poisoning, but this is removed upon leaving unless they spend 3 minutes or posts (Whichever is shortest) or longer in the area in which case it amounts to true exposure. Physically touching Clementine while the aura is freed results in true mild radiation exposure.
When Clementine is forcefully brought to unconsciousness her aura runs wild and out of control causing her to suffer a Meltdown. When under Meltdown, Clementine's body grows in heat rapidly and she leaks the radiation aura uncontrollably. Every 5 seconds she is unconscious the Meltdown produces an area of Fallout that is 5 meters in radius, growing out from her location. This Fallout area is considered an area of moderate radiation, and every 5 meters the closest 2m to her becomes an area of the next highest radiation level, repeating until eventually there'd be a big layer of rings of different exposure levels. Along with the radiation, she outputs mass amounts of heat to the point that the area 1 meter per 5 seconds (Growing with the radiation) becomes an area of damaging heat resulting in D-rank damage, every multiples to the area's size results in the closest meter becoming the next rank in damage. So eventually, if she is in Meltdown long enough, people would melt upon approaching her unconscious body.
She becomes so hot in fact that she burns through the ground eventually, and will continue melting through the earth until she awakens or is slain. A side effect of this means that the area on the surface will stop growing, and the heat will leave the area as the source of the heat sinks away.
If left unchecked this can eventually result in a lethal area that can kill fairly quickly. But because she melts into the ground it's sort of self regulated.
Maximum area effect if this meltdown is 1 mile regardless of time spent in Meltdown, though eventually that could become a solid 1mile of critical exposure.
This is comic-book level radiation, and thus it quickly blackens and withers plantlife and the effects can be felt, allowing escape, containment, or a wake up call.
☢ Endless Fusion: As the name of the magic, Endless Fusion. Clementine is the avatar of a great star, nature's massive nuclear reactors. It'd be silly if she had the same mana pool as the standard mage. She recovers 5% MP per post and has a starting MP pool of 125 instead of 100. (Baring in mind how limited her magic is, without the ability to Buff herself or perform non-attack spells).
☢ Fusion Body: Clementine's body is not made of flesh and bone, but is an mess of hydrogen atoms that through extreme forces of will and soul had over the course of several million years eventually came into being as she is now. Her composition mirrors that of the human she once was in ages past, but on the inside she is anything but. She lacks a nervous system or internal organs, thus no hit on her is more or less effective than a hit anywhere else on her body. (In typical RPG-gamer speak, she is immune to "critical hits"), and as a side effect is also immune to effects that target those systems specifically.
She is a physical being however. She is energy made material. She just lacks the common traits of life. Cutting her in half would show the similar insides to cutting a statue in half. It's just smooth surface. No severed organs or bone. Note: She still has orifices, which lead deeper into her body as a system but don't end in any organs or anything.
That being said however, her body IS a system in and of itself that should not naturally exist. Delivering excessive damage will result in her destruction via Meltdown in which her form cannot sustain her any longer and collapses in on itself.
Being physically composed of nuclear fusion herself, she is not effected by radiation or her own spells.
Her body being composed of pure radiation in various states of existence, Clementine can reshape this energy body within certain parameters, she can add things that provide cosmetic effect to a limited extent. She could make her body become blurred as she takes on a slightly more gaseous composition, she could add functional wings, fangs, or claws, change her coloration, and even take on the visual cosmetic appearance of someone else who she has seen indepth with her last ability:
☢ Atomic Eyes: Clementine's sensory experience is not the standard one most humans get. Instead she perceives everything with directional radiation detection that sees the radiation emitted from all things no mater how insignificant, allowing for fully three dimensional mapping in the same cone of perception normal people would see. This allows her to see things as though through a 3D scanner, but also circumvents concealment and invisibility.
It does NOT allow 360 perception however, but instead penetrates through walls and other obstruction, including clothing, skin, flesh, bone- which gives her a unique insight to the inner workings of people. She can see the blood rushing through your cheeks as you blush, your heart pounding with adrenaline, your brain activity sparking throughout as you tell a lie...
This perception only works when her eyes are closed, and she does not naturally blink (Thus no random switches to Atomic sight).
☢ Body of Will: Clementine is physically more capable as her body is literally itself a manifestation of her will. She heals at 5%HP per post and has 15% more physical capability per rank, maxing out at 50% at A-rank. (Baring in mind that the HP regeneration and boost to endurance is her only defense). Once per topic if slain she can come back to life when slain with +33% of her HP and gaining +20% MP (Or less if she is already nearly full). After this occurs once it cannot happen again within the topic, though she can return to life outside of the topic (A common effect, and something that -any- mage can do, but this is just the excuse/cause for it IC)
☢ Radiance: Clementine's basic attacks are augmented by radiation damage equal to 1/2 spell damage for her rank (S-rank = 50), which effects individuals on contact with her as well. An item that hits her would become a source of Serious radiation, while directly touching her counts as serious radiation exposure. Any spell that deals less than her total physical damage can benefit from Radiance as well, but only for 1/4th (25) rather than 1/2, and applying Dangerous radiation instead of Serious.
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☢Effects of Radiation Sickness☢
- Spoiler:
Whatever is mentioned or explained here overrides anything mentioned elsewhere, while information detailed in the individual spells override information mentioned here as appropriate.
Forumotion tables are pretty awful otherwise I'd make sexy tables and could get even more in depth but I'll give a rough description here.
Environmental Hazard levels last 25 years per severity. (Compared to actual radiation contamination which can last thousands or millions of years).
It should be noted that severity has no relation to spell rank beyond what each spell rank could potentially manage simply because it's a better spell or what not.
Each hazard level also comes with the previous level's effects.
Each Hazard level has an "onset", this is the time before it's effects will be felt. Then the Duration expresses how long those symptoms will happen. Once they end, the Onset comes back which points out how long before the symptoms are felt again.
If left untreated the cycle will continue until they die, are treated, or in the case of the first three severities 10 / 20 / 30 weeks pass respectively before the condition lessens the the previous hazard level and so on until they are fine. The latter three severities have to be treated or no recovery will be found.
Plant and mundane animal life cannot recover from exposure, and in areas of weak radiation, plants such as grass, weeds, and other delicate plants are all sickly and grow malformed. Mild exposure plants comparable to a flower wither and die, and leaves blacken. On Moderate exposure, trees shrivel and lose all their leaves and turn black.
The rank of the mage exposed is subtracted from the Hazard level. However, 10 applications of Weak radiation amount to Mild radiation and so on until more serious hazard levels eventually apply. D-rank is not counted for subtraction. If subtracting radiation would make the character immune, it instead multiplies the time it takes to suffer from it by x1.5, which doubles for every further rank by which they would be immune to it.
When exposed to a radiation level, all future radiation exposures less than their highest exposure are easier to succumb to. Reduce the exposure required for lesser hazard levels by half, and half again for each lesser hazard level. This is to simulate that radiation never truly leaves the body, and is a very dangerous thing to be exposed to even once, permanently effecting one's body forever even after the symptoms go away.
The hazard levels are:
- Spoiler:
Note: "Combat effects" are exaggerated. You could say perhaps that the stress of battle aggravates the condition or something. It's just an attempt to make it matter in a fight.
Weak:
☢
Effects: Weak radiation poisoning is harmless. It will make victims feel dizzy.
Exposure: 1 minute in a Weakly irradiated area or directly hit with moderate radiation, two hits of mild, or 3 hits of weak.
Onset: 1-12 days.
Duration: 1-4 days.
COMBAT EFFECT: -10% accuracy, stamina, strength. -1% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Mild:
☢☢
Effects: Mild radiation poisoning is more or less harmless. It will make victims feel disoriented and a little nauseous.
Exposure: 10 minutes in a weakly irradiated area, 1 minute in a mildly irradiated area, or a direct hit with dangerous radiation, 2 hits of moderate radiation, or 3 hits of mild. 5 hits of Weak.
Onset: 1-9 days.
Duration: 1-6 days.
COMBAT EFFECT: -20% accuracy, stamina, strength. -2% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Moderate:
☢☢☢
Effects: Moderate radiation poisoning is usually harmless. It will make victims feel confusion and may induce vomiting.
Exposure: 10 minutes in a mildly irradiated area, 1 minute in a moderately irradiated area. Or direct hit with Serious radiation, 2 dangerous radiation, 3 Moderate, 5 mild, 15 weak.
Onset: 1-6 days.
Duration: 1-4 days.
COMBAT EFFECT: -30% accuracy, stamina, strength. -10% max MP -3% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Dangerous:
☢☢☢☢
Effects: Dangerous radiation can lead to death. It will make victims feel serious nausea and lack of depth perception accompanied with a headache. Vomiting is almost guaranteed in most humans. Skin becomes discolored, and the heart becomes skittery. Breathing is somewhat labored. Easily fatigued, and they have a weak immune system.
The victim will emit Weak radiation within 1 inch.
Exposure: 10 minutes in a moderately irradiated area. 1 minute in a dangerously irradiated area. Or direct hit with critical radiation / 2 serious hits / 3 dangerous hits / 5 moderate / 15 mild / 30 weak.
Onset: 1-3 days.
Duration: 2-3 days.
COMBAT EFFECT: -40% accuracy, stamina, strength. -20% max MP -5% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Serious:
☢☢☢☢☢
Effects: Serious radiation has killed fairly often. It will make victims suffer a serious headache, extreme nausea and vertigo which makes it a nuisance to walk and heaven forbid stairs. With the frequent vomiting, it may be difficult to keep down sufficient nutrients. Their skin becomes yellowy and take on the appearance of bruises in places. They will rapidly lose weight, and their hair will fall out over 1-4 days. They will have difficulty healing naturally, a small cut taking weeks to heal. Their organs will feel strained. All of this is serious, but hearty individuals may yet pull through.
Victim will emit Mild radiation within 1 inch and weak within 2 inches.
Exposure: 10 minutes in dangerous radiation, 1 minute in serious radiation. Direct hit with Mortal radiation / 2 critical / 3 serious / 5 dangerous / 15 moderate / 30 mild / N/A Weak
Onset: 1-6 hours.
Duration: 12-24 hours.
COMBAT EFFECT: -50% accuracy, stamina, strength. -30% max MP -7% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Critical:
☢☢☢☢☢☢
Effects: Critical radiation usually kills. It will make victims suffer intense crippling headaches, complete disorientation to the point of feeling like the world is spinning even when lying still. Their hair will rapidly fall out, their skin will take on a bruised and even green like appearance. They are incapable of healing on their own, their blood will thin and their immune system will be nonexistent. They will occasionally suffer minor heart attacks or strokes as their organs struggle to function. Like the name of this hazard level, this situation is critical and most will die. But miracles can happen, and with treatment recovery is possible.
Victim will emit Moderate radiation within 1 inch, mild radiation within 2 inches and weak radiation within 6 inches.
Exposure: 10 minutes in Serious radiation. 1 minute in Critical radiation. Direct hits with 2 mortal / 3 critical / 5 serious / 15 dangerous / 30 moderate / N/A mild or weak
Onset: 15 minutes - 1 hour.
Duration: 6-8 days.
COMBAT EFFECT: -60% accuracy, stamina, strength. -40% max MP -9% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Mortal:
☢☢☢☢☢☢☢☢☢☢☢
Effects: Mortal radiation always kills, causing major organ failure all across the board. Brain, Heart, Lungs, Kidneys, Livers, all of it.
Victim will emit Critical radiation within 1 inch, Serious radiation within 2 inches and Dangerous radiation within 6 inches.
Exposure: 10 minutes in Critical radiation. 1 minute in Mortal radiation. Direct hits with 3 mortal / 5 critical / 15 serious / 30 dangerous / N/A moderate, mild, or weak
Onset: 1 minute - 15 minutes.
Duration: Up to one hour, or one week.
COMBAT EFFECT: -70% accuracy, stamina, strength. -50% max MP -12% HP per post. For 5 posts. Posts in an area of radiation or in which hit with a radiation attack do not count against this timer, before reducing by 2 levels of severity.
Signatures:
- Spoiler:
Name: Shooting Star
Rank: S
Type: Nuclear ☢ Radiation
Description: Fires a ray of nuclear energy in a 3 meter long beam that's as thick as a softball. It travels at 120 meters per second out to 400 meters. It deals 80 radiation damage and 70 heat damage. (S-rank + 50%)
As standard for ALL Endless Fusion spells as a magic strength, it spreads radiation. Being S-rank, this is Serious radiation.
Strengths:
- Your typical blaster shot.
Weaknesses:
- An extremely basic ranged attack.
- Narrow hitbox.
Duration/Cooldowns Instantaneous. N/A.
Name: Star Shot
Rank: D
Type: Nuclear ☢ Radiation
Description: Fires a tiny star the size of a marble that leaves a thin trail of light behind it. It travels at 30 meters per second out to 50 meters. It deals 20 radiation damage and 10 heat damage.
Strengths:
- A very quick easy attack that takes no effort allowing it to be used very frequently like firing a gun.
Weaknesses:
- Very small.
- Very slow for a projectile.
Duration/Cooldowns Instantaneous. N/A.
- Spoiler:
Name: Radiation Pulse
Rank: D
Type: Nuclear ☢ Radiation
Description: Radiation Pulse is a quick spell, by snapping her fingers Clementine generates a spherical pulse of nuclear radiation that bathes the area 15 meters out from Clementine with Mild radiation and causes light radiation burns on those caught in the area. The pulse extends out at 45 meters per second.
The area remains as a zone of Mild Radiation contamination.
Deals 15 heat damage and 15 radiation damage.
Strengths:
- Radiation Pulse is a very quick spell that can be used on the fly.
- Radiation Pulse is the easiest way to irradiate an area.
- Radiation Pulse is an effective pest remover.
Weaknesses:
- Radiation Pulse does not pack much in the the ways of raw force, or kinetic energy. It causes burns but it does not have any force behind it. This means it wont break anything and thus can't penetrate well, though it can catch things on fire.
- Standard radiation weaknesses can effectively negate the spell entirely, as it's entirely radiation.
- Has no effect whatsoever on nonliving targets.
- Against living targets, the effects aren't immediately apparent save for the burns. Vegetation is withered, but I mean fauna not flora.
Duration/Cooldowns Instantaneous. 2 post cooldown.
Name: Black Star
Rank: D
Type: Nuclear ☢ Radiation
Description: Clementine creates an atomic model that appears to have a black core. This burning atom-like "star" remains stationary in place where created until someone enters within 3 meters of it when it detonates with a 6 meter explosion that inflicts radiation burns and inflicts weak radiation sickness. It leaves the area as a zone of weak radiation contamination. The Black Sun is the size of a soft ball, and it hovers a foot away from where it is created.
It does not emit light, but has a clear defined form though it tends to blend in well with the shadows.
The explosion itself is 20 meters per second and deals 20 heat damage and 20 radiation damage.
Whenever this spell is cast, the magic power can remain within Clementine to be used later at some other time when she casts this spell, allowing her to create multiple mines at once by "Charging". So she uses it once, nothing happens. She uses it twice, nothing happens. She uses it a third time, and 3 mines appear.
Strengths:
- The spell creates a mine, a source of delayed damage that remains until triggered or it wears out.
- Useful in blocking an exit to an extent, or leaving a surprise for anyone who tries to sneak up on you, sneak away, or simply flee.
- Also useful in creating damage points, where other spells may cause an enemy to move towards willingly or otherwise.
Weaknesses:
- The Black Star remains stationary at the point created and can't be moved there after.
- The Black Star can be detonated prematurely through use of Summoned minions (Meat Shields that detonate it for you).
- The Black Star can be destroyed by targeting it with any offensive spell that hits, which causes it to destabilize and collapse.
- The Black Star cannot detect friend from foe.
Duration/Cooldowns Lingers for up to 8 posts each. 2 post cooldown. It's meant to be a mine like spell, not some instantaneous effect.
Name: Starbreak
Rank: D
Type: Nuclear ☢ Radiation
Description: A destructive bolt of nuclear energy bursts forward quickly with volatile energies that are at such a level that they are more effective at destroying objects. The bolt is half a meter in diameter and incinerates objects the size of basketballs or less while severely damaging others. It inflicts painful radiation burns to those that get caught in it and catches things on fire. Travels up to 20 meters. Marks the immediate area around impact an area of weak radiation.
Deals 10 blunt force damage, 10 radiation damage, and 10 heat damage.
Travels at 45 meters per second.
Strengths:
- Excels at destroying physical objects or blowing holes in things, and starting fires.
- Deals higher damage than most spells of similar rank.
- Does double damage to physical barriers, such as stone walls or metal shields.
Weaknesses:
- A fairly basic attack, it's a straightforward beam-like projectile. On the thick side.
- Very short range.
- Comparatively small window of effect.
- Starbreak does no damage to energy based barriers. Such as a force field or a plasma wall.
Duration/Cooldowns Instantaneous. 2 post cooldown.
Name: Nuke'it
Rank: D
Type: Nuclear ☢ Radiation
Description: Nuke'it is a very very basic spell that causes a brief but intense flare of nuclear radiation within the palm of one or both hands each the size of a basket ball. It emits light but doesn't have any substance to it. This radiation phases through things and cooks things rapidly from the inside out at an insane speed. It vaporizes all living microorganisms down to the atomic scale leaving it completely free of germs, viruses, and bacteria... Though the thing is left with Weak radiation poisoning/contamination, and possibly igniting a fire if at all flammable.
Deals 20 radiation damage, 10 heat damage on touch / within a basketball sized area from her hand.
Strengths:
- Instant purging / cooking of food and drink.
- Deals damage when used on living things. Tends to fry small animals though, as it deals double damage to creatures capable of fitting within the basketball sized area effect. Creatures with significant magical presence are not effected as such (AKA: A player character who shrunk or turned into a small animal)
- This spell can be "Chained". Which is to say repeatedly cast in succession without triggering the cooldown unless interrupted or some other spell is used, for repeat mana cost.
Weaknesses:
- No damage to objects that aren't flammable. Flammable objects catch fire.
- Has no knockback or otherwise force behind it.
- Radiation tends to negate the benefits of cooking food for most people.
- Cooldown increases by +1 for every repeat usage in the chain.
Duration/Cooldowns Instantaneous/sustained (Repeat expenditure of magic to provide continuous effect). 2+ post cooldown.
- Spoiler:
Name: Long Star Bolter
Rank: C
Type: Nuclear ☢ Radiation
Description: Long Star Bolter collects large amounts of radiation within Clementine's legs and releases them in a long sustained eruption in order to propel Clementine like a shooting star. The propulsion is a violent one and only propels in one direction. It projects Clementine at sub-light speeds for a short burst or until she collides with something. It's near-instantaneous as a result, but so brief it only allows her to move 25 meters in a straight line. The energy envoloping Clementine makes her appear as a shooting star as mentioned, but it isn't just for show. Not only is it propelling her but it is a damaging field of energy that lends itself to vaporising small things in her path while diverting them around her, such as birds or insects in the air. This field collapses on collision with larger objects or people and detonates in a directed burst as such that it dampens the initial impact's would-be damage causing it to burst forward.
Deals 30 radiation damage 20 heat damage on contact. Half that if just within 5 meters. Deals her physical damage as well if she slams into something. However, she takes her own physical damage as recoil damage against herself due to slamming into something.
Out of combat this spell can be "Chained" allowing her to travel continuously uninterrupted at high speeds.
Strengths:
- Effective mode of transportation.
- High speed.
- A damaging tackle like effect.
Weaknesses:
- Collisions count as fall damage towards Clementine, somewhat dampened by the burst.
- Self-destructive, throwing one's self into harms way like a cannonball.
- Very ostentatious method of travel.
- Inability to control trajectory.
Duration/Cooldowns 3 post cooldown. Instant effect.
Name: Starlight Shower
Rank: C
Type: Nuclear ☢ Radiation
Description: Fires a volley of star-like motes of radiation out from Clementine. They scatter up vertically or horizontally out from her in a swirling flurry. There are approximately 20 of them. They travel at 15 meters per second and individually hit for 2 point of heat damage and 2 points of radiation damage. They can individually scatter and pummel something with different varying arcs and are capable of striking separate targets.
Range of 50 meters.
Strengths:
- Spread out damage capable of striking multiple enemies or focusing on one.
- High damage potential against single targets should each star hit.
- Homing. The stars have a homing effect making them more accurate overall (though imprecise). They have about a 45 degree mobility.
Weaknesses:
- Imprecise. The stars have a target window of 1 meter, giving a little bit of wiggle room against individual stars. They aren't going to be well placed shots. You aren't going to get a bullseye with this spell. Though you would pelt the hell out of the target in general.
- Fragile. The stars break on contact or interception by something.
- Slow. Traveling at only 15 meters per second, incredibly slow for a projectile, they are easier to dodge individually.
- Weak. The stars are individually extremely weak, dealing only 4 damage.
Duration/Cooldowns Instantaneous. 3 post cooldown.
Name: Star Wave
Rank: C
Type: Nuclear ☢ Radiation
Description: Star Wave generates a wave like emission of nuclear energy that fans out from Clementine to upwards of 50 meters at 30 meters per second. The wave is a half-circle like burst. 1 ft thick. It can be angled however appropriate. The destructive wave easily cleaves through physical obstruction but is ineffective at breaking through energy based obstruction. To cast, Clementine holds the palms of two hands in relation to her, usually close to her body. The hollow space between her palms defines the angle of the slash.
Deals 30 pure slashing damage, 20 radiation damage, and 10 heat damage.
Strengths:
- A wide slicing energy effect that can level small buildings, depending on the building.
- Can be aimed in a way, allowing the slices to be at any angle needed. Such as a vertical slash vs a horizontal one.
- Very good at carving through a crowd, and catching flammable items (Such as hair, clothing, wooden buildings, ect) on fire within 5 meters in any direction from the initial wave.
Weaknesses:
- Comparatively thin, being only a foot thick.
- Can't penetrate energy based obstructions, dealing only half a D-rank damage to them. Such as a force field or plasma barrier.
- Short to medium range.
- Angle of the slash can be defined by the observant by the way either the arm cannon travels or the way her hands are spaced from each other.
Duration/Cooldowns Instantaneous. 4 post cooldown.
- Spoiler:
Name: Rad Storm
Rank: B
Type: Nuclear ☢ Radiation
Description: Rad Storm starts with a swirl of nuclear energy that condenses into an atomic model within one palm but the swirl of energy continues as the model grows in size then shatters into three smaller models suddenly that burst forward. Every 15 meters these models travel they burst into three more models each, and so on until they reach a maximum distance of 105 meters where there are 6,561 atomic models the size of marbles that barrage an area.
Every time they split the new models appear in a chaotic flurry rather than all at once making for a more sustained "Storm" rather than a wave of orbs.
Wherever an atomic model hits it has a micro explosion 5 times the size of the model itself. Mostly a visual effect.
Individual models only travel at 10 meters per second.
Damage is dependent on how far away something is from the origin/caster.
0-15: 40 Rad damage 20 heat damage. 9 orbs. 30 meter AoE.
16-30: 45 rad damage 25 heat damage. 27 orbs. 60 meter AoE.
31-45: 50 rad damage 30 heat damage. +5 rad + 5 heat for targets twice human "Medium". 81 orbs. 90 meter AoE.
46-60: 50 rad damage 30 heat damage. +10 rad + 10 heat for targets three times human "Medium". 243 orbs. 120 meter AoE.
61-75: 50 rad damage 30 heat damage. +15 rad + 15 heat for targets four times human "Medium". 729 orbs. 150 meter AoE.
75-90: 50 rad damage 30 heat damage. +20 rad + 20 heat for targets five times human "Medium". 2,187 orbs. 180 meter AoE.
91-105: 50 rad damage 30 heat damage. +25 rad + 25 heat for targets six times human "Medium". 6,561 orbs. 210 meter AoE.
Strengths:
- Large area effect, as a major point of the magic type is, meanwhile the likely resulting wildfire can spread even farther. Especially when used in old wooden towns, forests, or dry grasslands.
- Hard to dodge by design, but not impossible or near-impossible.
- Pummels an area to rubble, more effective vs physical objects dealing about twice the effective damage to nonliving material substance.
Weaknesses:
- Weak to energy based barriers and obstructions, dealing half damage to them.
- Requires distance to achieve maximum yield. Interrupting early negates the combined total damage and area effect. While a single casting can devastate say, a school building or hospital with it's area effect... the whole thing could be interrupted by blocking the spell early on. (The initial three projectiles are each individually a singular C ranked effect)
- Relatively slow projectiles are easy individually to dodge, particularly against smaller targets. So someone with high speed magic, slow time magic, and/or shape changing magic could easily get through as they transform into a small creature and/or use their speed to dodge the projectiles as they come. They are unlikely to be unharmed however. They would just take perhaps half or 75% reduced damage.
- Clementine cannot end the spell early once cast.
Duration/Cooldowns 1 post duration. 5 post cooldown.
Name: New Star Bolter
Rank: B
Type: Nuclear ☢ Radiation
Description: Clementine breaks loose the bindings that hold her structure together causing violent radiation to burst out from around her in such away that her position among the world around her is volatile and easily changed, by directing this change by lessening or strengthening her control in any particular direction she causes herself to burst in that direction with sudden and intense flares of destructive energy.
A single burst carries her 30 meters at sublight speeds, or near-instant.
Coming into contact with anything while this mode of hers is active results in Moderate radiation poisoning. If coming into contact with anything while bursting, it counts as getting exposed to a Dangerous radiation hit and they take potent damage as they collide with her and the intense nuclear energy burns them.
Deals 50 radiation damage and 30 heat damage to targets on contact, half that to things within 10 meters of her. Deals her physical damage on contact as well, but said physical damage is applied to herself as well as recoil damage.
Strengths:
- New Star Bolter has multiple bursts allowing for greater mobility. She can use New Star Bolter seven times total, over the course of six posts before it wears off. Or they can be used all at once.
- The destructive field that forms around Clementine damages on contact.
Weaknesses:
- Pre-set 30 meters, no more and no less. Meaning she can't use New Star Bolter to only travel 10 meters, or 50, or so on. Only 30 exactly.
- Cannot change trajectory during movement, singular straight lines.
- Recoil damage.
Duration/Cooldowns Lasts six posts. 10 post cooldown.
Name: Creeping Sun
Rank: B
Type: Nuclear ☢ Radiation
Description: Clementine creates a large atomic model between the palms of her hands and it expands to the size of a small hut, about 2.5 meters in diameter. This "Creeping Sun" is projected outwards at 60 meters per second. It extends outwards 120 meters away from Clementine then it returns to her to be reabsorbed. If it hit anything, it returns 5% MP and 20hp per Player Character or Enemy hit. Faceless NPCs don't count, only Enemies that are actually listed in Job apps for example count, named/unique npcs, or player characters.
Creeping Sun inflicts Mild radiation poisoning on contact and leaves Weak areas of radiation where it passes, and potentially ignites anything that's at all flammable.
Deals 40 radiation damage and 40 heat damage.
Strengths:
- A boomerang like effect, Creeping sun fires and returns in about four seconds total. It doesn't return to the point projected from, but to Clementine herself wherever she is. By keeping mobile she could keep the Creeping Sun in the air for up to 5 posts before it vanishes.
- The Creeping Sun phases through physical obstruction.
- Can hit the same person multiple times depending, resulting in extra damage.
Weaknesses:
- Doesn't phase through Lead objects.
- The Creeping Sun can be blocked with energy based defense, such as force fields or plasma barriers.
- The Creeping Sun can be destroyed by targeting it with an A-rank offensive spell energy, crystal, or lead in nature.
- The Creeping Sun returns no MP/HP if it can't actually return to Clementine, even after hitting a valid target and would otherwise do so- if it is blocked or destroyed before reabsorbing the energy is lost.
Duration/Cooldowns Up to 5 posts max (Mostly instant). 6 post cooldown.
- Spoiler:
Name: Geo-thermal Nuclear Eruption
Rank: A
Type: Nuclear ☢ Radiation
Description: Clementine thrusts a fist or weapon into the earth or a large body object and floods it with nuclear radiation irradiating the area and high fusion power is injected through the earth to erupt at a remote location within 200 meters after a delay to cause a 40 meter area detonation from the ground up, causing a pillar of nuclear matter to extend 330 meters into the air topped with a mushroom shaped cloud. Radioactive superheated stones fall and shower the land within 300 meters of the eruption.
Getting caught in the eruption deals some serious damage (60 radiation damage 60 heat damage), but the force of it can throw them sky high or at least pitch them far away from ground zero. Rubble and falling stones can add 40 bludgeoning damage to individuals within 300 meters of the initial 40 meter AoE (And within the initial AoE as well).
Getting hit with the explosion delivers a blow of Dangerous radiation, getting hit with Fallout / Irradiated stones causes Moderate radiation.
The 500 meter area around the Eruption becomes a zone of Moderate radiation, along with the small site wherever Clementine injected from.
The Eruption site foreshadows the impending detonation by experiencing trembles, rising elevation (The ground in the center of the of the eruption will be 1 meter higher than before prior to eruption), and increasing levels of radiation.
Strengths:
- Great AoE attack that's sure to wreck hell on most structures.
- Pillar effect on the explosion, which can tag low flying enemies.
Weaknesses:
- The eruption is forewarned by tremors in the ground and heat / warmth radiating up from the ground in the area to be effected. Gives 3 seconds of warning/reaction time.
- Can't be used at sea or sky, or if Clementine cannot reach the ground for some reason. (Encasing the ground on a foreign substance could prevent it. Ice doesn't count but elements that aren't considered natural do. Metal, Rubber, Tar, concrete, ect. Can be used in buildings so long as there isn't another level to the building below, depending on the materials of the building.
- Earthmages can use an A-rank spell to command the ground to hold fast, negating the spell, if they have such a spell. In which case the entire erruption occurs underground which may cause major earthquakes through a far greater area instead, unless they similarly have a spell that can prevent that as well. Clementine can make it erupt underground manually if that is her wish. They could also manipulate the radioactive stones in the air to avoid damage from them or whatever.
Duration/Cooldowns The eruption takes place over the course of the remainder of the post and leaves a mushroom cloud for several posts after. 7 post cooldown.
Name: Breaker Cannon
Rank: A
Type: Nuclear ☢ Radiation
Description: Breaker Cannon is a quick attack that essentially just opens the floodgates and lets Clementine's nuclear energy burst forward in the form of a beam that extends out 275 meters to deliver serious damage as such that Breaker Cannon can devastate a modern tank leaving it as a radioactive molten mess (Mild Radiation contamination). The beam is approximately a meter in thickness. The beam travels at 250,000 meters per second but is foresadowed by a bombardment of pure radiation that feels hot but not explicitly damaging, enough to make you go "What the hell, ouch" and try to figure out wtf is hurting you. The area is also more brightly lit, like a flashlight. This gives 1 second of forewarning. Difficult to dodge if not expected, as any attack would be. But 1 full second is perfectly usable in active combat. (Only an idiot tries to dodge actual projectiles in combat anyway, That's just not how life works. You predict stuffs and react to their movements, not their attack itself.)
The object it hits is entirely effected, not just the exact area hit. Meaning that tank would literally be a molten mess, not simply have a hole in it. This has it's limits of course, the total area effected must amount to no more than a 10 meter solid sphere.
Deals 50 radiation damage and 70 heat damage (A-rank+50%).
Strengths:
- Very quick easy to use projectile spell, requiring only aiming of an outstretched hand (Or arm cannon).
- High speed projectile, though confined to a fairly short range given this velocity.
- Deals double damage to physical objects as well as energy based protective barriers, giving it it's name: The Breaker Cannon.
Weaknesses:
- Weak radiation for it's spell level.
- Breaker Cannon though a very fast spell can still be easy to dodge by an aware target simply by being unpredictable and not stopping to say "Hi, please don't hit me ;-;"
- 275 meters is a Hard Limit, meaning it has no effect whatsoever beyond that exact range. It could suddenly cut off as though hitting an invisible wall a foot away from your face, this is due to a sudden collapse which has the effect of reducing range.
- Breaker Cannon deals a only 40 radiation damage and 60 heat damage to fleshy targets.
Duration/Cooldowns Instantaneous. 8 post cooldown.
Name: Blast Purge
Rank: A
Type: Nuclear ☢ Radiation
Description: Blast Purge generates two atomic models within the palms of both hands which are slammed together causing a minor explosion but generates a great shockwave that causes a hot wind to race across the land.
Blast Purge deals some painful damage as the radiation burst sears skin, but this damage is such that a mundane human and even children (but not smaller children or frail people) can survive. The primary point of Blast Purge is that it kills all plantlife and animals smaller than a 10 year old child and leaves the area Moderately irradiated within 5km, and Dangerously irradiated within the first 500 meters. The 15 meter area around Clementine becomes Seriously irradiated. All water sources similarly become irradiated as they pass through the area, if they survive as most water will be evaporated and nigh anything that is flammable will catch fire, glass will warp or even shatter, and easily meltable objects will melt (Ie; Wax/Candles)
Deals only 25 Radiation damage flat out.
Strengths:
- Effects a huge area.
- Instantly turns all plant and animal life immediately die, as well as small children (About ages 0-5).
- Leaves a very high levels of radiation throughout the area.
Weaknesses:
- Airtight rooms and buildings aren't penetrated.
- Deals only D-rank equivalent damage in the form of light radiation burns on the skin. Thus most people are unlikely to be seriously injured and many may shrug it off completely.
- Deals no damage whatsoever to people in enclosed buildings and away from windows, though the radiation still leaks through over a few minutes they wont experience the burn.
- If used in an enclosed room only the area immediately around that room within 15 meters is effected, while the room itself becomes an area of Critical radiation. This can be exploited by some mages in a pinch, either by entrapping in slabs of earth her or some sort of forced teleportation effect.
Duration/Cooldowns Instantaneous. 8 post cooldown.
- Spoiler:
Name: Sunfall-::☢::- Nuclear Impalement.
Rank: S
Type: Nuclear ☢ Radiation
Description: Clementine collects nuclear energy between two hands which forms a large burning atom-like structure that after a second or two of it's creation violently skycrockets into orbit at light speeds. A thin streak can be seen in the sky like a shooting star, passing over head every few seconds from one horizon to the next. It can strike anywhere within 5 miles of Clementine.
On the next post a star can be seen in the sky that lights the night like day, looking to be about the same size (perspective-wise) as the sun would, growing in size rapidly as it gets closer and grinds into the earth devastating a 1/2 mile area with 100 heat damage (S-rank) and 50 radiation damage (The +50%) while leaving behind a zone of Dangerous radiation, itself counting as a hit with dangerous radiation.
The star buries itself deep into the ground, forming a 900 meters deep crater before it the star explodes and from this pit projects a vertical explosion of nuclear energy. This creates a column that reaches high into the sky with a mushroom cloud like expanse forming on it's top, with a shockwave that rips out of the crater to crush and knock back things three times the area of the initial impact easily toppling normal buildings over and leveling trees out away from the origin. This cloud lingers for 10 posts as it slowly disperses. This cloud will be pumping the air full of Mild radiation that gets carried by the winds to plague entire country sides.
The 5km area surrounding the crater becomes a zone of Moderate radiation, while getting hit with the shockwave from the pit delivers 50 points of bludgeoning damage and applies a count of mortal radiation.
Strengths:
- Summons the might of a small... well, microscopic compared to most, star to fall from the sky and turn the site of impact into a deep pit-like crater.
- Very very few buildings can survive a hit from Sunfall, likewise it would take a powerful mage to survive a hit- at least without going into a critical condition since death isn't allowed-. Unfortunately powerful mages have their own tricks up their sleeves.
- Because it falls from the sky, the area over the target area is also in danger.
Weaknesses:
- Takes one post to arrive.
- Hitting Clementine with S-ranked anti-magic will prevent the star from falling, which will make the star stop and collapse in on itself.
- Heavy magical power can be felt radiating throughout the area once cast, giving some indication that something isn't right and that something major is going to happen.
- The miniature sun counts as a sun for the purposes of magic and spells, thus it would empower any light slayers or people with magic relying on sunlight. Which means chances are, the enemies will be more empowered. Simply by stereotyping magic types to morality.
Duration/Cooldowns 10 posts cooldown. 1 post Activation (Takes 1 post for it to take effect). Duration within 1 post once activated, ish.
Name: Fallout Cannon
Rank: S
Type: Nuclear ☢ Radiation
Description: The as of now crowning application of Endless Fusion magic and Clementine's special move, in the same manner a dragon slayer's best roar is theirs.
From the palm (Or her arm cannon of course) Clementine collects a growing atomic model that appears to burn and violently shake as it's instability is bound by Clementine's will. This atomic model grows over a second or two until it's ready to fire. During this growing process radiation foreshadows the Fallout Cannon's arrival by creating a rapidly growing distortion that harshly bends light and generates large amounts of heat. It's enough to microwave small animals, and can cause sunburn like marks on those caught within it (Dealing D-rank damage in radiation and burns). After 3 seconds the Fallout Cannon is ready and a great roaring burst of nuclear energy bursts forth at sublight speeds.
Before the Fallout Cannon, the projected force is that of Mild radiation, and after the Fallout Cannon the area effected by it becomes an area of Dangerous radiation and counts as an impact form Dangerous Radiation if hit.
The beam travels 800 meters exactly and has a thickness of 15 meters. The radiation continues an extra 200 meters beyond the 800 counting as moderate radiation while the immediate 800 is dangerous, and outwards 25 meters from the 15 meter thick beam.
The Fallout Cannon is powerful enough to carve through a 5 meter thick wall of steel like butter, and breach a 30 meter wall of steel enough to leave a hole but barely damage anything immediately opposite of said wall...
Once the beam hits there is a 1.5 second window before a sudden atomic explosion bursts to devastate a 45 meter area, leaving it as dangerous radiation there after. This explosion is such that it can uproot reasonable sized trees and hurl them away. Though actual trees in the area would become matchsticks.
Because of the explosion at the end of the beam after the delay, said 30 meter thick wall would be further ruined by it which would probably still effect those on the other side after the initial beam melted the wall.
The beam does 90 heat damage and 40 radiation damage. The explosion does 30 heat damage and 20 radiation damage.
Strengths:
- Longish range cannon, making it useful against aerial targets, or firing from an aerial location.
- Beam effect, meaning if the object isn't big enough to take the full area of the beam the beam will continue past it, enveloping it completely within it's torrent of nuclear energy. The duration in which the beam burns is about 5 seconds.
- Fallout Cannon deals double damage to nonliving objects and constructions, including defensive spells.
Weaknesses:
- Arrival of the beam is foreshadowed by a radiation bath and a blackening of the area of effect. This is enough warning especially for those who know of Clementine's magic or can see her charging the cannon to escape the area of effect.
- Once charging starts the cannon can't be reaimed, however it can be left in place while Clementine goes elsewhere (The ball of energy remaining in the air until it fires).
- Fallout Cannon is susceptible to any energy based defensive spells. They do not take additional damage like Fallout Cannon does to defenses.
- Even if the beam hits the 1.5 second delay means that someone can evade the explosion part.
- The explosion is only at the end of the beam, not at anything hit along between the target and the origin.
Duration/Cooldowns Instant-ish duration. 10 post cooldown.
- Classified:
- Spoiler:
Name: ☢Final Star☢
Rank: H
Type: Nuclear ☢ Radiation
Description: ( How the spell is cast, what it looks like, what it does, extra info )
Strengths: ( List all the positive aspects of the spell )
Weaknesses: ( List all the negative aspects of the spell )
Duration/Cooldowns (List how long the spell lasts/How long it takes for the spell to recharge.)
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Last edited by Clementine on 20th April 2016, 11:46 am; edited 10 times in total