Magic
Primary Magic: Atmokinesis
Secondary Magic: N/A
Caster or Holder: Caster
Description: Atmokinesis is controlling the weather and atmosphere around the user. This goes for all kinds of weathers, from soft breezes to hurricanes. The user can also cast thunderbolts in his/hers hands to throw them away, like zeus does in ancient greek mythology. The user can also chance the temperature or around to them as they see fit.
The user needs to think as specific as possible about the weather he's going to 'spawn' for the lack of better words. Because if he isn't paying attention at the spell it can turn into a less powerfull one or a completely differently one. The user can summon weather around him or from the user's hands. althoug you can only summon ligtning bolts, tornado's or some small things from your hands. You can't summon a hurricaine from your hands, but you can summon it around you, like it is that you're in the eye of the huricaine.
Strengths:
Weaknesses:
Lineage: Evil Angel
Unique Abilities:
Spells:
Name: Hail
Rank: D
Type: Ice, offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Eugene can cast this spell from his mouth or when his palms are raised up to the sky. If it is used by the palms it takes a few seconds to start but it hails faster then from the mouth. If it is from the mouth it is being used directly but the force is not as strong.
The speed is as your average hail storm, except from the mouth then its a bit slower. The AoE is 5 meters in Diameter. The target can be blinded if one of the hails get in it's eye, because everyone get's hurt when a hail gets in your eye, but not for ever only one post max. The area has to be a bit cold or it has to rain.
Strengths:
Weaknesses:
Name: Lightning stingray: Level 4
Rank: D
Type: Thunder, offensive
Duration:instant
Cooldown:2 posts
Description: This bolt is like a little tiny lighting bolt that shoots from the index fingers from Eugene's hands. This bolt can cause paralysis on one limb such as a arm or a leg for one turn. This spell does go at a speed of 30 km/hour and has a range of 5 meters in diameter.
Strengths:
Weaknesses:
Name: Rain
Rank: D
Type: Water, supportive
Duration:3 posts
Cooldown:4 posts
Description: This spell is been cast by simply pointing at the sky and looking up. The rain is your average rain. No acid no nothing. This make everything withing 10 meters wet like normal rain does. It takes a few seconds to summon the rain
Strengths:
Weaknesses:
Name: Mild Drought
Rank: D
Type: Fire Supportive
Duration:3
Cooldown:4
Description: This spell causes every D water spell that has been used to weaken. The rain or smaller wet stains vaporizes because of the heat. This has a radius of 5 meter Diameter around the user. This spell is activated just the same as the rain spell.
Strengths:
Weaknesses:
List of Spell Fusions:n/a
Primary Magic: Atmokinesis
Secondary Magic: N/A
Caster or Holder: Caster
Description: Atmokinesis is controlling the weather and atmosphere around the user. This goes for all kinds of weathers, from soft breezes to hurricanes. The user can also cast thunderbolts in his/hers hands to throw them away, like zeus does in ancient greek mythology. The user can also chance the temperature or around to them as they see fit.
The user needs to think as specific as possible about the weather he's going to 'spawn' for the lack of better words. Because if he isn't paying attention at the spell it can turn into a less powerfull one or a completely differently one. The user can summon weather around him or from the user's hands. althoug you can only summon ligtning bolts, tornado's or some small things from your hands. You can't summon a hurricaine from your hands, but you can summon it around you, like it is that you're in the eye of the huricaine.
Strengths:
- The weather magic can always been used, might it been under water, under ground or in the air. Because there is always an atmosphere or weather around you where ever you are
- Making some kinds of weathers or atmospheres is easier on places where there is a lot of it. Like for example, the user can create much easier tornado's where there's a lot of wind. Where there's a small heat there can the user create more heat based spells.
- The user can always use the weather that's around him for a powerboost, like when it's raining, can the user of this magic use thunder and storms more easily, because the basic is already there.
- The thunderbolts can change from the power that's inside it. The smaller ones can cause small one's can create small stunning like an arm, hand. The same goes for snow based magic.
Weaknesses:
- It's impossible to create a weather or atmosphere where it is impossible to happen for example Eugene can't make it rain a lot in the desert, nor can he make a heatwave in a tundra.
- Some kinds of weathers makes other magic stronger when the user uses an attack to defend himself, for example: If Eugene would use a tornado against someone who uses a fire attack the fire attack can become larger but it can also change the tornado in a fire tornado. Which is from that point harder to control. That's if and only if the opposing spell is stronger and it's counterpart.
- The user of this magic must have knowledge about this weather. The more he does know about the weather, the better it gets. This is a huge set back because, not all weather is good documented as the others. Like tornado's are more difficult to document because they always variate in there lifespan.
- The more powerful the weather is the harder the user needs to control their emotion, to control the weather.
- Although the user is immune to his own spell's, doesn't mean he is resistance against the same type of spells from other people or monsters.
Lineage: Evil Angel
Unique Abilities:
- Animaltongue: Eugene can talk to animals due to his time as a slave. Eugene was often locked up with a lot of animals and some kinds of monsters.
- Conjuring from the mouth: This little trick let's Eugene use a few spells from the mouth when he's tied up.
- Temperature skin: Because Eugene's magic is based on the weather, won't Eugene get ill from the cold weather or get a heatstroke from the warmth of the sun.
Spells:
Name: Hail
Rank: D
Type: Ice, offensive
Duration: 3 posts
Cooldown: 4 posts
Description: Eugene can cast this spell from his mouth or when his palms are raised up to the sky. If it is used by the palms it takes a few seconds to start but it hails faster then from the mouth. If it is from the mouth it is being used directly but the force is not as strong.
The speed is as your average hail storm, except from the mouth then its a bit slower. The AoE is 5 meters in Diameter. The target can be blinded if one of the hails get in it's eye, because everyone get's hurt when a hail gets in your eye, but not for ever only one post max. The area has to be a bit cold or it has to rain.
Strengths:
- It becomes stronger if there's a storm roaming around. The wind that makes the hail come down from the spell, makes this spell go harder.
- While the hail is falling everyone's, except the user, can't see very good, like in a hail.
Weaknesses:
- Heat magic
- Fire magic. This hail is not very strong so it can be quickly melted before the target get's hit by the small storm of hail.
- The hails can get be blown back to the user if there is a strong enough wind from the opposite direction.
Name: Lightning stingray: Level 4
Rank: D
Type: Thunder, offensive
Duration:instant
Cooldown:2 posts
Description: This bolt is like a little tiny lighting bolt that shoots from the index fingers from Eugene's hands. This bolt can cause paralysis on one limb such as a arm or a leg for one turn. This spell does go at a speed of 30 km/hour and has a range of 5 meters in diameter.
Strengths:
- The target can get paralysis at one limb, although not for long it will give a small fuzzy feeling in that limb for another 2 posts.
- This attack get's stronger if the target is wet or standing in the rain. Because of this the spell can get up to 2 limbs to get paralysis for 2 posts.
- If this spell is shot at a very dry place or during a drought it can start a fire.
Weaknesses:
- It can't go trough very thick armor
- trough earth or stone magic.
- This spell can also be redirected by any metal based spell or weapon. Since that this is a thunder attack, it goes to metal if it is it's range.
- Rubber equipment will make the wearer of said armor immune of this spell.
Name: Rain
Rank: D
Type: Water, supportive
Duration:3 posts
Cooldown:4 posts
Description: This spell is been cast by simply pointing at the sky and looking up. The rain is your average rain. No acid no nothing. This make everything withing 10 meters wet like normal rain does. It takes a few seconds to summon the rain
Strengths:
- The rain reduces the effectifness of starting fire spells
- This spell let's all electric spells go further and do more damage to the target.
Weaknesses:
- This spell makes everyone wet, including the user, so he is also weak against thunder magic.
- Everyone who's wet is weaker against ice based spells.
- The rain that's on the users body will stay longer on the body because, the magic will keep the condense for 1 more post
Name: Mild Drought
Rank: D
Type: Fire Supportive
Duration:3
Cooldown:4
Description: This spell causes every D water spell that has been used to weaken. The rain or smaller wet stains vaporizes because of the heat. This has a radius of 5 meter Diameter around the user. This spell is activated just the same as the rain spell.
Strengths:
- All fire spells are one half rank stronger.
- Fire can be created more easily.
Weaknesses:
- This spell causes the user to dry out a little, in this case he will have a lot of thirst, just as everyone else after long exposure.
- Fire created by the help of this spell can't be controlled on it's own.
- This spell can make a piece of the earth unstable which earth based magic can be stronger.
List of Spell Fusions:n/a