"They both have their place in this world. We cannot only live within the empirical.
We must also seek the ephemeral as well, or why live?
But always observe how fleeting human creations are.
Pass then, through this little space of time comfortably to nature,
and end thy journey in content, just as an olive falls off when it is ripe,
blessing nature who produced it, and thanking the tree on which it grew."
-Marcus Aurelius
Entwined Hearts:
People of Yulestarian Descent, are naturally born with two hearts. This trait is especially useful for someone who can express their magic. Not only does having two hearts grant him heightened levels of endurance, stamina, and cardiovascular health, but should he be on the brink of death, or be fatally wounded in one heart, he can jump start his body and recover via the use of the other. Furthermore, his second heart is unique in that it contains an extra reservoir of MP, so should he deplete his normal MP, his second heart can provide him with an influx of secondary MP so he can push on further. 20% Stamina Boost. 20% MP Boost.
Usage: Passive-Reactive
Vitesse:
When someone touches his skin, but especially the area of his chest near his heart, he can reverse-siphon some of his second heart's extra stamina, health regen, and mp boost into that person. That person's heart will palpitate much faster, boosting their adrenaline and giving them a passive 5% HP Regen and 2% MP Regen per post for 5 posts. This can only be done once per thread, as the effects of this adrenaline boost are like a drug and can become dangerously addicting if overused. This is why Hope tries not to touch people, as it can make them become possessive and obsessive for him(not him as a person, but the drug like feeling the touch of his second heart gives them).
Usage: Passive
Poetic Sacrifice:
To be used as a last resort or at the most opportune moment to turn the tide of battle, Hope can sacrifice the usage of his magic for the entire thread, and in the process, resurrecting a fallen teammate with 70% HP and MP. This leaves him incredibly vulnerable and near incapacitated.
Usage: Active
- Nymph Channeling Spells:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Nymph's Kiss
Rank: D
Type: Support-Healing
Fused Spells N/A
Description: A single target reactive or immediate heal, this spell allows Hope send out a nymph that flies over to an ally and kisses them, leaving a glowing mark where they were kissed. The mark is permanent until activated or the caster cancels it. Once marked, the person can activate it to gain an immediate 25 health. By sacrificing 5% of their MP, they can recover an extra 5 health on their next post. (The kiss can only be activated once and once it is used, the mark disappears)
Duration: 2 Posts
Cooldown: 3 Posts
Strengths:
-Immediate pay off.
Weaknesses:
-User has to sacrifice mp for a better payoff.
-Single target.
Name Moonflower
Rank: D
Type: Support-Healing
Fused Spells N/A
Description: An AOE toggle healing skill with a radius of 15 meters, this spell allows some of his nymphs to merge together and transfigure into miniature moon above the area. Calling forth the serenity of night, this moon generates a medicating aura that surrounds the area in moonlight's gleam, causing the environment to shimmer and glisten (like moonlight causing the ocean to sparkle at night). The silhouette of allies and enemies within the aura glows. While this spell is active, allies recover 5% health every post for 3 posts.
Duration: 3 Posts
Cooldown: 4 Posts
Strengths:
-AOE healing
Weaknesses:
-Takes time to completely heal allies.
-Not as potent as a single target heal.
Name Nymph's Flutter Dance
Rank: D
Type: Offensive, Defensive, Supplementary
Fused Spells N/A
Description: Hope's nymphs begin to function as one being, like a hive-mind. These nymph's can then be commanded to dance and flutter around objects and they can work together to manipulate and move said objects. This is especially useful for utility purposes, cause it allows Hope to move objects(in a telekinetic-like fashion) way heavier than he'd be able to move on his own. Commanding his nymphs to flutter around himself will allow him to float, levitate, and fly(at a max of 15mph and carry another with him weighing no more than 186lbs). Additionally, if he concentrates hard enough, his nymphs can come together to protect him against physical assaults(up to a single C-rank spell before being cancelled).
Duration: 1 Post
Cooldown: 2 Posts
Strengths:
-Telekinetic-like object movement.
-Flight.
-Defensive barrier-like effect.
Weaknesses:
-Cannot lift other people of higher rank unless given permission.
-Cannot lift objects that way more than 136kg(about 300lbs) or (186lbs mid-flight).
-Will fall if hit during mid-flight.
-Cannot protect him against spells of 2 ranks higher, and spells of 1 rank higher can break his defenses fairly quickly.
-This is currently his only offensive capable spell.
Name Veil of Butterflies
Rank: D
Type: Defensive
Fused Spells N/A
Description: This spell causes Hope's nymphs to circle around himself in order to refract light to create illusions. Upon activating this spell, they create the illusion that his body is dissolving/vanishing into a veil of glowing ethereal butterflies. In actuality, this is just an illusion of invisibility. It can be used on others as well through physical contact.
Duration: 2 Posts or until cancelled.
Cooldown: 3 Posts
Strengths:
-Instant effect.
Weaknesses:
-Short duration.
-Can still be hurt if the enemy can see through the invisibility or they just so happen to hit his body.
Last edited by Hope on 10th August 2016, 2:01 pm; edited 4 times in total